Andrey Krekhov
Orcid: 0000-0003-0637-6263
According to our database1,
Andrey Krekhov
authored at least 26 papers
between 2015 and 2024.
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Bibliography
2024
Proc. ACM Hum. Comput. Interact., 2024
Proceedings of the 13th Nordic Conference on Human-Computer Interaction, 2024
2022
Development and Validation of a German Version of the Player Experience Inventory (PXI).
Proceedings of the MuC '22: Mensch und Computer 2022, Darmstadt Germany, September 4, 2022
Interpolating Happiness: Understanding the Intensity Gradations of Face Emojis Across Cultures.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
2021
Puzzles Unpuzzled: Towards a Unified Taxonomy for Analog and Digital Escape Room Games.
Proc. ACM Hum. Comput. Interact., 2021
Proceedings of the IEEE Virtual Reality and 3D User Interfaces, 2021
"I Packed My Bag and in It I Put...": A Taxonomy of Inventory Systems for Virtual Reality Games.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021
Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
2020
Deadeye Visualization Revisited: Investigation of Preattentiveness and Applicability in Virtual Environments.
IEEE Trans. Vis. Comput. Graph., 2020
CoRR, 2020
Proceedings of the MUM 2020: 19th International Conference on Mobile and Ubiquitous Multimedia, 2020
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020
"Pls Uninstall": On the Interplay of the COVID-19 Pandemic and Toxic Player Behavior in Competitive Gaming.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020
2019
PhD thesis, 2019
Deadeye: A Novel Preattentive Visualization Technique Based on Dichoptic Presentation.
IEEE Trans. Vis. Comput. Graph., 2019
Integrating Visualization Literacy into Computer Graphics Education Using the Example of Dear Data.
Proceedings of the 40th Annual Conference of the European Association for Computer Graphics, 2019
Proceedings of the IEEE Conference on Games, 2019
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
Outstanding: A Perspective-Switching Technique for Covering Large Distances in VR Games.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
2018
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018
GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018
2017
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
Gestures From the Point of View of an Audience: Towards Anticipatable Interaction of Presenters With 3D Content.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
2015
Towards in situ visualization of extreme-scale, agent-based, worldwide disease-spreading simulations.
Proceedings of the SIGGRAPH Asia 2015 Visualization in High Performance Computing, 2015