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Control Transition Interfaces in Semiautonomous Vehicles: A Categorization Framework and Literature Analysis.

, , , , , , , and . AutomotiveUI, page 209-220. ACM, (2017)

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Getting the Story Straight., , and . BCS HCI/IHM, page 267-278. Springer, (2001)Navigation: Within and Beyond the Metaphor in Interface Design and Evaluation., and . Designing Information Spaces, Springer, (2003)Gaming concepts and incentives to change driver behaviour., and . Med-Hoc-Net, page 146-151. IEEE, (2012)Pervasive Gaming as a Potential Solution to Traffic Congestion: New Challenges Regarding Ethics, Privacy and Trust., , and . ICEC, volume 7522 of Lecture Notes in Computer Science, page 586-593. Springer, (2012)MaDSAV: maintaining driving skills in semi-autonomous vehicles., , , , , and . AutomotiveUI (adjunct), page 136-139. ACM, (2015)Collaborative Storytelling Using Gamification and Augmented Reality., , and . CDVE, volume 10451 of Lecture Notes in Computer Science, page 90-93. Springer, (2017)Patterns of Place: An Integrated Approach for the Design and Evaluation of Real and Virtual Environments., , , , and . Immersed in Media, Telepresence Theory, Measurement & Technology, Springer, (2015)Iterative design of a mobile Mixed Reality game., , and . GI Jahrestagung (1), volume P-133 of LNI, page 501-502. GI, (2008)You Never Forget How to Drive: Driver Skilling and Deskilling in the Advent of Autonomous Vehicles., , , , , , , and . AutomotiveUI, page 209-216. ACM, (2016)What We Can Learn from Pilots for Handovers and (De)Skilling in Semi-Autonomous Driving: An Interview Study., , , , , , , , and . AutomotiveUI, page 173-182. ACM, (2017)