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Applying Human-Centered Design to Develop Motivating Exergames.

, , , and . Mensch & Computer Workshopband, Gesellschaft für Informatik e.V., (2016)

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Applying Human-Centered Design to Develop Motivating Exergames., , , and . Mensch & Computer Workshopband, Gesellschaft für Informatik e.V., (2016)Sportal: A First-Person Videogame turned Exergame., , , and . Mensch & Computer Workshopband, page 539-542. Oldenbourg Verlag, (2013)Exercise My Game: Turning Off-The-Shelf Games into Exergames., , , and . ICEC, volume 8215 of Lecture Notes in Computer Science, page 126-131. Springer, (2013)Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games., , , and . ICEC, volume 7522 of Lecture Notes in Computer Science, page 235-242. Springer, (2012)„Raus aus dem Sessel“ - Computerspiele für mehr Gesundheit - Eine Übersicht und aktuelle Beispiele., , , , and . Informatik Spektrum, 37 (6): 558-566 (2014)QuickWoZ: a multi-purpose wizard-of-oz framework for experiments with embodied conversational agents., , , , , , , and . IUI, page 427-428. ACM, (2010)CrowdEyes: crowdsourcing for robust real-world mobile eye tracking., , , , , and . MobileHCI, page 18:1-18:13. ACM, (2017)You Shall Not Pass: Non-Intrusive Feedback for Virtual Walls in VR Environments with Room-Scale Mapping., , , , , , , , , and 6 other author(s). VR, page 143-150. IEEE Computer Society, (2018)Classification of Player Roles in the Team-Based Multi-player Game Dota 2., , , and . ICEC, volume 9353 of Lecture Notes in Computer Science, page 112-125. Springer, (2015)Robots, Pancakes, and Computer Games: Designing Serious Games for Robot Imitation Learning., , , , , and . CHI, page 3623-3632. ACM, (2015)