Robin Horst
Orcid: 0000-0003-1881-8743
According to our database1,
Robin Horst
authored at least 37 papers
between 2017 and 2024.
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Bibliography
2024
Back to reality: transition techniques from short HMD-based virtual experiences to the physical world.
Multim. Tools Appl., May, 2024
Virtual reality content creation based on self-contained components in the e-learning domain: Re-using pattern-based vr content in different authoring toolkits.
Multim. Tools Appl., May, 2024
Towards Reducing Latency Using Beam Search in an Interactive Conversational Speech Agent.
Proceedings of the IEEE Gaming, Entertainment, and Media Conference, 2024
Proceedings of the IEEE Gaming, Entertainment, and Media Conference, 2024
2023
E-Sports Player Performance Metrics for Predicting the Outcome of League of Legends Matches Considering Player Roles.
SN Comput. Sci., May, 2023
Gamified E-Learning Technology for Live Musicians: Application Design and Performance Evaluation Criteria for Keyboarders.
Proceedings of the Serious Games - 9th Joint International Conference, 2023
2022
Pattern-Based Augmented Reality Authoring Using Different Degrees of Immersion: A Learning Nugget Approach.
Frontiers Virtual Real., 2022
Frontiers Virtual Real., 2022
Overcoming challenges when teaching hands-on courses about Virtual Reality and Augmented Reality: Methods, techniques and best practice.
Graph. Vis. Comput., 2022
Integrating Stand-Alone New Media Technologies Such as Games and Virtual and Augmented Reality Software into Learning Management Systems: Integrating Stand-Alone Media Software into LMSs.
Proceedings of the 2022 6th International Conference on Education and E-Learning, 2022
Quest-centric Authoring of Stories, Quests, and Dialogues for Computer Game Modifications.
Proceedings of the 17th International Joint Conference on Computer Vision, 2022
A Machine Learning based Analysis of e-Sports Player Performances in League of Legends for Winning Prediction based on Player Roles and Performances.
Proceedings of the 17th International Joint Conference on Computer Vision, 2022
3D Hexglyph Maps: An Immersive Analytics Technique Combining Hexbin Maps with Space-Time Cubes for Visualizing eSports Data.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2022
Proceedings of the IEEE Games, Entertainment, Media Conference, 2022
Design Aspects of Dynamic Label Placement in Interactive 3D Information-Rich Virtual Environments Using Meta-Heuristics: Grey Wolf Optimizer and Simulated Annealing.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2022
Proceedings of the ICAT-EGVE 2022 - Posters and Demos, International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, Hiyoshi, Yokohama, Japan, November 30, 2022
2021
CS: Show - An Interactive Visual Analysis Tool for First-Person Shooter eSports Match Data.
Proceedings of the Entertainment Computing - ICEC 2021, 2021
Proceedings of the Advances in Visual Computing - 16th International Symposium, 2021
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2021
Sensory Extension of a Tangible Object for Physical User Interactions in Augmented Reality.
Proceedings of the 16th International Joint Conference on Computer Vision, 2021
2020
Bite-Sized Virtual Reality Learning Applications: A Pattern-Based Immersive Authoring Environment.
J. Univers. Comput. Sci., 2020
Proceedings of the 50. Jahrestagung der Gesellschaft für Informatik, INFORMATIK 2020 - Back to the Future, Karlsruhe, Germany, 28. September, 2020
Proceedings of the 50. Jahrestagung der Gesellschaft für Informatik, INFORMATIK 2020 - Back to the Future, Karlsruhe, Germany, 28. September, 2020
Integration of Game Engine Based Mobile Augmented Reality Into a Learning Management System for Online Continuing Medical Education.
Proceedings of the 50. Jahrestagung der Gesellschaft für Informatik, INFORMATIK 2020 - Back to the Future, Karlsruhe, Germany, 28. September, 2020
Proceedings of the Italian Chapter Conference 2020, 2020
2019
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology, 2019
Virtual Reality Callouts - Demonstrating Knowledge With Spatial-Related Textual Information.
Proceedings of the Computer Graphics & Visual Computing, 2019
Mining Virtual Reality Nuggets: A Pattern-Based Approach for Creating Virtual Reality Content Based on Microlearning Methodology.
Proceedings of the IEEE International Conference on Engineering, Technology and Education, 2019
FunPlogs - A Serious Puzzle Mini-game for Learning Fundamental Programming Principles Using Visual Scripting.
Proceedings of the Advances in Visual Computing, 2019
Proceedings of the Advances in Visual Computing, 2019
Highlighting Techniques for 360° Video Virtual Reality and Their Immersive Authoring.
Proceedings of the Advances in Visual Computing, 2019
Avatar2Avatar: Augmenting the Mutual Visual Communication between Co-located Real and Virtual Environments.
Proceedings of the 14th International Joint Conference on Computer Vision, 2019
A Video-texture based Approach for Realistic Avatars of Co-located Users in Immersive Virtual Environments using Low-cost Hardware.
Proceedings of the 14th International Joint Conference on Computer Vision, 2019
2018
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2018
To Paint in Tongues - Interactive, Artistic and Mobile Information Visualization for Social Media Texts - Creativity Enhancement by Painting with Tweets on a Smart Tablet.
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018
2017
Proceedings of the 10th International Symposium on Visual Information Communication and Interaction, 2017