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Claudia Schrader

dblp:55/10755 · DBLP profile ↗
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5ranked-venue papers
2as first author
1since 2021 · last 2026
0000-0002-5504-1286ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-authorArtificial intelligence and machine learning · 1

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
2 papers
Learning and educational technologies · 92% Wearable and physiological sensing · 8%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
presence
0.312026
The Influence of Environmental Fidelity on Virtual Presence, Intrinsic Motivation, Cognitive Load and Learning Outcomes in Medical VR · IEEE Trans. Vis. Comput. Graph. 2026
Computing education
language learning
0.112020
Linking students' emotions to engagement and writing performance when learning Japanese letters with a pen-based tablet: An investigation based on individual pen pressure parameters · Int. J. Hum. Comput. Stud. 2020

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

user study · 2.0cognitive load measurement · 2.0
YearPublicationVenuePosition
2026 The Influence of Environmental Fidelity on Virtual Presence, Intrinsic Motivation, Cognitive Load and Learning Outcomes in Medical VR
abstract
Immersive virtual reality learning environments (IVRLEs) are increasingly used in medical education, yet the role of environmental fidelity-particularly scene design-remains underexplored. This study examines how varying levels of fidelity and contextualization affect motivational and cognitive outcomes. Eighty-seven medical students were randomly assigned to one of three scene conditions: a minimalistic "Blank Scene," a "Reconstructed Classroom Scene", or an "Inside-Human Scene". All students used a custom-developed application to learn about embryonic heart development. We measured virtual presence, intrinsic motivation, cognitive load, learning outcomes, and usability. Results showed that scene design influenced virtual presence, selected aspects of intrinsic motivation, cognitive load, and learning outcomes. The Inside-Human Scene elicited higher physical and self-presence as well as higher comprehension scores compared to the Reconstructed Classroom Scene. The Reconstructed Classroom Scene was associated with higher extraneous cognitive load. Intrinsic cognitive load was rated higher in the Inside-Human Scene, while germane cognitive load did not differ between conditions. No significant differences were found for task performance or factual recall. Overall, the findings indicate that scene design in IVRLEs affects how learners engage with complex content and may support deeper understanding when perceptual and contextual properties are coherent, while visually detailed environments may increase extraneous cognitive demands without improving learning.
Danny Schott, Matthias Kunz, Claudia Schrader, Elias Ringler, Alexander Schwadtke, Jonas Mandel, Constantin Kleinbeck, Daniel Roth 0001, Anne Albrecht, Rüdiger Braun-Dullaeus, Christian Hansen 0001
IEEE Trans. Vis. Comput. Graph.3
2020 Linking students' emotions to engagement and writing performance when learning Japanese letters with a pen-based tablet: An investigation based on individual pen pressure parameters
Claudia Schrader, Slava Kalyuga
Int. J. Hum. Comput. Stud.1
2017 LiverDefense: how to employ a tower defense game as a customisable research tool
Julia Brich, Katja Rogers, Julian Frommel, Martin Weidhaas, Adrian Brückner, Sarah Mirabile, Tamara Dorn, Valentin Riemer, Claudia Schrader, Michael Weber 0001
Vis. Comput.9
2015 Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype
abstract
Orientation in public environments is a critical skill for new arrivals, yet also one that is usually only learned gradually through trial and error. This paper suggests the use of pervasive augmented reality (AR) for the design of a serious game that teaches navigational skills in a public environment. Many AR scavenger hunt games confront players with new environments by default, however they rarely focus explicitly on teaching navigational skills. We propose a concept that utilises augmented reality techniques for increased immersion and motivation, while upholding the real-world sense of presence for an easy transfer of orientation skills to everyday life. For this purpose, we implemented a first prototypical serious game in the form of an AR scavenger hunt. A preliminary evaluation regarding its usability produced promising results. As such, the prototype constitutes a first proof of concept. In future iterations, it will be further developed as an adaptive AR serious game, and evaluated in respect to its efficacy in teaching orientation and navigation skills.
Katja Rogers, Julian Frommel, Larissa Breier, Sinan Celik, Harry Kramer, Stefan Kreidel, Julia Brich, Valentin Riemer, Claudia Schrader
Intelligent Environments9
2012 Relations Between the Tendency to Invest in Virtual Presence, Actual Virtual Presence, and Learning Outcomes in Educational Computer Games
abstract
This study examines whether the effect of virtual presence on learning is influenced by learner characteristics. More specifically, the focus is on how the variation in the actual experience of virtual presence and learning is related to learners' individual tendency to invest in virtual presence for educational computer games. According to these tendencies, 59 eighth graders were divided into 2 groups (high vs. low tendency) and performed a computer-based learning game. Virtual presence and learning outcomes were measured by means of a questionnaire. Correlation and regression analyses were used, and a moderation model was structured to analyze the relationship between the variables. Whereas the tendency to invest in virtual presence does not moderate the positive interaction between virtual presence and learning, correlation and regression results between both groups show that a stronger tendency to invest in virtual presence increases virtual presence and both, trivial- and nontrivial learning outcomes were evinced. In the eyes of learners, interestingly, their tendency to invest in virtual presence for educational computer games was significantly lower than for conventional entertainment games.
Claudia Schrader, Theo J. Bastiaens
Int. J. Hum. Comput. Interact.1