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Dive into the research topics where Andreas Schmeil is active.

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Featured researches published by Andreas Schmeil.


Facets of Virtual Environments. First International Conference, FaVE 2009, Berlin, Germany, July 27-29, 2009, Revised Selected Papers | 2009

Formalizing and Promoting Collaboration in 3D Virtual Environments – A Blueprint for the Creation of Group Interaction Patterns

Andreas Schmeil; Martin J. Eppler

Despite the fact that virtual worlds and other types of multi-user 3D collaboration spaces have long been subjects of research and of application experiences, it still remains unclear how to best benefit from meeting with colleagues and peers in a virtual environment with the aim of working together. Making use of the potential of virtual embodiment, i.e. being immersed in a space as a personal avatar, allows for innovative new forms of collaboration. In this paper, we present a framework that serves as a systematic formalization of collaboration elements in virtual environments. The framework is based on the semiotic distinctions among pragmatic, semantic and syntactic perspectives. It serves as a blueprint to guide users in designing, implementing, and executing virtual collaboration patterns tailored to their needs. We present two team and two community collaboration pattern examples as a result of the application of the framework: Virtual Meeting, Virtual Design Studio, Spatial Group Configuration, and Virtual Knowledge Fair. In conclusion, we also point out future research directions for this emerging domain.


Imaging and Signal Processing in Health Care and Technology | 2012

Designing for Effective Collaboration Experiences in Virtual Worlds

Andreas Schmeil; Béatrice S. Hasler

Teams and groups that meet in 3D virtual worlds to work or learn together choose the medium for its distinct features and advantages over other online media. While these advantages are often mentioned by the academic and educational communities, empirical evidence is rare. In this paper we present an extensive empirical study of collaboration in virtual worlds, investigating the design of environment and activities. Our mixed-methods analysis yields new insights on the effective design of collaboration experiences. Based on the findings, we present a set of guidelines for the design of collaboration in virtual worlds and discuss the implications for the design of collaboration in general.


international conference on persuasive technology | 2014

An Empirical Comparison of Variations of a Virtual Representation of an Individual's Health

Andreas Schmeil; L. Suzanne Suggs

In this paper we present a study that empirically compares the effects of different variations of a virtual representation of health VRH on an individuals motivation and intention to improve their health behavior. We aimed to understand how the approach of a 3D virtual character can be most effective for positively influencing an individuals motivation and intention to engage in a healthier diet and more physical activity. Four variations of this vicarious virtual character were tested: 1 holding a still pose, 2 mimicking health behavior, 3 personifying a possible future health status, and 4 both mimicking health behavior and personifying a possible future health status. The results from data collected from 512 participants in three European countries indicate that in particular juxtaposing the current VRH to a possible future version has a positive effect. Subjective satisfaction measurements imply that that the approach is well received by a general population.


Archive | 2013

Do Virtual Worlds Support Engaging Social Conferencing

Andreas Schmeil; Béatrice S. Hasler; Anna Peachey; Sara de Freitas; Claus Nehmzow

This chapter presents The Virtual World Conference, an online event that brought together top international researchers and pioneers in the fields of virtual worlds, from academia, education, and industry. The authors outline the challenges, successes, and problems of adopting the approach of structuring the global conference into three equidistant major time zones – East, Central, and West – resulting in a 24-h worldwide event. The chapter presents analyses of questionnaires that were completed by attendees, in an attempt to test the central hypothesis that virtual worlds can support engaging and effective social conferencing. We present innovations to be applied for further editions of the conference and close the chapter with suggestions and novel ideas for future virtual world events.


Journal of Universal Computer Science | 2009

Knowledge Sharing and Collaborative Learning in Second Life: A Classification of Virtual 3D Group Interaction Scripts

Andreas Schmeil; Martin J. Eppler


Journal of the Association for Information Systems | 2012

A Structured Approach for Designing Collaboration Experiences for Virtual Worlds

Andreas Schmeil; Martin J. Eppler; Sara de Freitas


Archive | 2009

An Experimental Comparison of 3D Virtual Environments and Text Chat as Collaboration Tools

Andreas Schmeil; Martin J. Eppler; Mattia Gubler


Journal of Universal Computer Science | 2012

The ShanghAI Lectures: A Global Education Project on Artificial Intelligence.

Nathan Labhart; Béatrice S. Hasler; Andy Zbinden; Andreas Schmeil


Archive | 2009

An Experimental Evaluation of 3D Avatar-Based Collaboration in Comparison to Text Chat

Andreas Schmeil; Martin J. Eppler


Archive | 2008

Collaboration Patterns for Knowledge Sharing and Integration in Second Life: A Classification of Virtual 3D Group Interaction Scripts

Andreas Schmeil; Martin J. Eppler

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Béatrice S. Hasler

Interdisciplinary Center Herzliya

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Béatrice S. Hasler

Interdisciplinary Center Herzliya

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