publications

2023

L. Dreier and J. Pirker, “Toxicity in Twitch Live Stream Chats: Towards Understanding the Impact of Gender, Size of Community and Game Genre,” 2023 IEEE Conference on Games (CoG), Boston, MA, USA, 2023, pp. 1-4, doi: 10.1109/CoG57401.2023.10333159. (paper)

An Asymmetric Multiplayer Learning Environment for Room-Scale Virtual Reality and a Handheld Device

Holly, M., Sommer, S., Ruh, T., Stadlbauer, D., Rameshan, C., & Pirker, J. (2023, July). The Influence of Isolation on Learning in an Immersive Laboratory Environment. In 2023 IEEE International Conference on Advanced Learning Technologies (ICALT) (pp. 285-289). IEEE.

Holly, M., Brettschuh, S., & Pirker, J. (2023, June). An Immersive Laboratory Environment for a Customized Learning Experience. In International Conference on Immersive Learning (pp. 365-375). Cham: Springer Nature Switzerland.

A. Kainz and J. Pirker, “SteamVis: A Tool for Collecting and Analyzing Data of the Game Distribution Platform Steam,” 2023 IEEE Conference on Games (CoG), Boston, MA, USA, 2023, pp. 1-8, doi: 10.1109/CoG57401.2023.10333255. (2023_IEEE_COG__steamvis)

Fuchs-Hanusch, D., Arbesser-Rastburg, G., Adler, V., Stelzl, A., Camhy, D., Pointl, M., & Pirker, J. (2023). Gamification of Hydraulic Modeling to Create Awareness for the Effects of Climate Change and Urbanization on Water Supply (No. EGU23-16427). Copernicus Meetings.

Wulansari, O. D. E., Pirker, J., & Guetl, C. (2023). Analysis of Empathic Experiences in Video Games with Microblogging. International Journal: Emerging Technologies in Learning, 18(3), 83-95.

Dengel, A., Buchner, J., Mulders, M., & Pirker, J. (2023). Levels of immersive teaching and learning: Influences of challenges in the everyday classroom. In Immersive education: Designing for learning (pp. 107-122). Cham: Springer International Publishing.

2022

Rajinovic, S., Safikhani, S., Schachner, M., Gstrein, G., Kofler, D., Schneider, B., … & Klug, C. (2022). Testing of human reactions during braking manoeuvres combining a physical test bed with virtual reality. Frontiers in Future Transportation3, 991666.

Mirza-Babaei, P., Robinson, R., Mandryk, R., Pirker, J., Kang, C., & Fletcher, A. (2022, November). Games and the Metaverse. In Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play (pp. 318-319).

Wriessnegger, S. C., Autengruber, L. M., Chacón, L. A. B., Pirker, J., & Safikhani, S. (2022, October). The influence of visual representation factors on bio signals and its relation to Presence in Virtual Reality Environments. In 2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE) (pp. 199-204). IEEE.

Keller, S., Pirker, J., & List, E. (2022, September). Digital Communication Tools in Private and Professional Environments. In International Conference on Interactive Collaborative Learning (pp. 36-43). Cham: Springer International Publishing.

Gustin, M., Hopfe, C. J., Schweiger, G., Petrosino, S., Safikhani, S., Pirker, J., … & McLeod, R. S. (2022, September). A Novel Concept For Virtual Reality Enhanced Building Energy Modelling. In 9th Conference of IBPSA-Germany and Austria: BauSIM 2022. IBPSA-International Building Performance Simulation Association.

Petrosino, S., Loria, E., Kainz, A., & Pirker, J. (2022, September). The Panorama of Steam Multiplayer Games (2018-2020): A Player Reviews Analysis. In Proceedings of the 17th International Conference on the Foundations of Digital Games (pp. 1-7).

Pirker, J., Loria, E., Kainz, A., Kopf, J., & Dengel, A. (2022, September). Virtual Reality and Education–The Steam Panorama. In Proceedings of the 17th International Conference on the Foundations of Digital Games (pp. 1-11).

Kocher, S., Safikhani, S., & Pirker, J. (2022, May). Work-In-Progress—Exploring the Feasibility of Using Hand Tracking in VR Application for Memory Training Exercises. In 2022 8th International Conference of the Immersive Learning Research Network (iLRN) (pp. 1-3). IEEE.

Holly, M., Tscherko, J. H., & Pirker, J. (2022, May). An Interactive Chess-Puzzle-Simulation for Computer Science Education. In 2022 8th International Conference of the Immersive Learning Research Network (iLRN) (pp. 1-5). IEEE.

Brettschuh, S., Holly, M., Hulla, M., Herstätter, P., & Pirker, J. (2022, March). Virtual Reality in Small and Medium-Sized Enterprises: A Systematic Literature Review. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 502-507). IEEE.

Künz, A., Rosmann, S., Loria, E., & Pirker, J. (2022, March). The potential of augmented reality for digital twins: A literature review. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 389-398). IEEE.

Pirker, J. (2022, March). The Potential of Virtual Reality for Aerospace Applications. In 2022 IEEE Aerospace Conference (AERO) (pp. 1-8). IEEE. (paper)

Pirker, J., Loria, E., Safikhani, S., Künz, A., & Rosmann, S. (2022). Immersive Virtual Reality for Virtual and Digital Twins: A Literature Review to Identify State Of The Art and Perspectives. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). (paper)

Scerbakov, A., Pirker, J., & Kappe, F. (2022). When a Pandemic Enters the Game: The Initial and Prolonged Impact ofthe COVID-19 Pandemic on Live-Stream Broadcasters on Twitch. In Proceedings of the 55th Hawaii International Conference on System Sciences, 3190-3199. (paper)

2021

Safikhani, S., Holly, M., Kainz, A., & Pirker, J. (2021, December). The Influence of in-VR Questionnaire Design on the User Experience. In Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology (pp. 1-8). (Paper)

Loria, E., Antelmi, A., & Pirker, J. (2021, August). Comparing the Structures and Characteristics of Different Game Social Networks-The Steam Case. In 2021 IEEE Conference on Games (CoG) (pp. 1-8). IEEE. (Paper)

Petrosino, S., Loria, E., & Pirker, J. (2021, August). # StayHome Playing LoL-Analyzing Players’ Activity and Social Bonds in League of Legends During Covid-19 Lockdowns. In The 16th International Conference on the Foundations of Digital Games (FDG) 2021 (pp. 1-12). (Paper)

Pirker, J., Kopf, J., Kainz, A., Dengel, A., & Buchbauer, B. (2021). The Potential of Virtual Reality for Computer Science Education – Engaging Students through Immersive Visualizations. In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 297-302. (Paper)

Pirker, J., Steinmaurer, A., & Karakas, A. (2021). Beyond Gaming: The Potential of Twitch for Online Learning and Teaching. In 26th ACM Conference on Innovation and Technology in Computer Science Education V. 1 (ITiCSE 2021). (Paper)

Holly, M., Pirker, J., Resch, S., Brettschuh, S., & Gütl, C. (2021). Designing VR Experiences – Expectations for Teaching and Learning in VR. Educational Technology & Society, 24 (2), 107–119. (Article)

Pirker, J. & Dengel, A. (2021). The Potential of 360-Degree Virtual Reality Videos and Real VR for Education – A Literature Review. in IEEE Computer Graphics and Applications, doi: 10.1109/MCG.2021.3067999. (Paper)

Loria, E., Pirker, J., & Nacke, L. (2021, February). The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature Review. In CHI Conference on Human Factors in Computing Systems. (Paper)

2020

Pirker, J., Bertini, M., & Lux, M. (2020). Open Source for Video Games – A Shortlist of Game Engines. In ACM SIGMM Records, Issue 3, 2020. (Link, Paper)

Pirker, J., Dengel, A., Holly, M., & Safikhani, S. (2020, November). Virtual reality in computer science education: A systematic review. In 26th ACM Symposium on Virtual Reality Software and Technology (pp. 1-8). (Paper)

Fowler, A., Pirker, J., & Arya, A. (2020, August). Jamming across borders: An exploratory study. In International Conference on Game Jams, Hackathons and Game Creation Events 2020 (pp. 16-21). (Paper)

Loria, E., Pirker, J., Drachen, A., & Marconi, A. (2020). Do Influencers Influence?–Analyzing Players’ Activity in an Online Multiplayer Game. In Proceedings of the 2020 IEEE Conference on Games. (Paper)

Pirker, J., Lesjak, I., Kopf, J., Kainz, A., & Dini, A. (2020). Immersive Learning in Real VR. In Real VR–Immersive Digital Reality (pp. 321-336). Springer, Cham. (Chapter)

Safikhani, S., Holly, M., & Pirker, J. (2020, June). Work-in-Progress—Conceptual Framework for User Interface in Virtual Reality. In 2020 6th International Conference of the Immersive Learning Research Network (iLRN) (pp. 332-335). IEEE. (Paper)

Pirker, J., Holly, M., & Gütl, C. (2020, June). Room Scale Virtual Reality Physics Education: Use Cases for the Classroom. In 2020 6th International Conference of the Immersive Learning Research Network (iLRN) (pp. 242-246). IEEE. (Paper)

Pirker, J. (2020). Video Games, Technology, and Sport: The Future Is Interactive, Immersive, and Adaptive. In 21st Century Sports (pp. 263-273). Springer, Cham. (Chapter)

2019

Pirker, J., Punz, A., & Kopf, J. (2019, August). Social interactions in game jams: a jammer recommender tool. In Proceedings of the 14th International Conference on the Foundations of Digital Games (pp. 1-4). (Paper)

Pirker, J., Holly, M., Lesjak, I., Kopf, J., & Gütl, C. (2019). MaroonVR—An Interactive and Immersive Virtual Reality Physics Laboratory. In Learning in a Digital World (pp. 213-238). Springer, Singapore. (Chapter)

Pirker, J., Holly, M., Almer, H., Guetl, C., JW Belcher. (2019). Virtual Reality STEM Education from a Teacher’s Perspective. iLRN2019 (Paper)

Wallner, G., Schinnerl, C., Schiller, M. H., Calvo, A. M., Pirker, J., Sifa, R., & Drachen, A. (2019). Beyond the individual: understanding social structures of an online player matchmaking website. Entertainment Computing30, 100284. (Paper)

Steinmaurer, A., Pirker, J., & Gütl, C. (2019). sCool–Game-Based Learning in Computer Science Class: A Case Study in Secondary Education. International Journal of Engineering Pedagogy9(2), 35-50.


2018

Maderer, J., Pirker, J., & Gütl, C. (2018, September). Enhanced Assessment Approaches in Immersive Environments. In International Conference on Interactive Collaborative Learning (pp. 778-789). Springer, Cham.

Steinmaurer, A., Pirker, J., & Gütl, C. (2018, September). sCool-Game Based Learning in STEM Education: A Case Study in Secondary Education. In International Conference on Interactive Collaborative Learning (pp. 614-625). Springer, Cham.

Schiller, M. H., Wallner, G., Schinnerl, C., Calvo, A. M., Pirker, J., Sifa, R., & Drachen, A. (2018). Inside the group: investigating social structures in player groups and their influence on activity. IEEE Transactions on Games. (Paper)

Pirker, J. (2018). Social Network Analysis in Games User Research. In Games User Research (pp. 491-499). Oxford University Press. (Chapter)

Pirker, J., Punz, A., Lesjak, I., & Gütl, C. (2018). Social Aspects of The Game Development Process – Network Analysis of the Global Gam Jam.  In Proceedings Third International Conference on Game Jams, Hackathons, and Game Creation Events. ACM. (Paper)

Pirker, J., Lesjak, I., Parger, M., & Gütl, C. (2018). An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality-A Comparative Study – Extended Version. In Online Engineering & Internet of Things (pp. 1029-1043). Springer, Cham. (ijoe Journal)

Pirker, J., Rattinger, A., Drachen, A., & Sifa, R. (2018). Analyzing player networks in Destiny. Elsevier Entertainment Computing, 25, 71-83. (Journal IF 1.527)

Kojic, A., Kojic, M., Pirker, J., Gütl, C., Mentzelopoulos, M., & Economou, D. (2018). sCool-A Mobile Flexible Learning Environment. iLRN 2018 Montana, 72.


2017

Pirker, J., Gütl, C., & Löffler, J. (2017, September). PTD: Player Type Design to Foster Engaging and Playful Learning Experiences. In International Conference on Interactive Collaborative Learning (pp. 487-498). Springer, Cham. (Paper)

Pirker, J., Lesjak, I., Guetl, C. (2017, July) Maroon VR: A room-scale physics laboratory experience. In The 17th IEEE International Conference on Advanced Learning Technologies – ICALT2017, IEEE. (Paper)

Pirker, J., Pojer, M., Holzinger, A., & Gütl, C. (2017, July). Gesture-Based Interactions in Video Games with the Leap Motion Controller. In International Conference on Human-Computer Interaction (pp. 620-633). Springer, Cham. (Paper)

Hutzler, A., Wagner, R., Pirker, J., & Gütl, C. (2017, June). MythHunter: Gamification in an Educational Location-Based Scavenger Hunt. In International Conference on Immersive Learning (pp. 155-169). Springer, Cham. (Paper)

Pirker, J., Lesjak, I., P, M., Gütl, C. (2017, March)  An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality – A Comparative Study. In Remote Engineering and Virtual Instrumentation (REV), 2017 13th International Conference on. IEEE. (Paper)

Pirker, J., Khosmood, F., & Gütl, C. (2017, February). Social network analysis of the global game jam network. In Proceedings of the Second International Conference on Game Jams, Hackathons, and Game Creation Events (pp. 10-14). ACM. (Paper)


2016

Rattinger, A., Wallner, G., Drachen, A., Pirker, J., & Sifa, R. (2016, September) Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny,15th International Conference on Entertainment Computing (Paper). (Best Paper Award)

Pirker, J., Griesmayr, S., Drachen, A., & Sifa, R. (2016, September) How Playstyles Evolve: Progression Analysis and Proling in Just Cause 2, 15th International Conference on Entertainment Computing (Paper).

Settgast, V., Pirker, J., Lontschar, S., Maggale, S., & Guetl, C. (2016, September) Evaluating Experiences in different Virtual Reality Setups, 15th International Conference on Entertainment Computing (Paper).

Fowler, A., Pirker, J., Pollock, I., de Paula, B. C., Echeveste, M. E., & Gómez, M. J. (2016, July). Understanding the benefits of game jams: Exploring the potential for engaging young learners in STEM. In Proceedings of the 2016 ITiCSE Working Group Reports (pp. 119-135). ACM. (Paper)

Pirker, J., Economou, D., & Gütl, C. (2016, July). Interdisciplinary and International Game Projects for Creative Learning. In Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education (pp. 29-34). ACM. (Paper)

Christine Kunzmann, Andreas Schmidt, and Johanna Pirker. 2016. Pattern-oriented approaches for design-based research in collaborative research projects: a knowledge maturing perspective. In Proceedings of the 21st European Conference on Pattern Languages of Programs (EuroPlop ’16). ACM, New York, NY, USA, , Article 19 , 8 pages. DOI: https://doi.org/10.1145/3011784.3011805 (ACM)

Cheong, C., Filippou, J., Cheong, F., Pirker, J., & Gütl, C. (2016, September). Using Persuasive System Design Principles to Evaluate Two Next Generation Digital Learning Environments. In International Conference on Interactive Collaborative Learning (pp. 255-268). Springer, Cham.

Morales, M., Amado-Salvatierra, H. R., Hernández, R., Pirker, J., & Gütl, C. (2016, July). A Practical Experience on the Use of Gamification in MOOC Courses as a Strategy to Increase Motivation. In International Workshop on Learning Technology for Education in Cloud (pp. 139-149). Springer International Publishing. (Best Paper Award)

Gütl, C., Tomes, L. M., Pirker, J., & Chang, V. (2016, June). Exploratory and Collaborative Learning Experience in Immersive Environments. In International Conference on Immersive Learning (pp. 3-16). Springer International Publishing. (Springer)

Pirker , J., Kultima, AK., & Gütl, C. (2016). The Value of Game Prototyping Projects for Students and Industry. In Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events (GJH&GC ’16). ACM, New York, NY, USA, 54-57. (Paper)

Pürcher, P., Höfler, M., Pirker, J., Tomes, L., Ischebeck, A., & Gütl, C. (2016, May). Individual versus collaborative learning in a virtual world. In Information and Communication Technology, Electronics and Microelectronics (MIPRO), 2016 39th International Convention on (pp. 824-828). IEEE.

Pirker, J.,  Riffnaller-Schiefer, M., Tomes, L. M., & Gütl, C. (2016). Motivational Active Learning in Blended and Virtual Learning Scenarios: Engaging Students in Digital Learning. In Handbook of Research on Engaging Digital Natives in Higher Education Settings (pp. tba). IGI Global. (Book Chapter, PDF).

Pirker, J., Wurzinger, G. (2016). Optical Character Recognition of Old Fonts – A Case Study. The IPSI BgD Transactions on Advanced Research. 12(1) (Journal).


2015

Pirker, J., Gütl, C. (2015). Advancing Game Design with Eye-tracking and Think-aloud Studies. GURTOOLS Workshop at CHI PLAY, London, UK (Workshop Paper).

Scherer, R., Müller-Putz, G., Friedrich, E. V., Pammer-Schindler, V., Wilding, K., Keller, S., & Pirker, J. (2015). Games for BCI Skill Learning (Book Chapter).

Pirker, J., Gütl, C. (2015, July). Virtual Worlds for 3D Visualizations. Advancing Physics Learning Through Traversing a Multi-Modal Experimentation Space. In Workshop Proceedings of the 11th International Conference on Intelligent Environments (Vol. 19, p. 373). IOS Press (Paper, Presentation)

Kuhn, J., Nussbaumer, A., Pirker, J., Karatzas, D., Pagani, A., Conlan, O., Memmel, M., Steiner, C., Gütl, C., Albert, D., Dengel, A. (2015, July). Advancing Physics Learning Through Traversing a Multi-Modal Experimentation Space. In Workshop Proceedings of the 11th International Conference on Intelligent Environments (Vol. 19, p. 373). IOS Press.

Guetl, C., Cheong, C., Cheong, F., Chang, V., Nau, S. Z., & Pirker, J. (2015, September). Expectations of the generation NeXt in higher education: Learning engagement approaches in information sciences subjects. In Interactive Collaborative Learning (ICL), 2015 International Conference on (pp. 205-214). IEEE.

Pirker, J., Voll, K.: Group Forming Processes – Experiences and Best Practice from Different Game Jams. Workshops on Game Jams, Hackathons, and Game Creation Events at FDG 2015. (Workshop Paper, Presentation)

Pirker, J., Gütl, C. (2015). Virtual Worlds as Engaging Collaborative Experience (Engagement Strategies from Games, Gamification, and Virtual Worlds), Connecting Collaborative & Crowd Work with Online Education Workshop at CSCW 2015, Vancouver, Canada

Pirker, J., Gütl, C., Weiner, P., & Garcia-Barrios, V. M. (2015). Application Domains for a Location-based Mobile Application Creator. International Journal of Interactive Mobile Technologies, 9(3).

Pirker, J., Guetl, C., & Astatke, Y., (June, 2015). Enhancing Online and Mobile Experimentations with Gamification Strategies, 3rd Experiment@International Conference, Azores, Portugal. 

Pirker, J., & Gütl, C. (2015). Educational Gamified Science Simulations. In Gamification in Education and Business (pp. 253-275). Springer International Publishing.
(DownloadBook Chapter).


2014

(*) Pirker, J., Riffnaller, M., Gütl, C.: Motivational Active Learning – Engaging University Students in Computer Science Education – Proceedings of the 19th Annual Conference on Innovation and Technology in Computer Science Education, June 23-25, Uppsala, Sweden 2014. (acceptance rate: 22%) (DownloadACM-DL)

Andrews, K., Pirker, J., Sabol, V.: Future Directions for Visualisation. Envisioning Visualisation Without Desktop Computing Workshop co-located with IEEE Vis 2014. (DownloadWorkshop Paper)

Pirker, J., Gütl, C., Weiner, P., Garcia Barrios, V., Tomnitz, M.: Location-based Mobile Application Creator: Creating Educational Mobile Scavanger Hunts. Proceedings International Conference on Interactive Mobile Communication Technologies and Learning 2014 (Paper)

Pirker, J., Gütl, C., Weghofer, P., Feichtner, V.: Interactive Science Fiction Prototyping in Virtual Worlds: Fundamentals and Applications. International Journal of Recent Contributions from Engineering, Science & IT 2(3), 2014 (Journal)

Pirker, J., Gütl, C., Weghofer, P.: Application Scenarios of Interactive Science Fiction Prototyping in Virtual Worlds for Education. EAI Endorsed Transactions on Future Intelligent Educational Environments 14(1), 2014 (Journal)

Pirker, J., Wurzinger, G., Müller, H.: Web Books: The Fusion of Paper and Pixels. Transactions on Internet Research 10 (2), p 9-14. 2014 (Journal)

Beck, D., Allison, C., Morgado, L., Pirker, J., Khosmood, F., Richter, J., & Gütl, C. (Eds.). (2017). Immersive Learning Research Network: Third International Conference, iLRN 2017, Coimbra, Portugal, June 26–29, 2017. Proceedings (Vol. 725). Springer. (Book)


2012

Pirker , J., Gütl, C., Belcher, J.W., Bailey, P.H.: Design and Evaluation of a Learner-Centric Immersive Virtual Learning Environment for Physics Education. SouthCHI 2013: 551-561. (acceptance rate: 22%) (Paper) (Slides)

Pirker, J., & Gütl, C.: 2014. Motivational active learning for computer science education (abstract only). In Proceedings of the 45th ACM technical symposium on Computer science education (SIGCSE ’14). ACM, New York, NY, USA, 711-711. DOI=10.1145/2538862.2544285 (dl.acm)(Poster)

Pirker, J., Gütl, C., & Kappe, F. 2014. Collaborative programming exercises in virtual worlds (abstract only). In Proceedings of the 45th ACM technical symposium on Computer science education (SIGCSE ’14). ACM, New York, NY, USA, 719-719. DOI=10.1145/2538862.2544286 (dl.acm)(Poster)


2012

Pirker, J.; Gütl, C: Iterative evaluation of a virtual three-dimensional environment for start-up entrepreneurship in different application scenarios. – in: in Proceedings of the 2012 15th International Conference on Interactive Collaborative Learning (ICL), Villach, Austria: Carintha University of Applied Sciences; (2012), pp. 1 – 6 (Paper)


2011:

Herrero de Egaña Espinosa de los Monteros, A; Van-Dorp, K.J.; Muñoz Cabanes, A.; Guetl, C.; Pirker, J.:  Innovating Entrepreneurship Courses: Exploring New Socio-Instructional Formats And Business Evaluation/Assessment Methods, EDULEARN11 Proceedings; (2011), pp. 2956-2964 (Paper)


Editorials

Allison, C., Morgado, L., Pirker, J. Beck, D., Richter, J., & Gütl, C. (Eds.). (2016).Immersive Learning Research Network: Second International Conference, iLRN 2016 Santa Barbara, CA, USA, June 27–July 1, 2016 Proceedings (Vol. 621). Springer. (Book)

Ebner, M., Erenli, K., Malaka, R., Pirker, J., & Walsh, A. E. (Eds.). (2015).Immersive Education: 4th European Summit, EiED 2014, Vienna, Austria, November 24-26, 2014, Revised Selected Papers (Vol. 486). Springer. (Book)


Dissertation

Immersive and Engaging Forms of Virtual Learning, Supervisor: Univ. Doz. Dipl. Ing. Dr. techn. Christian Gütl (Graz University of Technology) & Professor John Belcher (Massachusetts Institute of Technology)


Master’s Thesis

The Virtual TEAL World – An Interactive and Collaborative Virtual World Environment for Physics Education, Supervisor: Univ. Doz. Dipl. Ing. Dr. techn. Christian Gütl (Graz University of Technology) & Professor John Belcher (Massachusetts Institute of Technology)

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