Michael Lankes
Orcid: 0000-0002-4098-8071
According to our database1,
Michael Lankes
authored at least 64 papers
between 2000 and 2024.
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Bibliography
2024
Proceedings of the Mensch und Computer 2024, 2024
Day 'n' Nite: Investigating the Effects of Day and Night Time in the Real World and Game Worlds on Cognitive Performance.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Stage & Play: Using Game Technologies in the Context of Digitally-mediated Theater Performances.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
2023
Games Res. Pract., September, 2023
Proceedings of the Entertainment Computing - ICEC 2023, 2023
Down to Earth: Investigating Barefooted Experiences in Seated Virtual Reality Scenarios.
Proceedings of the 7th International Conference on Virtual and Augmented Reality Simulations, 2023
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
Game Reviews Reviewed: A Game Designer's Perspective on AI-generated Game Review Analyses.
Proceedings of the IEEE Conference on Games, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
2022
GazeCues: Exploring the Effects of Gaze-based Visual Cues in Virtual Reality Exploration Games.
Proc. ACM Hum. Comput. Interact., 2022
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022
Behind the Curtains: Comparing Mozilla Hubs with Microsoft Teams in a Guided Virtual Theatre Experience.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022
Proceedings of the Interactive Storytelling, 2022
Looking Confused? - Introducing a VR Game Design for Arousing Confusion Among Players.
Proceedings of the ETRA 2022: Symposium on Eye Tracking Research and Applications, Seattle, WA, USA, June 8, 2022
2021
Proc. ACM Hum. Comput. Interact., 2021
SpEYEders: Adults' and children's affective responses during immersive playful gaze interactions transforming virtual spiders.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021
The Door: Timing Effects of Fourth Wall Breaks on Immersion and Game Experience in an Adventure Game.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021
I will stand by you: Measuring the perceived Social Presence towards Semi-Autonomous Companions in a 2D game.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
2020
Gazing at Pac-Man: Lessons learned from a Eye-Tracking Study Focusing on Game Difficulty.
Proceedings of the ETRA '20: 2020 Symposium on Eye Tracking Research and Applications, 2020
Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games.
Proceedings of the ETRA '20: 2020 Symposium on Eye Tracking Research and Applications, 2020
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020
See, Feel, Move: Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
2019
Multimodal Technol. Interact., 2019
Multimodal Technol. Interact., 2019
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 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
Exploring the Effects of Time Pressure on Screen-Cheating Behaviour: Insights and Design Potentials.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
2018
Where the eyes meet: Lessons learned from shared gaze-based interactions in cooperative and competitive online games.
Entertain. Comput., 2018
The Virtual House of Medusa: Guiding Museum Visitors Through a Co-located Mixed Reality Installation.
Proceedings of the Serious Games - 4th Joint International Conference, 2018
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018
EyePlay Revisited: Past, Present and Future Challenges for Eye-Based Interaction in Games.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018
Co-smonauts in Retrospect: The Game Design Process of an Intergenerational Co-located Collaborative Game.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018
2017
UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization.
Proceedings of the Adjunct Publication of the 25th Conference on User Modeling, 2017
Proceedings of the Serious Games - Third Joint International Conference, 2017
Proceedings of the Entertainment Computing - ICEC 2017, 2017
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
2016
IxD&A, 2016
Proceedings of the Entertainment Computing - ICEC 2016, 2016
Proceedings of the Entertainment Computing - ICEC 2016, 2016
Proceedings of the Entertainment Computing - ICEC 2016, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the Augmented Reality, Virtual Reality, and Computer Graphics, 2016
An Eye for an Eye: Gaze Input in Competitive Online Games and its Effects on Social Presence.
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, 2016
2015
Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts.
Proceedings of the Game User Experience Evaluation, 2015
Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games.
Proceedings of the 2015 DiGRA International Conference: Diversity of Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
2014
Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
2012
Proceedings of the 4th International Conference on Fun and Games, 2012
2011
Using embodied conversational agents in video games to investigate emotional facial expressions.
Entertain. Comput., 2011
Affective Game Dialogues - Using Affect as an Explicit Input Method in Game Dialogue Systems.
Proceedings of the Advances in Computer Games - 13th International Conference, 2011
2010
Evaluating User Experience Factors Using Experiments: Expressive Artificial Faces Embedded in Contexts.
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010
2009
Autonomous vs. tele-operated: how people perceive human-robot collaboration with hrp-2.
Proceedings of the 4th ACM/IEEE International Conference on Human Robot Interaction, 2009
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009
2008
Proceedings of the Persuasive Technology, Third International Conference, 2008
Proceedings of the UbiComp 2008: Ubiquitous Computing, 10th International Conference, 2008
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2008
2007
An experimental setting to measure contextual perception of embodied conversational agents.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2007
2005
Real or unreal?: an evaluation setting for emotional characters using unreal technology.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005
2000