Filtrování

    2026

    1. HOCHREITER, Manuel; Simone KRIGLSTEIN a Günter WALLNER. Beyond Pre-Defined Scripts: Player Perceptions on Generative Non-Player Character Dialogues. Online. In Proceedings of the 31st International Conference on Intelligent User Interfaces. New York, NY, USA: Association for Computing Machinery, 2026, s. 2004-2018. ISBN 979-8-4007-1984-4. Dostupné z: https://doi.org/10.1145/3742413.3789221.
    2. BROUCHER, Magdalena; Magdaléna KEJSTOVÁ; Christina STOIBER; Martin KANDLHOFER; Alena BOUCHER; Simone KRIGLSTEIN; Shelly BUCHINGER a Wolfgang AIGNER. Enhancing Data Visualization Literacy: A Comparative Study of Learning Materials in Schools. IEEE Transactions on Visualization and Computer Graphics. United States: IEEE Computer Society, 2026, roč. 32, č. 1, s. 1416-1426. ISSN 1077-2626. Dostupné z: https://doi.org/10.1109/TVCG.2025.3634817.

    2025

    1. KRIGLSTEIN, Simone; Joshua FLITCROFT; Jak MARSHALL; Francis Leo TABIOS; Emma VARJO a Guenter WALLNER. A Conversation around Best Practices, Challenges, Career Advice, and Trends in Games Users Research. ACM Games. ACM, 2025, roč. 3, č. 3, s. 1-10. ISSN 1528-4972. Dostupné z: https://doi.org/10.1145/3748662.
    2. PAGÁČ, Tomáš; Regina BERNHAUPT a Simone KRIGLSTEIN. A scoping literature review on influencing factors in live-streaming spectatorship experience. ENTERTAINMENT COMPUTING. ENGLAND: ELSEVIER SCI LTD, 2025, roč. 52, č. 1, s. 1-15. ISSN 1875-9521. Dostupné z: https://doi.org/10.1016/j.entcom.2024.100872.
    3. TAWDE, Vinaya Rajan; Benjamín KOJDA a Simone KRIGLSTEIN. Augmented Sketching as Interactive Markers: Generating Heightmaps in Mobile AR. Online. In VINCI '25: Proceedings of the 18th International Symposium on Visual Information Communication and Interaction. Linz, Austria: ACM, 2025, s. 1-5. ISBN 979-8-4007-1845-8.
    4. TAWDE, Vinaya Rajan; Benjamín KOJDA a Simone KRIGLSTEIN. Demonstrating Ruh: A Serious Mobile AR Game Exploring 3D Interactive Markers to Harmonise Physical and Virtual Realities. Online. In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems. Tokyo, Japan: CHI, 2025, s. 1-5. ISBN 979-8-4007-1395-8. Dostupné z: https://doi.org/10.1145/3706599.3721271.
    5. CIGÁNOVÁ, Eliška a Simone KRIGLSTEIN. Engaging Users Through Play: Exploring Interactive Methods for Collecting Feedback in HCI. Online. In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems. Tokyo, Japan: ACM, 2025, s. 1-7. ISBN 979-8-4007-1395-8. Dostupné z: https://doi.org/10.1145/3706599.3719765.
    6. TAWDE, Vinaya Rajan; Nicol DOSTÁLOVÁ; Eliška CIGÁNOVÁ a Simone KRIGLSTEIN. Exploring the Fit: Analysing Material Selection for Interactive Markers in MAR Games through Co-Design. Online. In n Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (CHI '25). Tokyo, Japan: ACM, 2025, s. 1-19. ISBN 979-8-4007-1394-1. Dostupné z: https://doi.org/10.1145/3706598.3713717.
    7. TAWDE, Vinaya Rajan; Simone KRIGLSTEIN; Gloria MITTMANN a Wanda SPAHL. Challenges and Potentials of Pro-Social Collaborative Play in Extended Realities. Interactions. ACM, 2025, roč. 32, č. 2, s. 9-11. ISSN 1072-5520. Dostupné z: https://doi.org/10.1145/3716164.
    8. LANGLOIS, Danielle Kathryn a Simone KRIGLSTEIN. “In esports teamwork ranks way higher than anything else” : An exploration of esports training perceptions. Entertainment Computing. ELSEVIER SCI LTD, 2025, roč. 55, č. 101045, s. 1-16. ISSN 1875-9521. Dostupné z: https://doi.org/10.1016/j.entcom.2025.101045.
    9. KEJSTOVÁ, Magdalena a Simone KRIGLSTEIN. Learning by Playing: Student Strategies and Struggles in a Visualization Literacy Game. Online. In VINCI '25: Proceedings of the 18th International Symposium on Visual Information Communication and Interaction. New York, NY, United States: Association for Computing Machinery, 2025, s. 1-8. ISBN 979-8-4007-1845-8. Dostupné z: https://doi.org/10.1145/3769534.3769612.
    10. BANGUI, Hind; Bühnová BARBORA; Ge MOUZHI a Simone KRIGLSTEIN. Leveraging the Internet of Behaviors for Mutual Trust in Digital Ecosystems. Online. In ACM. Companion Proceedings of the 30th International Conference on Intelligent User Interfaces (IUI ’25 Companion). New York, NY, United States: ACM, 2025, s. 82-86. ISBN 979-8-4007-1409-2. Dostupné z: https://doi.org/10.1145/3708557.3716344.
    11. TAWDE, Vinaya Rajan a Simone KRIGLSTEIN. Mobile Augmented Reality: A Systematic Review of Current Research and the Untapped Potential of Interactive Marker-Based Games. Online. In Proceedings of the 20th International Conference on the Foundations of Digital Games. Graz, Austria: ACM, 2025, s. 1-12. ISBN 979-8-4007-1856-4. Dostupné z: https://doi.org/10.1145/3723498.3723807.
    12. WALLNER, Günter; Aakash JOHRY; Marnix van WIJLAND; Regina BERNHAUPT a Simone KRIGLSTEIN. Play, watch, analyze, repeat: How do players develop competitive gaming skills? Entertainment Computing. Elsevier, 2025, roč. 52, č. 52, s. 1-14. ISSN 1875-9521. Dostupné z: https://doi.org/10.1016/j.entcom.2024.100908.
    13. KARGARTAZARGH, Elham a Simone KRIGLSTEIN. Tell Me a Story: Playful Storytelling Approach for Supporting Grandparent-Grandchild Relationships. Online. In Proceedings of the Conference on Animation and Interactive Art. New York, NY, USA: ACM, 2025, s. 41-49. ISBN 979-8-4007-1532-7. Dostupné z: https://doi.org/10.1145/3749893.3749960.

    2024

    1. GNADLINGER, Florian a Simone KRIGLSTEIN. A proposal for a revised meta-architecture of intelligent tutoring systems to foster explainability and transparency for educators. In Seamless Learning Conference 2024. 2024. Dostupné z: https://doi.org/10.48550/ARXIV.2404.06820.
    2. STANKO, Viktoryia a Simone KRIGLSTEIN. Across the Planets - Playful Approach for Learning the Shortest Path Algorithm for Graphs in Augmented Reality. Online. In 27th International Academic Mindtrek Conference, ACADEMIC MINDTREK 2024. Tampere, Finland: Association for Computing Machinery, 2024, s. 225-229. ISBN 979-8-4007-1823-6. Dostupné z: https://doi.org/10.1145/3681716.3689439.
    3. NGUYEN, Quynh; Alexandra WINDISCH a Simone KRIGLSTEIN. Between Two Worlds: Analysing the Effects of Immersive and Non-Immersive Prototyping for Participatory Design. Online. In ACM Designing Interactive Systems Conference, DIS 2024. Copenhagen: ACM, 2024, s. 2198-2212. ISBN 979-8-4007-0583-0. Dostupné z: https://doi.org/10.1145/3643834.3660715.
    4. NGUYEN, Quynh; Emma JASPAERT; Markus MURTINGER; Simone KRIGLSTEIN a Manfred TSCHELIGI. CoLEBricks: Co-Designing Virtual Reality Scenarios with Generative Building Blocks. Online. In 2024 International Conference on Advanced Visual Interfaces, AVI 2024. Arenzano, Genoa: Association for Computing Machinery, 2024, s. 1-5. ISBN 979-8-4007-1764-2. Dostupné z: https://doi.org/10.1145/3656650.3656686.
    5. KUŤÁK, David; Danielle Kathryn LANGLOIS; Roman ROZIČ; Jan BYŠKA; Haichao MIAO; Simone KRIGLSTEIN a Barbora KOZLÍKOVÁ. Design and evaluation of alphabetic and numeric input methods for virtual reality. Computers & Graphics. PERGAMON-ELSEVIER SCIENCE LTDTHE BOULEVARD, LANGFORD LANE, KIDLINGTON, OXFORD OX5 1GB, ENGLAND, 2024, roč. 122, č. 103955, s. 1-11. ISSN 0097-8493. Dostupné z: https://doi.org/10.1016/j.cag.2024.103955.
    6. KLEINMAN, Erica; Magy Seif EL-NASR; Johannes PFAU; Simone KRIGLSTEIN; Günter WALLNER; David MELHART; Georgios N YANNAKAKIS; Jichen ZHU; Benjamin WATSON a Casper HARTEVELD. Ethics and Transparency in Game Data. Online. In Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion '24). Tampere, Finland: Association for Computing Machinery, 2024, s. 466-470. ISBN 979-8-4007-0692-9. Dostupné z: https://doi.org/10.1145/3665463.3678859.
    7. TAWDE, Vinaya Rajan; Benjamín KOJDA a Simone KRIGLSTEIN. FoRBT - Using Mobile Augmented Reality for Making Gameplay Immersive and Engaging. Online. Linz, Austria: Ars Electronica Linz, 2024, s. 92-94. Dostupné z: https://doi.org/10.5281/zenodo.13382838.
    8. GNADLINGER, Florian; Maika WERMINGHAUS; André SELMANAGIĆ; Tim FILLA; Jutter G RICHTER; Simone KRIGLSTEIN a Thomas KLENZNER. Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation. JMIR Serious Games. CANADA: JMIR PUBLICATIONS, INC, 2024, roč. 12, e55231, s. 1-17. ISSN 2291-9279. Dostupné z: https://doi.org/10.2196/55231.
    9. POKOJNÁ, Hana; Simone KRIGLSTEIN; Barbora KOZLÍKOVÁ a Daniel Ricardo ECHEVERRI GIRALDO. Make Some Energy: Tangible and Interactive Chemical Reactions. Online. In Juergen Hagler, Victoria Szabo, Philipp Wintersberger, Varvara Guljajeva, Bonnie Mitchell, Martin Kocr. Expanded Animation Conference on Animation and Interactive Art (Expanded '24). Linz, Austria: Ars Electronica, 2024, s. 19-25. Dostupné z: https://doi.org/10.5281/zenodo.1338283.
    10. BOUCHER, Magdalena; Christina STOIBER; Magdaléna KEJSTOVÁ; Martin KANDLHOFER; Alena ERTL; Simone KRIGLSTEIN a Wolfgang AIGNER. Mapping the Landscape of Data Visualizations in Schools and Educational Resources. Online. In EuroVis 2024 - Education Papers. Odense, Denmark: The Eurographics Association, 2024, s. 1-9. ISBN 978-3-03868-257-8. Dostupné z: https://doi.org/10.2312/eved.20241052.
    11. KEJSTOVÁ, Magdaléna; Tereza ŠŤASTNÁ a Simone KRIGLSTEIN. Play and Viz: Using Entertainment Games for Exploring Data Visualizations. Online. In Gillian Smith,Jim Whitehead,Ben Samuel,Katta Spiel,Riemer van Rozen. Proceedings of the 19th International Conference on the Foundations of Digital Games. New York, NY, United States: Association for Computing Machinery, 2024, s. 1-12. ISBN 979-8-4007-0955-5. Dostupné z: https://doi.org/10.1145/3649921.3650005.
    12. KRIGLSTEIN, Simone a Philipp WINTERSBERGER. Proceedings of the MuM'23 Workshops on Making a Real Connection and Interruptions and Attention Management co-located with 22nd International Conference on Mobile and Ubiquitous Media (MuM 2023). Online. 2024.
    13. POKOJNÁ, Hana; Barbora KOZLÍKOVÁ; Katarína FURMANOVÁ a Simone KRIGLSTEIN. ProjectAnatomy: A Handy Tool for Learning Forearm Anatomy with Augmented Physicalisations. Behaviour & Information Technology Special Issue "Data Physicalisations in the Wild". Abingdon, United Kingdom: Taylor and Francis, 2024, roč. 43, č. 14, s. 3389-3406. ISSN 1362-3001. Dostupné z: https://doi.org/10.1080/0144929X.2024.2413161.
    14. KUNZOVÁ, Nikola; Adam ŠTĚPÁNEK; Daniel Ricardo ECHEVERRI GIRALDO; Danielle Kathryn LANGLOIS a Simone KRIGLSTEIN. Stories with Style: Narrative, Virtual, and Imaginary Spaces of Reading Fiction in Virtual Reality. Online. In Andrii Matviienko, Jasmin Niess, Thomas Kosch. MUM '24: Proceedings of the International Conference on Mobile and Ubiquitous Multimedia. New York, NY, United States: Association for Computing Machinery, 2024, s. 36-50. ISBN 979-8-4007-1283-8. Dostupné z: https://doi.org/10.1145/3701571.3701601.
    15. MASÁR, Dominik a Simone KRIGLSTEIN. Towards a Taxonomy of In-Game User Interface Visualizations. Online. In 27th International Academic Mindtrek Conference, ACADEMIC MINDTREK 2024. Tampere, Finland: Association for Computing Machinery, 2024, s. 306-310. ISBN 979-8-4007-1823-6. Dostupné z: https://doi.org/10.1145/3681716.3689454.
    16. GERDENITSCH, Cornelia; Georg REGAL; Quynh NGUYEN a Simone KRIGLSTEIN. Transforming Ideas into Tangible Artifacts: Discovering Making, Makers, and the Making Experience. Online. In 13th Nordic Conference on Human-Computer Interaction, NordiCHI 2024. Uppsala, Sweden: Association for Computing Machinery, 2024, s. 1-12. ISBN 979-8-4007-0966-1. Dostupné z: https://doi.org/10.1145/3679318.3685393.
    17. KRIGLSTEIN, Simone. Using Playful Approaches in Education to Create Awareness of Pro-Sustainability Behavior. Interactions. ACM, 2024, s. 36–40. ISSN 1072-5520. Dostupné z: https://doi.org/10.1145/3653331.

    2023

    1. NEUNDLINGER, Klaus; Elisabeth FRANKUS; Ines HÄUFLER; Thomas LAYER-WAGNER; Simone KRIGLSTEIN a Beate SCHRANK. » Virtual Skills Lab «-Transdisziplinäres Forschen zur Vermittlung sozialer Kompetenzen im digitalen Wandel. Online. transcript Verlag, 2023. ISBN 978-3-8394-6564-6. Dostupné z: https://doi.org/10.14361/9783839465646.
    2. GNADLINGER, Florian; André SELMANAGIĆ; Katharina SIMBECK a Simone KRIGLSTEIN. Adapting Is Difficult! Introducing a Generic Adaptive Learning Framework for Learner Modeling and Task Recommendation Based on Dynamic Bayesian Networks. Online. In Jelena Jovanovic, Irene-Angelica Chounta, James Uhomoibhi and Bruce McLaren. Proceedings of the 15th International Conference on Computer Supported Education - Volume 1. Prague: SciTePress, 2023, s. 272-280. ISBN 978-989-758-641-5. Dostupné z: https://doi.org/10.5220/0011964700003470.
    3. KEJSTOVÁ, Magdaléna; Christina STOIBER; Magdalena BOUCHER; Martin KANDLHOFER; Simone KRIGLSTEIN a Wolfgang AIGNER. Construct and Play: Engaging Students with Visualizations through Playful Methods. Online. In Jim Wallace, Jennifer Whitson, Beth Bonsignore, Julian Frommel, and Erik Harpstead. In Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion '23). New York: Association for Computing Machinery, 2023, s. 96-101. ISBN 979-8-4007-0029-3. Dostupné z: https://doi.org/10.1145/3573382.3616082.
    4. LIAPIS, Antonios; Christian GUCKELSBERGER; Jichen ZHU; Casper HARTEVELD; Simone KRIGLSTEIN; Alena DENISOVA; Jeremy GOW a Mike PREUSS. Designing for Playfulness in Human-AI Authoring Tools. Online. In Proceedings of the 18th International Conference on the Foundations of Digital Games (FDG '23). New York: ACM, 2023, s. 1-4. ISBN 978-1-4503-9856-5. Dostupné z: https://doi.org/10.1145/3582437.3587192.
    5. LANGLOIS, Danielle Kathryn a Simone KRIGLSTEIN. Do you have time for a survey? Challenges and Lessons Learned from the Recruitment Process for an Online Survey. Online. In In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. Hamburg, Germany: ACM, 2023, s. 1-5. ISBN 978-1-4503-9422-2. Dostupné z: https://doi.org/10.1145/3544549.3573865.
    6. POKORNÝ, Jan; Magdaléna KEJSTOVÁ; Vít RUSŇÁK a Simone KRIGLSTEIN. From Bin to Playin’: Give Vintage Objects a New Purpose as Game Controllers. Online. In Albrecht Schmidt, Kaisa Väänänen, Tesh Goyal, Per Ola Kristensson, Anicia Peters. Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems (CHI EA '23). Hamburg, Germany: Association for Computing Machinery, 2023, s. 1-6. ISBN 978-1-4503-9422-2. Dostupné z: https://doi.org/10.1145/3544549.3585665.
    7. LANGLOIS, Danielle Kathryn a Simone KRIGLSTEIN. Initial Developments of Teamwork and Mental Health Focused Minigames for the Purpose of Esports Training. Online. In Computer-Human Interaction Research and Applications. CHIRA 2023. Rome, Italy: Springer, 2023, s. 338-348. ISBN 978-3-031-49367-6. Dostupné z: https://doi.org/10.1007/978-3-031-49368-3_21.
    8. MRÁZEK, Pavel; Pejman MIRZA-BABAEI; Günter WALLNER a Simone KRIGLSTEIN. Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming. Online. In Abdelnour Nocera, J., Kristín Lárusdóttir, M., Petrie, H., Piccinno, A., Winckler, M. IFIP Conference on Human-Computer Interaction (INTERACT 2023). York, UK: Springer, 2023, s. 517-522. ISBN 978-3-031-42292-8. Dostupné z: https://doi.org/10.1007/978-3-031-42293-5_65.
    9. KRIGLSTEIN, Simone; Gloria MITTMANN; Adam BARNARD a Kate WOODCOCK. Making A Real Connection - Workshop @ 22nd International Conference on Mobile and Ubiquitous Multimedia (MUM 2023). 2023.
    10. KRIGLSTEIN, Simone; Gloria MITTMANN; Adam BARNARD a Kate WOODCOCK. Making A Real Connection: Pro-Social Collaborative Play in Extended Realities – Trends, Challenges and Potentials. Online. In Proceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia (MUM '23). Vienna, Austria: ACM, 2023, s. 544-547. ISBN 979-8-4007-0921-0. Dostupné z: https://doi.org/10.1145/3626705.3626708.
    11. JALALI, Anahid; Bernhard HASLHOFER; Simone KRIGLSTEIN a Andreas RAUBER. Predictability and Comprehensibility in Post-Hoc XAI Methods: A User-Centered Analysis. In Arai, K. Intelligent Computing. Springer, 2023. Dostupné z: https://doi.org/10.1007/978-3-031-37717-4_46.
    12. LANGLOIS, Danielle Kathryn; Scott DRURY a Simone KRIGLSTEIN. Press H to Help: The Impact of Prosocial Video Games on Prosocial Behaviors by Exposure Time. Online. In In Foundations of Digital Games 2023 (FDG 2023). Lisbon, Portugal: ACM, 2023, s. 1-10. ISBN 978-1-4503-9856-5. Dostupné z: https://doi.org/10.1145/3582437.3582459.
    13. POKOJNÁ, Hana; Barbora KOZLÍKOVÁ; Drew BERRY; Simone KRIGLSTEIN a Katarína FURMANOVÁ. Seeing the unseen: Comparison study of representation approaches for biochemical processes in education. PLoS ONE. 2023, roč. 18, č. 11, s. 1-27. ISSN 1932-6203. Dostupné z: https://doi.org/10.1371/journal.pone.0293592.
    14. ŠUFLIARSKY, Adam; Günter WALLLNER a Simone KRIGLSTEIN. Through Space and Time: Spatio-Temporal Visualization of MOBA Matches. Online. In Abdelnour Nocera, J., Kristín Lárusdóttir, M., Petrie, H., Piccinno, A., Winckler, M. IFIP Conference on Human-Computer Interaction (INTERACT 2023). York, UK: Springer, 2023, s. 167-189. ISBN 978-3-031-42282-9. Dostupné z: https://doi.org/10.1007/978-3-031-42283-6_9.
    15. GERDENITSCH, Cornelia; Till BIEG; Myriam GAITSCH; Philip SCHÖRPF; Manfred TSCHELIGI a Simone KRIGLSTEIN. Tracking to Success? A Critical Reflection on Workplace Quantified-Self Technologies from a Humanistic Perspective. Online. In Proceedings of the 2nd Annual Meeting of the Symposium on Human-Computer Interaction for Work (CHIWORK '23). Oldenburg: ACM, 2023, s. 1-7. ISBN 979-8-4007-0807-7. Dostupné z: https://doi.org/10.1145/3596671.3597653.
    16. PAGÁČ, Tomáš a Simone KRIGLSTEIN. Using Audience Avatars to Increase Sense of Presence in Live-Streams. Online. In International Conference on Computer-Human Interaction Research and Applications. Rome, Italy: Springer, 2023, s. 326-337. ISBN 978-3-031-49367-6. Dostupné z: https://doi.org/10.1007/978-3-031-49368-3_20.

    2022

    1. Equity Talks @SIGCHI D - Stať ve sborníku
      SIGCHI EXECUTIVE, Committee; Adriana S VIVACQUA; Andrew L KUN; Cale PASSMORE; Helena MENTIS; Josh ANDRES; Kashyap TODI; Matt JONES; Luigi De RUSSIS; Naomi YAMASHITA; Neha KUMAR; Nicola J BIDWELL; Pejman MIRZA-BABAEI; Priya C KUMAR; Shaowen BARDZELL; Simone KRIGLSTEIN; Susan DRAY; Susanne BOLL; Stacy M BRANHAM a Tamara CLEGG. Equity Talks @SIGCHI. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI EA '22). New York, NY, USA: Association for Computing Machinery, 2022. Dostupné z: https://doi.org/10.1145/3491101.3516397.
    2. Esports meets human-computer interaction J - Článek v odborném periodiku
      KRIGLSTEIN, Simone; Anna Lisa MARTIN-NIEDECKEN; Josef SPJUT; Nicole B DAMEN; Selen TÜRKAY a Anders DRACHEN. Esports meets human-computer interaction. Interactions. ACM, 2022, roč. 29, č. 3, s. 42-47. ISSN 1072-5520. Dostupné z: https://doi.org/10.1145/3524855.
    3. SIGCHI EXECUTIVE, Committe; Adriana S VIVACQUA; Andrew L KUN; Cale PASSMORE; Helena MENTIS; Josh ANDRES; Kashyap TODI; Luigi De RUSSIS; Matt JONES; Naomi YAMASHITA; Neha KUMAR; Nicola J BIDWELL; Pejman MIRZA-BABAEI; Priya C KUMAR; Shaowen BARDZELL; Simone KRIGLSTEIN; Stacy M BRANHAM; Susan DRAY; Susanne BOLL a Tamara CLEGG. Exploring Hybrid: A (hybrid) SIG to discuss hybrid conferences. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI EA '22). New York, NY, USA: Association for Computing Machinery, 2022. Dostupné z: https://doi.org/10.1145/3491101.3516405.
    4. CHISALITA, Raluca; Markus MURTINGER a Simone KRIGLSTEIN. Grow Your Plant: A Plant-Based Game For Creating Awareness About Sustainability Behaviour by Using Renewable Energy. In CHI PLAY '22: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play. Bremen, Germany: ACM, 2022, s. 177-182. ISBN 978-1-4503-9211-2. Dostupné z: https://doi.org/10.1145/3505270.3558344.
    5. HCI Meets Games k - Prezentace na konferencích
      KRIGLSTEIN, Simone. HCI Meets Games. In ACM SIGCHI Symposium for HCI & Friends. 2022.
    6. KRIGLSTEIN, Simone. Keynote - Bullying Is NOT a Game – But Games Can Help Preventing It. In FROG – Future and Reality of Gaming 2022. 2022.
    7. REGAL, Georg; Jakob Carl UHL; Anna GERHARDUS; Stefan SUETTE; Elisabeth FRANKUS; Julia SCHMID; Simone KRIGLSTEIN a Manfred TSCHELIGI. Marcus or Mira - Investigating the Perception of Virtual Agent Gender in Virtual Reality Role Play-Training. In 28th ACM Symposium on Virtual Reality Software and Technology (VRST '22). USA: ACM, 2022, s. 1-11. ISBN 978-1-4503-9889-3. Dostupné z: https://doi.org/10.1145/3562939.3565629.
    8. GÖBL, Barbara; Suzana JOVICIC; Natalie DENK; Simon WIMMER a Simone KRIGLSTEIN. More Than Just Gameplay: Making a Case for “Let’s Plays” in Education. In Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '22). Bremen, Germany: ACM, 2022, s. 75-80. ISBN 978-1-4503-9211-2. Dostupné z: https://doi.org/10.1145/3505270.3558327.
    9. SIGCHI EXECUTIVE, Committe; Adriana S VIVACQUA; Andrew L KUN; Cale PASSMORE; Helena MENTIS; Josh ANDRES; Kashyap TODI; Luigi De RUSSIS; Matt JONES; Naomi YAMASHITA; Neha KUMAR; Nicola J BIDWELL; Pejman MIRZA-BABAEI; Priya C KUMAR; Shaowen BARDZELL; Simone KRIGLSTEIN; Stacy M BRANHAM; Susan DRAY; Susanne BOLL a Tamara CLEGG. SIGCHI Turns 40: Honoring the Past, Celebrating the Present, and Envisioning the Next 40. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI EA '22). New York, NY, USA: Association for Computing Machinery, 2022. Dostupné z: https://doi.org/10.1145/3491101.3516406.
    10. GERDENITSCH, Cornelia; Matthias WEINHOFER; Jaison PUTHENKALAM a Simone KRIGLSTEIN. Upward Influence Tactics: Playful Virtual Reality Approach for Analysing Human Multi-robot Interaction. In Entertainment Computing – ICEC 2022: 21st IFIP TC 14 International Conference. Bremen, Germany: Springer, 2022, s. 76-88. ISBN 978-3-031-20211-7. Dostupné z: https://doi.org/10.1007/978-3-031-20212-4_6.
    11. Vice-President for Membership and Communication h - Členství ve věd. radách, odb. grémiích, expert. komisích apod.
      KRIGLSTEIN, Simone. Vice-President for Membership and Communication. ACM SIGCHI, 2022 - 2024.

    2021

    1. GÖBL, Barbara; Simone KRIGLSTEIN a Helmut HLAVACS. Conversational Interfaces in Serious Games: Identifying Potentials and Future Research Directions based on a Systematic Literature Review. In Proceedings of the 13th International Conference on Computer Supported Education - Volume 1: CSEDU. SciTePress, 2021. ISBN 978-989-758-502-9. Dostupné z: https://doi.org/10.5220/0010447301080115.
    2. GÖBL, Barbara; Suzana JOVICIC; Natalie DENK a Simone KRIGLSTEIN. Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '21. USA: ACM, 2021, s. 314-319. ISBN 978-1-4503-8356-1. Dostupné z: https://doi.org/10.1145/3450337.3483455.
    3. GÖBEL, Barbara; Dayana HRISTOVA; Suzana JOVICIC; Simone KRIGLSTEIN a Helmut HLAVACS. OutSmart! Evaluation of a Serious Game and its Conversational Interface for Reflective Social Media Use. Online. In Game On 2021. Aveiro, Portugal: EUROSIS, 2021. ISBN 978-94-92859-17-4.
    4. TUYISHIME, Barakura Thierry a Simone KRIGLSTEIN. Rrrring & Play: Using a Rotary Dial Telephone as Game Controller. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play. USA: ACM, 2021, s. 382-385. ISBN 978-1-4503-8356-1. Dostupné z: https://doi.org/10.1145/3450337.3483451.
    5. KRIGLSTEIN, Simone; Anna Lisa MARTIN-NIEDECKEN; Laia Turmo VIDAL; Madison KLARKOWSKI; Katja ROGERS; Selen TURKAY; Magy Seif EL-NASR; Elena Márquez SEGURA; Anders DRACHEN a Perttu HÄMÄLÄINEN. Special Interest Group: The Present and Future of Esports in HCI. In CHI Conference on Human Factors in Computing Systems (CHI EA '21). Association for Computing Machinery, 2021. Dostupné z: https://doi.org/10.1145/3411763.3450402.
    6. WALLNER, Günter; Marnix van WIJLAND; Regina BERNHAUPT a Simone KRIGLSTEIN. What Players Want: Information Needs of Players on Post-Game Visualizations. Online. In CHI Conference on Human Factors in Computing Systems (CHI '21). New York: Association for Computing Machinery, 2021, s. 1-13. ISBN 978-1-4503-8096-6. Dostupné z: https://doi.org/10.1145/3411764.3445174.
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