Johannes Pfau
Orcid: 0000-0003-1087-1814
According to our database1,
Johannes Pfau
authored at least 57 papers
between 2017 and 2024.
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Bibliography
2024
Games Res. Pract., September, 2024
Proceedings of the 37th IEEE International System-on-Chip Conference, 2024
Identifying Player Strategies Through Segmentation: An Interactive Process Visualization Approach.
Proceedings of the Serious Games - 10th Joint International Conference, 2024
Interactive Player Journeys: Co-designing a Process Visualization System to Video Game Analytics.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024
Proceedings of the IEEE Conference on Games, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
2023
Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior Modeling.
IEEE Trans. Games, June, 2023
Proceedings of the IEEE Nordic Circuits and Systems Conference, 2023
Automated Replacement of State-Holding Flip-Flops to Enable Non-Volatile Checkpointing.
Proceedings of the IEEE Nordic Circuits and Systems Conference, 2023
A Unified SoC Lab Course: Combined Teaching of Mixed Signal Aspects, System Integration, Software Development and Documentation.
Proceedings of the IEEE International Symposium on Circuits and Systems, 2023
Proceedings of the HCI International 2023 - Late Breaking Papers, 2023
A Visual Ethnographic Study at Cultural Spaces to Identify Character Creation Opportunities.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023
ReLoDAQ: Resource-Efficient, Low-Overhead 200 Gbits<sup>-1</sup> Data Acquisition System for 6G Prototyping.
Proceedings of the 31st IEEE Annual International Symposium on Field-Programmable Custom Computing Machines, 2023
LETSCOPE: Lifecycle Extensions Through Software-Defined Predictive Control of Power Electronics.
Proceedings of the 20th IEEE International Conference on Smart Technologies, 2023
Proceedings of the IEEE Conference on Games, 2023
Proceedings of the IEEE Conference on Games, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Grinding to a Halt: The Effects of Long Play Sessions on Player Performance in Video Games.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Assessing the Impact of Personality on Affective States from Video Game Communication.
Proceedings of the 11th International Conference on Affective Computing and Intelligent Interaction, ACII 2023, 2023
Proceedings of the 11th International Conference on Affective Computing and Intelligent Interaction, ACII 2023, 2023
2022
V-FPGAs: Increasing Performance with Manual Placement, Timing Extraction and Extended Timing Modeling.
J. Signal Process. Syst., 2022
Semantic Web, 2022
Nutzungsverhalten und Funktionsanforderungen digitaler Trainingsanwendungen während der Pandemie.
CoRR, 2022
Proceedings of the Entertainment Computing - ICEC 2022, 2022
AstraVerse: Establishing a Culturally Sensitive Framework for Integrating Elements from Mythological Backgrounds.
Proceedings of the Entertainment Computing - ICEC 2022, 2022
Mental Wear and Tear: An Exploratory Study on Mental Fatigue in Video Games Using the Example of League of Legends.
Proceedings of the Entertainment Computing - ICEC 2022, 2022
A hardware/software co-design approach to prototype 6G mobile applications inside the GNU Radio SDR Ecosystem using FPGA hardware accelerators.
Proceedings of the HEART 2022: International Symposium on Highly-Efficient Accelerators and Reconfigurable Technologies, Tsukuba, Japan, June 9, 2022
Proceedings of the HCI in Games, 2022
Player Segmentation with INSPECT: Revealing Systematic Behavior Differences within MMORPG and Educational Game Case Studies.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022
"I Didn't Catch That, But I'll Try My Best": Anticipatory Error Handling in a Voice Controlled Game.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
2021
From MOSFETs to Ambipolar Transistors: Standard Cell Synthesis for the Planar RFET Technology.
IEEE Trans. Circuits Syst. I Regul. Pap., 2021
Evaluation of Different Manual Placement Strategies to Ensure Uniformity of the V-FPGA.
Proceedings of the Applied Reconfigurable Computing. Architectures, Tools, and Applications, 2021
2020
Towards Ambipolar Planar Devices: The DeFET Device in Area Constrained XOR Applications.
Proceedings of the 11th IEEE Latin American Symposium on Circuits & Systems, 2020
Enhancing Game-Based Learning Through Infographics in the Context of Smart Home Security.
Proceedings of the Entertainment Computing - ICEC 2020, 2020
Designing Universal Logic Module FPGA Architectures for Use With Ambipolar Transistor Technology.
Proceedings of the International Conference on Field-Programmable Technology, 2020
Proceedings of the IEEE Conference on Games, 2020
The Case for Usable AI: What Industry Professionals Make of Academic AI in Video Games.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020
Good vs. Evil: Investigating the Effect of Game Premise in a Smart Home Security Educational Game.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020
Enemy Within: Long-term Motivation Effects of Deep Player Behavior Models for Dynamic Difficulty Adjustment.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
Bot or not? User Perceptions of Player Substitution with Deep Player Behavior Models.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
2019
A Hardware Perspective on the ChaCha Ciphers: Scalable Chacha8/12/20 Implementations Ranging from 476 Slices to Bitrates of 175 Gbit/s.
Proceedings of the 32nd IEEE International System-on-Chip Conference, 2019
Give MEANinGS to Robots with Kitchen Clash: A VR Human Computation Serious Game for World Knowledge Accumulation.
Proceedings of the Entertainment Computing and Serious Games, 2019
Player Types and Achievements - Using Adaptive Game Design to Foster Intrinsic Motivation.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
Can You Rely on Human Computation?: A Large-scale Analysis of Disruptive Behavior in Games With A Purpose.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
Deep Player Behavior Models: Evaluating a Novel Take on Dynamic Difficulty Adjustment.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Proceedings of the 2019 IEEE Asia Pacific Conference on Circuits and Systems, 2019
2018
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Reconfigurable FPGA-Based Channelization Using Polyphase Filter Banks for Quantum Computing Systems.
Proceedings of the Applied Reconfigurable Computing. Architectures, Tools, and Applications, 2018
2017
Automated Game Testing with ICARUS: Intelligent Completion of Adventure Riddles via Unsupervised Solving.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017