Stefan Greuter

Orcid: 0000-0001-5487-0237

According to our database1, Stefan Greuter authored at least 52 papers between 2003 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2024
Enhanced Wayfinding Insights Through VR and Eye-Tracking Analysis.
Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology, 2024

2023
A Design Framework for Ingestible Play.
ACM Trans. Comput. Hum. Interact., August, 2023

2022
Human-Computer Integration: Towards Integrating the Human Body with the Computational Machine.
Found. Trends Hum. Comput. Interact., 2022

An Evaluation of Virtual Reality Maintenance Training for Industrial Hydraulic Machines.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2022

Exploring participant interaction with interpersonal touch musical interfaces.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022

Designing public VR installations.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022

2021
Playing with the interior body.
Interactions, 2021

Towards understanding the design of bodily integration.
Int. J. Hum. Comput. Stud., 2021

Immersive Collaborative VR Application Design: A Case Study of Agile Virtual Design Over Distance.
Int. J. Gaming Comput. Mediat. Simulations, 2021

An Evaluation of Virtual Reality for Fear Arousal Safety Training in the Construction Industry.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2021

Developing Design Guidelines for Virtual Reality based Decision-Making Training for Team Sports.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Limited Control Over the Body as Intriguing Play Design Resource.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Target: Zero Drift: Minimizing Spatial Drift in VR Optical Tracking Systems such as Oculus Insight.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020


Empowering a Creative City: Engage Citizens in Creating Street Art through Human-AI Collaboration.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Ingestible Sensors as Design Material for Bodily Play.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

AmblyopiaVR: Immersive Game-based Virtual Reality System for the Treatment of Amblyopia.
Proceedings of the Australasian Computer Science Week, 2020

InsideOut: Towards an Understanding of Designing Playful Experiences with Imaging Capsules.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
InsideOut: Playing with Real-time Video Images of the Gastrointestinal Tract via Imaging Capsules.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Social Games Are Fun: Exploring Social Interactions on Smart Speaker Platforms for People with Disabilities.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

HeatCraft: Designing Playful Experiences with Ingestible Sensors via Localized Thermal Stimuli.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Narrative Improvisation: Simulating Game Master Choices.
Proceedings of the Interactive Storytelling, 2018

The Guts Game: Towards Designing Ingestible Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

HeatCraft: Playing with Ingestible Sensors via Localised Sensations.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

The Guts Game: Designing Playful Experiences for Ingestible Devices.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Ingestible Games: Swallowing a Digital Sensor to Play a Game.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

AutoGym: An Exertion Game for Autonomous Driving.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

AutoJam: Exploring Interactive Music Experiences in Stop-and-Go Traffic.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

2016
Contextual Inquiry of Future Commuting in Autonomous Cars.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

The Virtual Experiences Portals - A Reconfigurable Platform for Immersive Visualization.
Proceedings of the Augmented Reality, Virtual Reality, and Computer Graphics, 2016

AutoJammin': Designing Progression in Traffic and Music.
Proceedings of the Adjunct Proceedings of the 8th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 2016

Designing Mediated Nurturing Play with Dogs to Alleviate Workplace Stress.
Proceedings of the Companion Publication of the 2014 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016

2015
Controlling viewpoint from markerless head tracking in an immersive ball game using a commodity depth-based camera.
J. Simulation, 2015

Children Intrinsic Reading Motivation and Playful Applications: Investigating the Relationship.
Proceedings of the 2015 International Conference on Interactive Technologies and Games, 2015

Trees of Tales: Designing Playful Interactions to Enhance Reading Experiences.
Proceedings of the 2015 International Conference on Interactive Technologies and Games, 2015

Mise-en-scène: Playful Interactive Mechanics to Enhance Children's Digital Books.
Proceedings of the Interactive Storytelling, 2015

A context-based design process for future use cases of autonomous driving: prototyping AutoGym.
Proceedings of the 7th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 2015

2014
Navigating multiple augmented reality overlays through occlusion-based triggers.
Proceedings of the 13th International Conference on Mobile and Ubiquitous Multimedia, 2014

Gamicards - An Alternative Method for Paper-Prototyping the Design of Gamified Systems.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Trees of Tales: A Playful Reading Application for Arabic Children.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Exploring Game Ideas for Stresslessness in the Automotive Domain.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

Exergaming in the Car: Preliminary Results of an Experimental Setup.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

SpaceWalk: Movement and Interaction in Virtual Space with Commodity Hardware.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

Game Asset Repetition.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

2013
Reproduction game demo.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Context, detail, and conversation: using painting strategies with 3D computer animation software.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Trouble tower game demo.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Towards personalised, gamified systems: an investigation into game design, personality and player typologies.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Audiovisual granular synthesis: micro relationships between sound and image.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Engaging students in OH&S hazard identification through a game.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

2012
Designing a game for occupational health and safety in the construction industry.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

2003
Real-time procedural generation of 'pseudo infinite' cities.
Proceedings of the 1st International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia 2003, 2003


  Loading...