Talk @ Respawn / Devcom 2017 about SNA in Games & Communites

Social Network Analysis 
in Games and Communities – Links & References




Book about Games User Research including SNA 

New Paper: Evaluating Experiences in different Virtual Reality Setups

This was another contribution for ICEC 2016. An evaluation of different setups experiences with the Oculus Rift vs in a CAVE environment

  • Settgast, V., Pirker, J., Lontschar, S., Maggale, S., & Gütl, C. (2016, September). Evaluating Experiences in Different Virtual Reality Setups. In International Conference on Entertainment Computing (pp. 115-125). Springer International Publishing.

Abstract. This paper describes the evaluation of three different scenarios in the fully immersive room-based virtual environment DAVE (Defi- nitely Affordable Virtual Environment) and a head-mounted display, the Oculus Rift. The evaluation focuses on comparing the two immersive environments and three different scenarios (observation, emotion in a roller coaster, and interaction) in regards to typical virtual-reality characteristics, such as immersion, engagement, but also on cybersickness and the overall experience. First results indicate the DAVE environment better supports scenarios, which require the user to directly interact with the environment. The roller coaster scenario creates stronger immersion and a higher nausea-level, while the interactive task is more engaging in terms of fun.

Keywords: virtual reality, immersion, cybersickness, Oculus Rift, CAVE

Read the Full Paper here!


Immersive Education Links

Resources for VR in education 

Some links on resources and interesting showcase on immersive education

Immersive Learning Conference:

– Maroon (my own research)  – physics education 

– Google Expeditions  – cultural heritage 

– Labster (virtual laboratories)

– Natural History Museum ( )

– Astronomy: 

– (Story telling )

– (various applications)

–  (Augmented Reality)

Hololens for education: 





Call for Papers: ST5: Immersive and Engaging Educational Experiences (IEEXP)


Immersive Learning Research Network Conference 2017:

iLRN Coimbra, Portugal 2017

June 26th – June 29th, 2017

Coimbra, Portugal

ST5. Immersive and Engaging Educational Experiences

Important Dates

  • Papers submission deadline (Main Conference and Special Tracks): February 1st, 2017
  • Author notification of acceptance: March 15th, 2017
  • Camera-ready deadline: April 15th, 2017
  • Main Conference, Special Tracks and Workshops: June 26th – June 29th, 2017


Immersive and engaging experiences are powerful teaching tools and allow innovative forms of entertainment, learning, training, and other experiences. More and more virtual reality platforms, virtual world environments, augmented/alternate reality applications and game -based experiences, and various forms of interactive media are designed to create engaging and immersive experiences in an educational setting. This can be a traditional classroom, a virtual and remote classroom setting or activities that further the educational agenda.

In this track, various forms of interactive media and “entertainment with purpose” are discussed to create different forms of engagement. In this special track we discuss how we can design, develop, and analyze educational environments to be both, immersive and engaging. The track does not only cover research on design, development, and analysis of such environments, we also invite submission describing non traditional and traditional design practice and development approaches to create different engaging experiences.


The topics of interest include, but are not limited to:

  • Learning: learning in immersive environments, augmented realities, virtual realities, virtual worlds, and games
  • Design: design techniques, practices, methods
  • Analysis: frameworks, exploration studies, user studies
  • Technology: platforms, devices, engines, environments, graphics, navigation, interactions, user analysis, data analysis, procedural content generation, artificial intelligence
  • Non- traditional, non -classroom and non- curricular learning environments
  • Development approaches to create different engaging experiences

Author Info

All papers (including papers selected for Springer publication, Online Proceedings and poster submissions) must follow Springer’s style guidelines.

Contributions are welcome as work-in-progress, research results, technical development, and best practices. Research, development, and best practices contributions will be accepted according to their quality and relevance either as full or short papers. Selected papers from the main conference and special tracks will be published in the Springer Proceedings, and the rest of the accepted papers will be published in the online proceedings with a confirmed ISBN number/reference. Work-in-progress will only be accepted as short papers.

  • Full papers accepted for Springer publication must not exceed of 14 pages.
  • Long papers accepted for publication at Online Proceedings must not exceed of 10-12 pages.
  • Short papers accepted for publication at Online Proceedings must not exceed of 6 – 8 pages.

Submitted papers must follow the same guidelines as the main conference submissions. Please visit for guidelines and templates. For submitting a paper to this special track, please use the submission system , log in with an account or register, and select the track “Special Track 5: Immersive and Engaging Educational Experiences” to add your submission

Special Track Chairs

  • Johanna Pirker, Graz University of Technology, Austria
  • Foaad Khosmood, California Polytechnic State University, USA

Program Committee (to be confirmed and extended)

  • Allan Fowler, Kennesaw State University
  • Brian Mcdonald, Glasgow Caledonian University, UK
  • Dominic Kao, Massachusetts Institute of Technology, USA
  • Kai Erenli, UAS bfi Vienna, Austria
  • Ryan Locke, Abertay University, UK
  • Volker Settgast, Fraunhofer Austria, Austria
  • Kai Erenli, University of Applied Sciences BFI Vienna, Austria
  • Zoë J. Wood, California Polytechnic State University, USA
  • Britte H. Cheng, SRI International, USA
  • Helen Wauck, University of Illinois Urbana-Champaign, USA
  • Guenter Wallner, University of Applied Arts Vienna, Austria


For more information, please contact Johanna Pirker (

HLF16: Liskov’s Reading List for Computer Scientists

Barbara Liskov pointed us in her talk at Heidelberg Laureate Forum to some interesting “must-reads” for computer scientists. The talks will be available here: . I strongly recommend to watch many talks – including hers.

Here is the list:

  • Dijkstra, E. W. (1968). Letters to the editor: go to statement considered harmful.Communications of the ACM, 11(3), 147-148. (Link)
  • Wirth, N. (1971). Program development by stepwise refinement. Communications of the ACM, 14(4), 221-227. (Link)
  • Parnas, D. L. (1971). Information distribution aspects of design methodology. (Link)
  • Dahl, O. J., & Hoare, C. A. R. (1972). Chapter III: Hierarchical program structures (pp. 175-220). Academic Press Ltd.. (Link)
  • Morris Jr, J. H. (1973). Protection in programming languages. Communications of the ACM, 16(1), 15-21.
  • Liskov, B., & Zilles, S. (1974, March). Programming with abstract data types. In ACM Sigplan Notices (Vol. 9, No. 4, pp. 50-59). ACM. (Link)
  • Liskov, B. H. (1972, December). A design methodology for reliable software systems. In Proceedings of the December 5-7, 1972, fall joint computer conference, part I (pp. 191-199). ACM. (Link)

New Paper: Interdisciplinary and International Game Projects for Creative Learning @ITICSE16

Published in:
Cover Image
· Proceeding
ITiCSE ’16 Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education
Pages 29-34
ACM New York, NY, USA ©2016


In traditional computer science courses, students do not often get the chance to experience an entire project cycle, starting from the idea development stage and ending with the final release of a product together with collaborators from different disciplines. Developing a game gives learners the possibility to experience an entire development cycle, to learn how to work in a team, and to learn new skillsets required to create games. Students can profit even more from an interdisciplinary and international setup. In this paper, we describe a first pilot of an interdisciplinary and international student game project, during which students from different backgrounds, and with different nationalities and different learning expectations can work together to develop games. We report on a first pilot with 24 students studying different subjects, such as computer science, law, or biology, in two different countries. First results show that such programs are highly engaging for students, can boost their employability, have a high learning outcome, and raise their interest in international collaborations.


Read Paper: Paper

Talk@RESPAWN 2016 – The Art of Games User Research – To Know Your Player You Must Become Your Player

Find me on Aug 16, 14:30 – 15:30 at the RESPAWN 2016 giving a talk on Games User Research.


There are many cases where a brilliant game design concept fails just because of a disappointing player experience. This can be in a very early stage, when players already fail understanding the game idea or how to play the game. Often games also fail in delivering the wrong experience by bad design decisions or putting bad UI design in place. Many of these mistakes can be avoided early. In this talk I will give different practical examples of such elements in different iterations of the development process and explain how games user research and enhanced play-testing forms can be used to make your game more usable, easier to understand, and in the end more enjoyable.


CFP: MATEL Workshop @ ECTEL 2016


gamedevcamp @ barcamp Graz 2016

Session 1.0
Game Development Graz 101 
Session owner
Johanna & Stefan 
Game Development Graz Intro:
Some local companies (attending the talk)

Session 1.5
Highscores in Games and Social Networks 
Session owner
– idea for app for enabling highscore features for games  
based on 
– more social media compared ti 

Session 2
Free graphic tools for Game Development 
Session owner
List of tools:


Session 3.0

VR Development 


Session owner : Thomas