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Simone Kriglstein

Biographic Data

ID7716308
NAMESimone Kriglstein
GIVEN NAMESSimone
FAMILY NAMEKriglstein
SIGNATUREKRIGLSTEIN S
AFFILIATIONSMasaryk University and Austrian Institute of Technology
ORCID0000-0001-7817-5589
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS0
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Challenges and Potentials of Pro-Social Collaborative Play in Extended Realities

    Open Access•Vinaya Tawde, Simone Kriglstein et al.•ARTICLE•interactions•2025

    In this section, we feature reports from conferences, symposia, workshops, and similar events, focusing on discussions where the boundaries of HCI and UX are being challenged and where debate is lively and ongoing

  • ProjectAnatomy

    Hana Pokojná, Barbora Kozliková et al.•ARTICLE•Behaviour and Information…•2024

    ProjectAnatomy combines tangible objects with video projections that show the anatomy of the human forearm intended for learning through its eye-catching appearance. The prototype was shown to three target groups: non-experts, trainee medical students, and anatomy experts to provide qualitative and quantitative feedback. The study and observation of the users in the first two groups were carried out ‘in the wild’ where the users would come in con…

  • Using Playful Approaches in Education to Create Awareness of Pro-Sustainability Behavior

    Open Access•Simone Kriglstein•ARTICLE•interactions•2024

  • Esports meets human-computer interaction

    Open Access•Simone Kriglstein, Anna Lisa Martin-Niedecken et al.•ARTICLE•interactions•2022

    people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events

No prominent works on this page.

  • Esports meets human-computer interaction

    Open Access•Simone Kriglstein, Anna Lisa Martin-Niedecken et al.•ARTICLE•interactions•2022

    people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events

  • ProjectAnatomy

    Hana Pokojná, Barbora Kozliková et al.•ARTICLE•Behaviour and Information…•2024

    ProjectAnatomy combines tangible objects with video projections that show the anatomy of the human forearm intended for learning through its eye-catching appearance. The prototype was shown to three target groups: non-experts, trainee medical students, and anatomy experts to provide qualitative and quantitative feedback. The study and observation of the users in the first two groups were carried out ‘in the wild’ where the users would come in con…

  • Using Playful Approaches in Education to Create Awareness of Pro-Sustainability Behavior

    Open Access•Simone Kriglstein•ARTICLE•interactions•2024

  • Challenges and Potentials of Pro-Social Collaborative Play in Extended Realities

    Open Access•Vinaya Tawde, Simone Kriglstein et al.•ARTICLE•interactions•2025

    In this section, we feature reports from conferences, symposia, workshops, and similar events, focusing on discussions where the boundaries of HCI and UX are being challenged and where debate is lively and ongoing

Computer Science (4 works) · Digital Games and Media (3 works) · Sociology (3 works) · Child Development and Digital Technology (2 works) · Educational Games and Gamification (2 works) · Engineering (2 works) · Human–computer interaction (2 works) · Psychology (2 works) · Anatomy (1 works) · Anatomy (1 works)

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