Jonas Schild

Orcid: 0000-0002-1931-9359

According to our database1, Jonas Schild authored at least 44 papers between 2009 and 2022.

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

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2022
Visualizing Perceptions of Non-Player Characters in Interactive Virtual Reality Environments.
Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology, 2022

Conceptual Design of Emotional and Pain Expressions of a Virtual Patient in a Virtual Reality Training for Paramedics.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

ViTAWiN - Interprofessional Medical Mixed Reality Training for Paramedics and Emergency Nurses.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

Experiencing Age-Related Movement Impairment Through Visual Delegation in VR Can Substitute Haptic Impairments of an Age Simulation Suit.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

Visual Delegate Generalization Frame - Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual Environments.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Estimating the Pose of a Medical Manikin for Haptic Augmentation of a Virtual Patient in Mixed Reality Training.
Proceedings of the SVR'21: 23rd Symposium on Virtual and Augmented Reality, Virtual Event, Brazil, October 18, 2021

ViTAWiN - Developing Multiprofessional Medical Emergency Training with Mixed Reality.
Proceedings of the 9th IEEE International Conference on Serious Games and Applications for Health, 2021

2020
Portals With a Twist: Cable Twist-Free Natural Walking in Room-Scaled Virtual Reality.
Proceedings of the VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology, 2020

Simulating Illness: Experiencing Visual Migraine Impairments in Virtual Reality.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

Intensifying Stress Perception Using Visual Effects in VR Games.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Jumphair: Improving Jumping Performance in First-Person Video Games Through Visual Assistance.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Visual Delegates - Enhancing Player Perception by Visually Delegating Player Character Sensation.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

2019
EPICSAVE Lifesaving Decisions - a Collaborative VR Training Game Sketch for Paramedics.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

2018
Applying Multi-User Virtual Reality to Collaborative Medical Training.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Reducing VR Sickness Through Peripheral Visual Effects.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

EPICSAVE - Enhancing vocational training for paramedics with multi-user virtual reality.
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018

2017
Designed emotions: challenges and potential methodologies for improving multisensory cues to enhance user engagement in immersive systems.
Vis. Comput., 2017

Augmenting Cognitive Processes and Behavior of Intelligent Virtual Agents by Modeling Synthetic Perception.
Proceedings of the on Thematic Workshops of ACM Multimedia 2017, Mountain View, CA, USA, October 23, 2017

Integration of Multi-modal Cues in Synthetic Attention Processes to Drive Virtual Agent Behavior.
Proceedings of the Intelligent Virtual Agents - 17th International Conference, 2017

Comparison of Two Inventory Design Concepts in a Collaborative Virtual Reality Serious Game.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Here's Looking At You Anyway!: How Important is Realistic Gaze Behavior in Co-located Social Virtual Reality Games?
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
Detection of modern communication signals using frequency domain morphological filtering.
Proceedings of the 24th European Signal Processing Conference, 2016

2015
Enhancing User Engagement in Immersive Games through Multisensory Cues.
Proceedings of the 7th International Conference on Games and Virtual Worlds for Serious Applications, 2015

Formalizing the potential of stereoscopic 3D user experience in interactive entertainment.
Proceedings of the Stereoscopic Displays and Applications XXVI, 2015

Discrimination of Healthy and Post-partum Subjects using Wavelet Filterbank and Auto-regressive Modelling.
Proceedings of the BIOSIGNALS 2015, 2015

2014
Altering gameplay behavior using stereoscopic 3D vision-based video game design.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Creating and analyzing stereoscopic 3D graphical user interfaces in digital games.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Evaluating user performance in 3D stereo and motion enabled video games.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

YouDash3D: exploring stereoscopic 3D gaming for 3D movie theaters.
Proceedings of the Stereoscopic Displays and Applications XXIII, 2012

Designing stereoscopic information visualization for 3D-TV: What can we learn from S3D gaming?
Proceedings of the Stereoscopic Displays and Applications XXIII, 2012

Understanding user experience in stereoscopic 3D games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Multi-pass rendering of stereoscopic video on consumer graphics cards.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

Game Development in der Hochschulinformatik.
Proceedings of the Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen, 2011

Exergaming for Elderly Persons: Analyzing Player Experience and Performance.
Proceedings of the Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011

Integrating Stereoscopic Video in 3D Games.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Fundamentals of Stereoscopic 3D Game Design.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Creativity room 5555: evoking creativity in game design amongst CS students.
Proceedings of the 16th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, 2011

YouDash3D: exploring depth-based game mechanics and stereoscopic video in S3D gaming.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Vorwort.
Proceedings of the Interaktive Kulturen: Workshop-Band. Proceedings der Workshops der Mensch & Computer 2010 - 10. Fachübergreifende Konferenz für Interaktive und Kooperative Medien, DeLFI 2010, 2010

Game design for ad-hoc multi-touch gameplay on large tabletop displays.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

ABC-Sprints: adapting Scrum to academic game development courses.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

Exergame design for elderly users: the case study of SilverBalance.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 2010

2009
Multi-touch Focus+Context Sketch-based Interaction.
Proceedings of the 6th ACM SIGGRAPH / Eurographics Symposium on Sketch-Based Interfaces and Modeling, 2009

The 3D Sketch Slice: Precise 3D Volume Annotations in Virtual Environments.
Proceedings of the Joint Virtual Reality Conference of EGVE, 2009


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