Campus HagenbergResearch Center

Software Technologie und Anwendungen Research Center Hagenberg

Publikationen

Animation, Kunst und Technologie. Evolution und Expansion am Beispiel Prix Ars Electronica

J. Hagler - Animation, Kunst und Technologie. Evolution und Expansion am Beispiel Prix Ars Electronica in Im Wandel ... Metamorphosen der Animation (Editors: Julia Eckel, Erwin Feyersinger, Meike Uhrig), 2017, pp. 171-185
Mit dem Aufkommen der Computeranimation war neben der SIGGRAPH die Ars Electronica eine der wichtigsten Plattformen für digitale Animation in den 1980er und...   mehr
  • Buch/Buchbeitrag
  • Medien und Wissenstechnologien

Is Two Enough?! Studying Benefits, Barriers, and Biases of Multi-Tablet Use for Collaborative Visualization

T. Plank, H. C. Jetter, R. Rädle, T. Luger, C. Klokmose, H. Reiterer - Is Two Enough?! Studying Benefits, Barriers, and Biases of Multi-Tablet Use for Collaborative Visualization - Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17), Denver, CO, USA, Vereinigte Staaten von Amerika, 2017
  • Tagungsband
  • Medien und Wissenstechnologien

Missing the Forest for the Trees: Balancing Personalization Costs and Benefits in Persuasive Games

E. Mattheiss, D. Sellitsch, M. Busch, W. Hochleitner, J. Froschauer, M. Tscheligi - Missing the Forest for the Trees: Balancing Personalization Costs and Benefits in Persuasive Games - Proceedings of the International Workshop on Personalization in Persuasive Technology (PPT’16), Salzburg, Austria, Österreich, 2016, pp. 40-43
  • Tagungsband
  • Medien und Wissenstechnologien

eMOOCs for Personalised Online Learning: A Diversity Perspective

T. Jadin, M. Gaisch - eMOOCs for Personalised Online Learning: A Diversity Perspective - Proceedings of the European Stakeholder Summit on experiences and best practices in and around MOOCs (EMOOCS 2016), Graz, Österreich, 2016, pp. 69-80
  • Tagungsband
  • Medien und Wissenstechnologien

Pervasive Learning als Treiber für veränderte Lernkulturen in Organisationen am Beispiel von Fehlermanagement

T. Jadin, U. Rami - Pervasive Learning als Treiber für veränderte Lernkulturen in Organisationen am Beispiel von Fehlermanagement - Arbeit in komplexen Systemen - Digital, vernetzt, human?!, Aachen, Deutschland, 2016, pp. 6
Neben den klassischen Weiterbildungsformaten, Blended Learning Formaten und E-Learning Angeboten und ergeben sich durch den Einsatz von Mobile Learning neue...   mehr
  • Tagungsband
  • Medien und Wissenstechnologien
  • Angewandte Sozialwissenschaften und Non Profit Management

When Tablets meet Tabletops: The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets

J. Zagermann, U. Pfeil, R. Rädle, H. C. Jetter, C. Klokmose, H. Reiterer - When Tablets meet Tabletops: The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets - Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2016), San Jose, Vereinigte Staaten von Amerika, 2016, pp. 10
  • Tagungsband
  • Medien und Wissenstechnologien

A Proposal for a Taxonomy to Survey the State-of-the-Art of Multi-Device Technologies

R. Rädle, C. Klokmose, H. C. Jetter - A Proposal for a Taxonomy to Survey the State-of-the-Art of Multi-Device Technologies - Report, University College London, Vereinigtes Königreich von Großbritannien und Nordirland, 2016
  • Bericht
  • Medien und Wissenstechnologien

“Bring-your-own-app?!” – Why apps hinder us from achieving true cross-device BYOD interaction

H. C. Jetter - “Bring-your-own-app?!” – Why apps hinder us from achieving true cross-device BYOD interaction - Report, University College London, Vereinigtes Königreich von Großbritannien und Nordirland, 2016
  • Bericht
  • Medien und Wissenstechnologien

The FFH Open Access Repository – A Novel Strategy for Research Communications for Universities of Applied Sciences

R. Rudisch-Sommer, T. Kern - The FFH Open Access Repository – A Novel Strategy for Research Communications for Universities of Applied Sciences - Tagungsband FFH 2016, Wien, Österreich, 2016, pp. 7
After almost one year of operation of the FFH Open Access Repository, the authors of this paper would like to discuss their trial in answering the research...   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

Using Player Type Models for Personalized Game Design – An Empirical Investigation

M. Busch, E. Mattheiss, W. Hochleitner, C. Hochleitner, M. Lankes, P. Fröhlich, R. Orji, M. Tscheligi - Using Player Type Models for Personalized Game Design – An Empirical Investigation - Interaction Design and Architecture(s) Journal, Vol. 1, No. 28, 2016, pp. 145-163
Personalized games should provide a better player experience than one-size-fits-all games. As a method for personalization, player type models have been...   mehr
  • Journal
  • Medien und Wissenstechnologien

Player Type Models: Towards Empirical Validation

M. Busch, E. Mattheiss, R. Orji, P. Fröhlich, M. Lankes, M. Tscheligi - Player Type Models: Towards Empirical Validation - Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2016), San Jose, Vereinigte Staaten von Amerika, 2016, pp. 1835-1841
Player type models – such as the BrainHex model – are popular approaches for personalizing digital games towards individual preferences of players. Although...   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game

A. Golombek, M. Lankes, J. Hagler - Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game - Entertainment Computing - ICEC 2016, Vienna, Österreich, 2016, pp. 286-289
In this paper we present Vancouver Maneuver, a game for mobile devices using Augmented Reality (AR) software to create a cooperative board game experience....   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

Mindtraining: Playful Interaction Techniques for People with Dementia

E. Hackner, M. Lankes - Mindtraining: Playful Interaction Techniques for People with Dementia - Entertainment Computing - ICEC 2016, Vienna, Österreich, 2016, pp. 223-228
The paper presents the preliminary studies regarding applicable interaction techniques in the field of tablet games for dementia. Serious games in the dementia...   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game

B. Maurer, M. Lankes, B. Stiglbauer, M. Tscheligi - EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game - Entertainment Computing - ICEC 2016, Vienna, Österreich, 2016, pp. 102-114
This paper investigates the effects of a shared gaze approach on social presence in an online cooperative game. We explored how a shared gaze visualization...   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

GazeAR: Mobile Gaze-Based Interaction in the Context of Augmented Reality Games

M. Lankes, B. Stiglbauer - GazeAR: Mobile Gaze-Based Interaction in the Context of Augmented Reality Games - Augmented Reality, Virtual Reality, and Computer Graphics, Lecce, Italien, 2016, pp. 397-406
Gaze-based interaction in the gaming context offers various research opportunities. However, when looking at available games supported by eye tracking...   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games

M. Lankes, S. Wagner - Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games - DiGRA 2015, Lüneburg, Deutschland, 2015, pp. 16
  • Tagungsband
  • Medien und Wissenstechnologien

Spatially-aware or spatially-agnostic? Elicitation and Evaluation of User-Defined Cross-Device Interaction

R. Rädle, H. C. Jetter, M. Schreiner, Z. Lu, H. Reiterer, Y. Rogers - Spatially-aware or spatially-agnostic? Elicitation and Evaluation of User-Defined Cross-Device Interaction - Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2015), Seoul, Südkorea, 2015, pp. 3913-3922
  • Tagungsband
  • Medien und Wissenstechnologien

An Experimental Comparison of Vertical and Horizontal Dynamic Peephole Navigation

J. Müller, R. Rädle, H. C. Jetter, H. Reiterer - An Experimental Comparison of Vertical and Horizontal Dynamic Peephole Navigation - Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2015), Seoul, Südkorea, 2015, pp. 1523-1526
  • Tagungsband
  • Medien und Wissenstechnologien

Connichiwa: A Framework for Cross-Device Web Applications

M. Schreiner, R. Rädle, H. C. Jetter, H. Reiterer - Connichiwa: A Framework for Cross-Device Web Applications - Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, Seoul, Südkorea, 2015, pp. 2163-2168
  • Tagungsband
  • Software Technologie und Anwendungen
  • Medien und Wissenstechnologien

Game Changer : a (Game)Space for Intercultural Play?

J. Diephuis, G. Kostov, A. Friedl, P. Piroozan, D. Wilfinger - Game Changer : a (Game)Space for Intercultural Play? - Proceedings Cross-Cultural Business Conference 2015, Steyr, Österreich, 2015, pp. 324-333
The Game Changer Suite is a collection of multiplayer game prototypes developed to explore cooperative and competitive gameplay in a co-located setting. In...   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

Game Changer: Designing Co-Located Games that Utilize Player Proximity

J. Diephuis, A. Friedl, G. Kostov, P. Piroozan, D. Wilfinger - Game Changer: Designing Co-Located Games that Utilize Player Proximity - DiGRA 2015, Lüneburg, Deutschland, 2015
The Game Changer Suite is a collection of multiplayer game prototypes developed to explore cooperative and competitive gameplay in a co-located setting. In...   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

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