Michael Nitsche

Orcid: 0000-0002-5885-8697

Affiliations:
  • Georgia Institute of Technology, Atlanta, USA


According to our database1, Michael Nitsche authored at least 63 papers between 1994 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2024
The geometry of the vergence-accommodation conflict in mixed reality systems.
Virtual Real., June, 2024

PlayFutures: Imagining Civic Futures with AI and Puppets.
CoRR, 2024

Enhancing Social Engagement in Cinemas through the Promotion of Emotion-Sharing.
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024

Chasing Tacit Knowledge: Multi-layered Sensing in Woodworking.
Proceedings of the Eighteenth International Conference on Tangible, 2024

Looking for Tacit Knowledge in Woodworking: A Pilot Study.
Proceedings of the Adjunct Proceedings of the 2024 Nordic Conference on Human-Computer Interaction, 2024

Promoting Criticality with Design Futuring with Young Children.
Proceedings of the 13th Nordic Conference on Human-Computer Interaction, 2024

2023
Remapping Control in VR for Patients with AMD.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2023

2022
Party Mascot: Experimental Prop Design for Streaming Actual Plays.
Proceedings of the IMX '22: ACM International Conference on Interactive Media Experiences, Aveiro, Portugal, June 22, 2022

Embodied Locative Storytelling of African American Histories.
Proceedings of the Interactive Storytelling, 2022

2021
Goal-Directed Reaching in Real, Augmented, and Virtual Environments.
Proceedings of the 21st International Conference on Advanced Learning Technologies, 2021

2020
Thinking Through the Box: Evaluating a 3D Game to Engage Penetrative Thinking.
Frontiers Virtual Real., 2020

Manipulating Puppets in VR.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

Primal Clay: Worldbuilding with the New Materialism.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

2019
When is it not Craft?: Materiality and Mediation when Craft and Computing Meet.
Proceedings of the Thirteenth International Conference on Tangible, 2019

Reflection on Tacit Knowledge - Effect of Providing EMG Visualization on Reflections on Throwing Clay.
Proceedings of the 2019 ACM SIGCHI Conference on Creativity and Cognition, 2019

Keep the Ball Rolling: Designing Game-Based Tangible VR for Spatial Penetrative Thinking Ability.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

2018
A Character in Your Hand: Puppetry to Inform Game Controls.
Proceedings of the 2018 DiGRA International Conference: The Game is the Message, 2018

A Tangible VR Game Designed for Spatial Penetrative Thinking Ability.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Making Puppet Circuits.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2018

2017
Combining Practices in Craft and Design.
Proceedings of the Tenth International Conference on Tangible, 2017

Needle as Input: Exploring Practice and Materiality When Crafting Becomes Computing.
Proceedings of the Tenth International Conference on Tangible, 2017

Evaluating the effect of tangible virtual reality on spatial perspective taking ability.
Proceedings of the 5th Symposium on Spatial User Interaction, 2017

TASC: Combining Virtual Reality with Tangible and Embodied Interactions to Support Spatial Cognition.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

2016
Editorial.
Digit. Creativity, 2016

2015
Outside the brick: exploring prototyping for the elderly.
Proceedings of the 2015 British HCI Conference, Lincoln, United Kingdom, July 13-17, 2015, 2015

2014
Media in performance - the Subway project.
Int. J. Arts Technol., 2014

Interactive installations as performance: inspiration for HCI.
Proceedings of the Eighth International Conference on Tangible, 2014

Teaching digital craft.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Power puppet: science and technology education through puppet building.
Proceedings of the IDC '14, 2014

2013
Recognising your self in virtual avatars.
Int. J. Arts Technol., 2013

Performance art and digital media.
Digit. Creativity, 2013

Hybrid interface design for distinct creative practices in real-time 3D filmmaking.
Proceedings of the Seventh International Conference on Tangible, 2013

Reach across the boundary: evidence of physical tool appropriation following virtual practice.
Proceedings of the Seventh International Conference on Tangible, 2013

Creativity support for novice digital filmmaking.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Subway: Activist Performance through Mediation.
Proceedings of the Arts and Technology, Third International Conference, 2013

2012
Cell Phone Puppets: Turning Mobile Phones into Performing Objects.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Pictures at an Exhibition: Design of a Hybrid Puppetry Performance Piece.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Documatic: participatory, mobile shooting assistant, pre-editor, and groundwork for semi-automatic filmmaking.
Proceedings of the 10th European Conference on Interactive TV and Video, 2012

2011
I'm in the game: embodied puppet interface improves avatar control.
Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011, 2011

Pictures at an exhibition: a physical/digital puppetry performance piece.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

Distributed creative cognition in digital filmmaking.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

2010
Recognizing self in puppet controlled virtual avatars.
Proceedings of the Fun and Games, 2010

2009
Women creating machinima.
Digit. Creativity, 2009

Giving your self to the game: transferring a player's own movements to avatars using tangible interfaces.
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, 2009

Bridging Media with the Help of Players.
Proceedings of the Interactive Storytelling, 2009

Towards intelligent authoring tools for machinima creation.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

2008
Effect of dynamic camera control on spatial reasoning in 3D spaces.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

Film informing design for contemplative gameplay.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

Supporting wayfinding through patterns within procedurally generated virtual environments.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

Experiments in the use of game technology for pre-visualization.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

2007
Mapping Time in Video Games.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

The Quest in a Generated World.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

Tangible interfaces for real-time 3D virtual environments.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2007

2006
Game Design Education: Integrating Computation and Culture.
Computer, 2006

Telling Stories Through Space: The Mindstage Project.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006

2005
Games, Montage and the First Person Point of View.
Proceedings of the Digital Games Research Conference 2005, 2005

2004
Spatial structuring, cinematic mediation, and evocative narrative elements in the design of an RT 3D VE: The Common Tales Project.
Digit. Creativity, 2004

2003
Stories in Space: The Concept of the Story Map.
Proceedings of the Virtual Storytelling; Using Virtual Reality Technologies for Storytelling, 2003

Stepping Back: Players as Active Participators.
Proceedings of the Digital Games Research Conference 2003, 2003

1996
Representing COBOL in Prolog - towards Program Comprehension and Reengineering.
Int. J. Softw. Eng. Knowl. Eng., 1996

Rengineering von COBOL - Verwendung der Logischen Programmierung.
Proceedings of the Softwarewartung und Reengineering, 1996

1994
Logische Spezifikation von Steuerkonstrukten imperativer Programmiersprachen.
Proceedings of the Tenth Logic Programming Workshop, 1994

Analysis and Refinement of Constraint Answer Sets in a Planning System.
Proceedings of the 1994 Joint Conference on Declarative Programming, 1994


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