Simone Kriglstein

Affiliations:
  • Masaryk University, Czech Republic
  • AIT Austrian Institute of Technology, Austria


According to our database1, Simone Kriglstein authored at least 97 papers between 2005 and 2023.

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

Timeline

Legend:

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Bibliography

2023
Predictability and Comprehensibility in Post-Hoc XAI Methods: A User-Centered Analysis.
CoRR, 2023

Making A Real Connection: Pro-Social Collaborative Play in Extended Realities - Trends, Challenges and Potentials.
Proceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia, 2023

Through Space and Time: Spatio-Temporal Visualization of MOBA Matches.
Proceedings of the Human-Computer Interaction - INTERACT 2023 - 19th IFIP TC13 International Conference, York, UK, August 28, 2023

Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming.
Proceedings of the Human-Computer Interaction - INTERACT 2023 - 19th IFIP TC13 International Conference, York, UK, August 28, 2023

Designing for Playfulness in Human-AI Authoring Tools.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Press H to Help: The Impact of Prosocial Video Games on Prosocial Behaviors by Exposure Time.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Adapting Is Difficult! Introducing a Generic Adaptive Learning Framework for Learner Modeling and Task Recommendation Based on Dynamic Bayesian Networks.
Proceedings of the 15th International Conference on Computer Supported Education, 2023

Tracking to Success? A Critical Reflection on Workplace Quantified-Self Technologies from a Humanistic Perspective.
Proceedings of the 2nd Annual Meeting of the Symposium on Human-Computer Interaction for Work, 2023

Using Audience Avatars to Increase Sense of Presence in Live-Streams.
Proceedings of the Computer-Human Interaction Research and Applications, 2023

Initial Developments of Teamwork and Mental Health Focused Minigames for the Purpose of Esports Training.
Proceedings of the Computer-Human Interaction Research and Applications, 2023

Construct and Play: Engaging Students with Visualizations through Playful Methods.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

From Bin to Playin': Give Vintage Objects a New Purpose as Game Controllers.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Do you have time for a survey? Challenges and Lessons Learned from the Recruitment Process for an Online Survey.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Esports meets human-computer interaction.
Interactions, 2022

Marcus or Mira - Investigating the Perception of Virtual Agent Gender in Virtual Reality Role Play-Training.
Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology, 2022

Upward Influence Tactics: Playful Virtual Reality Approach for Analysing Human Multi-robot Interaction.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

More Than Just Gameplay: Making a Case for "Let's Plays" in Education.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Grow Your Plant: A Plant-Based Game For Creating Awareness About Sustainability Behaviour by Using Renewable Energy.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Exploring Hybrid: A (hybrid) SIG to discuss hybrid conferences.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022


SIGCHI Turns 40: Honoring the Past, Celebrating the Present, and Envisioning the Next 40.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

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

Rrrring & Play: Using a Rotary Dial Telephone as Game Controller.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Let's Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

What Players Want: Information Needs of Players on Post-Game Visualizations.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Special Interest Group: The Present and Future of Esports in HCI.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Work gamification: Effects on enjoyment, productivity and the role of leadership.
Electron. Commer. Res. Appl., 2020

Be Active! Participatory Design of Accessible Movement-Based Games.
Proceedings of the TEI '20: Fourteenth International Conference on Tangible, 2020

Blockchain Technologies and Games: A Proper Match?
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Multivariate Visualization of Game Metrics: An Evaluation of Hexbin Maps.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Masterclass on Information Visualization for Games Research.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Be a Buddy not a Bully - Two Educational Games to Help Prevent Bullying in Schools.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Be Part Of It: Spectator Experience in Gaming and Esports.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 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
Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game.
Proceedings of the IEEE Conference on Games, 2019

User Guided Movement Analysis in Games using Semantic Trajectories.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Organisational Climate Fostering Playfulness: Introducing the Gamification Climate Scale.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Diagram Safari: A Visualization Literacy Game for Young Children.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

2018
EVA: Visual Analytics to Identify Fraudulent Events.
IEEE Trans. Vis. Comput. Graph., 2018

Visualisation of trip chaining behaviour and mode choice using household travel survey data.
Public Transp., 2018

Visual Interactive Creation, Customization, and Analysis of Data Quality Metrics.
ACM J. Data Inf. Qual., 2018

Preface to the Special Issue of Best Papers from ICEC 2016.
Entertain. Comput., 2018

Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play.
Comput. Hum. Behav., 2018

Lost my way: an educational geometry game for young children.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Introducing <i>PlaNet</i>: a tool for visualizing player communities.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

How Users Transform Node-Link Diagrams to Matrices and Vice Versa.
Proceedings of the Diagrammatic Representation and Inference, 2018

What Moves Players?: Visual Data Exploration of Twitter and Gameplay Data.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
A location-based educational game for understanding the traveling salesman problem: a case study.
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2017

Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny".
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
Using lag-sequential analysis for understanding interaction sequences in visualizations.
Int. J. Hum. Comput. Stud., 2016

Evaluation Methods in Process-Aware Information Systems Research with a Perspective on Human Orientation.
Bus. Inf. Syst. Eng., 2016

Visual Analytics in Process Mining: Classification of Process Mining Techniques.
Proceedings of the 7th International EuroVis Workshop on Visual Analytics, 2016

Metry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Who, Where, When and with Whom? Evaluation of Group Meeting Visualizations.
Proceedings of the Diagrammatic Representation and Inference, 2016

Visualizations for Retrospective Analysis of Battles in Team-based Combat Games: A User Study.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
Choosing the Right Sample? Experiences of Selecting Participants for Visualization Evaluation.
Proceedings of the 3rd EuroVis Workshop on Reproducibility, 2015

Analysis of Motivation Strategies in Running Tracking Applications.
Proceedings of the 13th International Conference on Advances in Mobile Computing and Multimedia, 2015

A Study of Different Visualizations for Visualizing Differences in Process Models.
Proceedings of the Advances in Conceptual Modeling, 2015

Differencegraph - A ProM Plugin for Calculating and Visualizing Differences between Processes.
Proceedings of the BPM Demo Session 2015 Co-located with the 13th International Conference on Business Process Management (BPM 2015), 2015

2014
PLATO: A visual analytics system for gameplay data.
Comput. Graph., 2014

Augmenting and Assisting Model Elicitation Tasks with 3D Virtual World Context Metadata.
Proceedings of the On the Move to Meaningful Internet Systems: OTM 2014 Conferences, 2014

Workflow Patterns as a Means to Model Task Succession in Games: A Preliminary Case Study.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

TimeCleanser: a visual analytics approach for data cleansing of time-oriented data.
Proceedings of the 14th International Conference on Knowledge Management and Data-driven Business, 2014

Evaluating the Dot-Based Contingency Wheel: Results from a Usability and Utility Study.
Proceedings of the Human Interface and the Management of Information. Information and Knowledge Design and Evaluation, 2014

Storyboard Augmentation of Process Model Grammars for Stakeholder Communication.
Proceedings of the 5th International Conference on Information Visualization Theory and Applications, 2014

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

A user study of different gameplay visualizations.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Experiences and challenges with evaluation methods in practice: a case study.
Proceedings of the Fifth Workshop on Beyond Time and Errors: Novel Evaluation Methods for Visualization, 2014

Game user telemetry in practice: a case study.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014

Pep Up Your Time Machine: Recommendations for the Design of Information Visualizations of Time-Dependent Data.
Proceedings of the Handbook of Human Centric Visualization., 2014

2013
Visualization-based analysis of gameplay data - A review of literature.
Entertain. Comput., 2013

Investigations on User Preferences of the Alignment of Process Activities, Objects, and Roles (Extended Abstract).
EMISA Forum, 2013

Investigations on User Preferences of the Alignment of Process Activities, Objects and Roles.
Proceedings of the On the Move to Meaningful Internet Systems: OTM 2013 Conferences, 2013

A Study on the Use of Adaptive Avatars for Player Lists in Games for Children.
Proceedings of the International Conference on Making Sense of Converging Media, 2013

Visualising Process Model Hierarchies.
Proceedings of the 21st European Conference on Information Systems, 2013

A Visualization Approach for Difference Analysis of Process Models and Instance Traffic.
Proceedings of the Business Process Management - 11th International Conference, 2013

2012
Animation for Time-oriented Data: An Overview of Empirical Research.
Proceedings of the 16th International Conference on Information Visualisation, 2012

Change Visualizations in Business Processes - Requirements Analysis.
Proceedings of the GRAPP & IVAPP 2012: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, 2012

DOG<i>eometry</i>: teaching geometry through play.
Proceedings of the 4th International Conference on Fun and Games, 2012

Timeline Visualization for Documenting Process Model Change.
Proceedings of the EMISA 2012, 2012

Who is who: On visualizing organizational models in Collaborative Systems.
Proceedings of the 8th International Conference on Collaborative Computing: Networking, 2012

A spatiotemporal visualization approach for the analysis of gameplay data.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

On Applying Sonification Methods to Convey Business Process Data.
Proceedings of the CAiSE'12 Forum at the 24<sup>th</sup> International Conference on Advanced Information Systems Engineering (CAiSE), 2012

A Visualization Concept for High-Level Comparison of Process Model Versions.
Proceedings of the Business Process Management Workshops, 2012

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

Development Process and Evaluation of the Ontology Visualization Tool Knoocks - A Case Study.
Proceedings of the IMAGAPP & IVAPP 2011, 2011

Visual Change Tracking for Business Process Models.
Proceedings of the Conceptual Modeling - ER 2011, 30th International Conference, 2011

Design and evaluation of the educational game DOG<i>eometry</i>: a case study.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
OWL Ontology Visualization: Graphical Representations of Properties on the Instance Level.
Proceedings of the 14th International Conference on Information Visualisation, 2010

Knoocks - A Visualization Approach for OWL Lite Ontologies.
Proceedings of the CISIS 2010, 2010

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

User Requirements Analysis on Ontology Visualization.
Proceedings of the 2009 International Conference on Complex, 2009

Students' View on Instant Online Feedback for Presentations.
Proceedings of the 15th Americas Conference on Information Systems, 2009

2008
Analysis of Ontology Visualization Techniques for Modular Curricula.
Proceedings of the HCI and Usability for Education and Work, 2008

Using ePortfolios Enhancing for Learning through Computer-Mediated Interaction in a Course on HCI.
Proceedings of the HCI and Usability for Education and Work, 2008

Knoocks: New Visualization Approach for Ontologies.
Proceedings of the 12th International Conference on Information Visualisation, 2008

2005
HOMIE: an artificial companion for elderly people.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005


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