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EyePlay Revisited: Past, Present and Future Challenges for Eye-Based Interaction in Games.

, , , , , and . CHI PLAY (Companion), page 689-693. ACM, (2018)

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Shocking advantage! Improving digital game performance using non-invasive brain stimulation., , , , and . Int. J. Hum. Comput. Stud., (2021)Empirical Evaluation of Hybrid Gaze-Controller Selection Techniques in a Gaming Context., , , and . CHI PLAY, page 73-85. ACM, (2018)VisionaryVR: An Optical Simulation Tool for Evaluating and Optimizing Vision Correction Solutions in Virtual Reality., , , , and . CoRR, (2023)In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs., , , , and . CHI, page 1-14. ACM, (2020)FTVR in VR: Evaluation of 3D Perception With a Simulated Volumetric Fish-Tank Virtual Reality Display., , , , , and . CHI, page 533. ACM, (2019)Virtuelle Rekonstruktion des Regensburger Ballhauses., and . DHd, (2015)Den Schrecken im Blick: Eye Tracking und Survival Horror-Spiele., , and . MuC (Workshopband), page 539-542. Oldenbourg Verlag, (2013)A Baseline Study of Emphasis Effects in Information Visualization., , , and . Graphics Interface, page 327-339. Canadian Human-Computer Communications Society, (2020)Assessing the relationship between subjective trust, confidence measurements, and mouse trajectory characteristics in an online task., , , , , and . CoRR, (2023)EyePlay Revisited: Past, Present and Future Challenges for Eye-Based Interaction in Games., , , , , and . CHI PLAY (Companion), page 689-693. ACM, (2018)