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13
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Introduction
I am a phD student and working on the research projekt "Future Skills.Applied" on immersive digital labs with virtual reality and 360 degree technology.
My research interests focus on the relationship between gamification and e-learning with focus on learner experience. Always having in mind accessibility.
Current institution
Publications
Publications (13)
This paper summarizes findings from a systematic literature review about how gamified virtual reality (VR) is used in the context of higher education. We analyzed 12 unique studies to understand their context, how they applied gamification, and the lessons learned. Our results reveal a research gap especially outside STEM subjects. Additionally, we...
The rapid growth of the video game industry, including the niche of virtual reality (VR) gaming, highlights the significant market potential and demand for accessible gaming options. Despite many people with disabilities engaging in video games, a substantial part of this group finds current offerings inaccessible, thereby restricting their gaming...
Voice user interface (VUI) systems, such as Alexa, Siri, and Google Assistant, are popular and widely available. Still, challenges such as privacy and the ability to have a dialog remain. In the latter example, the user expects a human‐like conversation, that is, that the VUI understands the dialog and its context. However, this VUI feature of cont...
We lack a shared and detailed understanding in gamification of what game elements are. To address this, we provide a scoping review of the last five years of gamification research, focusing primarily on how game elements have been applied and characterized. We retrieved the definitions of game elements from 280 research papers, conducted a content...
Protocol for Exploring the context of use for voice user interfaces: Towards context-dependent user experience quality testing
Version 3.0 / 2023
Although voice user interfaces (VUIs) are widely available, they currently face challenges such as low adoption rates and user concerns. Users assess products through user experience (UX) aspects. Thus, knowing UX aspects for VUIs and their prioritization will improve UX and reduce challenges. In this study, we use a user-centered mixed-methods app...
Voice user interfaces (VUI) come in various forms of software or hardware, are controlled by voice, and can help the user in their daily life. Despite VUIs being readily available on smartphones, they have a low adoption rate. This can be attributed to challenges such as the misunderstanding of voice commands as well as privacy and data security co...
Voice user interfaces (VUI) come in various forms of software or hardware, are controlled by voice, and can help the user in their daily life. Despite VUIs being readily available on smartphones, they have a low adoption rate. This can be attributed to challenges such as the misunderstanding of voice commands as well as privacy and data security co...
Gamification is widely known and implemented for various purposes. But it is also criticized for recurring lack of quality. Many researchers developed gamification frameworks and tools to ensure a purposeful gamification, but these theoretical frameworks are used by less than half of gamification research. There are numerous gamification frameworks...
Voice User Interfaces (VUIs) are becoming increasingly available while users raise, e.g., concerns about privacy issues. User Experience (UX) helps in the design and evaluation of VUIs with focus on the user. Knowledge of the relevant UX aspects for VUIs is needed to understand the user’s point of view when developing such systems. Known UX aspects...