Helmut Hlavacs

Orcid: 0000-0001-6837-674X

Affiliations:
  • University of Vienna, Faculty of Computer Science


According to our database1, Helmut Hlavacs authored at least 161 papers between 1999 and 2023.

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Bibliography

2023
Design and Evaluation of a Serious Game for Young Haemato-Oncological Patients.
Proceedings of the Serious Games - 9th Joint International Conference, 2023

Comparing Hedonic Consumption Experiences Between MOBA Games and Vrides.
Proceedings of the HCI in Games, 2023

2022
Intrusion detection in networks using cuckoo search optimization.
Soft Comput., 2022

Serious video games and psychological support: A depression intervention among young cancer patients.
Entertain. Comput., 2022

Game Design for Covertly Combating Covid-19 Vaccination Hesitancy.
Proceedings of the Serious Games - Joint International Conference, 2022

EST-GAN: Enhancing Style Transfer GANs with Intermediate Game Render Passes.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Comparing Traditional Rendering Techniques to Deep Learning Based Super-Resolution in Fire and Smoke Animations.
Proceedings of the Advances in Computer Graphics, 2022

2021
Playful-consumption experiences and subjective well-being: Children's smartphone usage.
Entertain. Comput., 2021

The Role of Personality Factors Influencing Consumer Video Game Engagement in Young Adults: A Study on Generic Games.
IEEE Access, 2021

Deep Learning Based Video Compression.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2021

Analyzing and Prioritizing Usability Issues in Games.
Proceedings of the HCI in Games: Experience Design and Game Mechanics, 2021

HEROES: An Action Game Enabling Players with and Without Disabilities to Play Together.
Proceedings of the HCI in Games: Experience Design and Game Mechanics, 2021

In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model.
Proceedings of the HCI in Games: Experience Design and Game Mechanics, 2021

How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model.
Proceedings of the HCI International 2021 - Late Breaking Papers: HCI Applications in Health, Transport, and Industry, 2021

Conversational Interfaces in Serious Games: Identifying Potentials and Future Research Directions based on a Systematic Literature Review.
Proceedings of the 13th International Conference on Computer Supported Education, 2021

2020
A Procedurally Generated World for a Zombie Survival Game.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

Survival on Mars - A VR Experience.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

Conquer Catharsis - A VR Environment for Anxiety Treatment of Children and Adolescents.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

Procedural Creation of Behavior Trees for NPCs.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

Serious Game Design for and with Adolescents: Empirically Based Implications for Purposeful Games.
Proceedings of the HCI in Games, 2020

Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games.
Proceedings of the HCI in Games, 2020

A Study on Gamification Effectiveness.
Proceedings of the 12th International Conference on Computer Supported Education, 2020

2019
The mere presence of an attentive and emotionally responsive virtual character influences focus of attention and perceived stress.
Int. J. Hum. Comput. Stud., 2019

An empirical validation of consumer video game engagement: A playful-consumption experience approach.
Entertain. Comput., 2019

Physical Presence, Social Presence, and Anxiety in Participants with Social Anxiety Disorder During Virtual Cue Exposure.
Cyberpsychology Behav. Soc. Netw., 2019

Fostering Social Media Literacy through a Participatory Mixed-Methods Approach: Discussion of Workshop Findings.
Proceedings of the 7th IEEE International Conference on Serious Games and Applications for Health, 2019

Evaluation of Informative Content of Health Data Submitted Through a Mobile Serious Game.
Proceedings of the Entertainment Computing and Serious Games, 2019

Diminished Reality Based on 3D-Scanning.
Proceedings of the Entertainment Computing and Serious Games, 2019

Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empirical Study.
Proceedings of the HCI in Games, 2019

Procedural Generation of Video Game Cities for Specific Video Game Genres Using WaveFunctionCollapse (WFC).
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

2018
Aggregated provenance and its implications in clouds.
Future Gener. Comput. Syst., 2018

Meeting others virtually in a day-to-day setting: Investigating social avoidance and prosocial behavior towards avatars and agents.
Comput. Hum. Behav., 2018

Agency and Gender Influence Older Adults' Presence-Related Experiences in an Interactive Virtual Environment.
Cyberpsychology Behav. Soc. Netw., 2018

Towards a More Reflective Social Media Use Through Serious Games and Co-design.
Proceedings of the Serious Games - 4th Joint International Conference, 2018

Modeling Consumers' Observational Learning in Digital Gaming: A Conceptual Model.
Proceedings of the Serious Games - 4th Joint International Conference, 2018

Virtual and Real Body Experience Comparison Using Mixed Reality Cycling Environment.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Diminishing Reality.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Data Reduction of Indoor Point Clouds.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Story Templates - Serious Storytelling to Support Learning.
Proceedings of the 18th IEEE International Conference on Advanced Learning Technologies, 2018

Blind Adventure - A Game Engine for Blind Game Designers.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Virtual Reality Conferencing.
Proceedings of the 2018 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2018

Planar Simplification of Indoor Point-Cloud Environments.
Proceedings of the 2018 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2018

2017
Serious storytelling - a first definition and review.
Multim. Tools Appl., 2017

Interpreting Data of Serious Games for Health using Decision Support Systems.
Int. J. Serious Games, 2017

Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey.
Int. J. Serious Games, 2017

Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation.
Int. J. Comput. Games Technol., 2017

Real-life prosocial behavior decreases after being socially excluded by avatars, not agents.
Comput. Hum. Behav., 2017

InvisibleSound: An App Enabling Blind People to Compose Music.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

Designing Game-Based Interventions for Subverting Normative Attitudes.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

Playful-Consumption Experience in Digital Game Playing: A Scale Development.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

MuMail - A Simple Multimedia Email Client.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2017

Timebender: A Multiplayer Game Featuring Bullet Time Mechanics.
Proceedings of the Advances in Computer Entertainment Technology, 2017

2016
Special issue title: Entertainment in serious games and entertaining serious purposes.
Entertain. Comput., 2016

Design considerations for a serious game for children after hematopoietic stem cell transplantation.
Entertain. Comput., 2016

Apps for life change: Critical review and solution directions.
Entertain. Comput., 2016

A Survey on Energy Efficiency in P2P Systems: File Distribution, Content Streaming, and Epidemics.
ACM Comput. Surv., 2016

Salivary cortisol and cardiovascular reactivity to a public speaking task in a virtual and real-life environment.
Comput. Hum. Behav., 2016

A Gossip-Based Dynamic Virtual Machine Consolidation Strategy for Large-Scale Cloud Data Centers.
Proceedings of the Third International Workshop on Adaptive Resource Management and Scheduling for Cloud Computing, 2016

Towards Single-Failure-Tolerant Multicopters.
Proceedings of the 2nd Workshop on Micro Aerial Vehicle Networks, 2016

Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-Based Approaches for Interpersonal and Evaluative Stressors.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

A Revisit of the Measurements on Engagement in Videogames: A New Scale Development.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful-Consumption Experiences.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

A Self-Adaptive Performance-Aware Capacity Controller in Overbooked Datacenters.
Proceedings of the 2016 International Conference on Cloud and Autonomic Computing, 2016

Self-Adaptive Capacity Controller: A Reinforcement Learning Approach.
Proceedings of the 2016 IEEE International Conference on Autonomic Computing, 2016


2015
The Cellular Network as a Sensor: From Mobile Phone Data to Real-Time Road Traffic Monitoring.
IEEE Trans. Intell. Transp. Syst., 2015

Optimal derotation of shared acceleration time series by determining relative spatial alignment.
Int. J. Pervasive Comput. Commun., 2015

Is virtual reality emotionally arousing? Investigating five emotion inducing virtual park scenarios.
Int. J. Hum. Comput. Stud., 2015

Using Video Analysis and Machine Learning for Predicting Shot Success in Table Tennis.
EAI Endorsed Trans. Creative Technol., 2015

Participatory Game Design for the INTERACCT Serious Game for Health.
Proceedings of the Serious Games - First Joint International Conference, 2015

A Cooperative Multi Agent Learning Approach to Manage Physical Host Nodes for Dynamic Consolidation of Virtual Machines.
Proceedings of the Fourth IEEE Symposium on Network Cloud Computing and Applications, 2015

mHealth Stakeholder Integration: A gamification-based Framework-approach towards behavioural change.
Proceedings of the 13th International Conference on Advances in Mobile Computing and Multimedia, 2015

Virtual Tourism with Drones: Experiments and Lag Compensation.
Proceedings of the First Workshop on Micro Aerial Vehicle Networks, 2015

Serious Game Scores as Health Condition Indicator for Cancer Patients.
Proceedings of the Digital Healthcare Empowering Europeans, 2015

MindSpace: A Cognitive Behavioral Therapy Game for Treating Anxiety Disorders in Children.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Towards a Framework for Gamification-Based Intervention Mapping in mHealth.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Dynamic Virtual Machine Consolidation: A Multi Agent Learning Approach.
Proceedings of the 2015 IEEE International Conference on Autonomic Computing, 2015

INTERACCT: Remote data entry system with game-elements for young leukaemia patients.
Proceedings of the 17th International Conference on E-health Networking, 2015

MindSpace: Treating Anxiety Disorders in Children with a CBT Game.
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015

Video Analysis for Includification Requirements.
Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility, 2015

Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
Evaluating feedback devices for time-continuous mobile multimedia quality assessment.
Signal Process. Image Commun., 2014

Enhancing the position estimates of unmanned aerial vehicles by cooperation.
Int. J. Pervasive Comput. Commun., 2014

Physical and social presence in collaborative virtual environments: Exploring age and gender differences with respect to empathy.
Comput. Hum. Behav., 2014

Afraid to Be There? Evaluating the Relation Between Presence, Self-Reported Anxiety, and Heart Rate in a Virtual Public Speaking Task.
Cyberpsychology Behav. Soc. Netw., 2014

Jumru 5s - A Game Engine for Serious Games.
Proceedings of the Serious Games Development and Applications, 2014

Assessing the validity of subjective QoE data through rating times and self-reported confidence.
Proceedings of the Sixth International Workshop on Quality of Multimedia Experience, 2014

INTERACCT: Serious Game Performance as Medical Condition Indicator.
Proceedings of the e-Health - For Continuity of Care - Proceedings of MIE2014, the 25th European Medical Informatics Conference, Istanbul, Turkey, August 31, 2014

Using Drones for Virtual Tourism.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2014

Bass Impact DJ Studio - A Music Mixing Software with Gesture Controls.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2014

Predicting Shot Success for Table Tennis Using Video Analysis and Machine Learning.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2014

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

Mind Book - A Social Network Trainer for Children with Depression.
Proceedings of the Games and Learning Alliance - Third International Conference, 2014

A Participatory Game Design Approach for Children After Cancer Treatment.
Proceedings of the 2014 Workshops on Advances in Computer Entertainment Conference, 2014

2013
Cooperative Positioning when Using Local Position Information: Theoretical Framework and Error Analysis.
IEEE Trans. Mob. Comput., 2013

Searching in Cloud Object Storage by Using a Metadata Model.
Proceedings of the Ninth International Conference on Semantics, Knowledge and Grids, 2013

Cooperative Enhancement of Position Accuracy of Unmanned Aerial Vehicles.
Proceedings of the 11th International Conference on Advances in Mobile Computing & Multimedia, 2013

Debunking Differences between Younger and Older Adults Using a Collaborative Virtual Environment.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

Layering of the Provenance Data for Cloud Computing.
Proceedings of the Grid and Pervasive Computing - 8th International Conference, 2013

An Intelligent and Adaptive Threshold-Based Schema for Energy and Performance Efficient Dynamic VM Consolidation.
Proceedings of the Energy Efficiency in Large Scale Distributed Systems, 2013

Integrating VM selection criteria in distributed dynamic VM consolidation using Fuzzy Q-Learning.
Proceedings of the 9th International Conference on Network and Service Management, 2013

Why Does It Always Rain on Me? Influence of Gender and Environmental Factors on Usability, Technology Related Anxiety and Immersion in Virtual Environments.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

2012
Modeling the Energy Consumption of Distributed Applications.
Proceedings of the Handbook of Energy-Aware and Green Computing - Two Volume Set., 2012

Energy efficient peer-to-peer file sharing.
J. Supercomput., 2012

A socially aware caching mechanism for encounter networks.
Telecommun. Syst., 2012

Load-dependent energy saving in future home environments.
Telecommun. Syst., 2012

Energy efficiency in large-scale distributed systems.
Future Gener. Comput. Syst., 2012

Towards an energy-efficient attention-aware mobile video player with sensor and face detection support.
Proceedings of the 2012 IEEE International Symposium on a World of Wireless, 2012

Applications of Provenance Data for Cloud Infrastructure.
Proceedings of the Eighth International Conference on Semantics, Knowledge and Grids, 2012

A Virtual Training Tool for Giving Talks.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Influence of the source content and encoding configuration on the perceived quality for scalable video coding.
Proceedings of the Human Vision and Electronic Imaging XVII, 2012

Cellular data meet vehicular traffic theory: location area updates and cell transitions for travel time estimation.
Proceedings of the 2012 ACM Conference on Ubiquitous Computing, 2012

A simulation for the creation of soft-looking facial expressions.
Proceedings of the Facial Analysis and Animation 2012, 2012

Service level management for iterative pre-copy live migration.
Proceedings of the 8th International Conference on Network and Service Management, 2012

Genetic algorithms for energy efficient virtualized data centers.
Proceedings of the 8th International Conference on Network and Service Management, 2012

Streaming DirectX-Based Games on Windows.
Proceedings of the Advances in Computer Entertainment - 9th International Conference, 2012

2011
A survey on user studies and technical aspects of mobile multimedia applications.
Entertain. Comput., 2011

Optimization for Multi-thread Data-Flow Software.
Proceedings of the Computer Performance Engineering, 2011

Energy Consumption Side-Channel Attack at Virtual Machines in a Cloud.
Proceedings of the IEEE Ninth International Conference on Dependable, 2011

An effort based social diffusion approach for mobile encounter networks.
Proceedings of the International Conference on Computational Aspects of Social Networks, 2011

2010
Modelling energy efficiency in distributed home environments.
Int. J. Commun. Networks Distributed Syst., 2010

Modeling energy efficiency of file sharing.
Elektrotech. Informationstechnik, 2010

Foreword.
Ann. des Télécommunications, 2010

Quality of experience.
Ann. des Télécommunications, 2010

Optimal server bandwidth for mobile video on demand.
Ann. des Télécommunications, 2010

Approximation towards energy-efficient distributed environments.
Proceedings of the 3rd International Conference on Simulation Tools and Techniques, 2010

Optimization towards Consolidation or Throughput for Multi-thread Software.
Proceedings of the Third International Symposium on Parallel Architectures, 2010

Gesture and touch controlled video player interface for mobile devices.
Proceedings of the 18th International Conference on Multimedia 2010, 2010

Methodology of measurement for energy consumption of applications.
Proceedings of the 2010 11th IEEE/ACM International Conference on Grid Computing, 2010

Peer to peer mobile TV recovery system.
Proceedings of the 8th European Conference on Interactive TV and Video, 2010

2009
A Testbed for P2P Gaming Using Time Warp.
Trans. Edutainment, 2009

Virtualization in energy-efficient future home environments.
IEEE Commun. Mag., 2009

A comprehensive view on user studies: survey and open issues for mobile TV.
Proceedings of the 7th European Conference on Interactive TV and Video, 2009

On Structural Identification of 2D Regression Functions for Indoor Bluetooth Localization.
Proceedings of the Computer Aided Systems Theory, 2009

Network Virtualization in Future Home Environments.
Proceedings of the Integrated Management of Systems, 2009

Energy Consumption of Residential and Professional Switches.
Proceedings of the 12th IEEE International Conference on Computational Science and Engineering, 2009

2008
Hierarchical video patching with optimal server bandwidth.
ACM Trans. Multim. Comput. Commun. Appl., 2008

Security and Usability Aspects of Man-in-the-Middle Attacks on ZRTP.
J. Univers. Comput. Sci., 2008

Enhancing ZRTP by using Computational Puzzles.
J. Univers. Comput. Sci., 2008

Socio-Economic Issues in Future Generation Internet.
J. Univers. Comput. Sci., 2008

Distributed energy efficiency in future home environments.
Ann. des Télécommunications, 2008

Energy saving in future home environments.
Proceedings of the 1st IFIP Wireless Days, 2008

Automatic Adaptation and Analysis of SIP Headers Using Decision Trees.
Proceedings of the Principles, 2008

2007
Energy Efficiency in Future Home Environments: A Distributed Approach.
Proceedings of the Home Networking, 2007

A Hierarchical Two-Tier Information Management Architecture for Mobile Ad-Hoc Grid Environments.
Proceedings of the Seventh IEEE International Symposium on Cluster Computing and the Grid (CCGrid 2007), 2007

2006
Subjective Quality of Mobile MPEG-4 Videos with Different Frame Rates.
J. Mobile Multimedia, 2006

Measurements of IEEE 802.11g-Based Ad-Hoc Networks in Motion.
Proceedings of the Wireless Systems and Mobility in Next Generation Internet, 2006

A Ubiquitous Zoo Guide.
Proceedings of the IASTED International Conference on Internet and Multimedia Systems and Applications, 2006

2005
The CODIS Content Delivery Network.
Comput. Networks, 2005

Programming interactive real-time games over WLAN for pocket PCs with J2ME and .NET CF.
Proceedings of the 4th Workshop on Network and System Support for Games, 2005

A Ubiquitous and Interactive Zoo Guide System.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2005

Scenarios for Mobile Community Support.
Proceedings of the Wireless Systems and Network Architectures in Next Generation Internet, 2005

TCP/IP Architecture, Protocols, and Services.
Proceedings of the Industrial Information Technology Handbook, 2005

Mobile IP Routing.
Proceedings of the Industrial Information Technology Handbook, 2005

2004
Effects of WLAN QoS Degradation on Streamed MPEG4 Video Quality.
Proceedings of the Wireless Systems and Mobility in Next Generation Internet, 2004

2003
How to Evaluate the Quality of Service of Satellite based Content Delivery Networks.
Proceedings of the 21st IASTED International Multi-Conference on Applied Informatics (AI 2003), 2003

2002
Simulating Channel Allocation in Future Cellular Network.
Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35 2002), 2002

2001
Performance Issues in Distributed Systems.
Scalable Comput. Pract. Exp., 2001

Cluster Configuration Aided by Simulation.
Proceedings of the Computational Science - ICCS 2001, 2001

1999
Modeling User Behavior: A Layered Approach.
Proceedings of the MASCOTS 1999, 1999

Simulating Load Balancing on Heterogeneous Workstation Clusters.
Proceedings of the Parallel Computation, 1999


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