Johanna Pirker

Orcid: 0000-0002-0336-0592

Affiliations:
  • LMU Munich, Germany
  • Graz University of Technology, Austria (former)


According to our database1, Johanna Pirker authored at least 81 papers between 2013 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2024
UnityAccessibilityToolkit (UA11Y): Developer Tool and Roadmap to Make Games More Accessible for People with Vision Impairments.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

2023
Analysis of Empathic Experiences in Video Games with Microblogging.
Int. J. Emerg. Technol. Learn., February, 2023

An Immersive Laboratory Environment for a Customized Learning Experience.
Proceedings of the Immersive Learning Research Network - 9th International Conference, 2023

The Influence of Isolation on Learning in an Immersive Laboratory Environment.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

SteamVis: A Tool for Collecting and Analyzing Data of the Game Distribution Platform Steam.
Proceedings of the IEEE Conference on Games, 2023

Toxicity in Twitch Live Stream Chats: Towards Understanding the Impact of Gender, Size of Community and Game Genre.
Proceedings of the IEEE Conference on Games, 2023

On the Influence of Reviews on Play Activity on Steam - A Statistical Approach.
Proceedings of the IEEE Conference on Games, 2023

Merging Neural Networks with Traditional Evaluations in Crazyhouse.
Proceedings of the Advances in Computer Games - 18th International Conference, 2023

2022
Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: systematic review.
Int. J. Digit. Earth, 2022

Immersive Virtual Reality for Virtual and Digital Twins: A Literature Review to Identify State Of The Art and Perspectives.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

The Potential of Augmented Reality for Digital Twins: A Literature Review.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2022

Virtual Reality in Small and Medium-Sized Enterprises: A Systematic Literature Review.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

The influence of visual representation factors on bio signals and its relation to Presence in Virtual Reality Environments.
Proceedings of the IEEE International Conference on Metrology for Extended Reality, 2022

Work-In-Progress - Exploring the Feasibility of Using Hand Tracking in VR Application for Memory Training Exercises.
Proceedings of the 8th International Conference of the Immersive Learning Research Network, 2022

An Interactive Chess-Puzzle-Simulation for Computer Science Education.
Proceedings of the 8th International Conference of the Immersive Learning Research Network, 2022

Digital Communication Tools in Private and Professional Environments.
Proceedings of the Learning in the Age of Digital and Green Transition, 2022

When a Pandemic Enters the Game: The Initial and Prolonged Impact of the COVID-19 Pandemic on Live-Stream Broadcasters on Twitch.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

Virtual Reality and Education - The Steam Panorama.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

The Panorama of Steam Multiplayer Games (2018-2020): A Player Reviews Analysis.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Games and the Metaverse.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

2021
The Potential of 360° Virtual Reality Videos and Real VR for Education - A Literature Review.
IEEE Computer Graphics and Applications, 2021

The Influence of in-VR Questionnaire Design on the User Experience.
Proceedings of the VRST '21: 27th ACM Symposium on Virtual Reality Software and Technology, Virtual Event / Osaka, Japan, December 8, 2021

The Potential of Virtual Reality for Computer Science Education -Engaging Students through Immersive Visualizations.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Beyond Gaming: The Potential of Twitch for Online Learning and Teaching.
Proceedings of the ITiCSE '21: Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education V.1, Virtual Event, Germany, June 26, 2021

Virtual Reality Applications for the Treatment of Anxiety and Mental Disorders.
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021

Beyond the Horizon: Integrating Immersive Learning Environments in the Everyday Classroom.
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021

ADVANCED EDU-AR-VIZ: a Framework for Selecting Appropriate Visual Augmentations in STEM Education.
Proceedings of the Mobility for Smart Cities and Regional Development - Challenges for Higher Education, 2021

Two Decades of Game Jams.
Proceedings of the ICGJ 2021: Sixth Annual International Conference on Game Jams, 2021

#StayHome Playing LoL - Analyzing Players' Activity and Social Bonds in League of Legends During Covid-19 Lockdowns.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Tokenfication - The potential of non-fungible tokens (NFT) for game development.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature Review.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Immersive Learning in Real VR.
Proceedings of the Adversarial and Uncertain Reasoning for Adaptive Cyber Defense, 2020

Virtual Reality in Computer Science Education: A Systematic Review.
Proceedings of the VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology, 2020

Work-in-Progress - Conceptual Framework for User Interface in Virtual Reality.
Proceedings of the 6th International Conference of the Immersive Learning Research Network, 2020

Room Scale Virtual Reality Physics Education: Use Cases for the Classroom.
Proceedings of the 6th International Conference of the Immersive Learning Research Network, 2020

Jamming across borders: An exploratory study.
Proceedings of the International Conference on Game Jams, 2020

Do Influencers Influence? - Analyzing Players' Activity in an Online Multiplayer Game.
Proceedings of the IEEE Conference on Games, 2020

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

sCool - Game-Based Learning in Computer Science Class: A Case Study in Secondary Education.
Int. J. Eng. Pedagog., 2019

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

GameStory Task at MediaEval 2019.
Proceedings of the Working Notes Proceedings of the MediaEval 2019 Workshop, 2019

Social interactions in game jams: a jammer recommender tool.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

MaroonVR - An Interactive and Immersive Virtual Reality Physics Laboratory.
Proceedings of the Learning in a Digital World, 2019

2018
Analyzing player networks in Destiny.
Entertain. Comput., 2018

sCool - Game Based Learning in STEM Education: A Case Study in Secondary Education.
Proceedings of the Challenges of the Digital Transformation in Education - Proceedings of the 21st International Conference on Interactive Collaborative Learning (ICL 2018), 2018

Enhanced Assessment Approaches in Immersive Environments - Meeting Competency-Oriented Requirements in the Classroom.
Proceedings of the Challenges of the Digital Transformation in Education - Proceedings of the 21st International Conference on Interactive Collaborative Learning (ICL 2018), 2018

Social Aspects of the Game Development Process in the Global Gam Jam.
Proceedings of the International Conference on Game Jams, 2018

2017
An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - A Comparative Study.
Int. J. Online Eng., 2017

An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - A Comparative Study.
Proceedings of the Online Engineering & Internet of Things, 2017

Improving Physics Education Through Different Immersive and Engaging Laboratory Setups.
Proceedings of the Interactive Mobile Communication Technologies and Learning - Proceedings of the 11th IMCL Conference, 30 November, 2017

MythHunter: Gamification in an Educational Location-Based Scavenger Hunt.
Proceedings of the Immersive Learning Research Network - Third International Conference, 2017

PTD: Player Type Design to Foster Engaging and Playful Learning Experiences.
Proceedings of the Teaching and Learning in a Digital World - Proceedings of the 20th International Conference on Interactive Collaborative Learning, 2017

Social network analysis of the global game jam network.
Proceedings of the Second International Conference on Game Jams, 2017

Maroon VR: A Room-Scale Physics Laboratory Experience.
Proceedings of the 17th IEEE International Conference on Advanced Learning Technologies, 2017

Gesture-Based Interactions in Video Games with the Leap Motion Controller.
Proceedings of the Human-Computer Interaction. User Interface Design, Development and Multimodality, 2017

2016
Preface to the Special Issue on Immersive Environments: Challenges, Research and New Developments.
EAI Endorsed Trans. Future Intell. Educ. Environ., 2016

Individual versus collaborative learning in a virtual world.
Proceedings of the 39th International Convention on Information and Communication Technology, 2016

A Practical Experience on the Use of Gamification in MOOC Courses as a Strategy to Increase Motivation.
Proceedings of the Learning Technology for Education in Cloud - The Changing Face of Education, 2016

Evaluating Experiences in Different Virtual Reality Setups.
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

How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Interdisciplinary and International Game Projects for Creative Learning.
Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education, 2016

Understanding the benefits of game jams: Exploring the potential for engaging young learners in STEM.
Proceedings of the 2016 ITiCSE Working Group Reports, 2016

Exploratory and Collaborative Learning Experience in Immersive Environments - Implementation and Findings from an Archaeological Domain.
Proceedings of the Immersive Learning Research Network - Second International Conference, 2016

Using Persuasive System Design Principles to Evaluate Two Next Generation Digital Learning Environments.
Proceedings of the Interactive Collaborative Learning - Proceedings of the 19th ICL Conference, 2016

Pattern-oriented approaches for design-based research in collaborative research projects: a knowledge maturing perspective.
Proceedings of the 21st European Conference on Pattern Languages of Programs, 2016

2015
Application Domains for a Location-based Mobile Application Creator.
Int. J. Interact. Mob. Technol., 2015

Virtual Worlds for 3D Visualizations.
Proceedings of the Workshop Proceedings of the 11th International Conference on Intelligent Environments, 2015

Advancing Physics Learning Through Traversing a Multi-Modal Experimentation Space.
Proceedings of the Workshop Proceedings of the 11th International Conference on Intelligent Environments, 2015

Introduction to the Proceedings of iLRN'15.
Proceedings of the Workshop Proceedings of the 11th International Conference on Intelligent Environments, 2015

Expectations of the generation NeXt in higher education: Learning engagement approaches in information sciences subjects.
Proceedings of the International Conference on Interactive Collaborative Learning, 2015

Learning in Collaborative and Motivational Virtual Environments.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Enhancing online and mobile experimentations using gamification strategies.
Proceedings of the 2015 3rd Experiment International Conference (exp.at'15), 2015

2014
Interactive Science Fiction Prototyping in Virtual Worlds: Fundamentals and Applications.
Int. J. Recent Contributions Eng. Sci. IT, 2014

Application Scenarios of Interactive Science Fiction Prototyping in Virtual Worlds for Education.
EAI Endorsed Trans. Future Intell. Educ. Environ., 2014

Collaborative programming exercises in virtual worlds (abstract only).
Proceedings of the 45th ACM Technical Symposium on Computer Science Education, 2014

Motivational active learning for computer science education (abstract only).
Proceedings of the 45th ACM Technical Symposium on Computer Science Education, 2014

3D Progressive Education Environment for S-BPM.
Proceedings of the S-BPM ONE - Application Studies and Work in Progress, 2014

Motivational active learning: engaging university students in computer science education.
Proceedings of the Innovation and Technology in Computer Science Education Conference 2014, 2014

2013
Design and Evaluation of a Learner-Centric Immersive Virtual Learning Environment for Physics Education.
Proceedings of the Human Factors in Computing and Informatics, 2013


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