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3D printing/digital fabrication for education and the common good: Workshop at the International Conference on Communities & Technologies 2017.

, , , , , , , and . C&T, page 315-318. ACM, (2017)

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Advanced interaction in university based education., and . INTERACT, page 423-426. Chapman & Hall, (1995)Attentional Behavior of Users on the Move Towards Pervasive Advertising Media., , , , , and . Pervasive Advertising, Springer, (2011)Research in the semiconductor factory: Insights into experiences and contextual influences., , and . HSI, page 129-134. IEEE, (2014)Multikulturalismus und Mensch-Computer Interaktion: Benutzungs-schnittstellen für Immigranten., , and . Mensch & Computer Workshopband, page 495-498. Oldenbourg Verlag, (2013)Willkommen auf der Achterbahn., , , and . Usability Professionals, page 248-255. German UPA e.V., (2013)Design for Privacy - mit dem Menschen gestalten., , and . Usability Professionals, Gesellschaft für Informatik e.V. / German UPA e.V., (2017)More experiences: other sides of the profession story.. Interactions, 12 (3): 48-49 (2005)Handovers and Resumption of Control in Semi-Autonomous Vehicles: What the Automotive Domain can Learn from Human-Robot-Interaction., , and . HRI (Companion), page 207-208. ACM, (2017)Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games, , , , , and . Evaluating User Experience in Games, chapter 13, Springer, in press.(March 2010)Memoing and lenses: two approaches for exploring player-generated game ideas in videos., , and . Advances in Computer Entertainment, page 8:1-8:9. ACM, (2014)