Andrey Krekhov

According to our database1, Andrey Krekhov authored at least 24 papers between 2015 and 2022.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2022
Development and Validation of a German Version of the Player Experience Inventory (PXI).
Proceedings of the MuC '22: Mensch und Computer 2022, Darmstadt Germany, September 4, 2022

Interpolating Happiness: Understanding the Intensity Gradations of Face Emojis Across Cultures.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Puzzles Unpuzzled: Towards a Unified Taxonomy for Analog and Digital Escape Room Games.
Proc. ACM Hum. Comput. Interact., 2021

Towards Sneaking as a Playful Input Modality for Virtual Environments.
Proceedings of the IEEE Virtual Reality and 3D User Interfaces, 2021

"I Packed My Bag and in It I Put...": A Taxonomy of Inventory Systems for Virtual Reality Games.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Deadeye Visualization Revisited: Investigation of Preattentiveness and Applicability in Virtual Environments.
IEEE Trans. Vis. Comput. Graph., 2020

How to Improve Your Virtual Experience - Exploring the Obstacles of Mainstream VR.
CoRR, 2020

A Study on Real-Time Visualizations During Sports Activities on Smartwatches.
Proceedings of the MUM 2020: 19th International Conference on Mobile and Ubiquitous Multimedia, 2020

Silhouette Games: An Interactive One-Way Mirror Approach to Watching Players in VR.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

"Pls Uninstall": On the Interplay of the COVID-19 Pandemic and Toxic Player Behavior in Competitive Gaming.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

2019
How to Improve Your Virtual Experience: Exploring the Obstacles of Mainstream VR.
PhD thesis, 2019

Deadeye: A Novel Preattentive Visualization Technique Based on Dichoptic Presentation.
IEEE Trans. Vis. Comput. Graph., 2019

Integrating Visualization Literacy into Computer Graphics Education Using the Example of Dear Data.
Proceedings of the 40th Annual Conference of the European Association for Computer Graphics, 2019

The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games.
Proceedings of the IEEE Conference on Games, 2019

Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Toward a Taxonomy of Inventory Systems for Virtual Reality Games.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Outstanding: A Perspective-Switching Technique for Covering Large Distances in VR Games.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
VR Animals: Surreal Body Ownership in Virtual Reality Games.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

2017
Self-Transforming Controllers for Virtual Reality First Person Shooters.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Gestures From the Point of View of an Audience: Towards Anticipatable Interaction of Presenters With 3D Content.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2015
Towards in situ visualization of extreme-scale, agent-based, worldwide disease-spreading simulations.
Proceedings of the SIGGRAPH Asia 2015 Visualization in High Performance Computing, 2015


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