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"I Want It That Way": Exploring Users' Customization and Personalization Preferences for Home Assistants.

, , , , and . CHI Extended Abstracts, page 270:1-270:8. ACM, (2022)

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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)Intelligent Integration of External Data and Services into SmartKom, , , , and . SmartKom: Foundations of Multimodal Dialogue Systems, Springer, Berlin, (2006)Multimodal Algebra Learning: From Math Manipulatives to Tangible User Interfaces., , , , , , , , , and . i-com, 17 (3): 201-209 (2018)Improving User Interfaces for Physicians through New Materials, Tangible Interaction, and Tactile Feedback., , and . ETIS, volume 2801 of CEUR Workshop Proceedings, CEUR-WS.org, (2020)Dynamic Action Selection Using Image Schema-Based Reasoning for Robots., , , , and . JOWO, volume 2969 of CEUR Workshop Proceedings, CEUR-WS.org, (2021)WuppDi! - Supporting Physiotherapy of Parkinson's Disease Patients via Motion-based Gaming., , , , , , , , , and 4 other author(s). MuC, page 469-478. Oldenbourg Verlag, (2011)Mental Wear and Tear: An Exploratory Study on Mental Fatigue in Video Games Using the Example of League of Legends., , , and . ICEC, volume 13477 of Lecture Notes in Computer Science, page 125-139. Springer, (2022)Keyframe-less integration of semantic information in a video player interface., and . EuroITV, page 137-140. ACM, (2009)Mobile users and extra-spatial context.. GI Jahrestagung (2), volume P-68 of LNI, page 666. GI, (2005)Playful User-Generated Treatment: Expert Perspectives on Opportunities and Design Challenges., , , , and . CHI PLAY (Companion), page 398-402. ACM, (2020)