Burkhard C Wünsche
Biographic Data
| ID | 1224522 |
|---|---|
| NAME | Burkhard C Wünsche |
| GIVEN NAMES | Burkhard C |
| FAMILY NAME | Wünsche |
| SIGNATURE | WÜNSCHE B C |
| AFFILIATIONS | University of Auckland |
| ORCID | 0000-0002-8013-4118 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
(Semi-)immersive digital placemaking
This article summarizes literature on state-of-the-art (semi-)immersive – augmented reality (AR), virtual reality (VR), and mixed reality (MR) – games and applications in placemaking. Its methodology engages with PRISMA workflow, incorporating computational and qualitative analytic methods. Our findings reveal that while most digital tools share common placemaking goals, each (semi-)immersive technology excels in specific areas. AR Location-Based…
Character-Driven Storytelling Design for Digital Games
Character-driven storytelling is increasingly recognised as central to creating emotionally resonant and meaningful experiences in digital games. This scoping review maps existing research to support developers and scholars in understanding how narrative and character design intersect in interactive contexts. Sixty-nine studies were identified through a systematic search and analysed in two stages: a descriptive analysis and thematic analysis. Th…
Qualitative Insights into How Older People and Their Families Use Telecommunications during a Pandemic to Alleviate Social Isolation
Older people are increasingly living apart from extended family but traditionally kept in touch using telephone and letter writing. The recent coronavirus pandemic and new technologies such as video-calling and virtual reality encouraged reexamination of how people interact using telecommunications. This was achieved using a qualitative approach and is required for designing effective new ways to communicate for the modern era. While most finding…
Virtual reality art-making for stroke rehabilitation
No prominent works on this page.
Virtual reality art-making for stroke rehabilitation
Qualitative Insights into How Older People and Their Families Use Telecommunications during a Pandemic to Alleviate Social Isolation
Older people are increasingly living apart from extended family but traditionally kept in touch using telephone and letter writing. The recent coronavirus pandemic and new technologies such as video-calling and virtual reality encouraged reexamination of how people interact using telecommunications. This was achieved using a qualitative approach and is required for designing effective new ways to communicate for the modern era. While most finding…
(Semi-)immersive digital placemaking
This article summarizes literature on state-of-the-art (semi-)immersive – augmented reality (AR), virtual reality (VR), and mixed reality (MR) – games and applications in placemaking. Its methodology engages with PRISMA workflow, incorporating computational and qualitative analytic methods. Our findings reveal that while most digital tools share common placemaking goals, each (semi-)immersive technology excels in specific areas. AR Location-Based…
Character-Driven Storytelling Design for Digital Games
Character-driven storytelling is increasingly recognised as central to creating emotionally resonant and meaningful experiences in digital games. This scoping review maps existing research to support developers and scholars in understanding how narrative and character design intersect in interactive contexts. Sixty-nine studies were identified through a systematic search and analysed in two stages: a descriptive analysis and thematic analysis. Th…
Computer Science (3 works) · Augmented reality (2 works) · Human–computer interaction (2 works) · Medicine (2 works) · Mixed reality (2 works) · Psychology (2 works) · Virtual reality (2 works) · Virtual Reality Applications and Impacts (2 works) · 2019-20 coronavirus outbreak (1 work) · Aging and Gerontology Research (1 work)