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Towards Generating Virtual Movement from Textual Instructions A Case Study in Quality Assessment.

, , , and . CoRR, (2020)

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„Raus aus dem Sessel“ - Computerspiele für mehr Gesundheit - Eine Übersicht und aktuelle Beispiele., , , , and . Inform. Spektrum, 37 (6): 558-566 (2014)CrowdEyes: crowdsourcing for robust real-world mobile eye tracking., , , , , and . MobileHCI, page 18:1-18:13. ACM, (2017)Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games., , , and . ICEC, volume 7522 of Lecture Notes in Computer Science, page 235-242. Springer, (2012)Sportal: A First-Person Videogame turned Exergame., , , and . MuC (Workshopband), page 539-542. Oldenbourg Verlag, (2013)Applying Human-Centered Design to Develop Motivating Exergames., , , and . MuC (Workshopband), Gesellschaft für Informatik e.V., (2016)Richtig Herausfordernd: Anpassbarkeit und Adaptivität in bewegungsbasierten Gesundheitsspielen.. Ausgezeichnete Informatikdissertationen, volume D-17 of LNI, GI, (2016)Mobile Game User Research: The World as Your Lab?, , and . CoRR, (2020)Adaptive Difficulty with Dynamic Range of Motion Adjustments in Exergames for Parkinson's Disease Patients., and . ICEC, volume 7522 of Lecture Notes in Computer Science, page 429-432. Springer, (2012)The Impact of Dimensionality on Natural Language Route Directions in Unconstrained Dialogue., , , and . SIGDIAL Conference, page 99-102. The Association for Computer Linguistics, (2010)You Shall Not Pass: Non-Intrusive Feedback for Virtual Walls in VR Environments with Room-Scale Mapping., , , , , , , , , and 6 other author(s). VR, page 143-150. IEEE Computer Society, (2018)