Reviewed and Invited Publications

2021

Diephuis, J., Kostov, G., & Mittermair, G. (2021). All AR-Board: Seamless AR marker integration into board games. In Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021 (pp. 410-412). 9419302 (Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021). Institute of Electrical and Electronics Engineers Inc..
https://doi.org/10.1109/VRW52623.2021.00089

Aschauer, A., Reisner-Kollmann, I., & Wolfartsberger, J. (2021). Creating an Open-Source Augmented Reality Remote Support Tool for Industry: Challenges and Learnings. Procedia Computer Science, 180, 269-279.
https://doi.org/10.1016/j.procs.2021.01.164

Lankes, M., & Berger, F. (2021). Blind Spot: An Interactive Gaze-aware Experience. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, CHI EA 2021 (Conference on Human Factors in Computing Systems - Proceedings). Association for Computing Machinery.
https://doi.org/10.1145/3411763.3451570

Ramirez Gomez, A., & Lankes, M. (2021). Eyesthetics: Making Sense of the Aesthetics of Playing with Gaze. Proceedings of the ACM on Human-Computer Interaction, Volume 5, Issue 259.
https://doi.org/10.1145/3474686

Brandstätter, P., Hagmann, S., Krückl, D., Maurer, M., & Lankes, M. (2021). I Will Stand by You: Measuring the Perceived Social Presence towards Semi-Autonomous Companions in a 2D Game. In CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (pp. 5–9). (CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play). Association for Computing Machinery.
https://doi.org/10.1145/3450337.3483488

Wechsler, T. F., Brockelmann, M., Kulik, K., Kopf, F. M., Kocur, M., Lankes, M., Mühlberger, A., & Wolff, C. (2021). SpEYEders: Adults’ and Children’s Affective Responses during Immersive Playful Gaze Interactions Transforming Virtual Spiders. In CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (pp. 74–79). (CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play). Association for Computing Machinery.
https://doi.org/10.1145/3450337.3483463

Kocur, M., Lindemann, P., Pfeil, T., & Lankes, M. (2021). The Door: Timing Effects of Fourth Wall Breaks on Immersion and Game Experience in an Adventure Game. In CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (pp. 43–48). (CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play). Association for Computing Machinery.
https://doi.org/10.1145/3450337.3483489

2020

Diephuis, J., Aschauer, A., & Stöckl, A. (2020). InstaVis: Visualizing Clusters of Instagram Message Feeds. In E. Banissi, F. Khosrow-Shahi, A. Ursyn, M. W. McK. Bannatyne, J. M. Pires, N. Datia, K. Nazemi, B. Kovalerchuk, J. Counsell, A. Agapiou, Z. Vrcelj, H-W. Chau, M. Li, G. Nagy, R. Laing, R. Francese, M. Sarfraz, F. Bouali, G. Venturin, M. Trutschl, U. Cvek, H. Muller, M. Nakayama, M. Temperini, T. Di Mascio, F. S. V. R. Rossano, R. Dorner, L. Caruccio, A. Vitiello, W. Huang, M. Risi, U. Erra, R. Andonie, M. A. Ahmad, A. Figueiras, … M. S. Mabakane (Eds.), 2020 24th International Conference Information Visualisation, IV 2020 (pp. 435-439). 9373126 (Proceedings of the International Conference on Information Visualisation; Vol. 2020-September). Institute of Electrical and Electronics Engineers Inc..
https://doi.org/10.1109/IV51561.2020.00076

Putz, L-M., Diephuis, J., Hofbauer, F., & Kostov, G. Y. (2020). Logistify: Using Augmented Reality and Gamification to Promote Interest in Logistics. In Proceedings of the 4th International GamiFIN ConferenceProceedings of the 3rd GamiFIN CEUR Workshop Proceedings (CEUR-WS.org).

Reisner-Kollmann, I., & Aschauer, A. (2020). Design and implementation of asynchronous remote support. CEUR Workshop Proceedings, 2618, 9-11.
http://ceur-ws.org/Vol-2618/paper3.pdf

Kocur, M., Dechant, M., Lankes, M., Wolff, C., & Mandryk, R. (2020). Eye caramba: Gaze-based assistance for virtual reality aiming and throwing tasks in games. In S. N. Spencer (Ed.), Proceedings ETRA 2020 Short Papers - ACM Symposium on Eye Tracking Research and Applications, ETRA 2020 (pp. 1-6). 57 (Eye Tracking Research and Applications Symposium (ETRA)). Association for Computing Machinery.
https://doi.org/10.1145/3379156.3391841

Lankes, M., & Stöckl, A. (2020). Gazing at pac-man: Lessons learned from a eye-tracking study focusing on game difficulty. In S. N. Spencer (Ed.), Proceedings ETRA 2020 Short Papers - ACM Symposium on Eye Tracking Research and Applications, ETRA 2020 (pp. 1-5). 56 (Eye Tracking Research and Applications Symposium (ETRA)). Association for Computing Machinery.
https://doi.org/10.1145/3379156.3391840

Kepplinger, D., Wallner, G., Kriglstein, S., & Lankes, M. (2020). See, Feel, Move: Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement. In CHI 2020 - Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-14). 3376401 (Conference on Human Factors in Computing Systems - Proceedings). ACM Press.
https://doi.org/10.1145/3313831.3376401

Lankes, M. (2020). Social Gaze in Minimalist Games. In CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 450-460). (CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play). Association for Computing Machinery, Inc.
https://doi.org/10.1145/3410404.3414265

2019

Kubesch, M., Lankes, M., & Maurer, B. (2019). Exploring the Effects of Time Pressure on Screen-Cheating Behaviour: Insights and Design Potentials. In CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play (pp. 459-465). (CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play). ACM Press.
https://doi.org/10.1145/3341215.3356260

Lankes, M., Haslinger, A., & Wolff, C. (2019). gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games. Multimodal Technologies and Interaction, 3(3).
https://doi.org/10.3390/mti3030061

Schuhbauer, P., Muth, L., Grötsch, J., Wiesneth, J., Dengler, J., Kocur, M., & Lankes, M. (2019). Hover Loop: A New Approach to Locomotion in Virtual Reality. In CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play (pp. 111-116). (CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play). ACM Press.
https://doi.org/10.1145/3341215.3356984

Lankes, M., & Haslinger, A. (2019). Lost & Found: Gaze-based player guidance feedback in exploration games. In CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play (pp. 483-492). (CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play). Association for Computing Machinery, Inc.
https://doi.org/10.1145/3341215.3356275

Gomez, A. R., & Lankes, M. (2019). Towards designing diegetic gaze in games: The use of gaze roles and metaphors. Multimodal Technologies and Interaction, 3(4), 65.
https://doi.org/10.3390/mti3040065

2018

Hagler, J., Lankes, M., & Diephuis, J. (2018). Animating Participants in Co-located Playful Mixed-Reality Installations. In 2018 IEEE 1st Workshop on Animation in Virtual and Augmented Environments, ANIVAE 2018 (2018 IEEE 1st Workshop on Animation in Virtual and Augmented Environments, ANIVAE 2018). Institute of Electrical and Electronics Engineers Inc..
https://doi.org/10.1109/ANIVAE.2018.8587269

Gattringer, F., Stiglbauer, B., Rührlinger, M., Lankes, M., & Hagler, J. (2018). Co-smonauts: Game Interfaces for Elderly People in Co-located and Collaborative Play. In CGAT 2018 (pp. 8-14). Global Science & Technology Forum.

Lankes, M., Hagler, J., Gattringer, F., Stiglbauer, B., Rührlinger, M., & Holzmann, C. (2018). Co-smonauts in Retrospect: The Game Design Process of an Intergenerational Co-located Collaborative Game. In CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 221-234). (CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts). ACM Press.
https://doi.org/10.1145/3270316.3272050

Aschauer, A., Diephuis, J., Lankes, M., & Hagler, J. (2018). Exhibiting the Virtual House of Medusa: Lessons Learned from a Playful Collaborative Virtual Archaeology Installation in Various Museum Exhibitions. In 23rd International Conference on Cultural Heritage and New Technologies (pp. 1-9)

Lankes, M., Newn, J., Maurer, B., Velloso, E., Dechant, M., & Gellersen, H. (2018). Eyeplay revisited: Past, present and future challenges for eye-based interaction in games. In CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 689-693). (CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts). Association for Computing Machinery, Inc.
https://doi.org/10.1145/3270316.3271549

Rührlinger, M., Gattringer, F., Stiglbauer, B., Hagler, J., Lankes, M., & Holzmann, C. (2018). It is not rocket science. It is collaborative play for old and young! In J. L. Vilaca, D. Duque, N. Rodrigues, N. Dias, & T. Grechenig (Eds.), 2018 IEEE 6th International Conference on Serious Games and Applications for Health, SeGAH 2018 (pp. 1-7). (2018 IEEE 6th International Conference on Serious Games and Applications for Health, SeGAH 2018). Institute of Electrical and Electronics Engineers Inc..
https://doi.org/10.1109/SeGAH.2018.8401318

Lankes, M., Rajtár, M., Denisov, O., & Maurer, B. (2018). Socialeyes: social gaze in collaborative 3D games. In S. Deterding, M. Khandaker, S. Risi, J. Font, S. Dahlskog, C. Salge, & C. M. Olsson (Eds.), Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG 2018 [3] (ACM International Conference Proceeding Series). ACM Press.
https://doi.org/10.1145/3235765.3235766

Hagler, J., Lankes, M., & Aschauer, A. (2018). The virtual house of medusa: Guiding museum visitors through a co-located mixed reality installation. In M. Oliveira, J. Baalsrud Hauge, S. Göbel, A. Garcia-Agundez, T. Tregel, P. Caserman, T. Marsh, & M. Ma (Eds.), Serious Games - 4th Joint International Conference, JCSG 2018, Proceedings (pp. 182-188). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 11243 LNCS). Springer.
https://doi.org/10.1007/978-3-030-02762-9_19

Hagler, J., Lankes, M., & Aschauer, A. (2018). The Virtual House of Medusa: Playful Co-located Virtual Archaeology. In Tagungsband FFH 2018
http://ffhoarep.fh-ooe.at/bitstream/123456789/1124/1/FFH2018-T3-04-06.pdf

2017

Hochleitner, W., Sellitsch, D., Rammer, D., Aschauer, A., Mattheiss, E., Regal, G., & Tscheligi, M. (2017). No Need to Stop – Exploring Smartphone Interaction Paradigms While Cycling. In J. Williamson, & S. Schneegass (Eds.), MUM 2017 - 16th International Conference on Mobile and Ubiquitous Multimedia, Proceedings (pp. 177-187). (ACM International Conference Proceeding Series).
https://doi.org/10.1145/3152832.3152871

Lankes, M., Rammer, D., & Maurer, B. (2017). Eye Contact: Gaze as a Connector Between Spectators and Players in Online Games. In N. Munekata, J. Hoshino, & I. Kunita (Eds.), Entertainment Computing – ICEC 2017 - 16th IFIP TC 14 International Conference, Proceedings (pp. 310-321). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 10507 LNCS).
https://doi.org/10.1007/978-3-319-66715-7_34

Mattheiss, E., Busch, M., Orji, R., Tondello, G., Marczewski, A., Hochleitner, W., Lankes, M., & Tscheligi, M. (2017). UMAP 2017 fifty shades of personalization - workshop on personalization in serious and persuasive games and gameful interactions: organizers’ welcome. In Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization (pp. 395-397). (UMAP 2017 - Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization). ACM Press.
https://doi.org/10.1145/3099023.3099109

Lankes, M., Hagler, J., Gattringer, F., & Stiglbauer, B. (2017). InterPlayces: Results of an intergenerational games study. In M. Alcaniz, S. Gobel, M. Ma, J. Baalsrud Hauge, T. Marsh, & M. Fradinho Oliveira (Eds.), Serious Games -3rd Joint International Conference, JCSG 2017, Proceedings (pp. 85-97). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 10622 LNCS). Springer.
https://doi.org/10.1007/978-3-319-70111-0_8

Lankes, M., Hagler, J., Kostov, G. Y., & Diephuis, J. (2017). Invisible walls: Co-presence in a co-located augmented virtuality installation. In CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 553-560). (CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play). Association for Computing Machinery, Inc.
https://doi.org/10.1145/3116595.3116609

2016

Kostov, G. Y., & Diephuis, J. (2016). Singularity: Designing a Cooperative Mixed Reality Game for a Co-located Setting. Abstract from DiGRA 2016, Dundee, United Kingdom.

Lankes, M., Maurer, B., & Stiglbauer, B. (2016). An eye for an eye: Gaze input in competitive online games and its effects on social presence. In Proceedings - 13th International Conference on Advances in Computer Entertainment Technology, ACE 2016 (pp. 1-9). a17 (ACM International Conference Proceeding Series). Association for Computing Machinery.
https://doi.org/10.1145/3001773.3001774

Lankes, M., & Stiglbauer, B. (2016). GazeAR: Mobile gaze-based interaction in the context of augmented reality games. In L. T. De Paolis, & A. Mongelli (Eds.), Augmented Reality, Virtual Reality, and Computer Graphics - 3rd International Conference, AVR 2016, Proceedings (pp. 397-406). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 9768). Springer.
https://doi.org/10.1007/978-3-319-40621-3_28

Busch, M., Mattheiss, E., Orji, R., Fröhlich, P., Lankes, M., & Tscheligi, M. (2016). Player Type Models: Towards Empirical Validation. In CHI EA 2016: #chi4good - Extended Abstracts, 34th Annual CHI Conference on Human Factors in Computing Systems (pp. 1835-1841). (Conference on Human Factors in Computing Systems - Proceedings; Vol. 07-12-May-2016). ACM Press.
https://doi.org/10.1145/2851581.2892399

Mattheiss, E., Sellitsch, D., Busch, M., Hochleitner, W., Wolfartsberger, J., & Tscheligi, M. (2016). Missing the forest for the trees: Balancing personalization costs and benefits in persuasive games. CEUR Workshop Proceedings, 1582, 40-43.
http://ceur-ws.org/Vol-1582/7Mattheis.pdf

2015

Lankes, M., Hochleitner, W., Rammer, D., Busch, M., Mattheiss, E., & Tscheligi, M. (2015). From classes to mechanics - Player type driven persuasive game development. In CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (pp. 595-600). (CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play). Association for Computing Machinery, Inc.
https://doi.org/10.1145/2793107.2810316

Busch, M., Mattheiss, E., Orji, R., Marczewski, A., Hochleitner, W., Lankes, M., Nacke, L., & Tscheligi, M. (2015). Personalization in serious and persuasive games and gamified interactions. In CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (pp. 811-816). (CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play). Association for Computing Machinery, Inc.
https://doi.org/10.1145/2793107.2810260

Lankes, M., & Wagner, S. (2015). Taking a Look at the Player’s Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games. In DiGRA 2015
http://www.digra.org/digital-library/publications/taking-a-look-at-the-players-gaze-the-effects-of-gaze-visualizations-on-the-perceived-presence-in-games/

Diephuis, J., Friedl, A., Kostov, G. Y., Piroozan, P., & Wilfinger, D. (2015). Game Changer: Designing Co-Located Games that Utilize Player Proximity. Abstract from DiGRA 2015, Lüneburg, Germany.
https://www.researchgate.net/publication/282002937_Game_Changer_Designing_Co-Located_Games_that_Utilize_Player_Proximity

Diephuis, J., Kostov, G. Y., Friedl, A., Piroozan, P., & Wilfinger, D. (2015). Game Changer : a (Game)Space for Intercultural Play? In Proceedings Cross-Cultural Business Conference 2015 (pp. 324-333). Shaker Verlag.
https://www.researchgate.net/profile/Martina_Gaisch/publication/311932897_Proceedings_of_Cross-Cultural_Business_Conference_2015/links/5863660d08ae6eb871abe007/Proceedings-of-Cross-Cultural-Business-Conference-2015.pdf#page=327

Ampatzidou, C., Gugerell, K., & Diephuis, J. (2015). Lessons from Game Design: Understanding Participatory Processes through Game Mechanics. In Hybrid City: Data to the People (pp. 189-196). University Research Institute of Applied Communication.

Diephuis, J., Friedl, A., Kostov, G. Y., & Naderer, O. (2015). MoCo Motion: Integrating Mobile Devices into a Multiplayer Floor-based Gaming Environment. In E. Rukzio, M. Roland, R. Mayrhofer, C. Holzmann, & J. Hakkila (Eds.), MUM 2015 - Proceedings of the 14th International Conference on Mobile and Ubiquitous Multimedia (pp. 412-416). (ACM International Conference Proceeding Series; Vol. 30-November-2015). ACM Press.
https://doi.org/10.1145/2836041.2841219

Ampatzidou, C., Gugerell, K., & Diephuis, J. (2015). The Mechanics of Playful Participatory Processes. In Design, Social Media and Technology to Foster Civic Self-Organisation (pp. 185-197). University Hasselt.
https://doclib.uhasselt.be/dspace/handle/1942/26007

2014

Lankes, M., Mirlacher, T., Wagner, S., & Hochleitner, W. (2014). Whom are you looking for? the effects of different player representation relations on the presence in gaze-based games. In CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play (pp. 171-179). (CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play). Association for Computing Machinery, Inc.
https://doi.org/10.1145/2658537.2658698

2013

Diephuis, J., Lankes, M., & Hochleitner, W. (2013). Another Brick in the (Fifth) Wall: Reflections on Creating a Co-located Multiplayer Game for a Large Display. In Context Matters! (pp. 162-167). new academic press.

Hochleitner, W., Lankes, M., Diephuis, J., & Hochleitner, C. (2013). Limelight – Fostering Sociability in a Co-located Game. In Proceedings of the CHI 2013 Workshop on Designing and Evaluating Sociability in Online Video Games (pp. 23-28)
https://www.researchgate.net/profile/Georgios_Christou/publication/281773499_Proceedings_of_the_CHI_2013_Workshop_on_Designing_and_Evaluating_Sociability_in_Online_Video_Games/links/55f7c00408aec948c4734ca0.pdf#page=28

2012

Lankes, M., Hochleitner, W., Lehner, N., & Hochleitner, C. (2012). Control vs. complexity in games: comparing arousal in 2D game prototypes. In Fun and Games’2012 - Proceedings of the 4th International Conference on Fun and Games (pp. 101-104). (ACM International Conference Proceeding Series). ACM Press.
https://doi.org/10.1145/2367616.2367629

Lankes, M., & Mirlacher, T. (2012). Affective game dialogues: Using affect as an explicit input method in game dialogue systems. In Advances in Computer Games - 13th International Conference, ACG 2011, Revised Selected Papers (pp. 333-341). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 7168 LNCS).
https://doi.org/10.1007/978-3-642-31866-5_28

2011

Lankes, M., & Mirlacher, T. (2011). Sketching Game Design Ideas Collaboratively. Paper presented at Future and Reality of Gaming, Vienna, Austria.

2009

Mirlacher, T., Reitberger, W., Lankes, M., Meschtscherjakov, A., Huber, H., & Tscheligi, M. (2009). AmiQuin - an Ambient Mannequin for the Shopping Environment. In Ambient Intelligence - European Conference, AmI 2009, Proceedings (pp. 206-214). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 5859 LNCS).
https://doi.org/10.1007/978-3-642-05408-2_25

Wurhofer, D., Weiss, A., Lankes, M., & Tscheligi, M. (2009). Autonomous vs. tele-operated: how people perceive human-robot collaboration with hrp-2. In Proceedings of the 4th ACM/IEEE international conference on Human robot interaction (pp. 257-258)
http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6256052

Weiss, A., Bernhaupt, R., Lankes, M., & Tscheligi, M. (2009). The USUS Evaluation Framework for Human-Robot Interaction. In Adaptive and Emergent Behaviour and Complex Systems - Proceedings of the 23rd Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009 (pp. 158-165). (Adaptive and Emergent Behaviour and Complex Systems - Proceedings of the 23rd Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour, AISB 2009).
http://www.aisb.org.uk/convention/aisb09/Proceedings/NEWFRONTIERS/FILES/WeissABernhauptR.pdf

Wilfinger, D., Murer, M., Lankes, M., & Tscheligi, M. (2009). Using a 3D game to study the perceived quality of lifting device controls. In Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2009 (pp. 273-276). (ACM International Conference Proceeding Series).
https://doi.org/10.1145/1690388.1690434

2008

Obermair, C., Lankes, M., & Raffl, C. (2008). Cooperative Play for Preventive Healthcare in the Office. In Proc. of the 3rd conference on Persuasive Technology (pp. 9-12). Springer.
https://www.researchgate.net/profile/Michael_Lankes/publication/236618029_Cooperative_Play_for_Preventive_Healthcare_in_the_Office/links/54f1adfb0cf2f9e34efededc.pdf

Meschtscherjakov, A., Reitberger, W., Lankes, M., & Tscheligi, M. (2008). Enhanced shopping: a dynamic map in a retail store. In UbiComp 2008 - Proceedings of the 10th International Conference on Ubiquitous Computing (pp. 336-339). (UbiComp 2008 - Proceedings of the 10th International Conference on Ubiquitous Computing).
https://doi.org/10.1145/1409635.1409680

Lankes, M., Riegler, S., Weiss, A., Mirlacher, T., PIrker, M., Scherndl, T., & Tscheligi, M. (2008). Facial expressions as game input with different emotional feedback conditions. In Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, ACE 2008 (pp. 253-256). (Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, ACE 2008).
https://doi.org/10.1145/1501750.1501809

Weiss, A., Wurhofer, D., Lankes, M., & Tscheligi, M. (2008). I would choose the other card - Humanoid robot gives an advice. In Proceedings of the 4th ACM/IEEE International Conference on Human-Robot Interaction, HRI’09 (pp. 259-260). (Proceedings of the 4th ACM/IEEE International Conference on Human-Robot Interaction, HRI’09).
https://doi.org/10.1145/1514095.1514165

Obermair, C., Reitberger, W., Meschtscherjakov, A., Lankes, M., & Tscheligi, M. (2008). perFrames: Persuasive Picture Frames for Proper Posture. In Persuasive Technology - Third International Conference, PERSUASIVE 2008, Proceedings (pp. 128-139). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 5033 LNCS). Springer.
https://doi.org/10.1007/978-3-540-68504-3-12>

2007

Lankes, M., Bernhaupt, R., & Tscheligi, M. (2007). An experimental setting to measure contextual perception of embodied conversational agents. In Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2007 (pp. 56-59). (ACM International Conference Proceeding Series; Vol. 203).
https://doi.org/10.1145/1255047.1255058

2005

Eckschlager, M., Lankes, M., & Bernhaupt, R. (2005). Real or unreal? An evaluation setting for emotional characters using unreal technology. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACE ‘05 (pp. 375-376). (ACM International Conference Proceeding Series; Vol. 265).
https://doi.org/10.1145/1178477.1178556

Journals / Book Chapters

2021

Hagler, J., & Rauscher, R. (2021). Chained Animation. Kollaborative Formen des Filmemachens in der Ausbildung. In F. Bruckner, J. Hagler, H. Lang, & M. Reinerth (Eds.), In Wirklichkeit Animation…: Beiträge zur deutschsprachigen Animationsforschung (pp. 219 – 238). Springer VS.
https://doi.org/10.1007/978-3-658-33287-7_14

Bruckner, F., Hagler, J., Lang, H., & Reinerth, M. S. (2021). In Wirklichkeit Animation… Beiträge zur deutschsprachigen Animationsforschung. Springer VS.
https://doi.org/10.1007/978-3-658-33287-7

Hagler, J. (2021). In Wirklichkeit Animation… Einleitung. In F. Bruckner, J. Hagler, H. Lang, & M. Reinerth (Eds.), In Wirklichkeit Animation… (pp. 1–10)
https://doi.org/10.1007/978-3-658-33287-7_1

2020

Hagler, J., Diephuis, J., Hochleitner, W., Lankes, M., Proier, P., Keil, R., Schaufler, C., & Wilhelm, A. (2020). Expanded Animation 2020: Appeal of the Analog. Ars Electronica 2020, 290-291.

2019

Hagler, J. (2019). Anomalies at the Intersection of Animation, Media Art and Technology. In Expanded Animation. Mapping an Unlimited Landscape (pp. 52-63). Hatje Cantz Verlag.

Hagler, J. (2019). Case Studies of Artistic Anomalies: Subversive Reversal of Animation Technology. Contemporary Animation Journal, 1(288), 104-110.

Hagler, J., Lankes, M., Wilhelm, A., Schwingeler, S., Arellano, D., Addison, A., Conradi, I., Chavez, M., Sebek, A., Hossea, B., Wegenast, U., Bruckner, F., Hattler, M., Widrich, V., Kay, M., & Bidner, R. (2019). Expanded Animation. Mapping an Unlimited Landscape. Hatje Cantz Verlag.

Rau, C., Aschauer, A., Hagler, J., & Mathmann, K. (2019). Partizipative Zukunftsstudie zum Einfluss von Digitalisierung auf das Wertschöpfungsnetzwerk „Lebensmittel“. In Coming Soon - Tagungsband - 2019 (pp. 197-199). Trauner Verlag Linz.

Bruckner, F., & Hagler, J. (2019). Theoretisch, praktisch, animiert. Vergleich von wissenschaftlichen Symposien als Trend bei Animationsfestivals, Medienkunstfestivals und Konferenzen über Computeranimation. Masken und Kothurn, 64(3), 35-52.

2018

Maurer, B., Lankes, M., & Tscheligi, M. (2018). Where the eyes meet: Lessons learned from shared gaze-based interactions in cooperative and competitive online games. Entertainment Computing, 27, 47-59.
https://doi.org/10.1016/j.entcom.2018.02.009

2017

Hagler, J. (2017). Animation, Kunst und Technologie. Evolution und Expansion am Beispiel Prix Ars Electronica. In Im Wandel … Metamorphosen der Animation (pp. 171-185)

Hagler, J., & Bruckner, F. (2017). Reflecting Academic Symposia as a Trend at Animation Festivals, Media Art Festivals and Conferences on Computer Animation. Cartoon and Animation Studies, 49(4), 611-632.
http://www.dbpia.co.kr/Journal/ArticleDetail/NODE07293813

Hagler, J. (2017). Reflecting Academic Symposia as a Trend at Media Art Festivals and Conferences on Computer Animation: Ars Electronica Linz and FMX Stuttgart. In The Expansion of the Senses (pp. 56-67)

2016

Busch, M., Mattheiss, E., Hochleitner, W., Hochleitner, C., Lankes, M., Fröhlich, P., Orji, R., & Tscheligi, M. (2016). Using Player Type Models for Personalized Game Design – An Empirical Investigation. Interaction Design and Architecture(s) Journal, 28(1), 145-163.
http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/28_8.pdf

Maurer, B., Lankes, M., Stiglbauer, B., & Tscheligi, M. (2016). EyeCo: Effects of shared gaze on social presence in an online cooperative game. In R. Malaka, G. Wallner, H-S. Yang, H. Hlavacs, S. Kriglstein, & A. Lugmayr (Eds.), Entertainment Computing - 15th IFIP TC 14 International Conference, ICEC 2016, Proceedings (pp. 102-114). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 9926 LNCS). Springer.
https://doi.org/10.1007/978-3-319-46100-7_9

Hackner, E., & Lankes, M. (2016). Mindtraining: Playful Interaction Techniques for People with Dementia. In R. Malaka, G. Wallner, H-S. Yang, H. Hlavacs, S. Kriglstein, & A. Lugmayr (Eds.), Entertainment Computing - 15th IFIP TC 14 International Conference, ICEC 2016, Proceedings (pp. 223-228). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 9926 LNCS). Springer.
https://doi.org/10.1007/978-3-319-46100-7_21

Golombek, A., Lankes, M., & Hagler, J. (2016). Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game. In R. Malaka, G. Wallner, H-S. Yang, H. Hlavacs, S. Kriglstein, & A. Lugmayr (Eds.), Entertainment Computing - 15th IFIP TC 14 International Conference, ICEC 2016, Proceedings (pp. 286-289). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 9926 LNCS). Springer.
https://doi.org/10.1007/978-3-319-46100-7_31

2015

Lankes, M., Bernhaupt, R., & Tscheligi, M. (2015). Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts. In Game User Experience Evaluation (pp. 113-131). Springer.
https://doi.org/10.1007/978-3-319-15985-0_6

Hochleitner, C., Hochleitner, W., Graf, C., & Tscheligi, M. (2015). A Heuristic Framework for Evaluating User Experience in Games. In Game User Experience Evaluation (pp. 187-206). Springer.
https://doi.org/10.1007/978-3-319-15985-0_9

Hagler, J. (2015). Expanded Animation. Deviations and Anomalies at the Intersection of Art and Technology: Deviations and Anomalies at the Intersection of Art and Technology. In Post City (pp. 284-285). Hatje Cantz Verlag.
http://archive.aec.at/media/archive/2015/213169/File_05930_AEC_FE_2015.pdf

2014

Hagler, J. (2014). Expanded Animation. Exploring the Vastness of Art, Theory and Play: Exploring the Vastness of Art, Theory and Play. 150-151. Abstract from Ars Electronica Festival 2014, Linz, Austria.
http://archive.aec.at/media/archive/2014/210855/File_05908_AEC_FE_2014.pdf

2013

Hagler, J. (2013). Expanded Digital Animation. Mapping an Unlimited Landscape: Mapping an Unlimited Landscape. Total Recall. The Evolution of Memory, 352-353.
http://archive.aec.at/media/archive/2013/199867/File_05291_AEC_FE_2013.pdf

2011

Lankes, M., & Bernhaupt, R. (2011). Using embodied conversational agents in video games to investigate emotional facial expressions. Entertainment Computing, 2(1), 29-37.
https://doi.org/10.1016/j.entcom.2011.03.007

2010

Hochleitner, C., Hochleitner, W., Leitner, J. F., Haller, M., Geven, A., & Tscheligi, M. (2010). Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games. In Evaluating User Experience in Games (pp. 233-256). Springer.

Lankes, M., Bernhaupt, R., & Tscheligi, M. (2010). Evaluating user experience factors using experiments: Expressive artificial faces embedded in contexts. In Evaluating User Experience in Games (pp. 165-187). Springer.
http://link.springer.com/chapter/10.1007%2F978-1-84882-963-3_10