Human-Computer Interaction

Dr. Sebastian Oberdörfer

Post Doctoral Researcher

Contact Details

Dr. Sebastian Oberdörfer
Human-Computer Interaction
Universität Würzburg
Emil-Fischer-Straße 50
D-97074 Würzburg

✆	+49 (0) 931 31 88840
⌂	Room 01.003, Building 50, Hubland North

By appointment

About me

Sebastian studied Theater & Media (B.A.) and Media Culture & Media Economy (M.A.) at the University of Bayreuth. During his PhD studies, he worked on GEtiT and the projects VARyFAST and Die Zukunft des MINT Lernens at the Human-Computer Interaction Group. His PhD thesis focuses theoretical principles of serious games design and the empirical validation of the designed model. Since defending his thesis, Sebastian works as a post-doc at the chair for Human-Computer Interaction. Besides teaching and the supervision of projects, he focuses on the research of the Light and Dark Sides of XR.
Sebastian’s research interests are related to the fields serious games and emotional as well as cognitive influence of XR. In particular, he researches a method to directly encode specific knowledge in game mechanics for the purpose of creating intuitive learning environments for complex learning contents. Simultaneously, Sebastian investigates the capabilities of XR technology to negatively influence a user’s behavior. Insights gained from these studies are used to derive design recommendations to avoid unwanted effects and to improve applications targeting learning or therapy.

Roles at the University Würzburg


GEtiT (Gamified Training Environment for Affine Transformations) achieves an interactive gamified 3D-training of affine transformations by requiring users to apply their affine transformation knowledge in order to solve challenging puzzles presented in an immersive and intuitive 3D environment.
The project aims at the development of teaching sequences that can be flexibly combined to form new courses or integrated into existing courses to expand competencies with regard to using VR and AR.
Horst - The Teaching Frog
Horst - The Teaching Frog is a tangible AR system targeting the learning of a frog’s Anatomy. The learning environment is based on a plushfrog containing removable markers. Detecting the markers, replaces them with 3D models of the organs.
LEED - Die Zukunft des MINT Lernens
The project aims at the use of Virtual (VR) and Augmented Reality (AR) in STEM teaching and at exploring the pedagogical potentials of Tangible AR.
Wassermühle VR
Wassermühle VR is a virtual learning environment for learning about history. The virtual environment is based on a medieval watermill and teaches users about the life of people of that time.



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