Anna Lisa Martin-Niedecken
Orcid: 0000-0001-8726-1120
According to our database1,
Anna Lisa Martin-Niedecken
authored at least 23 papers
between 2012 and 2022.
Collaborative distances:
Collaborative distances:
Timeline
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Online presence:
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on zhdk.ch
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on orcid.org
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on d-nb.info
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on dl.acm.org
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Bibliography
2022
2021
Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
2020
"HIIT" the ExerCube: Comparing the Effectiveness of Functional High-Intensity Interval Training in Conventional vs. Exergame-Based Training.
Frontiers Comput. Sci., 2020
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
2019
Proceedings of the 3rd International GamiFIN Conference, Levi, Finland, April 8-10, 2019., 2019
Towards Socially Immersive Fitness Games: An Exploratory Evaluation Through Embodied Sketching.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
2018
Interactions, 2018
Proceedings of the Serious Games - 4th Joint International Conference, 2018
Plunder Planet: An Adaptive Single- and Multiplayer Fitness Game Environment for Children and Young Adolescents.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Designing for bodily interplay: engaging with the adaptive social exertion game "plunder planet".
Proceedings of the 17th ACM Conference on Interaction Design and Children, 2018
2017
Go with the Dual Flow: Evaluating the Psychophysiological Adaptive Fitness Game Environment "Plunder Planet".
Proceedings of the Serious Games - Third Joint International Conference, 2017
Exploring Spatial Experiences of Children and Young Adolescents While Playing the Dual Flow-based Fitness Game "Plunder Planet".
Proceedings of the International Conference on Computer-Human Interaction Research and Applications, 2017
2016
Design and Evaluation of a Dynamically Adaptive Fitness Game Environment for Children and Young Adolescents.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
2015
"RehabConnex": A middleware for the flexible connection of multimodal game applications with input devices used in movement therapy and physical exercising.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015
2014
Player-centred Design Model for psychophysiological adaptive Exergame Fitness Training for Children.
Proceedings of the Games for Health 2014, 2014
"Gabarello v.1.0" and "Gabarello v.2.0": Development of motivating rehabilitation games for robot-assisted locomotion therapy in childhood.
Proceedings of the Games for Health 2014, 2014
Development of task-specific RehabGame settings for robot-assisted pédiatrie movement therapies.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
2012
Int. J. Comput. Sci. Sport, 2012
The Impact of Different Gaming Interfaces on Spatial Experience and Spatial Presence - A Pilot Study.
Proceedings of the E-Learning and Games for Training, Education, Health and Sports, 2012