Günter Wallner

Orcid: 0000-0002-0815-5985

Affiliations:
  • Johannes Kepler University, Linz, Austria
  • University of Applied Arts Vienna, Austria


According to our database1, Günter Wallner authored at least 88 papers between 2005 and 2023.

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

Timeline

Legend:

Book 
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Article 
PhD thesis 
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Bibliography

2023
Exploring the dynamics of graph algorithms.
J. Vis., April, 2023

Visualizing the Spatio-Temporal Evolution of Gameplay using Storyline Visualization: A Study with League of Legends.
Proc. ACM Hum. Comput. Interact., 2023

Beyond the Game: Charting the Future of Game Data Science.
Games Res. Pract., 2023

Through Space and Time: Spatio-Temporal Visualization of MOBA Matches.
Proceedings of the Human-Computer Interaction - INTERACT 2023 - 19th IFIP TC13 International Conference, York, UK, August 28, 2023

Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming.
Proceedings of the Human-Computer Interaction - INTERACT 2023 - 19th IFIP TC13 International Conference, York, UK, August 28, 2023

Introducing QRogue: Teaching Quantum Computing Using a Rogue-like Game Concept.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

The Ludic Potentials of Player Data.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout Game Development.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

2022
Live Feedback for Training Through Real-Time Data Visualizations: A Study with League of Legends.
Proc. ACM Hum. Comput. Interact., 2022

Towards a Community-Based Ranking System of Overwatch Players.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

Linked and Coordinated Visual Analysis of Eye Movement Data.
Proceedings of the ETRA 2022: Symposium on Eye Tracking Research and Applications, Seattle, WA, USA, June 8, 2022

Ethermal - Lightweight Thermal Feedback for VR Games.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Spatio-temporal Analysis of Multi-agent Scheduling Behaviors on Fixed-track Networks.
Proceedings of the 15th IEEE Pacific Visualization Symposium, 2022

2021
Visual Analysis of Graph Algorithm Dynamics.
Proceedings of the VINCI 2021: The 14th International Symposium on Visual Information Communication and Interaction, Potsdam, Germany, September 6, 2021

Social Gaming Patterns During a Pandemic Crisis: A Cross-cultural Survey.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

FamSearch: Visual Analysis of Genealogical Data.
Proceedings of the Advances in Visual Computing - 16th International Symposium, 2021

The Power of Linked Eye Movement Data Visualizations.
Proceedings of the 2021 Symposium on Eye Tracking Research and Applications, 2021

What Players Want: Information Needs of Players on Post-Game Visualizations.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Bombalytics: Visualization of Competition and Collaboration Strategies of Players in a Bomb Laying Game.
Comput. Graph. Forum, 2020

Serious Games for Learning: A Quantitative Review of Literature.
Proceedings of the Serious Games - Joint International Conference, 2020

Motiis: Fostering Parents' Awareness of their Adolescents Emotional Experiences during Gaming.
Proceedings of the NordiCHI '20: Shaping Experiences, 2020

Visual Analysis of FIFA World Cup Data.
Proceedings of the 24th International Conference on Information Visualisation, 2020

Procedural City Modeling for AR Applications.
Proceedings of the 24th International Conference on Information Visualisation, 2020

A Web-Based Eye Tracking Data Visualization Tool.
Proceedings of the Pattern Recognition. ICPR International Workshops and Challenges, 2020

A Generic Visualization Approach Supporting Task-Based Evaluation of Usability and User Experience.
Proceedings of the Human-Centered Software Engineering, 2020

Influence of Shape, Density, and Edge Crossings on the Perception of Graph Differences - An Investigation Under Time Constraints.
Proceedings of the Diagrammatic Representation and Inference, 2020

Visualizing AI Playtesting Data of 2D Side-scrolling Games.
Proceedings of the IEEE Conference on Games, 2020

Multivariate Visualization of Game Metrics: An Evaluation of Hexbin Maps.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Masterclass on Information Visualization for Games Research.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Truesight Battle Grid - Enhancing the Game Experience of Tabletop Role-Playing through Tangible Data Visualization.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Be a Buddy not a Bully - Two Educational Games to Help Prevent Bullying in Schools.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Exploring Severity of Gameplay Issues from Players' Perspective.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Have a Break: Raising the Self-Awareness of Gamers About Long Gaming Sessions Using an Ambient Tangible Device.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

A Postmortem on Playtesting: Exploring the Impact of Playtesting on the Critical Reception of Video Games.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Be Part Of It: Spectator Experience in Gaming and Esports.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

See, Feel, Move: Player Behaviour Analysis through Combined Visualization of Gaze, Emotions, and Movement.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

2019
Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity.
IEEE Trans. Games, 2019

Beyond the individual: Understanding social structures of an online player matchmaking website.
Entertain. Comput., 2019

Perception of Differences in Directed Acyclic Graphs: Influence Factors & Cognitive Strategies.
Proceedings of the 31st European Conference on Cognitive Ergonomics, 2019

Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game.
Proceedings of the IEEE Conference on Games, 2019

Enhancing Battle Maps through Flow Graphs.
Proceedings of the IEEE Conference on Games, 2019

User Guided Movement Analysis in Games using Semantic Trajectories.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Assessing the Impact of Visual Design on the Interpretation of Aggregated Playtesting Data Visualization.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Diagram Safari: A Visualization Literacy Game for Young Children.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Modata - Improving Dota 2 Experience and Spectatorship through Tangible Gameplay Visualization.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Aggregated Visualization of Playtesting Data.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Visualisation of trip chaining behaviour and mode choice using household travel survey data.
Public Transp., 2018

Visual Similarity Perception of Directed Acyclic Graphs: A Study on Influencing Factors and Similarity Judgment Strategies.
J. Graph Algorithms Appl., 2018

Introduction to the special issue on visual game analytics.
Inf. Vis., 2018

Automatic generation of battle maps from replay data.
Inf. Vis., 2018

Preface to the Special Issue of Best Papers from ICEC 2016.
Entertain. Comput., 2018

Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play.
Comput. Hum. Behav., 2018

Lost my way: an educational geometry game for young children.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Introducing <i>PlaNet</i>: a tool for visualizing player communities.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

What Moves Players?: Visual Data Exploration of Twitter and Gameplay Data.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Investigating Graph Similarity Perception: A Preliminary Study and Methodological Challenges.
Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2017) - Volume 3: IVAPP, Porto, Portugal, February 27, 2017

Visual Similarity Perception of Directed Acyclic Graphs: A Study on Influencing Factors.
Proceedings of the Graph Drawing and Network Visualization - 25th International Symposium, 2017

Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny".
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Exploiting Players?: Critical Reflections on Participation in Game Development.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
Using lag-sequential analysis for understanding interaction sequences in visualizations.
Int. J. Hum. Comput. Stud., 2016

Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Who, Where, When and with Whom? Evaluation of Group Meeting Visualizations.
Proceedings of the Diagrammatic Representation and Inference, 2016

Visualizations for Retrospective Analysis of Battles in Team-based Combat Games: A User Study.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
A Study of Different Visualizations for Visualizing Differences in Process Models.
Proceedings of the Advances in Conceptual Modeling, 2015

Sequential Analysis of Player Behavior.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Tool Design Jam: Designing tools for Games User Research.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Differencegraph - A ProM Plugin for Calculating and Visualizing Differences between Processes.
Proceedings of the BPM Demo Session 2015 Co-located with the 13th International Conference on Business Process Management (BPM 2015), 2015

2014
PLATO: A visual analytics system for gameplay data.
Comput. Graph., 2014

Workflow Patterns as a Means to Model Task Succession in Games: A Preliminary Case Study.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

A Case Study of a Learning Game about the Internet.
Proceedings of the Games for Training, Education, Health and Sports, 2014

Unified visualization of quantitative and qualitative playtesting data.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

A user study of different gameplay visualizations.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Game user telemetry in practice: a case study.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014

2013
Visualization-based analysis of gameplay data - A review of literature.
Entertain. Comput., 2013

A Study on the Use of Adaptive Avatars for Player Lists in Games for Children.
Proceedings of the International Conference on Making Sense of Converging Media, 2013

Play-Graph: A methodology and visualization approach for the analysis of gameplay data.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

A Visualization Approach for Difference Analysis of Process Models and Instance Traffic.
Proceedings of the Business Process Management - 11th International Conference, 2013

2012
DOG<i>eometry</i>: teaching geometry through play.
Proceedings of the 4th International Conference on Fun and Games, 2012

A spatiotemporal visualization approach for the analysis of gameplay data.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Development Process and Evaluation of the Ontology Visualization Tool Knoocks - A Case Study.
Proceedings of the IMAGAPP & IVAPP 2011, 2011

Design and evaluation of the educational game DOG<i>eometry</i>: a case study.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
An Empirical Evaluation of a GPU Radiosity Solver.
Proceedings of the GRAPP 2010, 2010

Knoocks - A Visualization Approach for OWL Lite Ontologies.
Proceedings of the CISIS 2010, 2010

2009
An extended GPU radiosity solver.
Vis. Comput., 2009

2008
GPU Radiosity for Triangular Meshes with Support of Normal Mapping and Arbitrary Light Distributions.
J. WSCG, 2008

2005
HOMIE: an artificial companion for elderly people.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005


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