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Publications
- Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (Preprint)
- Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
- Flex Your Muscles: EMG-Based Serious Game Controls
- Physical Exercise Quality Assessment Using Wearable Sensors
- Rock beats Scissor: SVM based gesture recognition with data gloves
- Couch Fitness Heroes - Examining Fitness Exergame Motivational Concepts and Player Monitoring
- Paper Beats Rock: Elaborating the Best Machine Learning Classifier for Hand Gesture Recognition
- Sensing in Exergames for Efficacy and Motion Quality: A review of recent publications (Preprint)
- Javelin Throw Analysis and Assessment with Body-Worn Sensors
- Virtual Reality Simulator for Police Training with AI-Supported Cover Detection
- Give Me a Sign: Using Data Gloves for Static Hand-Shape Recognition
- IMU-Based Fitness Activity Recognition Using CNNs for Time Series Classification
- Where's Pikachu: Route Optimization in Location-Based Games
- SG4Mobility: Educational Game for Environment-Friendly Mobility Behaviour
- StreetConqAR: Augmented Reality Anchoring in Pervasive Games
- Costs to Compete - Analyzing Pay to Win Aspects in Current Games
- QUALITY CRITERIA FOR SERIOUS GAMES SHOWN ON MATHEMATICAL EDUCATION GAMES
- Predicting functional performance via classification of lower extremity strength in older adults with exergame-collected data
- Fall Risk Prediction via Classification of Lower Extremity Strength in Older Adults with Exergame-Collected Data
- Fall Risk Prediction via Classification of Lower Extremity Strength in Older Adults with Exergame-Collected Data
- Looking for Charizard: applying the orienteering problem to location-based games
- Analyzing Game-Based Training Methods for Selected Esports Titles in Competitive Gaming
- Serious Games
- Give Me A Sign: Using Data Gloves For Static Hand Shape Recognition