Michael Lankes

Orcid: 0000-0002-4098-8071

According to our database1, Michael Lankes authored at least 60 papers between 2000 and 2023.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2023
Eudaimonic Player Interaction: A Reflection on Input Diegesis and Meaning.
Games Res. Pract., September, 2023

A SandBox to Sandbox: A Tangible Terrain Generator for Prototyping Game Worlds.
Proceedings of the Entertainment Computing - ICEC 2023, 2023

Down to Earth: Investigating Barefooted Experiences in Seated Virtual Reality Scenarios.
Proceedings of the 7th International Conference on Virtual and Augmented Reality Simulations, 2023

Telling Eyes: Linking Eye-Tracking Indicators to Affective Variables.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Sailing through Signs: Attention Guidance towards Texts in Virtual Reality.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Game Reviews Reviewed: A Game Designer's Perspective on AI-generated Game Review Analyses.
Proceedings of the IEEE Conference on Games, 2023

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

2022
GazeCues: Exploring the Effects of Gaze-based Visual Cues in Virtual Reality Exploration Games.
Proc. ACM Hum. Comput. Interact., 2022

Digital Puppetry: Utilizing Extended Reality Technologies for Animations.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Behind the Curtains: Comparing Mozilla Hubs with Microsoft Teams in a Guided Virtual Theatre Experience.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Build Your World - Meaningful Choices in a Hybrid Stage Play.
Proceedings of the Interactive Storytelling, 2022

Looking Confused? - Introducing a VR Game Design for Arousing Confusion Among Players.
Proceedings of the ETRA 2022: Symposium on Eye Tracking Research and Applications, Seattle, WA, USA, June 8, 2022

2021
Eyesthetics: Making Sense of the Aesthetics of Playing with Gaze.
Proc. ACM Hum. Comput. Interact., 2021

SpEYEders: Adults' and children's affective responses during immersive playful gaze interactions transforming virtual spiders.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

The Door: Timing Effects of Fourth Wall Breaks on Immersion and Game Experience in an Adventure Game.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

I will stand by you: Measuring the perceived Social Presence towards Semi-Autonomous Companions in a 2D game.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Blind Spot: An Interactive Gaze-aware Experience.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Gazing at Pac-Man: Lessons learned from a Eye-Tracking Study Focusing on Game Difficulty.
Proceedings of the ETRA '20: 2020 Symposium on Eye Tracking Research and Applications, 2020

Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games.
Proceedings of the ETRA '20: 2020 Symposium on Eye Tracking Research and Applications, 2020

Social Gaze in Minimalist Games.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 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
gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games.
Multimodal Technol. Interact., 2019

Towards Designing Diegetic Gaze in Games: The Use of Gaze Roles and Metaphors.
Multimodal Technol. Interact., 2019

Hover Loop: A New Approach to Locomotion in Virtual Reality.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Lost & Found: Gaze-based Player Guidance Feedback in Exploration Games.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Exploring the Effects of Time Pressure on Screen-Cheating Behaviour: Insights and Design Potentials.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

2018
Where the eyes meet: Lessons learned from shared gaze-based interactions in cooperative and competitive online games.
Entertain. Comput., 2018

The Virtual House of Medusa: Guiding Museum Visitors Through a Co-located Mixed Reality Installation.
Proceedings of the Serious Games - 4th Joint International Conference, 2018

It is not rocket science. It is collaborative play for old and young!
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018

Socialeyes: social gaze in collaborative 3D games.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

EyePlay Revisited: Past, Present and Future Challenges for Eye-Based Interaction in Games.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Co-smonauts in Retrospect: The Game Design Process of an Intergenerational Co-located Collaborative Game.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

2017
UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization.
Proceedings of the Adjunct Publication of the 25th Conference on User Modeling, 2017

InterPlayces: Results of an Intergenerational Games Study.
Proceedings of the Serious Games - Third Joint International Conference, 2017

Eye Contact: Gaze as a Connector Between Spectators and Players in Online Games.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

Invisible Walls: Co-Presence in a Co-located Augmented Virtuality Installation.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
Using Player Type Models for Personalized Game Design - An Empirical Investigation.
IxD&A, 2016

EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Mindtraining: Playful Interaction Techniques for People with Dementia.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Player Type Models: Towards Empirical Validation.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

GazeAR: Mobile Gaze-Based Interaction in the Context of Augmented Reality Games.
Proceedings of the Augmented Reality, Virtual Reality, and Computer Graphics, 2016

An Eye for an Eye: Gaze Input in Competitive Online Games and its Effects on Social Presence.
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, 2016

2015
Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts.
Proceedings of the Game User Experience Evaluation, 2015

Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games.
Proceedings of the 2015 DiGRA International Conference: Diversity of Play, 2015

From Classes to Mechanics: Player Type Driven Persuasive Game Development.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Personalization in Serious and Persuasive Games and Gamified Interactions.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

2012
Control vs. complexity in games: comparing arousal in 2D game prototypes.
Proceedings of the 4th International Conference on Fun and Games, 2012

2011
Using embodied conversational agents in video games to investigate emotional facial expressions.
Entertain. Comput., 2011

Affective Game Dialogues - Using Affect as an Explicit Input Method in Game Dialogue Systems.
Proceedings of the Advances in Computer Games - 13th International Conference, 2011

2010
Evaluating User Experience Factors Using Experiments: Expressive Artificial Faces Embedded in Contexts.
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010

2009
Autonomous vs. tele-operated: how people perceive human-robot collaboration with hrp-2.
Proceedings of the 4th ACM/IEEE International Conference on Human Robot Interaction, 2009

Using a 3D game to study the perceived quality of lifting device controls.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
perFrames: Persuasive Picture Frames for Proper Posture.
Proceedings of the Persuasive Technology, Third International Conference, 2008

Enhanced shopping: a dynamic map in a retail store.
Proceedings of the UbiComp 2008: Ubiquitous Computing, 10th International Conference, 2008

Facial expressions as game input with different emotional feedback conditions.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2008

2007
An experimental setting to measure contextual perception of embodied conversational agents.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2007

2005
Real or unreal?: an evaluation setting for emotional characters using unreal technology.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2000
Jobbörsen - unter besonderer Berücksichtigung von IT-Stellen.
Wirtschaftsinf., 2000


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