Masarykova univerzita

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Filtrování publikací

    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. transcript Verlag. ISBN 978-3-8394-6564-6. doi:10.14361/9783839465646. 2023.
    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. 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. s. 272-280. ISBN 978-989-758-641-5. doi:10.5220/0011964700003470. 2023.
    3. KEJSTOVÁ, Magdaléna, Christina STOIBER, Magdalena BOUCHER, Martin KANDLHOFER, Simone KRIGLSTEIN a Wolfgang AIGNER. Construct and Play: Engaging Students with Visualizations through Playful Methods. 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. s. 96-101. ISBN 979-8-4007-0029-3. doi:10.1145/3573382.3616082. 2023.
    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. In Proceedings of the 18th International Conference on the Foundations of Digital Games (FDG '23). New York: ACM. s. 1-4. ISBN 978-1-4503-9856-5. doi:10.1145/3582437.3587192. 2023.
    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. In In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. Hamburg, Germany: ACM. s. 1-5. ISBN 978-1-4503-9422-2. doi:10.1145/3544549.3573865. 2023.
    6. POKORNÝ, Jan, Magdaléna KEJSTOVÁ, Vít RUSŇÁK a Simone KRIGLSTEIN. From Bin to Playin’: Give Vintage Objects a New Purpose as Game Controllers. 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. s. 1-6. ISBN 978-1-4503-9422-2. doi:10.1145/3544549.3585665. 2023.
    7. LANGLOIS, Danielle Kathryn a Simone KRIGLSTEIN. Initial Developments of Teamwork and Mental Health Focused Minigames for the Purpose of Esports Training. In Computer-Human Interaction Research and Applications. CHIRA 2023. Rome, Italy: Springer. s. 338-348. ISBN 978-3-031-49367-6. doi:10.1007/978-3-031-49368-3_21. 2023.
    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. In Abdelnour Nocera, J., Kristín Lárusdóttir, M., Petrie, H., Piccinno, A., Winckler, M. IFIP Conference on Human-Computer Interaction (INTERACT 2023). York, UK: Springer. s. 517-522. ISBN 978-3-031-42292-8. doi:10.1007/978-3-031-42293-5_65. 2023.
    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. In Proceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia (MUM '23). Vienna, Austria: ACM. s. 544-547. ISBN 979-8-4007-0921-0. doi:10.1145/3626705.3626708. 2023.
    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. doi:10.1007/978-3-031-37717-4_46. 2023.
    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. In In Foundations of Digital Games 2023 (FDG 2023). Lisbon, Portugal: ACM. s. 1-10. ISBN 978-1-4503-9856-5. doi:10.1145/3582437.3582459. 2023.
    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. roč. 18, č. 11, s. "e0293592", 27 s. ISSN 1932-6203. doi:10.1371/journal.pone.0293592. 2023.
    14. ŠUFLIARSKY, Adam, Günter WALLLNER a Simone KRIGLSTEIN. Through Space and Time: Spatio-Temporal Visualization of MOBA Matches. In Abdelnour Nocera, J., Kristín Lárusdóttir, M., Petrie, H., Piccinno, A., Winckler, M. IFIP Conference on Human-Computer Interaction (INTERACT 2023). York, UK: Springer. s. 167-189. ISBN 978-3-031-42282-9. doi:10.1007/978-3-031-42283-6_9. 2023.
    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. In Proceedings of the 2nd Annual Meeting of the Symposium on Human-Computer Interaction for Work (CHIWORK '23). Oldenburg: ACM. s. 1-7. ISBN 979-8-4007-0807-7. doi:10.1145/3596671.3597653. 2023.
    16. PAGÁČ, Tomáš a Simone KRIGLSTEIN. Using Audience Avatars to Increase Sense of Presence in Live-Streams. In International Conference on Computer-Human Interaction Research and Applications. Rome, Italy: Springer. s. 326-337. ISBN 978-3-031-49367-6. doi:10.1007/978-3-031-49368-3_20. 2023.

    2022

    1. 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. doi:10.1145/3491101.3516397. 2022.
    2. KRIGLSTEIN, Simone, Anna Lisa MARTIN-NIEDECKEN, Josef SPJUT, Nicole B DAMEN, Selen TÜRKAY a Anders DRACHEN. Esports meets human-computer interaction. Interactions. ACM, roč. 29, č. 3, s. 42-47. ISSN 1072-5520. doi:10.1145/3524855. 2022.
    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. doi:10.1145/3491101.3516405. 2022.
    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. s. 177-182. ISBN 978-1-4503-9211-2. doi:10.1145/3505270.3558344. 2022.
    5. 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. s. 1-11. ISBN 978-1-4503-9889-3. doi:10.1145/3562939.3565629. 2022.
    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. s. 75-80. ISBN 978-1-4503-9211-2. doi:10.1145/3505270.3558327. 2022.
    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. doi:10.1145/3491101.3516406. 2022.
    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. s. 76-88. ISBN 978-3-031-20211-7. doi:10.1007/978-3-031-20212-4_6. 2022.
    11. 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. ISBN 978-989-758-502-9. doi:10.5220/0010447301080115. 2021.
    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. s. 314-319. ISBN 978-1-4503-8356-1. doi:10.1145/3450337.3483455. 2021.
    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. In Game On 2021. Aveiro, Portugal: EUROSIS. ISBN 978-94-92859-17-4. 2021.
    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. s. 382-385. ISBN 978-1-4503-8356-1. doi:10.1145/3450337.3483451. 2021.
    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. doi:10.1145/3411763.3450402. 2021.
    6. WALLNER, Günter, Marnix van WIJLAND, Regina BERNHAUPT a Simone KRIGLSTEIN. What Players Want: Information Needs of Players on Post-Game Visualizations. In CHI Conference on Human Factors in Computing Systems (CHI '21). New York: Association for Computing Machinery. s. 1-13. ISBN 978-1-4503-8096-6. doi:10.1145/3411764.3445174. 2021.
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Zobrazeno: 20. 4. 2024 00:34