Anna Lisa Martin-Niedecken

Orcid: 0000-0001-8726-1120

According to our database1, Anna Lisa Martin-Niedecken authored at least 23 papers between 2012 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2022
Esports meets human-computer interaction.
Interactions, 2022

2021
Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Special Interest Group: The Present and Future of Esports in HCI.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
"HIIT" the ExerCube: Comparing the Effectiveness of Functional High-Intensity Interval Training in Conventional vs. Exergame-Based Training.
Frontiers Comput. Sci., 2020


2019
"Save the Water" - A China water management game project.
Proceedings of the 3rd International GamiFIN Conference, Levi, Finland, April 8-10, 2019., 2019

Towards Socially Immersive Fitness Games: An Exploratory Evaluation Through Embodied Sketching.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Plunder Planet: An Adaptive Fitness Game Setup for Children.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Body-centric computing: results from a weeklong Dagstuhl seminar in a German castle.
Interactions, 2018

The ExerCube: Participatory Design of an Immersive Fitness Game Environment.
Proceedings of the Serious Games - 4th Joint International Conference, 2018

Plunder Planet: An Adaptive Single- and Multiplayer Fitness Game Environment for Children and Young Adolescents.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Designing for bodily interplay: engaging with the adaptive social exertion game "plunder planet".
Proceedings of the 17th ACM Conference on Interaction Design and Children, 2018

2017
Go with the Dual Flow: Evaluating the Psychophysiological Adaptive Fitness Game Environment "Plunder Planet".
Proceedings of the Serious Games - Third Joint International Conference, 2017

Exploring Spatial Experiences of Children and Young Adolescents While Playing the Dual Flow-based Fitness Game "Plunder Planet".
Proceedings of the International Conference on Computer-Human Interaction Research and Applications, 2017

2016
Design and Evaluation of a Dynamically Adaptive Fitness Game Environment for Children and Young Adolescents.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016


2015
"RehabConnex": A middleware for the flexible connection of multimodal game applications with input devices used in movement therapy and physical exercising.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

2014
Player-centred Design Model for psychophysiological adaptive Exergame Fitness Training for Children.
Proceedings of the Games for Health 2014, 2014

"Gabarello v.1.0" and "Gabarello v.2.0": Development of motivating rehabilitation games for robot-assisted locomotion therapy in childhood.
Proceedings of the Games for Health 2014, 2014

Development of task-specific RehabGame settings for robot-assisted pédiatrie movement therapies.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

2012
Technology-Mediated Experience of Space while Playing Digital Sports Games.
Int. J. Comput. Sci. Sport, 2012

The Impact of Different Gaming Interfaces on Spatial Experience and Spatial Presence - A Pilot Study.
Proceedings of the E-Learning and Games for Training, Education, Health and Sports, 2012


  Loading...