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Andrea Nickel

dblp:86/5489 · DBLP profile ↗
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5ranked-venue papers
3as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorHuman-computer interaction and ubiquitous computing · 5 · 3 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Games and playful interaction · 56% Learning and educational technologies · 27% Health and well-being technologies · 17%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
exergames
0.322012
Interval training with Astrojumper · VR 2012
Astrojumper: Designing a virtual reality exergame to motivate children with autism to exercise · VR 2010
Learning and educational technologies
educational games
0.112009
cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans · VR 2009
Health and well-being technologies
physical activity
0.012012
Interval training with Astrojumper · VR 2012
Health and well-being technologies
autism therapy
0.012010
Astrojumper: Designing a virtual reality exergame to motivate children with autism to exercise · VR 2010
Computer vision › Face, body and person analysis › facial expression analysis
facial expression recognition
0.012009
cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans · VR 2009
Virtual and augmented reality
virtual humans
0.012009
cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans · VR 2009
Learning and educational technologies
programming education
0.012009
cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans · VR 2009

Methods — techniques the papers use, named apart from their topics

visual drag-and-drop programming · 0.3playtesting · 0.2game mechanics · 0.1
YearPublicationVenuePosition
2014 Balancing physical and cognitive challenge: A study of players' psychological responses to exergame play
Andrea Nickel, Jamie Payton, Tiffany Barnes, Erik Wikstrom, Maybellin Burgos, Zachary Wartell, Mykel Pendergrass, Nate Blanchard
FDG1
2012 Interval training with Astrojumper
abstract
The prevalence of obesity among adolescents and adults in the U.S. is a matter of concern. Exercise video games reach a wide audience and can be used to motivate increased physical activity. We have previously developed Astrojumper, an exergame exploring game mechanics that provide a fun experience and effective exercise, and have now developed a new version of Astrojumper that supports interval training through additional mechanics. We believe the new version will improve upon the first in player motivation, enjoyment and replayability, and also in the level of physical challenge the game affords its players.
Andrea Nickel, Hugh Kinsey, Heidi Haack, Mykel Pendergrass, Tiffany Barnes
VR1
2010 Games for CS education: computer-supported collaborative learning and multiplayer games
abstract
Today's Millennial students have changing preferences for education and work environments that negatively affect their enrollment and retention rates into university computer science programs. To better suit these preferences, and to improve CS educational techniques, teaching methods and tools outside of the traditional lecture sessions and textbooks must be explored and implemented. Currently, both serious games and collaborative classroom work, including pair programming, are the focus of studies meant to do just this. The proposed work deals with both serious games and student collaboration research, positing that educational games with collaborative elements (multiplayer games) will take advantage of the benefits offered by each of these areas, resulting in an educational game that demonstrates increased learning gains and student engagement above that of individual learning game experiences. Collaborative educational games and software also have the potential to solve many of the problems that collaborative work may pose to course instructors in terms of helping to regulate and evaluate student performance.
Andrea Nickel, Tiffany Barnes
FDG1
2010 Astrojumper: Designing a virtual reality exergame to motivate children with autism to exercise
abstract
Children with autism show substantial benefits from rigorous physical activity, however it is often difficult to motivate these individuals to exercise due to their usually sedentary lifestyles. To address the problem of motivation, we have developed Astrojumper, a stereoscopic virtual reality exergame which was designed to fit the needs of children with autism. During the game, virtual space-themed objects fly forward toward the user who must use their own physical movements to avoid collisions. Preliminary playtesting of Astrojumper on neuro-typical participants has been positive, and we plan to run an extensive evaluation assessing the psychological and physiological effects of this system on children with and without autism.
Samantha L. Finkelstein, Andrea Nickel, Tiffany Barnes, Evan A. Suma
VR2
2009 cMotion: A New Game Design to Teach Emotion Recognition and Programming Logic to Children using Virtual Humans
abstract
This paper presents the design of the final stage of a new game currently in development, entitled cMotion, which will use virtual humans to teach emotion recognition and programming concepts to children. Having multiple facets, cMotion is designed to teach the intended users how to recognize facial expressions and manipulate an interactive virtual character using a visual drag-and-drop programming interface. By creating a game which contextualizes emotions, we hope to foster learning of both emotions in a cultural context and computer programming concepts in children. The game will be completed in three stages which will each be tested separately: a playable introduction which focuses on social skills and emotion recognition, an interactive interface which focuses on computer programming, and a full game which combines the first two stages into one activity.
Samantha L. Finkelstein, Andrea Nickel, Lane Harrison, Evan A. Suma, Tiffany Barnes
VR2