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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.
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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.
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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.
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Lankes, M., Haslinger, A., & Wolff, C. (2019). gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games. Multimodal Technologies and Interaction, 3(3).
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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.
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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.
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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.
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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..
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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.
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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.
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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..
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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.
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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.
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Hagler, J., Lankes, M., & Aschauer, A. (2018). The Virtual House of Medusa: Playful Co-located Virtual Archaeology. In Tagungsband FFH 2018
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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).
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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)
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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
Lankes, M., & Mirlacher, T. (2011). Sketching Game Design Ideas Collaboratively. Paper presented at Future and Reality of Gaming, Vienna, Austria.
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).
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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
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.
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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).
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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).
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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.
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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).
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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
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.
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Hagler, J. (2021). In Wirklichkeit Animation… Einleitung. In F. Bruckner, J. Hagler, H. Lang, & M. Reinerth (Eds.), In Wirklichkeit Animation… (pp. 1–10)
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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.
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.
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