Pascal Lessel

Orcid: 0000-0001-5117-6928

According to our database1, Pascal Lessel authored at least 43 papers between 2012 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

On csauthors.net:

Bibliography

2022
Viewer types in game live streams: questionnaire development and validation.
User Model. User Adapt. Interact., 2022

Streamer's Hell - Investigating Audience Influence in Live-Streams Beyond the Game.
Proc. ACM Hum. Comput. Interact., 2022

Do Hexad User Types Matter? Effects of (Non-) Personalized Gamification on Task Performance and User Experience in an Image Tagging Task.
Proc. ACM Hum. Comput. Interact., 2022

"Absolute or Relative?" - Exploring the Choice Between Leaderboard Types in an Image Tagging Task.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types.
User Model. User Adapt. Interact., 2021

Understanding User Requirements for Self-Created IoT Health Assistant Systems.
Proceedings of the MUM 2021: 20th International Conference on Mobile and Ubiquitous Multimedia, Leuven, Belgium, December 5, 2021

A long-term investigation on the effects of (personalized) gamification on course participation in a gym.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

Design guidelines to increase the persuasiveness of achievement goals for physical activity.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

2020
Understanding and empowering interactions between streamer and audience in game live streams.
Interactions, 2020

Investigating User-Created Gamification in an Image Tagging Task.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Using Hexad User Types to Select Suitable Gamification Elements to Encourage Healthy Eating.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
Combining Behavior Change Intentions and User Types to Select Suitable Gamification Elements for Persuasive Fitness Systems.
Proceedings of the Persuasive Technology: Development of Persuasive and Behavior Change Support Systems, 2019

Crowdjump: Investigating a Player-Driven Platform Game.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Towards Predicting Hexad User Types from Smartphone Data.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Germ Destroyer - A Gamified System to Increase the Hand Washing Duration in Shared Bathrooms.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

"Enable or Disable Gamification?": Analyzing the Impact of Choice in a Gamified Image Tagging Task.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

HedgewarsSGC: A Competitive Shared Game Control Setting.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Eating Ads With a Monster: Introducing a Gamified Ad Blocker.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Gamified Ads: Bridging the Gap Between User Enjoyment and the Effectiveness of Online Ads.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Supporting users' influence in gamification settings and game live-streams.
PhD thesis, 2018

Viewers' Perception of Elements Used in Game Live-Streams.
Proceedings of the 22nd International Academic Mindtrek Conference, 2018

Users As Game Designers: Analyzing Gamification Concepts in a "Bottom-Up" Setting.
Proceedings of the 22nd International Academic Mindtrek Conference, 2018

Extending a Gamified Mobile App with a Public Display to Encourage Walking.
Proceedings of the 22nd International Academic Mindtrek Conference, 2018

Investigating Gamification for Seniors Aged 75+.
Proceedings of the 2018 on Designing Interactive Systems Conference 2018, 2018

SilverCycling: Evaluating Persuasive Strategies to Promote Physical Activity among Older Adults.
Proceedings of the Companion Publication of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, 2018

2017
Let's Play My Way: Investigating Audience Influence in User-Generated Gaming Live-Streams.
Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video, 2017

Measuring the effect of "bottom-up" gamification in a microtask setting.
Proceedings of the 21st International Academic Mindtrek Conference, AcademicMindtrek 2017, Tampere, Finland, September 20, 2017

CrowdChess: A System to Investigate Shared Game Control in Live-Streams.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

The Importance of Social Relations for Well-Being Change in Old Age - Do Game Preferences Change As Well?
Proceedings of the Positive Gaming: Workshop on Gamification and Games for Wellbeing co-located with the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017), 2017

Expanding Video Game Live-Streams with Enhanced Communication Channels: A Case Study.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Expense Control: A Gamified, Semi-Automated, Crowd-Based Approach For Receipt Capturing.
Proceedings of the 21st International Conference on Intelligent User Interfaces, 2016

"Don't Whip Me With Your Games": Investigating "Bottom-Up" Gamification.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

WaterCoaster: A Device to Encourage People in a Playful Fashion to Reach Their Daily Water Intake Level.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Adaptive und gamifizierte Werkerassistenz in der (semi-)manuellen Industrie 4.0-Montage.
Proceedings of DeLFI Workshops 2015 co-located with 13th e-Learning Conference of the German Computer Society (DeLFI 2015), 2015

Towards a Novel Issue Tracking System for "Industry 4.0" Environments.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Analysis of Recycling Capabilities of Individuals and Crowds to Encourage and Educate People to Separate Their Garbage Playfully.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Same-side Hand Interactions with Arm-placed Devices Using EMG.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

2014
OmniSports: encouraging physical activities in everyday life.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Towards a novel digital household account book.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Is autostereoscopy useful for handheld AR?
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia, 2013

2012
User requirements and design guidelines for digital restaurant menus.
Proceedings of the Nordic Conference on Human-Computer Interaction, 2012

Shift 'n' touch: combining Wii Balance Board and Cubtile.
Proceedings of the Nordic Conference on Human-Computer Interaction, 2012


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