Johanna Pirker
Biographic Data
| ID | 7716919 |
|---|---|
| NAME | Johanna Pirker |
| GIVEN NAMES | Johanna |
| FAMILY NAME | Pirker |
| SIGNATURE | PIRKER J |
| AFFILIATIONS | Graz University of Technology |
| ORCID | 0000-0002-0336-0592 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
VRTeaching
Introduction Remote teaching often feels unnatural and restricted compared to on-site lectures, as traditional teaching aids are reduced to a 2D interface. The increasing adoption of VR expands online teaching platforms by offering new possibilities for educational content and enables teachers to teach more intuitively. While the potential of virtual reality (VR) for learners is well-investigated in the academic literature, VR tools for educators…
Shaping the Future of Games in Society
This forum features game-practitioner perspectives on the interaction design process, techniques, and evaluation involved in creating playful experiences. We focus on how technology advancement, infrastructure, and constraints shape the player experience. --- Pejman Mirza-Babaei, Editor
Social Network Analysis in Games User Research
This chapter is an introduction to social network analysis with a focus in the context of player and in-game data. An overview of the key elements for network analysis is presented along with a discussion of the possibilities that can be realized through the use of networks and advice on using networks for Games User Research to understand player behaviour in a social context.
No prominent works on this page.
Social Network Analysis in Games User Research
This chapter is an introduction to social network analysis with a focus in the context of player and in-game data. An overview of the key elements for network analysis is presented along with a discussion of the possibilities that can be realized through the use of networks and advice on using networks for Games User Research to understand player behaviour in a social context.
VRTeaching
Introduction Remote teaching often feels unnatural and restricted compared to on-site lectures, as traditional teaching aids are reduced to a 2D interface. The increasing adoption of VR expands online teaching platforms by offering new possibilities for educational content and enables teachers to teach more intuitively. While the potential of virtual reality (VR) for learners is well-investigated in the academic literature, VR tools for educators…
Shaping the Future of Games in Society
This forum features game-practitioner perspectives on the interaction design process, techniques, and evaluation involved in creating playful experiences. We focus on how technology advancement, infrastructure, and constraints shape the player experience. --- Pejman Mirza-Babaei, Editor
Computer Science (3 works) · Human–computer interaction (3 works) · Computer security (1 works) · Context (archaeology) (1 works) · Data science (1 works) · Digital Games and Media (1 works) · Educational Games and Gamification (1 works) · Engineering (1 works) · Engineering ethics (1 works) · Evolutionary Game Theory and Cooperation (1 works)