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Jürgen Gallinat

dblp:85/7226 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2020
0000-0003-0313-5843ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2

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
Health and well-being technologies · 77% Games and playful interaction · 23%
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
Virtual and augmented reality › virtual humans
virtual audience
0.412020
The Effects of Virtual Audience Size on Social Anxiety during Public Speaking · VR 2020
Virtual and augmented reality
virtual reality
0.412020
The Effects of Virtual Audience Size on Social Anxiety during Public Speaking · VR 2020
Health and well-being technologies
mental health
0.412020
The Effects of Virtual Audience Size on Social Anxiety during Public Speaking · VR 2020
Health and well-being technologies › mental health
social anxiety
0.412020
The Effects of Virtual Audience Size on Social Anxiety during Public Speaking · VR 2020
Games and playful interaction
gamification
0.412019
Towards Gamified Alcohol Use Disorder Therapy in Virtual Reality: A Preliminary Usability Study · VR 2019
Health and well-being technologies › mental health technology
virtual reality therapy
0.412019
Towards Gamified Alcohol Use Disorder Therapy in Virtual Reality: A Preliminary Usability Study · VR 2019

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

trier social stress test · 0.9cue exposure therapy · 0.4approach avoidance training · 0.4
YearPublicationVenuePosition
2020 The Effects of Virtual Audience Size on Social Anxiety during Public Speaking
abstract
Prior studies have explored the possibility of inducing social anxiety (SA) in virtual reality (VR). Among various existing protocols for this purpose, the Trier Social Stress Test (TSST) has been proven to be robust in evoking SA in the majority of participants in both in vivo as well as VR conditions. The TSST consists of giving a speech and performing mental arithmetic calculations each for five minutes in front of three persons. In this paper, we present an adaptation of TSST to investigate the effects of different numbers of virtual humans (VHs) (i.e., three, six, or fifteen) on perceived SA. In addition, we compare the results with an in vivo TSST with three real persons in the audience. Twenty four participants took part in this experiment. As a result, physiological arousal could be observed with VR inducing SA yet less than in vivo TSST. Furthermore, some of the subjective measures showed a high state of anxiety experienced during the experiment. An effect of the virtual audience size could be observed only in heart rate (HR) as a virtual audience size of three VHs induced the highest HR responses which was significantly different from an audience of size six and fifteen.
Fariba Mostajeran, Melik Berk Balci, Frank Steinicke, Simone Kühn, Jürgen Gallinat
VR5
2019 Towards Gamified Alcohol Use Disorder Therapy in Virtual Reality: A Preliminary Usability Study
abstract
The combination of virtual reality (VR) and gamification opens up new vistas for innovative forms of therapy for alcohol use disorder (AUD) and have enormous potential to improve traditional therapy methods. In this paper, three gamified and one non-gamified AUD therapy applications for VR are introduced and evaluated. The games are based on two behavioral therapy methods, which are Cue Exposure Therapy (CET) and Approach Avoidance Training (AAT). The games are realized in the context of a virtual supermarket, which is considered as a relapse-risky environment. The aim is to help AUD patients practice avoiding alcohol first in a VR-based simulation and later in a real supermarket. In preparation for a long-term clinical study, a usability study was conducted with 13 healthy participants. The results show that the VR game was enjoyed, increased the motivation, and fewer errors were made than in the comparable non-gamified application.
Fariba Mostajeran, Aila Kirsten, Frank Steinicke, Jürgen Gallinat, Simone Kühn
VR4