2021
Rainer Malaka, Tanja Döring, Thomas Fröhlich, Thomas Münder, Georg Volkmar, Dirk Wenig, Nima Zargham
Using Natural User Interfaces for Previsualization Artikel
In: EAI Endorsed Transactions on Creative Technologies, 8 , 2021.
@article{usingnuiforprevis,
title = {Using Natural User Interfaces for Previsualization},
author = {Rainer Malaka and Tanja D\"{o}ring and Thomas Fr\"{o}hlich and Thomas M\"{u}nder and Georg Volkmar and Dirk Wenig and Nima Zargham},
year = {2021},
date = {2021-03-16},
urldate = {2021-03-16},
journal = {EAI Endorsed Transactions on Creative Technologies},
volume = {8},
abstract = {INTRODUCTION: An important phase in the process of visual design for the narrative media is previsualization (previs). Professionals use complicated 3D software applications that are not especially designed for the purpose of previs which makes it difficult for the artists and non-technical users to create previs content.
OBJECTIVES: The aim is to empower artists to express and visualize their ideas and creative capabilities in an optimal way.
METHODS: We suggest using natural user interfaces (NUIs) and discuss suitable interactions for different previs tasks. We developed and evaluated a series of individual prototypes as well as a central overarching prototype following our NUI concepts.
RESULTS: The results show that our NUI-based interaction methods were perceived highly positive and experts found it valuable for their work.
CONCLUSION: With only a brief familiarization phase, NUIs can provide a convenient substitute to traditional design tools that require long training sessions.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
OBJECTIVES: The aim is to empower artists to express and visualize their ideas and creative capabilities in an optimal way.
METHODS: We suggest using natural user interfaces (NUIs) and discuss suitable interactions for different previs tasks. We developed and evaluated a series of individual prototypes as well as a central overarching prototype following our NUI concepts.
RESULTS: The results show that our NUI-based interaction methods were perceived highly positive and experts found it valuable for their work.
CONCLUSION: With only a brief familiarization phase, NUIs can provide a convenient substitute to traditional design tools that require long training sessions.
2020
Jochen Meyer, Thomas Fröhlich, Kai von Holdt
Corona-Warn-App: Erste Ergebnisse einer Onlineumfrage zur (Nicht-)Nutzung und Gebrauch Forschungsbericht
2020.
@techreport{cwa,
title = {Corona-Warn-App: Erste Ergebnisse einer Onlineumfrage zur (Nicht-)Nutzung und Gebrauch},
author = {Jochen Meyer and Thomas Fr\"{o}hlich and Kai von Holdt},
url = {https://arxiv.org/abs/2011.11317},
year = {2020},
date = {2020-11-24},
urldate = {2020-11-24},
abstract = {In this study, the German "Corona-Warn-App" of the German Federal Government and the Robert-Koch-Institute is examined by means of a non-representative online survey with 1482 participants for reasons of use and non-use. The study provides insights into user behavior with the app during the Corona pandemic, highlights the topic of data protection and how the app is used in general. Our results show that the app is often not used due to privacy concerns, but that there are also technical problems and doubts about its usefulness. In addition, the app is mainly used due to altruistic reasons and is often opened to view the own risk assessment and to ensure its functionality. To better understand the results, we compare our results with a sample of infas 360 with 10553 participants. It is shown that the results of this study can be compared to a larger population. Finally, the results are discussed and recommendations for action are derived. },
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Thomas Fröhlich, Rob Willems, Lisa Kremer, Aranka Dol, Jochen Meyer, Susanne Boll
More than Numbers – Self-Expression Centered T1D App Design for Teenagers Inproceedings
In: Proceedings of the ACM Interaction Design and Children Conference (IDC 2020), London, UK, 2020.
@inproceedings{frohlMoreNumbers2020_F20,
title = {More than Numbers \textendash Self-Expression Centered T1D App Design for Teenagers},
author = {Thomas Fr\"{o}hlich and Rob Willems and Lisa Kremer and Aranka Dol and Jochen Meyer and Susanne Boll},
doi = {https://doi.org/10.1145/3397617.3397830},
year = {2020},
date = {2020-01-01},
urldate = {2020-01-01},
booktitle = {Proceedings of the ACM Interaction Design and Children Conference (IDC 2020)},
address = {London, UK},
keywords = {},
pubstate = {published},
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Thomas Fröhlich
Natural and Playful Interaction for 3D Digital Content Creation Promotionsarbeit
University of Bremen, 2020.
@phdthesis{frohlNaturalPlayful2020_F20,
title = {Natural and Playful Interaction for 3D Digital Content Creation},
author = {Thomas Fr\"{o}hlich},
year = {2020},
date = {2020-01-01},
address = {Bremen},
school = {University of Bremen},
abstract = {The creation of 3D content for visualizations, games, or virtual environments is often done with tools like Blender or Maya. While these applications are very powerful, they are also hard to learn and require domain-specific knowledge in order to create appealing results. This can be challenging for beginners and non-technical users who want to create 3D content in a fast and easy way. With the rise of 3D environments and technologies such as Virtual and Augmented Reality, easy-to-learn development tools such as Swift Playgrounds for programming and Unity for the development of games and interactive applications have reduced the barrier for non-technical users. In the field of 3D content creation applications often lack accessibility for non-technical users and beginners, so their ability of expressing themselves in the form of 3D content is limited. However, interacting with 3D content can be easy and fast-to-learn when the appropriate input technology and interaction design is used. Playful approaches to 3D interaction promise high motivation and enjoyable experiences that reduce the seriousness of the 3D creation task, providing room for experimentation and creative freedom. Further, natural user interfaces incorporate novel input technology such as motion tracking, gesture recognition, direct manipulation, or reality-based interaction. Research has shown that playful and natural interaction can benefit 3D tasks and can result in pleasurable experiences for beginners and non-technical users. The goal and leading research question for this thesis is to explore how playful and natural interaction concepts can be used to facilitate 3D content creation for beginners and non-technical users. This thesis aims to further democratize the field of 3D content creation, making it available to a larger audience. It presents three systems that center around the concept of playful interaction and three systems incorporating the natural interaction paradigm for digital content creation. These systems were evaluated in user studies in order to answer the research question. The results show that both playful and natural interaction can benefit content creation tasks, improving fun, captivation and attractiveness towards 3D creation tasks whereas complexity and learning effort is decreased, indicating the usefulness of playful and natural interaction for digital content creation as a starting point for 3D creation tasks.},
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2019
Dmitry Alexandrovsky, Tanja Döring, Susanne Putze, Thomas Fröhlich, Timo Stabbert, Rainer Malaka
Demonstrating VRBox: A Virtual Reality Augmented Sandbox Inproceedings
In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, ACM, Glasgow, 2019, ISBN: 978-1-4503-5971-9.
@inproceedings{alexaDemonstratingVRBox2019_A19,
title = {Demonstrating VRBox: A Virtual Reality Augmented Sandbox},
author = {Dmitry Alexandrovsky and Tanja D\"{o}ring and Susanne Putze and Thomas Fr\"{o}hlich and Timo Stabbert and Rainer Malaka},
doi = {10.1145/3290607.3313251},
isbn = {978-1-4503-5971-9},
year = {2019},
date = {2019-01-01},
booktitle = {Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems},
publisher = {ACM},
address = {Glasgow},
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2018
Thomas Fröhlich, Dmitry Alexandrovsky, Timo Stabbert, Tanja Döring, Rainer Malaka
VRBox: A Virtual Reality Augmented Sandbox for Immersive Playfulness, Creativity and Exploration Inproceedings
In: The Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '18, S. 153–162, ACM Press, Melbourne, VIC, Australia, 2018.
@inproceedings{frohlVRBoxVirtual2018_F18,
title = {VRBox: A Virtual Reality Augmented Sandbox for Immersive Playfulness, Creativity and Exploration},
author = {Thomas Fr\"{o}hlich and Dmitry Alexandrovsky and Timo Stabbert and Tanja D\"{o}ring and Rainer Malaka},
doi = {10.1145/3242671.3242697},
year = {2018},
date = {2018-01-01},
booktitle = {The Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '18},
pages = {153--162},
publisher = {ACM Press},
address = {Melbourne, VIC, Australia},
abstract = {Augmented sandboxes have been used as playful and educative tools to create, explore and understand complex models. However, current solutions lack interactive capabilities, missing more immersive experiences such as exploring the sand landscape from a first person perspective. We extend the interaction space of augmented sandboxes into virtual reality (VR) to offer a VR-environment that contains a landscape, which the user designs via interacting with real sand while wearing a virtual reality head-mounted display (HMD). In this paper, we present our current VR-sandbox system consisting of a box with sand, triple Kinect depth sensing, a virtual reality HMD, and hand tracking, as well as an interactive world simulation use case for exploration and evaluation. Our work explores the important and timely topics how to integrate rich haptic interaction with natural materials into VR and how to track and present real physical materials in VR. In a qualitative evaluation with nine experts from computer graphics, game design, and didactics we identified potentials, limitations as well as future application scenarios.},
keywords = {},
pubstate = {published},
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}
Dietrich Kammer, Mandy Keck, Beat Rossmy, Thomas Fröhlich, Thomas Winkler
11. Workshop Be-Greifbare Interaktion Inproceedings
In: Mensch Und Computer 2018 - Workshopband, 2018.
@inproceedings{kamme11Workshop2018_K18,
title = {11. Workshop Be-Greifbare Interaktion},
author = {Dietrich Kammer and Mandy Keck and Beat Rossmy and Thomas Fr\"{o}hlich and Thomas Winkler},
doi = {10.18420/muc2018-ws05-0174},
year = {2018},
date = {2018-01-01},
booktitle = {Mensch Und Computer 2018 - Workshopband},
keywords = {},
pubstate = {published},
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Thomas Münder, Thomas Fröhlich, Rainer Malaka
Empowering Creative People: Virtual Reality for Previsualization Inproceedings
In: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18, S. 1–6, ACM Press, Montreal QC, Canada, 2018, ISBN: 978-1-4503-5621-3.
@inproceedings{mundeEmpoweringCreative2018_M18,
title = {Empowering Creative People: Virtual Reality for Previsualization},
author = {Thomas M\"{u}nder and Thomas Fr\"{o}hlich and Rainer Malaka},
doi = {10.1145/3170427.3188612},
isbn = {978-1-4503-5621-3},
year = {2018},
date = {2018-01-01},
booktitle = {Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18},
pages = {1--6},
publisher = {ACM Press},
address = {Montreal QC, Canada},
abstract = {Previsualization (previs) is an essential phase in the design process of narrative media such as film, animation, and stage plays. Digital previs can involve complex technical tasks, e.g. 3D scene creation, animation, and camera work, which require trained skills that are not available to all personnel involved in creative decisions for the production. Interaction techniques such as virtual reality (VR) enable users to interact with 3D content in a natural way compared to classical 2D interfaces. As a first step, we developed VR based prototypes and performed an exploratory user study to evaluate how non-technical professionals from the film, animation, and theater domain assess the use of VR for previs. Our results show that users were able to interact with complex 3D scenes after a short phase of familiarization and rated VR for previs as useful for their professional work.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
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2017
Tanja Döring, Marius Brade, Thomas Fröhlich, Michaela Honauer, Pascal Knierim, Anke V Reinschluessel
10. Workshop Be-Greifbare Interaktion Inproceedings
In: Mensch Und Computer 2017 - Workshopband, 2017.
@inproceedings{dorin10Workshop2017_D17,
title = {10. Workshop Be-Greifbare Interaktion},
author = {Tanja D\"{o}ring and Marius Brade and Thomas Fr\"{o}hlich and Michaela Honauer and Pascal Knierim and Anke V Reinschluessel},
doi = {10.18420/muc2017-ws08-0424},
year = {2017},
date = {2017-01-01},
booktitle = {Mensch Und Computer 2017 - Workshopband},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Thomas Fröhlich
Play While You Work: Productive Play for Digital Content Creation Inproceedings
In: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts, S. 699–702, ACM Press, Amsterdam, The Netherlands, 2017, ISBN: 978-1-4503-5111-9.
@inproceedings{frohlPlayYou2017_F17,
title = {Play While You Work: Productive Play for Digital Content Creation},
author = {Thomas Fr\"{o}hlich},
doi = {10.1145/3130859.3133228},
isbn = {978-1-4503-5111-9},
year = {2017},
date = {2017-01-01},
booktitle = {Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts},
pages = {699--702},
publisher = {ACM Press},
address = {Amsterdam, The Netherlands},
abstract = {In this paper, I present my ongoing dissertation project investigating playful interaction techniques for productive purposes. The objective to find out how users can effectively create digital content while actually playing. Building upon and extending the notions of gamification, serious games and games with a purpose, I focus on productive aspects of play where not a task is extended with playful interaction, instead I aim to create playful environments where play is the main activity, while at the same time, productivity can be achieved as a direct result of the game or play activity. A first user study revealed that the approach has a high hedonistic value, low learning curve and creative self-perception. At the same time, the work results are comparable to standard tools in a reproduction task.},
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Thomas Fröhlich, Jan von Oehsen, Rainer Malaka
Productivity & Play: A First-Person Shooter for Fast and Easy Scene Design Inproceedings
In: CHI PLAY '17 Extended Abstracts, S. 353–359, ACM Press, Amsterdam, The Netherlands, 2017, ISBN: 978-1-4503-5111-9.
@inproceedings{frohlProductivityPlay2017_F17,
title = {Productivity & Play: A First-Person Shooter for Fast and Easy Scene Design},
author = {Thomas Fr\"{o}hlich and Jan {von Oehsen} and Rainer Malaka},
doi = {10.1145/3130859.3131319},
isbn = {978-1-4503-5111-9},
year = {2017},
date = {2017-01-01},
booktitle = {CHI PLAY '17 Extended Abstracts},
pages = {353--359},
publisher = {ACM Press},
address = {Amsterdam, The Netherlands},
abstract = {Building 3D scenes for games can be a difficult task, especially for beginners and other non-experts wanting to contribute their own ideas in an easy way. Tools for map or world creation are often complex to understand and use, don't support the creative process of building a scene, and decouple design from player experience. To overcome these problems, we present a First-Person Shooter (FPS) game for level creation using game mechanics for all tasks, making the process more easy and enjoyable while also providing direct experience of the work from a player's point of view. We evaluated our approach in a preliminary study where we compared our game to a simplified version of the Unity editor, representing generic world building tools, and found that users enjoy the our game, find it more usable, and feel more creative.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Timo Stabbert, Thomas Fröhlich, Dmitry Alexandrovsky, Rainer Malaka
Extending Augmented Sandboxes with Virtual Reality Interaction Inproceedings
In: Mensch Und Computer 2017 - Workshopband, S. 6, Gesellschaft für Informatik e.V., Regensburg, 2017.
@inproceedings{stabbExtendingAugmented2017_S17,
title = {Extending Augmented Sandboxes with Virtual Reality Interaction},
author = {Timo Stabbert and Thomas Fr\"{o}hlich and Dmitry Alexandrovsky and Rainer Malaka},
year = {2017},
date = {2017-01-01},
urldate = {2017-01-01},
booktitle = {Mensch Und Computer 2017 - Workshopband},
pages = {6},
publisher = {Gesellschaft f\"{u}r Informatik e.V.},
address = {Regensburg},
abstract = {Augmented sandboxes are often used as educative tools to create, explore and understand complex models. For the use case of a water cycle simulation, we extend the interaction space of augmented sandboxes into virtual reality to overcome limitations of current systems that include non-interactive 2D projections and shadow problems. We present our ongoing research and the prototypical setup of our VR sandbox consisting of a triple Kinect setup, depth sensing, VR, and hand tracking using Leap Motion. The setup shall help us to explore the space of haptic redirection. Further, we discuss our water cycle simulation use case and interaction scenarios that facilitate VR interaction and visualization.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2016
Shadan Sadeghian Borojeni, Thomas Friedrichs, Wilko Heuten, Andreas Lüdtke, Susanne Boll
Design of a Human-Machine Interface for Truck Platooning Inproceedings
In: Proceedings of the 2016 Human Factors in Computing Systems (CHI EA 16), S. 2285–2291, ACM, 2016, ISBN: 978-1-4503-4082-3.
@inproceedings{borojDesignHumanMachine2016_B16,
title = {Design of a Human-Machine Interface for Truck Platooning},
author = {Shadan Sadeghian Borojeni and Thomas Friedrichs and Wilko Heuten and Andreas L\"{u}dtke and Susanne Boll},
doi = {10.1145/2851581.2892477},
isbn = {978-1-4503-4082-3},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the 2016 Human Factors in Computing Systems (CHI EA 16)},
pages = {2285--2291},
publisher = {ACM},
keywords = {},
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Thomas Friedrichs, Shadan Sadeghian Borojeni, Wilko Heuten, Andreas Lüdtke, Susanne Boll
PlatoonPal: User-Centered Development and Evaluation of an Assistance System for Heavy-Duty Truck Platooning Inproceedings
In: Proceedings of the 8th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (AutoUI 2016), 2016.
@inproceedings{friedPlatoonPalUserCentered2016_F16,
title = {PlatoonPal: User-Centered Development and Evaluation of an Assistance System for Heavy-Duty Truck Platooning},
author = {Thomas Friedrichs and Shadan Sadeghian Borojeni and Wilko Heuten and Andreas L\"{u}dtke and Susanne Boll},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the 8th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (AutoUI 2016)},
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Thomas Friedrichs, Marie-Christin Ostendorp, Andreas Lüdtke
Supporting Truck Platooning: Development and Evaluation of Two Novel Human-Machine Interfaces Inproceedings
In: Proceedings of the 8th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (AutoUI 2016), 2016.
@inproceedings{friedSupportingTruck2016_F16,
title = {Supporting Truck Platooning: Development and Evaluation of Two Novel Human-Machine Interfaces},
author = {Thomas Friedrichs and Marie-Christin Ostendorp and Andreas L\"{u}dtke},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the 8th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (AutoUI 2016)},
keywords = {},
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Marie-Christin Ostendorp, Sebastian Feuerstack, Thomas Friedrichs, Andreas Lüdtke
Engineering Automotive HMIs That Are Optimized for Correct and Fast Perception Inproceedings
In: Proceedings of the 8th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS 16), 2016.
@inproceedings{ostenEngineeringAutomotive2016_O16,
title = {Engineering Automotive HMIs That Are Optimized for Correct and Fast Perception},
author = {Marie-Christin Ostendorp and Sebastian Feuerstack and Thomas Friedrichs and Andreas L\"{u}dtke},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the 8th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS 16)},
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Marie-Christin Ostendorp, Thomas Friedrichs, Andreas Lüdtke
Supporting Supervisory Control of Safety-Critical Systems with Psychologically Well-Founded Information Visualizations Inproceedings
In: Proceedings of the ACM SIGCHI 9th Nordic Conference on Human-Computer Interaction (NordiCHI'16), 2016.
@inproceedings{ostenSupportingSupervisory2016_O16,
title = {Supporting Supervisory Control of Safety-Critical Systems with Psychologically Well-Founded Information Visualizations},
author = {Marie-Christin Ostendorp and Thomas Friedrichs and Andreas L\"{u}dtke},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the ACM SIGCHI 9th Nordic Conference on Human-Computer Interaction (NordiCHI'16)},
keywords = {},
pubstate = {published},
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2015
S Eilers, J Martensson, H Pettersson, M Pillado, D Gallegos, M Tobar, K H Johansson, X Ma, T Friedrichs, S S Borojeni, M Adolfson
COMPANION - Towards Co-Operative Platoon Management of Heavy-Duty Vehicles Inproceedings
In: 2015 IEEE 18th International Conference on Intelligent Transportation Systems, S. 1267–1273, 2015.
@inproceedings{eilerCOMPANIONCooperative2015_E15,
title = {COMPANION - Towards Co-Operative Platoon Management of Heavy-Duty Vehicles},
author = {S Eilers and J Martensson and H Pettersson and M Pillado and D Gallegos and M Tobar and K H Johansson and X Ma and T Friedrichs and S S Borojeni and M Adolfson},
doi = {10.1109/ITSC.2015.208},
year = {2015},
date = {2015-01-01},
booktitle = {2015 IEEE 18th International Conference on Intelligent Transportation Systems},
pages = {1267--1273},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Thomas Friedrichs, Andreas Lüdtke
Modeling Situation Awareness: The Impact of Ecological Interface Design on Drivers' Response Times Inproceedings
In: COGNITIVE 2015 : The Seventh International Conference on Advanced Cognitive Technologies and Applications, 2015.
@inproceedings{friedModelingSituation2015_F15,
title = {Modeling Situation Awareness: The Impact of Ecological Interface Design on Drivers' Response Times},
author = {Thomas Friedrichs and Andreas L\"{u}dtke},
year = {2015},
date = {2015-01-01},
booktitle = {COGNITIVE 2015 : The Seventh International Conference on Advanced Cognitive Technologies and Applications},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Thomas Friedrichs, Carolin Zschippig, Marc Herrlich, Benjamin Walther-Franks, Rainer Malaka, Kerstin Schill
Simple Games - Complex Emotions: Automated Affect Detection Using Physiological Signals Inproceedings
In: Entertainment Computing - ICEC 2015, S. 375–382, Springer International Publishing, 2015, ISBN: 978-3-319-24589-8.
@inproceedings{friedSimpleGames2015_F15,
title = {Simple Games - Complex Emotions: Automated Affect Detection Using Physiological Signals},
author = {Thomas Friedrichs and Carolin Zschippig and Marc Herrlich and Benjamin {Walther-Franks} and Rainer Malaka and Kerstin Schill},
doi = {10.1007/978-3-319-24589-8_29},
isbn = {978-3-319-24589-8},
year = {2015},
date = {2015-01-01},
booktitle = {Entertainment Computing - ICEC 2015},
pages = {375--382},
publisher = {Springer International Publishing},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2013
Thomas Friedrichs
Valenzerkennung in Computerspielen Mit Psychophysiologischen Maßen Abschlussarbeit
2013.
@mastersthesis{friedValenzerkennungComputerspielen2013_F13,
title = {Valenzerkennung in Computerspielen Mit Psychophysiologischen Ma\ssen},
author = {Thomas Friedrichs},
year = {2013},
date = {2013-01-01},
publisher = {University of Bremen},
type = {Master Thesis},
keywords = {},
pubstate = {published},
tppubtype = {mastersthesis}
}