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Marc Busch

dblp:52/6725 · DBLP profile ↗
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8ranked-venue papers
3as first author
0since 2021 · last 2017
—ORCID · none

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

Applied, interdisciplinary, general and emerging computing · 5 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper
Immersive interaction · 87% Ubiquitous computing and smart environments · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality
presence
0.312017
Being there again - Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task · Int. J. Hum. Comput. Stud. 2017
Immersive interaction
virtual reality
0.312017
Being there again - Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task · Int. J. Hum. Comput. Stud. 2017
Virtual and augmented reality › navigation
navigation techniques
0.212015
I'm There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence · VR 2015
Virtual and augmented reality
presence
0.212015
I'm There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence · VR 2015
Ubiquitous computing and smart environments › mobile computing
mobile navigation
0.112017
Being there again - Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task · Int. J. Hum. Comput. Stud. 2017
Virtual and augmented reality
mixed reality
0.112015
I'm There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence · VR 2015

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

user study · 0.2
YearPublicationVenuePosition
2017 Deconstructing Pokémon Go - An Empirical Study on Player Personality Characteristics
Elke E. Mattheiss, Christina Hochleitner, Marc Busch, Rita Orji, Manfred Tscheligi
PERSUASIVE3
2017 Being there again - Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task
Jennifer Brade, Mario Lorenz 0001, Marc Busch, Niels Hammer, Manfred Tscheligi, Philipp Klimant
Int. J. Hum. Comput. Stud.3
2016 Insights into Internet Privacy for Visually Impaired and Blind People
Georg Regal, Elke E. Mattheiss, Marc Busch, Manfred Tscheligi
ICCHP (1)3
2016 More than Sex: The Role of Femininity and Masculinity in the Design of Personalized Persuasive Games
Marc Busch, Elke E. Mattheiss, Michaela Reisinger, Rita Orji, Peter Fröhlich 0003, Manfred Tscheligi
PERSUASIVE1
2016 Persuasive Information Security: Techniques to Help Employees Protect Organizational Information Security
Marc Busch, Sameer Patil 0001, Georg Regal, Christina Hochleitner, Manfred Tscheligi
PERSUASIVE1
2015 I'm There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence
abstract
For various VR/MR/AR applications, such as virtual usability studies, it is very important that the participants have the feeling that they are really in the environment. This feeling of “being” in a mediated environment is described as presence. Two important factors that influence presence are the level of immersion and the navigation method. We developed two navigation methods to simulate natural walking using a Wii Balance Board and a Kinect Sensor. In this preliminary study we examined the effects of these navigation methods and the level of immersion on the participants' perceived presence in a 2×2 factorial between-subjects study with 32 participants in two different VEs (Powerwall and Mixed-Reality-See-Through-Glasses). The results indicate that reported presence is higher for the Kinect navigation and Powerwall for some facets of presence.
Mario Lorenz 0001, Marc Busch, Loukas Rentzos, Manfred Tscheligi, Philipp Klimant, Peter Fröhlich 0003
VR2
2013 Money on the move workload, usability and technology acceptance of second-screen atm-interactions
abstract
In this paper we compare one single-screen touch interaction with an automated teller machine (ATM) against two alternative second-screen ATM interactions using a smartphone. In an experimental laboratory study, those three ATM interactions were compared by means of workload (NASA-TLX), usability (SEQ, UMUX) and technology acceptance (selected TAM3-scales and additional scales for trust and security) in a randomized, controlled within-subjects design (n=24). In one smartphone ATM interaction the Personal Identification Number (PIN) was entered on the mobile phone, in the other smartphone ATM interaction the PIN was entered on the PIN-pad of the ATM. The results indicate that overall second-screen ATM interaction all interaction done on the mobile phone -- performed best.
Georg Regal, Marc Busch, Stephanie Deutsch, Christina Hochleitner, Martin Lugmayr, Manfred Tscheligi
Mobile HCI2
2013 Personalized Persuasive Technology - Development and Validation of Scales for Measuring Persuadability
Marc Busch, Johann Schrammel, Manfred Tscheligi
PERSUASIVE1