Prof. Dr. Jonas Schild
About
Jonas Schild is Professor for Creating Impact at the TH Köln, Faculty of Information, Media and Electrical Engineering, Institute for Media and Phototechnology and heads the cross-faculty study program Code & Context. The focus of his work is the development of digital innovations in interaction with entrepreneurial and societal progress in terms of an ecologically, socially and globally connected world. In his interdisciplinary research group Interactive Reality Experiences, he combines computer science, media design and cognitive psychology at the locations Cologne-Mülheim and Hannover (at the HS Hannover). As head of several interdisciplinary BMBF project consortia (ViTAWiN, EPICSAVE), he advances immersive training media (VR/AR, User Experience) in vocational education. In 2017, EPICSAVE was awarded as "Excellent Place 2017" in the federal competition "Land of Ideas". Previously, he conducted research for the Fraunhofer Gesellschaft, was a product manager for computer games and ran a VR startup. Schild studied Media Systems at Bauhaus University Weimar until 2006 and earned his engineering doctorate in computer science at the University of Duisburg-Essen in 2014. From 2017 to 2021, he worked at the HS Hannover, Faculty IV Business and Computer Science as Professor of Media Design Computing.
Publications
2022
Höhne, Elisabeth; Fekete, Sándor P.; Schild, Jonas; Zander, Lysann
Perceived Stress, Individual Psychological Resources, and Social Resources Among Computer Science Students During the COVID-19 Pandemic Journal Article
In: Frontiers in Education, vol. 7, iss. 840216, 2022, ISBN: 2504-284X.
@article{hoehne2022frontiers,
title = {Perceived Stress, Individual Psychological Resources, and Social Resources Among Computer Science Students During the COVID-19 Pandemic },
author = {Elisabeth Höhne and Sándor P. Fekete and Jonas Schild and Lysann Zander},
url = {https://www.frontiersin.org/articles/10.3389/feduc.2022.840216},
doi = {10.3389/feduc.2022.840216},
isbn = {2504-284X},
year = {2022},
date = {2022-06-09},
journal = {Frontiers in Education},
volume = {7},
issue = {840216},
abstract = {Due to the COVID-19 pandemic, university students worldwide have experienced drastic changes in their academic and social lives, with the rapid shift to online courses and contact restrictions being reported among the major stressors. In the present study, we aimed at examining students’ perceived stress over the course of the pandemic as well as individual psychological and social coping resources within the theoretical framework of the Transactional Model of Stress and Coping in the specific group of STEM students. In four cross-sectional studies with a total of 496 computer science students in Germany, we found that students reported significantly higher levels of perceived stress at both measurement time points in the second pandemic semester (October/November 2020; January/February 2021) as compared to the beginning of the first (April/May 2020), indicating that students rather became sensitized to the constant pandemic-related stress exposure than habituating to the “new normal”. Regarding students’ coping resources in the higher education context, we found that both high (a) academic self-efficacy and (b) academic online self-efficacy as well as low (c) perceived social and academic exclusion among fellow students significantly predicted lower levels of students’ (d) belonging uncertainty to their study program, which, in turn, predicted lower perceived stress at the beginning of the first pandemic semester. At the beginning of the second pandemic semester, we found that belonging uncertainty still significantly mediated the relationship between students’ academic self-efficacy and perceived stress. Students’ academic online self-efficacy, however, no longer predicted their uncertainty about belonging, but instead had a direct buffering effect on their perceived stress. Students’ perceived social and academic exclusion among fellow students only marginally predicted their belonging uncertainty and no longer predicted their perceived stress 6 months into the pandemic. We discuss the need and importance of assessing and monitoring students’ stress levels as well as faculty interventions to strengthen students’ individual psychological and social coping resources in light of the still ongoing pandemic.},
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Misztal, Sebastian; Schild, Jonas
Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments Proceedings Article
In: CHI Conference on Human Factors in Computing Systems (CHI '22), April 29-May 5, 2022, New Orleans, LA, USA, pp. 20, ACM, New York, NY, 2022.
@inproceedings{Misztal2022CHI,
title = {Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments},
author = {Sebastian Misztal and Jonas Schild},
doi = {https://doi.org/10.1145/3491102.3501885},
year = {2022},
date = {2022-04-29},
booktitle = {CHI Conference on Human Factors in Computing Systems (CHI '22), April 29-May 5, 2022, New Orleans, LA, USA},
pages = {20},
publisher = {ACM},
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Carbonell, Guillermo; Schild, Jonas
Conceptual Design of Emotional and Pain Expressions of a Virtual Patient in a Virtual Reality Training for Paramedics Proceedings Article
In: 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 222–226, IEEE, 2022, ISBN: 978-1-6654-8402-2.
@inproceedings{Carbonell2022b,
title = {Conceptual Design of Emotional and Pain Expressions of a Virtual Patient in a Virtual Reality Training for Paramedics},
author = {Guillermo Carbonell and Jonas Schild},
url = {https://ieeexplore.ieee.org/document/9757401/},
doi = {10.1109/VRW55335.2022.00053},
isbn = {978-1-6654-8402-2},
year = {2022},
date = {2022-03-01},
booktitle = {2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
pages = {222--226},
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Schild, Jonas; Carbonell, Guillermo; Tarrach, Anna; Ebeling, Madeline
ViTAWiN - Interprofessional Medical Mixed Reality Training for Paramedics and Emergency Nurses Proceedings Article
In: 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), IEEE, 2022.
@inproceedings{SchildSegah2022,
title = {ViTAWiN - Interprofessional Medical Mixed Reality Training for Paramedics and Emergency Nurses},
author = {Jonas Schild and Guillermo Carbonell and Anna Tarrach and Madeline Ebeling},
doi = {10.1109/SEGAH54908.2022.9978566},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)},
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Misztal, Sebastian; Carbonell, Guillermo; Schild, Jonas
Experiencing Age-Related Movement Impairment Through Visual Delegation in VR Can Substitute Haptic Impairments of an Age Simulation Suit Proceedings Article
In: 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022.
@inproceedings{MisztalSegah2022,
title = {Experiencing Age-Related Movement Impairment Through Visual Delegation in VR Can Substitute Haptic Impairments of an Age Simulation Suit},
author = {Sebastian Misztal and Guillermo Carbonell and Jonas Schild},
doi = {accepted},
year = {2022},
date = {2022-01-01},
booktitle = {2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)},
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Misztal, Sebastian; Carbonell, Guillermo; Schild, Jonas
Experiencing Age-Related Movement Impairment Through Visual Delegation in VR Can Substitute Haptic Impairments of an Age Simulation Suit Proceedings Article
In: 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022.
@inproceedings{MisztalSegah2022b,
title = {Experiencing Age-Related Movement Impairment Through Visual Delegation in VR Can Substitute Haptic Impairments of an Age Simulation Suit},
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year = {2022},
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Misztal, Sebastian; Tarrach, Anna; Ebeling, Madeline; Ritter, Artur; Schild, Jonas
Visualizing Perceptions of Non-Player Characters in Interactive Virtual Reality Environments Proceedings Article
In: Association for Computing Machinery, New York, NY, USA, 2022, ISBN: 9781450398893.
@inproceedings{10.1145/3562939.3565680,
title = {Visualizing Perceptions of Non-Player Characters in Interactive Virtual Reality Environments},
author = {Sebastian Misztal and Anna Tarrach and Madeline Ebeling and Artur Ritter and Jonas Schild},
url = {https://doi.org/10.1145/3562939.3565680, <span><a href="javascript:"><img class="citavipicker" identifier="10.1145/3562939.3565680},
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year = {2022},
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Höhne, Elisabeth; Fekete, Sandor P.; Schild, Jonas; Zander, Lysann
Habituation or sensitization? Perceived stress, individual psychological and social resources among computer science students during the COVID-19 pandemic Proceedings Article
In: 9th Congress of the Society for Empirical Educational Research (GEBF), Bamberg, Germany, 2022.
@inproceedings{hoehne2022,
title = {Habituation or sensitization? Perceived stress, individual psychological and social resources among computer science students during the COVID-19 pandemic},
author = {Elisabeth Höhne and Sandor P. Fekete and Jonas Schild and Lysann Zander},
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2021
Scherfgen, David; Schild, Jonas
Estimating the Pose of a Medical Manikin for Haptic Augmentation of a Virtual Patient in Mixed Reality Training Proceedings Article
In: Symposium on Virtual and Augmented Reality, pp. 33–41, ACM, New York, NY, USA, 2021, ISBN: 9781450395526.
@inproceedings{Scherfgen2021,
title = {Estimating the Pose of a Medical Manikin for Haptic Augmentation of a Virtual Patient in Mixed Reality Training},
author = {David Scherfgen and Jonas Schild},
url = {https://dl.acm.org/doi/10.1145/3488162.3488166},
doi = {10.1145/3488162.3488166},
isbn = {9781450395526},
year = {2021},
date = {2021-10-01},
booktitle = {Symposium on Virtual and Augmented Reality},
pages = {33--41},
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Scherfgen, David; Schild, Jonas
Estimating the Pose of a Medical Manikin for Haptic Augmentation of a Virtual Patient in Mixed Reality Training Proceedings Article
In: Maiero, Jens; Weier, Martin; Zielasko, Daniel (Ed.): ICAT-EGVE 2021 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos, The Eurographics Association, 2021, ISSN: 1727-530X.
@inproceedings{10.2312:egve.20211334,
title = {Estimating the Pose of a Medical Manikin for Haptic Augmentation of a Virtual Patient in Mixed Reality Training},
author = {David Scherfgen and Jonas Schild},
editor = {Jens Maiero and Martin Weier and Daniel Zielasko},
doi = {10.2312/egve.20211334},
issn = {1727-530X},
year = {2021},
date = {2021-01-01},
booktitle = {ICAT-EGVE 2021 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
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Schild, Jonas; Elsenbast, Christian; Carbonell, Guillermo
ViTAWiN - Developing Multiprofessional Medical Emergency Training with Mixed Reality Proceedings Article
In: 2021 IEEE 9th International Conference on Serious Games and Applications for Health(SeGAH), pp. 1-9, 2021.
@inproceedings{9551890,
title = {ViTAWiN - Developing Multiprofessional Medical Emergency Training with Mixed Reality},
author = {Jonas Schild and Christian Elsenbast and Guillermo Carbonell},
doi = {10.1109/SEGAH52098.2021.9551890},
year = {2021},
date = {2021-01-01},
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Schild, Jonas; Luiz, Thomas; Lerner, Dieter; Herkersdorf, Markus; Neuberger, Markus; Wegner, Konstantin
St. Augustin, 2021.
@techreport{EPICSAVEreport,
title = {epicsave - Enhanced ParamedIC vocational training with Serious games And Virtual Environments - Optimierung der Berufsausbildung von Notfallsanitätern durch Training mittels Serious Games und Virtuellen Umgebungen: Schlussbericht},
author = {Jonas Schild and Thomas Luiz and Dieter Lerner and Markus Herkersdorf and Markus Neuberger and Konstantin Wegner},
url = {https://www.tib.eu/de/suchen/id/TIBKAT%3A1752317777},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
publisher = {Hochschule Bonn-Rhein-Sieg;},
address = {St. Augustin},
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2020
Misztal, Sebastian; Carbonell, Guillermo; Zander, Lysann; Schild, Jonas
Jumphair: Improving Jumping Performance in First-Person Video Games Through Visual Assistance Proceedings Article
In: International Conference on the Foundations of Digital Games, ACM, 2020.
@inproceedings{Misztal_2020,
title = {Jumphair: Improving Jumping Performance in First-Person Video Games Through Visual Assistance},
author = {Sebastian Misztal and Guillermo Carbonell and Lysann Zander and Jonas Schild},
url = {https://doi.org/10.1145%2F3402942.3403020},
doi = {10.1145/3402942.3403020},
year = {2020},
date = {2020-09-01},
booktitle = {International Conference on the Foundations of Digital Games},
publisher = {ACM},
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Misztal, Sebastian; Carbonell, Guillermo; Zander, Lysann; Schild, Jonas
Simulating Illness: Experiencing Visual Migraine Impairments in Virtual Reality Proceedings Article
In: 2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH), IEEE, 2020.
@inproceedings{Misztal_2020b,
title = {Simulating Illness: Experiencing Visual Migraine Impairments in Virtual Reality},
author = {Sebastian Misztal and Guillermo Carbonell and Lysann Zander and Jonas Schild},
url = {https://doi.org/10.1109%2Fsegah49190.2020.9201756},
doi = {10.1109/segah49190.2020.9201756},
year = {2020},
date = {2020-08-01},
booktitle = {2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)},
publisher = {IEEE},
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Lerner, Dieter; Mohr, Stefan; Schild, Jonas; Göring, Martin; Luiz, Thomas
An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study Journal Article
In: JMIR Serious Games, vol. 8, no. 3, pp. e18822, 2020.
@article{Lerner_2020,
title = {An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study},
author = {Dieter Lerner and Stefan Mohr and Jonas Schild and Martin Göring and Thomas Luiz},
url = {https://doi.org/10.2196%2F18822},
doi = {10.2196/18822},
year = {2020},
date = {2020-07-01},
journal = {JMIR Serious Games},
volume = {8},
number = {3},
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publisher = {JMIR Publications Inc.},
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Misztal, Sebastian; Carbonell, Guillermo; Zander, Lysann; Schild, Jonas
Intensifying Stress Perception Using Visual Effects in VR Games Proceedings Article
In: ACM International Conference Proceeding Series, 2020, ISBN: 9781450388078.
@inproceedings{Misztal2020a,
title = {Intensifying Stress Perception Using Visual Effects in VR Games},
author = {Sebastian Misztal and Guillermo Carbonell and Lysann Zander and Jonas Schild},
doi = {10.1145/3402942.3409781},
isbn = {9781450388078},
year = {2020},
date = {2020-01-01},
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abstract = {textcopyright 2020 ACM. Visual effects are used in commercial video games to enhance the players' perception without being investigated in terms of their actual impact on the players. In our work, we implemented five visual effects, namely vignetting, image noise, chromatic aberration, color grading, and blur and investigated their impact on the players' perceived stress, presence, and simulator sickness. A user study (N = 6), conducted with a virtual reality (VR) head-mounted display (HMD), shows that these visual effects can intensify the players' stress perception without negatively effecting perceived presence and without increasing simulator sickness.},
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Misztal, Sebastian; Carbonell, Guillermo; Schild, Jonas
Visual Delegates - Enhancing Player Perception by Visually Delegating Player Character Sensation Proceedings Article
In: Association for Computing Machinery, New York, NY, USA, 2020, ISBN: 9781450380744.
@inproceedings{10.1145/3410404.3414238,
title = {Visual Delegates - Enhancing Player Perception by Visually Delegating Player Character Sensation},
author = {Sebastian Misztal and Guillermo Carbonell and Jonas Schild},
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2019
Schild, Jonas; Flock, Leonard; Martens, Patrick; Roth, Benjamin; Schunemann, Niklas; Heller, Eduard; Misztal, Sebastian
EPICSAVE Lifesaving Decisions – a Collaborative VR Training Game Sketch for Paramedics Proceedings Article
In: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), IEEE, 2019.
@inproceedings{Schild_2019,
title = {EPICSAVE Lifesaving Decisions – a Collaborative VR Training Game Sketch for Paramedics},
author = {Jonas Schild and Leonard Flock and Patrick Martens and Benjamin Roth and Niklas Schunemann and Eduard Heller and Sebastian Misztal},
url = {https://doi.org/10.1109%2Fvr.2019.8798365},
doi = {10.1109/vr.2019.8798365},
year = {2019},
date = {2019-03-01},
booktitle = {2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
publisher = {IEEE},
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2018
Buhler, Helmut; Misztal, Sebastian; Schild, Jonas
Reducing VR Sickness Through Peripheral Visual Effects Proceedings Article
In: 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), IEEE, 2018.
@inproceedings{Buhler_2018,
title = {Reducing VR Sickness Through Peripheral Visual Effects},
author = {Helmut Buhler and Sebastian Misztal and Jonas Schild},
url = {https://doi.org/10.1109%2Fvr.2018.8446346},
doi = {10.1109/vr.2018.8446346},
year = {2018},
date = {2018-03-01},
booktitle = {2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
publisher = {IEEE},
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Schild, Jonas; Misztal, Sebastian; Roth, Beniamin; Flock, Leonard; Luiz, Thomas; Lerner, Dieter; Herkersdorf, Markus; Weaner, Konstantin; Neuberaer, Markus; Franke, Andreas; Kemp, Claus; Pranqhofer, Johannes; Seele, Sven; Buhler, Helmut; Herpers, Rainer
Applying Multi-User Virtual Reality to Collaborative Medical Training Journal Article
In: 25th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018 - Proceedings, pp. 775–776, 2018, ISBN: 9781538633656.
@article{Schild2018,
title = {Applying Multi-User Virtual Reality to Collaborative Medical Training},
author = {Jonas Schild and Sebastian Misztal and Beniamin Roth and Leonard Flock and Thomas Luiz and Dieter Lerner and Markus Herkersdorf and Konstantin Weaner and Markus Neuberaer and Andreas Franke and Claus Kemp and Johannes Pranqhofer and Sven Seele and Helmut Buhler and Rainer Herpers},
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year = {2018},
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pages = {775--776},
abstract = {We present a multi-user virtual reality (VR) setup that aims at providing novel training tools for paramedics that enhances current learning methods. The hardware setup consists of a two-user full-scale VR environment with head-mounted displays for two interactive trainees and one additional desktop pc for one trainer participant. The software provides a connected multi-user environment, showcasing a paramedic emergency simulation with focus on anaphylactic shock, a representative scenario for critical medical cases that happen too rare to eventually occur within a regular curricular term of vocational training. The prototype offers hands-on experience on multi-user VR in an applied scenario, generating discussion around current state and future development concerning three important research areas: (a) user navigation, (b) interaction, (c) level of visual abstraction, and (d) level of task abstraction.},
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Schild, Jonas; Lerner, Dieter; Misztal, Sebastian; Luiz, Thomas
EPICSAVE - Enhancing vocational training for paramedics with multi-user virtual reality Journal Article
In: 2018 IEEE 6th International Conference on Serious Games and Applications for Health, SeGAH 2018, pp. 1–8, 2018, ISBN: 9781538662984.
@article{Schild2018a,
title = {EPICSAVE - Enhancing vocational training for paramedics with multi-user virtual reality},
author = {Jonas Schild and Dieter Lerner and Sebastian Misztal and Thomas Luiz},
doi = {10.1109/SeGAH.2018.8401353},
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year = {2018},
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abstract = {An anaphylactic shock constitutes a representative scenario for critical paramedical cases that happen too rare to eventually occur within a regular curricular term of vocational training. As a possible solution, this paper presents EPICSAVE, a development case that yields novel training tools using multi-user virtual reality (VR) and serious game methodology. The case describes the interdisciplinary setup and iterative workflow of the development of a simulation prototype. Examples show design tools and methodologies, e.g., finding focus in medical treatment. Results from two pilot studies indicate that specifically multi-user VR may enhance paramedic training. The subsequently developed prototype offers collaborative training for two paramedic trainees and one trainer. Results from a user study with paramedic trainees indicate that experiencing a positive VR training outcome depends on high presence effects and is limited by usability issues. We provide a list of open design and usability issues that shall help to improve future integration of multi-user VR in training facilities.},
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2017
Wegner, Konstantin; Seele, Sven; Buhler, Helmut; Misztal, Sebastian; Herpers, Rainer; Schild, Jonas
Comparison of Two Inventory Design Concepts in a Collaborative Virtual Reality Serious Game Proceedings Article
In: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, ACM, 2017.
@inproceedings{Wegner_2017,
title = {Comparison of Two Inventory Design Concepts in a Collaborative Virtual Reality Serious Game},
author = {Konstantin Wegner and Sven Seele and Helmut Buhler and Sebastian Misztal and Rainer Herpers and Jonas Schild},
url = {https://doi.org/10.1145%2F3130859.3131300},
doi = {10.1145/3130859.3131300},
year = {2017},
date = {2017-10-01},
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Seele, Sven; Misztal, Sebastian; Buhler, Helmut; Herpers, Rainer; Schild, Jonas
Here's Looking At You Anyway! How Important is Realistic Gaze Behavior in Co-located Social Virtual Reality? Proceedings Article
In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 531–540, ACM, New York, NY, USA, 2017, ISBN: 9781450348980.
@inproceedings{Seele2017a,
title = {Here's Looking At You Anyway! How Important is Realistic Gaze Behavior in Co-located Social Virtual Reality?},
author = {Sven Seele and Sebastian Misztal and Helmut Buhler and Rainer Herpers and Jonas Schild},
url = {https://dl.acm.org/doi/10.1145/3116595.3116619},
doi = {10.1145/3116595.3116619},
isbn = {9781450348980},
year = {2017},
date = {2017-10-01},
booktitle = {Proceedings of the Annual Symposium on Computer-Human Interaction in Play},
pages = {531--540},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {Simulating eye movements for virtual humans or avatars can improve social experiences in virtual reality (VR) games, especially when wearing head mounted displays. While other researchers have already demonstrated the importance of simulating meaningful eye movements, we compare three gaze models with different levels of fidelity regarding realism: (1) a base model with static fixation and saccadic movements, (2) a proposed simulation model that extends the saccadic model with gaze shifts based on a neural network, and (3) a user's real eye movements recorded by a proprietary eye tracker. Our between-groups design study with 42 subjects evaluates impact of eye movements on social VR user experience regarding perceived quality of communication and presence. The tasks include free conversation and two guessing games in a co-located setting. Results indicate that a high quality of communication in co-located VR can be achieved without using extended gaze behavior models besides saccadic simulation. Users might have to gain more experience with VR technology before being able to notice subtle details in gaze animation. In the future, remote VR collaboration involving different tasks requires further investigation.},
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Schild, Jonas
2017, ISBN: 9781450354165.
@conference{Jonas_Schild_75618136,
title = {Augmenting Cognitive Processes and Behavior of Intelligent Virtual Agents by Modeling Synthetic Perception},
author = {Jonas Schild},
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Seele, Sven; Haubrich, Tobias; Metzler, Tim; Schild, Jonas; Herpers, Rainer; Grzegorzek, Marcin
Integration of multi-modal cues in synthetic attention processes to drive virtual agent behavior Book
2017, ISSN: 16113349.
@book{Seele2017b,
title = {Integration of multi-modal cues in synthetic attention processes to drive virtual agent behavior},
author = {Sven Seele and Tobias Haubrich and Tim Metzler and Jonas Schild and Rainer Herpers and Marcin Grzegorzek},
doi = {10.1007/978-3-319-67401-8_50},
issn = {16113349},
year = {2017},
date = {2017-01-01},
urldate = {2017-01-01},
booktitle = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {10498 LNAI},
abstract = {textcopyright Springer International Publishing AG 2017. Simulations and serious games require realistic behavior of multiple intelligent agents in real-time. One particular issue is how attention and multi-modal sensory memory can be modeled in a natural but effective way, such that agents controllably react to salient objects or are distracted by other multi-modal cues from their current intention. We propose a conceptual framework that provides a solution with adherence to three main design goals: natural behavior, real-time performance, and controllability. As a proof of concept, we implement three major components and showcase effectiveness in a real-time game engine scenario. Within the exemplified scenario, a visual sensor is combined with static saliency probes and auditory cues. The attention model weighs bottom-up attention against intention-related top-down processing, controllable by a designer using memory and attention inhibitor parameters. We demonstrate our case and discuss future extensions.},
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}
Kruijff, Ernst; Marquardt, Alexander; Trepkowski, Christina; Schild, Jonas; Hinkenjann, André
Designed emotions: challenges and potential methodologies for improving multisensory cues to enhance user engagement in immersive systems Journal Article
In: Visual Computer, vol. 33, no. 4, 2017, ISSN: 01782789.
@article{Kruijff2017,
title = {Designed emotions: challenges and potential methodologies for improving multisensory cues to enhance user engagement in immersive systems},
author = {Ernst Kruijff and Alexander Marquardt and Christina Trepkowski and Jonas Schild and André Hinkenjann},
doi = {10.1007/s00371-016-1294-0},
issn = {01782789},
year = {2017},
date = {2017-01-01},
urldate = {2017-01-01},
journal = {Visual Computer},
volume = {33},
number = {4},
abstract = {textcopyright 2016, Springer-Verlag Berlin Heidelberg. In this article, we report on challenges and potential methodologies to support the design and validation of multisensory techniques. Such techniques can be used for enhancing engagement in immersive systems. Yet, designing effective techniques requires careful analysis of the effect of different cues on user engagement. The level of engagement spans the general level of presence in an environment, as well as the specific emotional response to a set trigger. Yet, measuring and analyzing the actual effect of cues is hard as it spans numerous interconnected issues. In this article, we identify the different challenges and potential validation methodologies that affect the analysis of multisensory cues on user engagement. In doing so, we provide an overview of issues and potential validation directions as an entry point for further research. The various challenges are supported by lessons learned from a pilot study, which focused on reflecting the initial validation methodology by analyzing the effect of different stimuli on user engagement.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2015
Kruijff, Ernst; Marquardt, Alexander; Trepkowski, Christina; Schild, Jonas; Hinkenjann, André
Enhancing User Engagement in Immersive Games through Multisensory Cues Proceedings Article
In: Proceedings of IEEE VS-GAMES, 2015.
@inproceedings{Kruijff2015,
title = {Enhancing User Engagement in Immersive Games through Multisensory Cues},
author = {Ernst Kruijff and Alexander Marquardt and Christina Trepkowski and Jonas Schild and André Hinkenjann},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of IEEE VS-GAMES},
keywords = {},
pubstate = {published},
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}
Schild, Jonas; Masuch, Maic
Formalizing the potential of stereoscopic 3D user experience in interactive entertainment Proceedings Article
In: Proc. SPIE 9391, Stereoscopic Displays and Applications XXVI, pp. 93911D, 2015.
@inproceedings{Schild2015,
title = {Formalizing the potential of stereoscopic 3D user experience in interactive entertainment},
author = {Jonas Schild and Maic Masuch},
url = {http://proceedings.spiedigitallibrary.org/proceeding.aspx?doi=10.1117/12.2083190},
doi = {10.1117/12.2083190},
year = {2015},
date = {2015-01-01},
booktitle = {Proc. SPIE 9391, Stereoscopic Displays and Applications XXVI},
pages = {93911D},
keywords = {},
pubstate = {published},
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2014
Schild, Jonas; Jr., Joseph J. LaViola; Masuch, Maic
Altering gameplay behavior using stereoscopic 3D vision-based video game design Proceedings Article
In: Conference on Human Factors in Computing Systems - Proceedings, 2014, ISBN: 9781450324731.
@inproceedings{Schild2014,
title = {Altering gameplay behavior using stereoscopic 3D vision-based video game design},
author = {Jonas Schild and Joseph J. LaViola Jr. and Maic Masuch},
doi = {10.1145/2556288.2557283},
isbn = {9781450324731},
year = {2014},
date = {2014-01-01},
urldate = {2014-01-01},
booktitle = {Conference on Human Factors in Computing Systems - Proceedings},
abstract = {We explore the potential of stereoscopic 3D (S3D) vision in offering distinct gameplay using an S3D-specific game called Deepress3D. Our game utilizes established S3D design principles for optimizing GUI design, visual comfort and game mechanics which rely on depth perception in time-pressured spatial conflicts. The game collects detailed S3D player metrics and allows players to choose between different, evenly matched strategies. We conducted a between subjects study comparing S3D and monoscopic versions of Deepress3D that examined player behavior and performance and measured user-reported data on presence, simulator sickness, and game experience. Confirming previous results, stereo users reported higher spatial presence. More importantly, for the first time, our game metrics indicate that S3D vision can measurably change player behavior depending on actual game content and level design, without necessarily affecting performance or emotional experience. These findings indicate the potential for optimizing applications for stereo users distinguishing them as a distinct group in HCI research.},
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Schild, Jonas
1 edition, CreateSpace Independent Publishing Platform;, 2014, ISBN: 978-1499653434.
@book{SchildDoc2014,
title = {Deep Gaming - The Creative and Technological Potential of Stereoscopic 3D Vision for Interactive Entertainment},
author = {Jonas Schild},
url = {http://www.amazon.com/Deep-Gaming-Technological-Stereoscopic-Entertainment/dp/1499653433},
isbn = {978-1499653434},
year = {2014},
date = {2014-01-01},
pages = {224},
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2013
Schild, Jonas; Bölicke, Liane; Jr., Joseph J. LaViola; Masuch, Maic
Creating and analyzing stereoscopic 3D graphical user interfaces in digital games Proceedings Article
In: Conference on Human Factors in Computing Systems - Proceedings, 2013, ISBN: 9781450318990.
@inproceedings{Schild2013,
title = {Creating and analyzing stereoscopic 3D graphical user interfaces in digital games},
author = {Jonas Schild and Liane Bölicke and Joseph J. LaViola Jr. and Maic Masuch},
doi = {10.1145/2470654.2470678},
isbn = {9781450318990},
year = {2013},
date = {2013-01-01},
urldate = {2013-01-01},
booktitle = {Conference on Human Factors in Computing Systems - Proceedings},
abstract = {Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice between visual comfort and effect. We present a S3D Game GUI Design Space and a list of S3D-specific attributes that emphasizes integrating visually comfortable interfaces into the game world, story and S3D view. To showcase our approach, we created two GUI concepts and evaluated them with 32 users. Our results show quality improvements for a combination of bottom position and visual attachment for a menu. In a referencing interface, placing the reference near to the target depth significantly improved perceived quality, game integration, and increased presence. These results confirm the need to create S3D GUIs with perceptual constraints in mind, demonstrating the potential to extend the user experience. Additionally, our design space offers a formal and flexible way to create new effects in S3D GUIs. Copyright textcopyright 2013 ACM.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2012
Schild, Jonas; Masuch, Maic
Designing Stereoscopic Information Visualization for 3D-TV: What can we learn from S3D Gaming ? Proceedings Article
In: Proceedings of SPIE Vol. 8288: Stereoscopic displays and applications XXIII (2012), 2012.
@inproceedings{Schild2012c,
title = {Designing Stereoscopic Information Visualization for 3D-TV: What can we learn from S3D Gaming ?},
author = {Jonas Schild and Maic Masuch},
year = {2012},
date = {2012-01-01},
booktitle = {Proceedings of SPIE Vol. 8288: Stereoscopic displays and applications XXIII (2012)},
keywords = {},
pubstate = {published},
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Kulshreshth, Arun; Schild, Jonas; Jr., Joseph J. LaViola
Evaluating user performance in 3D stereo and motion enabled video games Proceedings Article
In: Proceedings of the International Conference on the Foundations of Digital Games - FDG '12, pp. 33, ACM Press, New York, New York, USA, 2012, ISBN: 9781450313339.
@inproceedings{Kulshreshth2012,
title = {Evaluating user performance in 3D stereo and motion enabled video games},
author = {Arun Kulshreshth and Jonas Schild and Joseph J. LaViola Jr.},
url = {http://dl.acm.org/citation.cfm?doid=2282338.2282350},
doi = {10.1145/2282338.2282350},
isbn = {9781450313339},
year = {2012},
date = {2012-01-01},
booktitle = {Proceedings of the International Conference on the Foundations of Digital Games - FDG '12},
pages = {33},
publisher = {ACM Press},
address = {New York, New York, USA},
abstract = {We present a study that investigates user performance benefits of playing video games using 3D motion controllers in 3D stereoscopic vision in comparison to monoscopic viewing. Using the PlayStation 3 game console coupled with the PlayStation Move Controller, we explored five different games that combine 3D stereo and 3D spatial interaction. For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster in the experimental group (3D stereo display) than in the control group (2D display). A game expertise pre-questionnaire was used to classify participants into beginners and expert game player categories to analyze a possible impact on performance differences. The results show two cases where the 3D stereo display did help participants perform significantly better than with a 2D display. For the first time, we can report a positive effect on gaming performance based on stereoscopic vision, although reserved to isolated tasks and depending on game expertise. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of 3D stereoscopic vision and 3D motion control to enhance game experiences.},
keywords = {},
pubstate = {published},
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}
Schild, Jonas; Jr., Joseph J. LaViola; Masuch, Maic
Understanding User Experience in Stereoscopic 3D Games Proceedings Article
In: Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems - CHI '12, pp. 89, ACM Press, New York, New York, USA, 2012, ISBN: 9781450310154.
@inproceedings{Schild2012,
title = {Understanding User Experience in Stereoscopic 3D Games},
author = {Jonas Schild and Joseph J. LaViola Jr. and Maic Masuch},
url = {http://dl.acm.org/citation.cfm?doid=2207676.2207690},
doi = {10.1145/2207676.2207690},
isbn = {9781450310154},
year = {2012},
date = {2012-01-01},
booktitle = {Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems - CHI '12},
pages = {89},
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address = {New York, New York, USA},
keywords = {},
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Schild, Jonas; Seele, Sven; Masuch, Maic
YouDash3D: Exploring Stereoscopic 3D Gaming for 3D Movie Theaters Proceedings Article
In: Proceedings of SPIE Vol. 8288: Stereoscopic displays and applications XXIII (2012), SPIE, 2012.
@inproceedings{Schild2012d,
title = {YouDash3D: Exploring Stereoscopic 3D Gaming for 3D Movie Theaters},
author = {Jonas Schild and Sven Seele and Maic Masuch},
year = {2012},
date = {2012-01-01},
booktitle = {Proceedings of SPIE Vol. 8288: Stereoscopic displays and applications XXIII (2012)},
publisher = {SPIE},
keywords = {},
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2011
Göttel, Timo; Schild, Jonas
Creativity room 5555: evoking creativity in game design amongst CS students Proceedings Article
In: Proceedings of the 16th annual joint conference on Innovation and technology in computer science education, pp. 98–102, ACM, 2011, ISBN: 9781450306973.
@inproceedings{Gottel2011,
title = {Creativity room 5555: evoking creativity in game design amongst CS students},
author = {Timo Göttel and Jonas Schild},
url = {http://portal.acm.org/citation.cfm?id=1999777},
doi = {http://dx.doi.org/10.1145/1999747.1999777},
isbn = {9781450306973},
year = {2011},
date = {2011-01-01},
booktitle = {Proceedings of the 16th annual joint conference on Innovation and technology in computer science education},
pages = {98--102},
publisher = {ACM},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Gerling, Kathrin M.; Schild, Jonas; Masuch, Maic
Exergaming for Elderly Persons: Analyzing Player Experience and Performance Proceedings Article
In: Proceedings of Entertainment Interfaces at Mensch & Computer 2011, 2011.
@inproceedings{ger2011c,
title = {Exergaming for Elderly Persons: Analyzing Player Experience and Performance},
author = {Kathrin M. Gerling and Jonas Schild and Maic Masuch},
year = {2011},
date = {2011-01-01},
booktitle = {Proceedings of Entertainment Interfaces at Mensch & Computer 2011},
keywords = {},
pubstate = {published},
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}
Schild, Jonas; Masuch, Maic
Fundamentals of Stereoscopic 3D Game Design Proceedings Article
In: Proceedings of ICEC 2011, pp. 155–160, Ifip, 2011.
@inproceedings{Schild2011e,
title = {Fundamentals of Stereoscopic 3D Game Design},
author = {Jonas Schild and Maic Masuch},
year = {2011},
date = {2011-01-01},
booktitle = {Proceedings of ICEC 2011},
pages = {155--160},
publisher = {Ifip},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Schild, Jonas; Grimm, Paul; Göttel, Timo
Game Development Inhalte in der Hochschulinformatik Proceedings Article
In: Eibl, Maximilian; Ritter, Marc (Ed.): Workshop-Proceedings of Mensch & Computer 2011, pp. 385–389, online, Chemnitz, 2011.
@inproceedings{Schild2011d,
title = {Game Development Inhalte in der Hochschulinformatik},
author = {Jonas Schild and Paul Grimm and Timo Göttel},
editor = {Maximilian Eibl and Marc Ritter},
year = {2011},
date = {2011-01-01},
booktitle = {Workshop-Proceedings of Mensch & Computer 2011},
pages = {385--389},
publisher = {online},
address = {Chemnitz},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Schild, Jonas; Seele, Sven; Masuch, Maic
Integrating Stereoscopic Video in 3D Games Proceedings Article
In: Proceedings of the 10th International Conference of Entertainment Computing, pp. 124–135, Springer, 2011, ISBN: 9781450308274.
@inproceedings{sch2011c,
title = {Integrating Stereoscopic Video in 3D Games},
author = {Jonas Schild and Sven Seele and Maic Masuch},
url = {http://dl.acm.org/citation.cfm?id=2071519},
isbn = {9781450308274},
year = {2011},
date = {2011-01-01},
booktitle = {Proceedings of the 10th International Conference of Entertainment Computing},
pages = {124--135},
publisher = {Springer},
series = {ICEC '11},
keywords = {},
pubstate = {published},
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}
Schild, Jonas; Seele, Sven; Fischer, Jonas; Masuch, Maic
Multi-pass Rendering of Stereoscopic Video on Consumer Graphics Cards Proceedings Article
In: Symposium on Interactive 3D Graphics and Games, pp. 209–209, ACM, New York, NY, USA, 2011.
@inproceedings{Schild2011,
title = {Multi-pass Rendering of Stereoscopic Video on Consumer Graphics Cards},
author = {Jonas Schild and Sven Seele and Jonas Fischer and Maic Masuch},
url = {http://portal.acm.org/citation.cfm?id=1944789},
doi = {http://doi.acm.org/10.1145/1944745.1944789},
year = {2011},
date = {2011-01-01},
booktitle = {Symposium on Interactive 3D Graphics and Games},
volume = {8},
pages = {209--209},
publisher = {ACM},
address = {New York, NY, USA},
series = {I3D '11},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Schild, Jonas; Seele, Sven; Masuch, Maic
YouDash3D - Exploring Depth-based Game Mechanics and Stereoscopic Video in S3D Gaming Proceedings Article
In: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE '11, pp. 1, ACM Press, New York, New York, USA, 2011, ISBN: 9781450308274.
@inproceedings{SchildACE2011,
title = {YouDash3D - Exploring Depth-based Game Mechanics and Stereoscopic Video in S3D Gaming},
author = {Jonas Schild and Sven Seele and Maic Masuch},
url = {http://dl.acm.org/citation.cfm?id=2071519 http://dl.acm.org/citation.cfm?doid=2071423.2071519},
doi = {10.1145/2071423.2071519},
isbn = {9781450308274},
year = {2011},
date = {2011-01-01},
booktitle = {Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE '11},
pages = {1},
publisher = {ACM Press},
address = {New York, New York, USA},
keywords = {},
pubstate = {published},
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2010
Schild, Jonas; Walter, Robert; Masuch, Maic
ABC-Sprints: Adapting Scrum to Academic Game Development Courses Proceedings Article
In: Proceedings of the Fifth International Conference on the Foundations of Digital Games - FDG '10, pp. 187–194, ACM Press, New York, New York, USA, 2010, ISBN: 9781605589374.
@inproceedings{Schild2010,
title = {ABC-Sprints: Adapting Scrum to Academic Game Development Courses},
author = {Jonas Schild and Robert Walter and Maic Masuch},
url = {http://portal.acm.org/citation.cfm?doid=1822348.1822373},
doi = {10.1145/1822348.1822373},
isbn = {9781605589374},
year = {2010},
date = {2010-01-01},
booktitle = {Proceedings of the Fifth International Conference on the Foundations of Digital Games - FDG '10},
pages = {187--194},
publisher = {ACM Press},
address = {New York, New York, USA},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Gerling, Kathrin M.; Schild, Jonas; Masuch, Maic
Exergame design for elderly users: The case study of SilverBalance Proceedings Article
In: ACM International Conference Proceeding Series, 2010, ISBN: 9781605588636.
@inproceedings{Gerling2010,
title = {Exergame design for elderly users: The case study of SilverBalance},
author = {Kathrin M. Gerling and Jonas Schild and Maic Masuch},
doi = {10.1145/1971630.1971650},
isbn = {9781605588636},
year = {2010},
date = {2010-01-01},
urldate = {2010-01-01},
booktitle = {ACM International Conference Proceeding Series},
abstract = {In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly. textcopyright 2010 ACM.},
keywords = {},
pubstate = {published},
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}
Schild, Jonas; Göttel, Timo
Game Design und Game Development in der Hochschulinformatik Proceedings Article
In: Schroeder, Ulrik (Ed.): Interaktive Kulturen Workshop-Band, Proceedings der Workshops der Mensch & Computer 2010, DeLFI 2010 und der Entertainment Interfaces 2010, Logos Verlag, Berlin, Germany, 2010.
@inproceedings{sch2010c,
title = {Game Design und Game Development in der Hochschulinformatik},
author = {Jonas Schild and Timo Göttel},
editor = {Ulrik Schroeder},
year = {2010},
date = {2010-01-01},
booktitle = {Interaktive Kulturen Workshop-Band, Proceedings der Workshops der Mensch & Computer 2010, DeLFI 2010 und der Entertainment Interfaces 2010},
publisher = {Logos Verlag},
address = {Berlin, Germany},
keywords = {},
pubstate = {published},
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Schild, Jonas; Masuch, Maic
Game design for ad-hoc multi-touch gameplay on large tabletop displays Proceedings Article
In: Future Play 2010: Research, Play, Share - International Academic Conference on the Future of Game Design and Technology, 2010, ISBN: 9781450302357.
@inproceedings{Schild2010b,
title = {Game design for ad-hoc multi-touch gameplay on large tabletop displays},
author = {Jonas Schild and Maic Masuch},
doi = {10.1145/1920778.1920791},
isbn = {9781450302357},
year = {2010},
date = {2010-01-01},
urldate = {2010-01-01},
booktitle = {Future Play 2010: Research, Play, Share - International Academic Conference on the Future of Game Design and Technology},
abstract = {This paper examines game design for multi-touch enabled systems, focusing on tabletop computers that are exposed to the public. We first elaborate on the requirements for ad-hoc collaborative multi-touch gameplay. As our main contribution, we identified particular gameplay aspects and formalized them in reference to formal elements of gameplay: The game mechanics should support different scopes of involvement and make use of spatial conflicts that relate to the player resources. The game should further offer outcomes that can be achieved in continuous ad-hoc group gameplay. Based on these criteria, we developed the multi-touch game Magic Garden. The case shows, how the defined elements support game creation for ad-hoc collaborative multi-touch play. As a final result, we propose to combine multiple separate mini-games in a mixed scenario as a general approach for the creation of multi-touch games for large public displays. textcopyright 2010 ACM.},
keywords = {},
pubstate = {published},
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}
Nacke, Lennart E.; Schild, Jonas; Niesenhaus, Jörg
Gameplay experience testing with playability and usability surveys–An experimental pilot study Proceedings Article
In: Calvi, S. ; Nuijten L. ; Gualeni (Ed.): Playability and Player Experience: Proceedings of the Fun and Games 2010 Workshop, pp. 31–45, Breda: NHTV Expertise Series, 2010.
@inproceedings{Nacke2010,
title = {Gameplay experience testing with playability and usability surveys–An experimental pilot study},
author = {Lennart E. Nacke and Jonas Schild and Jörg Niesenhaus},
editor = {S. ; Nuijten L.; Gualeni Calvi},
url = {http://hci.usask.ca/uploads/199-Playability-submission.pdf},
year = {2010},
date = {2010-01-01},
booktitle = {Playability and Player Experience: Proceedings of the Fun and Games 2010 Workshop},
pages = {31--45},
publisher = {Breda: NHTV Expertise Series},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2009
Hahne, Uwe; Schild, Jonas; Elstner, Stefan; Alexa, Marc
Multi-touch focus+context sketch-based interaction Proceedings Article
In: Sketch-Based Interfaces and Modeling 2009 - ACM SIGGRAPH/Eurographics Symposium Proceedings, 2009, ISBN: 9781605586021.
@inproceedings{Hahne2009,
title = {Multi-touch focus+context sketch-based interaction},
author = {Uwe Hahne and Jonas Schild and Stefan Elstner and Marc Alexa},
doi = {10.1145/1572741.1572755},
isbn = {9781605586021},
year = {2009},
date = {2009-01-01},
urldate = {2009-01-01},
booktitle = {Sketch-Based Interfaces and Modeling 2009 - ACM SIGGRAPH/Eurographics Symposium Proceedings},
abstract = {In this paper we present a Focus+Context screen for combined pen and touch interaction. A tabletop display presents contextual information and enables multi-touch detection for navigation through frustrated total internal reflection (FTIR). A high resolution pen enabled display is continuously localized on the tabletop. It is used as a movable focus display and pen input device. The resulting system has a large virtual resolution for both display and pen interaction. We demonstrate the advantages of Focus+Context for pen-based interaction in combination with multi-touch navigation in applications that make use of sketch-based interfaces. Copyright textcopyright 2009 by the Association for Computing Machinery, Inc.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Schild, Jonas; Holtkämper, Thorsten; Bogen, Manfred
The 3D Sketch Slice: Precise 3D Volume Annotations in Virtual Environments Proceedings Article
In: Hirose, Michitaka; Schmalstieg, Dieter; Wingrave, Chadwick A; Nishimura, Kunihiro (Ed.): Joint Virtual Reality Conference of EGVE - the 15th Eurographics Symposium on Virtual Environments, ICAT, EuroVR, pp. 65–72, Eurographics Association, Lyon, France, 2009, ISSN: 1727-530X.
@inproceedings{sch2009a,
title = {The 3D Sketch Slice: Precise 3D Volume Annotations in Virtual Environments},
author = {Jonas Schild and Thorsten Holtkämper and Manfred Bogen},
editor = {Michitaka Hirose and Dieter Schmalstieg and Chadwick A Wingrave and Kunihiro Nishimura},
url = {http://www.eg.org/EG/DL/WS/EGVE/JVRC09/065-072.pdf},
doi = {10.2312/EGVE/JVRC09/065-072},
issn = {1727-530X},
year = {2009},
date = {2009-01-01},
booktitle = {Joint Virtual Reality Conference of EGVE - the 15th Eurographics Symposium on Virtual Environments, ICAT, EuroVR},
pages = {65--72},
publisher = {Eurographics Association},
address = {Lyon, France},
abstract = {In the oil and gas application domain, there is a need for 3D volume annotations to sketch out uncertainty regions in seismic data sets. Together with geo-science experts, we identified actual requirements for efficient annotations of volumetric areas. As a result, we introduce the 3D Sketch Slice, a novel system for volumetric annotations. Based on a 3D-tracked pen tablet, the 3D Sketch Slice works as a prop for a subsurface volume slice. Using pen input, a user can precisely sketch 3D points on a 2D volume slice while directly controlling the 3D position and orientation of that slice within a seismic volume. The points selected define 3D sketches through 3D alpha shape representations. Furthermore, we define clutching and mapping functions and we present a novel visual feedback method for multi-user annotations. Finally, we performed an informal evaluation with expert users. Despite some ergonomic concerns, they confirmed an increase in perceived precision. In general, the requirements identified had been met and it was proposed to apply the 3D Sketch Slice methodology to other scenarios.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}