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The Mood Game - How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and Boredom.

, , , , , , and . MuC, page 867-870. GI / ACM, (2019)

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Hover Loop: A New Approach to Locomotion in Virtual Reality., , , , , , and . CHI PLAY (Companion), page 111-116. ACM, (2019)The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different., , , , , and . VRST, page 31:1-31:12. ACM, (2022)The Effects of Self- and External Perception of Avatars on Cognitive Task Performance in Virtual Reality., , , , and . VRST, page 27:1-27:11. ACM, (2020)The Impact of Missing Fingers in Virtual Reality., , and . VRST, page 4:1-4:5. ACM, (2020)Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games., , , , and . ETRA Short Papers, page 63:1-63:6. ACM, (2020)Preparing an Online Lecture That We Wouldn't Hate to Attend., , , , , and . IEEE Pervasive Comput., 19 (3): 51-55 (2020)Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance while Cycling in Virtual Reality., , , , , , and . VRST, page 29:1-29:12. ACM, (2022)AudienceAR - Utilising Augmented Reality and Emotion Tracking to Address Fear of Speech., , , , and . MuC, page 913-916. GI / ACM, (2019)SentiBooks: Enhancing Audiobooks via Affective Computing and Smart Light Bulbs., , , , , and . MuC, page 863-866. GI / ACM, (2019)SpEYEders: Adults' and children's affective responses during immersive playful gaze interactions transforming virtual spiders., , , , , , , and . CHI PLAY, page 74-79. ACM, (2021)