Johanna Pirker

Prof. Dr. Johanna Pirker

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Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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23 March 2021 in IEEE Computer Graphics and Applications
Verified
Journal Article
Closed access
Johanna PirkerJohanna Pirker
Johanna Pirker
ADAndreas Dengel
Andreas Dengel
Virtual reality shows a wide variety of potentials for education. Also, 360-degree-videos can provide educational experiences within such dangerous or non-tangible settings. But what is the potential for the teaching of 360-degree-videos in virtual reality environments Regarding the use of real VR settings in the classroom, research is still scarce. In the context of a systematic review, we would like to investigate use cases, advantages and limitations, interaction characteristics, and real VR scenarios. By analyzing 65 articles in-depth, our results suggest that 360-degree-videos can be used for a wide variety of topics. While only a few articles report technological benefits, there are indicators that 360-degree-videos can benefit learning processes regarding performance, motivation, and knowledge retention. Most papers report positive effects on other human factors such as presence, perception, engagement, emotions, and empathy. Also, an open research gap in use cases for real VR has been identified.

17 October 2014
Verified
Book Chapter
Closed access
PDF file
Johanna PirkerJohanna Pirker
Johanna Pirker
Christian GütlChristian Gütl
Christian Gütl

14 May 2017
Verified
Book Chapter
Closed access
PDF file
Johanna PirkerJohanna Pirker
Johanna Pirker
MPMathias Pojer
Mathias Pojer
Andreas HolzingerAndreas Holzinger
Andreas Holzinger
Christian GütlChristian Gütl
Christian Gütl

4 August 2017 in International Journal of Online and Biomedical Engineering (iJOE)
Verified
Journal Article
Open access
PDF file
Johanna PirkerJohanna Pirker
Johanna Pirker
ILIsabel Lesjak
Isabel Lesjak
Christian GütlChristian Gütl
Christian Gütl
The emergence of new digital tools supporting immersive and engaging learning through Virtual Reality is opening up new paths for both distance, but also classroom learning. In this article we discuss the virtual physics laboratory “Maroon” and discuss experiences with Maroon in a cost-effective mobile setup with a mobile VR experience through Samsung GEAR and compare it with a more interactive VR experience with room-scale VR with HTC Vive. We describe a comparative evaluation of these two setups in order to identify chances and challenged of both setups. First results indicate more flexibility and portability through the mobile setup, while the room-scale setup profits of a highly interactive and hands-on experience. We discuss and compare the two setups based on immersion, engagement, presence, and motivation.

29 June 2019
Verified
Book Chapter
Closed access
PDF file
Johanna PirkerJohanna Pirker
Johanna Pirker
MHMichael Holly
Michael Holly
ILIsabel Lesjak
Isabel Lesjak
JKJohannes Kopf
Johannes Kopf
Christian GütlChristian Gütl
Christian Gütl

26 July 2018 in IEEE Transactions on Games
Verified
Journal Article
Open access
MSMichael Helfried Schiller
Michael Helfried Schiller
GWGunter Wallner
Gunter Wallner
CSChristopher Schinnerl
Christopher Schinnerl
ACAlexander Monte Calvo
Alexander Monte Calvo
Johanna PirkerJohanna Pirker
Johanna Pirker
ADAnders Drachen
Anders Drachen
Social features, matchmaking, and grouping functions are key elements of online multi-player experiences. Understanding how social connections form in and around games and their relationship to in-game activity offers insights for building and maintaining player bases and for improving engagement and retention. This paper presents an analysis of the groups formed by users of the the100.io - a social matchmaking website for different commercial titles, including Destiny on which we focus in this paper. Groups formed on the100.io can be described across a range of social network related metrics. Also, the social network formed within a group is evaluated in combination with user-provided demographic and preference data. Archetypal analysis is used to classify groups into archetypes and a correlation analysis is presented covering the effect of group characteristics on in-game-activity. Finally, weekly activity profiles are described. Our results indicate that group size as well as the number of moderators within a group and their connectedness to other team members influences a group's activity. We also identified four prototypical types of groups with different characteristics concerning composition, social cohesion, and activity.