Name
Papers
Collaborators
JOHANNA PIRKER
58
121
Citations 
PageRank 
Referers 
70
22.79
191
Referees 
References 
419
199
Search Limit
100419
Title
Citations
PageRank
Year
Virtual Reality in Small and Medium-Sized Enterprises: A Systematic Literature Review00.342022
The Potential of Augmented Reality for Digital Twins: A Literature Review00.342022
An Interactive Chess-Puzzle-Simulation for Computer Science Education00.342022
Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: systematic review00.342022
Immersive Virtual Reality for Virtual and Digital Twins: A Literature Review to Identify State Of The Art and Perspectives00.342022
Work-In-Progress—Exploring the Feasibility of Using Hand Tracking in VR Application for Memory Training Exercises00.342022
Virtual Reality Applications for the Treatment of Anxiety and Mental Disorders00.342021
Beyond Gaming: The Potential of Twitch for Online Learning and Teaching00.342021
The Potential of 360-Degree Virtual Reality Videos and Real VR for Education - A Literature Review.00.342021
Beyond the Horizon: Integrating Immersive Learning Environments in the Everyday Classroom20.372021
Tokenfication - The potential of non-fungible tokens (NFT) for game development.20.402021
#StayHome Playing LoL - Analyzing Players' Activity and Social Bonds in League of Legends During Covid-19 Lockdowns.00.342021
The Influence of in-VR Questionnaire Design on the User Experience10.352021
Two Decades of Game Jams.00.342021
The Potential of Virtual Reality for Computer Science Education -Engaging Students through Immersive Visualizations00.342021
Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case00.342021
The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature Review00.342021
Room Scale Virtual Reality Physics Education: Use Cases for the Classroom00.342020
Work-in-Progress—Conceptual Framework for User Interface in Virtual Reality00.342020
Do Influencers Influence? – Analyzing Players’ Activity in an Online Multiplayer Game00.342020
Jamming across borders - An exploratory study.00.342020
Virtual Reality in Computer Science Education: A Systematic Review30.462020
Scool - Game-Based Learning In Computer Science Class A Case Study In Secondary Education10.372019
Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity00.342019
GameStory Task at MediaEval 2019.00.342019
Social interactions in game jams: a jammer recommender tool00.342019
Beyond the individual : understanding social structures of an online player matchmaking website00.342019
Analyzing player networks in Destiny.10.352018
Social Aspects of the Game Development Process in the Global Gam Jam.00.342018
Improving Physics Education Through Different Immersive and Engaging Laboratory Setups.00.342017
An Educational Physics Laboratory In Mobile Versus Room Scale Virtual Reality - A Comparative Study10.372017
Gesture-Based Interactions in Video Games with the Leap Motion Controller.20.402017
Social network analysis of the global game jam network.00.342017
MythHunter - Gamification in an Educational Location-Based Scavenger Hunt.00.342017
An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - A Comparative Study.10.412017
Evaluating Experiences in Different Virtual Reality Setups.50.622016
Interdisciplinary and International Game Projects for Creative Learning.20.412016
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2.20.382016
A Practical Experience on the Use of Gamification in MOOC Courses as a Strategy to Increase Motivation.50.622016
Understanding the benefits of game jams: Exploring the potential for engaging young learners in STEM.10.382016
Preface to the Special Issue on Immersive Environments: Challenges, Research and New Developments.00.342016
Pattern-oriented approaches for design-based research in collaborative research projects: a knowledge maturing perspective.00.342016
Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny.40.512016
Exploratory and Collaborative Learning Experience in Immersive Environments - Implementation and Findings from an Archaeological Domain.00.342016
Individual Versus Collaborative Learning In A Virtual World10.362016
Advancing Physics Learning Through Traversing a Multi-Modal Experimentation Space.00.342015
Application Domains for a Location-based Mobile Application Creator10.362015
Introduction to the Proceedings of iLRN'15.00.342015
Enhancing online and mobile experimentations using gamification strategies00.342015
Virtual Worlds for 3D Visualizations.10.352015
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