Johanna Pirker
Austrian researcher
Johanna Pirker's AcademicInfluence.com Rankings
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Computer Science
Johanna Pirker's Degrees
- PhD Computer Science Graz University of Technology
- Masters Computer Science Graz University of Technology
- Bachelors Computer Science Graz University of Technology
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Why Is Johanna Pirker Influential?
(Suggest an Edit or Addition)According to Wikipedia, Johanna Pirker is an Austrian computer scientist, educator, and game designer at Graz University of Technology and professor at Ludwig Maximilian University of Munich with a focus on games research, virtual reality and data science. Pirker was listed on the Forbes 30 under 30 Europe list in the category Science & Healthcare for her efforts in improving digital education with virtual reality environments and games. She holds a Ph.D. in Computer Science. Her dissertation was supervised by the Austrian e-learning expert Christian Gütl and MIT professor of physics John Winston Belcher. She is involved in various efforts to educate about the potential of video games. This also includes efforts to advocate the background and cultural aspect of video games. In 2020 she received the Käthe-Leichter Prize for her efforts for her initiatives in the field of diversity in engineering and in the games industry. In 2021 she received the Hedy Lamarr Prize.
Johanna Pirker's Published Works
Published Works
- Motivational active learning: engaging university students in computer science education (2014) (75)
- An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - A Comparative Study (2017) (37)
- A Practical Experience on the Use of Gamification in MOOC Courses as a Strategy to Increase Motivation (2016) (30)
- The Value of Game Prototyping Projects for Students and Industry (2016) (28)
- Maroon VR: A Room-Scale Physics Laboratory Experience (2017) (27)
- Virtual Reality in Computer Science Education: A Systematic Review (2020) (26)
- Understanding the benefits of game jams: Exploring the potential for engaging young learners in STEM (2016) (25)
- Analyzing player networks in Destiny (2018) (23)
- Understanding Physical Concepts using an Immersive Virtual Learning Environment (2012) (20)
- Design and Evaluation of a Learner-Centric Immersive Virtual Learning Environment for Physics Education (2013) (19)
- Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity (2019) (19)
- Educational Gamified Science Simulations (2015) (18)
- Designing VR Experiences – Expectations for Teaching and Learning in VR (2021) (18)
- Gesture-Based Interactions in Video Games with the Leap Motion Controller (2017) (18)
- Immersive virtual reality for extending the potential of building information modeling in architecture, engineering, and construction sector: systematic review (2022) (18)
- Group Forming Processes – Experiences and Best Practice from Different Game Jams (2016) (18)
- Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny (2016) (17)
- Evaluating Experiences in Different Virtual Reality Setups (2016) (17)
- The Potential of 360° Virtual Reality Videos and Real VR for Education—A Literature Review (2021) (15)
- Tokenfication - The potential of non-fungible tokens (NFT) for game development (2021) (15)
- Interdisciplinary and International Game Projects for Creative Learning (2016) (14)
- Location-based Mobile Application Creator creating educational mobile scavenger hunts (2014) (14)
- Beyond the individual: Understanding social structures of an online player matchmaking website (2019) (12)
- Enhancing online and mobile experimentations using gamification strategies (2015) (12)
- Motivational Active Learning in Blended and Virtual Learning Scenarios: Engaging Students in Digital Learning (2016) (10)
- Social Aspects of the Game Development Process in the Global Gam Jam (2018) (10)
- MaroonVR - An Interactive and Immersive Virtual Reality Physics Laboratory (2019) (10)
- Immersive Learning Research Network (2018) (9)
- MythHunter: Gamification in an Educational Location-Based Scavenger Hunt (2017) (9)
- Expectations of the generation NeXt in higher education: Learning engagement approaches in information sciences subjects (2015) (8)
- sCool - Game-Based Learning in Computer Science Class: A Case Study in Secondary Education (2019) (8)
- Implementation and evaluation of a collaborative learning, training and networking environment for start-up entrepreneurs in virtual 3D worlds (2011) (8)
- Improving Physics Education Through Different Immersive and Engaging Laboratory Setups (2017) (7)
- How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2 (2016) (7)
- The Virtual TEAL World – An Interactive and Collaborative Virtual World Environment for Physics Education (2013) (7)
- Games for BCI Skill Learning (2015) (6)
- The Potential of Augmented Reality for Digital Twins: A Literature Review (2022) (6)
- The Potential of 360-Degree Virtual Reality Videos and Real VR for Education-A Literature Review (2021) (5)
- Immersive Learning Research Network (2017) (5)
- Individual versus collaborative learning in a virtual world (2016) (5)
- Work-in-Progress—Conceptual Framework for User Interface in Virtual Reality (2020) (5)
- Interactive Science Fiction Prototyping in Virtual Worlds: Fundamentals and Applications (2014) (5)
- The Potential of Virtual Reality for Computer Science Education -Engaging Students through Immersive Visualizations (2021) (5)
- Immersive Virtual Reality for Virtual and Digital Twins: A Literature Review to Identify State Of The Art and Perspectives (2022) (5)
- Beyond the Horizon: Integrating Immersive Learning Environments in the Everyday Classroom (2021) (5)
- Jamming across borders: An exploratory study (2020) (5)
- sCool - A Mobile Flexible Learning Environment (2018) (4)
- The Influence of in-VR Questionnaire Design on the User Experience (2021) (4)
- Video Games, Technology, and Sport: The Future Is Interactive, Immersive, and Adaptive (2020) (4)
- Room Scale Virtual Reality Physics Education: Use Cases for the Classroom (2020) (4)
- sCool - Game Based Learning in STEM Education: A Case Study in Secondary Education (2018) (4)
- Application Domains for a Location-based Mobile Application Creator (2015) (4)
- Virtual Worlds for 3D Visualizations (2015) (4)
- Social network analysis of the global game jam network (2017) (4)
- Advancing Physics Learning Through Traversing a Multi-Modal Experimentation Space (2015) (4)
- Virtual Reality STEM Education from a Teacher’s Perspective (2019) (4)
- Do Influencers Influence? – Analyzing Players’ Activity in an Online Multiplayer Game (2020) (4)
- Enhanced Assessment Approaches in Immersive Environments (2018) (3)
- Collaborative programming exercises in virtual worlds (abstract only) (2014) (3)
- Immersive Learning in Real VR (2020) (3)
- Beyond Gaming: The Potential of Twitch for Online Learning and Teaching (2021) (3)
- Application Scenarios of Interactive Science Fiction Prototyping in Virtual Worlds for Education (2014) (3)
- 3D Progressive Education Environment for S-BPM (2014) (3)
- PTD: Player Type Design to Foster Engaging and Playful Learning Experiences (2017) (2)
- Using persuasive system design principles to evaluate two next generation digital learning environments (2016) (2)
- Pattern-oriented approaches for design-based research in collaborative research projects: a knowledge maturing perspective (2016) (2)
- Usability Testing and Eye Tracking (2014) (2)
- Games and the Metaverse (2022) (2)
- Science Fiction Prototyping: Flexible Settings in Immersive Environments (2013) (2)
- Virtual Observation Lenses for Assessing Online Collaborative Learning Environment (2016) (2)
- The Panorama of Steam Multiplayer Games (2018-2020): A Player Reviews Analysis (2022) (1)
- Motivational active learning for computer science education (abstract only) (2014) (1)
- Preface to the Special Issue on Immersive Environments: Challenges, Research and New Developments (2016) (1)
- Iterative evaluation of a virtual three-dimensional environment for start-up entrepreneurship in different application scenarios (2012) (1)
- Video Games and Their Correlation to Empathy (2019) (1)
- Advancing Game Design with Eye-tracking and Think-aloud Studies (2015) (1)
- Social interactions in game jams: a jammer recommender tool (2019) (1)
- The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature Review (2021) (1)
- Two Decades of Game Jams (2021) (1)
- Immersive Education: 4th European Summit, EiED 2014, Vienna, Austria, November 24-26, 2014, Revised Selected Papers (2015) (1)
- Web Books: The Fusion of Paper and Pixels (2014) (1)
- Virtual Reality and Education – The Steam Panorama (2022) (1)
- Immersive Learning Research Network (2016) (1)
- Virtual Reality Applications for the Treatment of Anxiety and Mental Disorders (2021) (1)
- Social Network Analysis in Games User Research (2018) (1)
- #StayHome Playing LoL - Analyzing Players’ Activity and Social Bonds in League of Legends During Covid-19 Lockdowns (2021) (1)
- The Potential of Virtual Reality for Aerospace Applications (2022) (1)
- Immersive Learning Research Network, 5th International Conference, iLRN 2019, London, UK, June 23–27, 2019, Proceedings (2019) (0)
- Virtual Worlds as Engaging Collaborative Experience (Engagement Strategies from Games, Gamification, and Virtual Worlds) (2015) (0)
- Motivational Immersive Environments :: Virtual Worlds (2014) (0)
- Optical Character Recognition of Old Fonts – A Case Study (2016) (0)
- A NO VEL CONCEPT FOR VIRTUAL REALITY ENHANCED BUILDING ENERGY MODELLING (2022) (0)
- Virtual Reality in Small and Medium-Sized Enterprises: A Systematic Literature Review (2022) (0)
- Work-In-Progress—Exploring the Feasibility of Using Hand Tracking in VR Application for Memory Training Exercises (2022) (0)
- Testing of human reactions during braking manoeuvres combining a physical test bed with virtual reality (2022) (0)
- Introduction to the Proceedings of iLRN'15 (2015) (0)
- Immersive Learning Research Network. Proceedings of 6th International Conference, iLRN 2020, Online, June 21-25, 2020. Immersive Learning Research Network (2020) (0)
- Open Source for Video Games-A Shortlist of Game Engines (0)
- ADVANCED EDU-AR-VIZ: a Framework for Selecting Appropriate Visual Augmentations in STEM Education (2022) (0)
- iLRN 2015 Prague, Workshop, Short Paper and Poster Proceedings from inaugural Immersive Learning Research Network Conference (2015) (0)
- iLRN 2015 Prague (2015) (0)
- Open source for video games (2020) (0)
- Future Directions for Visualisation (2014) (0)
- Learning in Collaborative and Motivational Virtual Environments (2015) (0)
- When a Pandemic Enters the Game: The Initial and Prolonged Impact of the COVID-19 Pandemic on Live-Stream Broadcasters on Twitch (2022) (0)
- iLRN 2018 special tracks preface (2017) (0)
- Exploratory and Collaborative Learning Experience in Immersive Environments - Implementation and Findings from an Archaeological Domain (2016) (0)
- Prototyping : Flexible Settings in Immersive Environments (2013) (0)
- Analysis of Empathic Experiences in Video Games with Microblogging (2023) (0)
- Workshop, Long and Short Paper, and Poster Proceedings from the Fourth Immersive Learning Research Network Conference (iLRN 2018 Montana), 2018. (2018) (0)
- Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case (2021) (0)
- The influence of visual representation factors on bio signals and its relation to Presence in Virtual Reality Environments (2022) (0)
- INNOVATING ENTREPRENEURSHIP COURSES: EXPLORING NEW SOCIO-INSTRUCTIONAL FORMATS AND BUSINESS EVALUATION/ASSESSMENT METHODS (2011) (0)
- Virtual Worlds for 3 D Visualizations (2015) (0)
- An Online Immersive Reality Innovation-Lab (2016) (0)
- Immersive Learning Research Network 4th International Conference, iLRN 2018, Missoula, MT, USA, June 24-29, 2018, Proceedings (2018) (0)
- An Interactive Chess-Puzzle-Simulation for Computer Science Education (2022) (0)
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