Archive for the ‘conferences’ Category

Empowering Persons with Deafblindness in SUITCEYES

Korn, Oliver; Holt, Raymond; Kontopoulos, Efstratios; Kappers, Astrid M.L.; Persson, Nils-Krister & Olson, Nasrine

Empowering Persons with Deafblindness: Designing an Intelligent Assistive Wearable in the SUITCEYES Project

In: PETRA ’18 Proceedings of the 11th Int. Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2018

DOI = https://doi.org/10.1145/3197768.3201541

Text on ResearchGate

Abstract

Deafblindness is a condition that limits communication capabilities primarily to the haptic channel. In the EU-funded project SUITCEYES we design a system which allows haptic and thermal communication via soft interfaces and textiles. Based on user needs and informed by disability studies, we combine elements from smart textiles, sensors, semantic technologies, image processing, face and object recognition, machine learning, affective computing, and gamification. In this work, we present the underlying concepts and the overall design vision of the resulting assistive smart wearable.

Presentation

The work is presented on June 27 – 29 at PETRA 18 (PErvasive Technologies Related to Assistive Environments) in the NOTION workshop.

Social Robots @ PETRA 18: Paper & Workshop

Korn, Oliver; Bieber, Gerald & Fron, Christian

Perspectives on Social Robots. From the Historic Background to an Experts’ View on Future Developments

In: PETRA ’18 Proceedings of the 11th Int. Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2018

DOI = https://doi.org/10.1145/3197768.3197774

Text on ResearchGate (after June 27)

 

Abstract

Social robots are robots interacting with humans not only in collaborative settings, but also in personal settings like domestic services and healthcare. Some social robots simulate feelings (companions) while others just help lifting (assistants). However, they often incite both fascination and fear: what abilities should social robots have and what should remain exclusive to humans?

  • We provide a historical background on the development of robots and related machines (1)
  • discuss examples of social robots (2)
  • and present an expert study on their desired future abilities and applications (3)
    conducted within the Forum of the European Active and Assisted Living Programme (AAL).

The findings indicate that most technologies required for the social robots’ emotion sensing are considered ready. For care robots, the experts approve health-related tasks like drawing blood while they prefer humans to do nursing tasks like washing. On a larger societal scale, the acceptance of social robots increases highly significantly with familiarity, making health robots and even military drones more acceptable than sex robots or child companion robots for childless couples. Accordingly, the acceptance of social robots seems to decrease with the level of face-to-face emotions involved.

Presentation

The work is presented on June 27 – 29 at PETRA 18 (PErvasive Technologies Related to Assistive Environments).
In addition, we will host a Workshop on Social Robots.

Defining Recrutainment

By Oliver on July 10th, 2017 in conferences, gamification, publications

Korn, Oliver; Brenner, Florian; Börsig, Julian; Lalli, Fabio, Mattmüller, Maik & Müller, Andrea

Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources

In: The Human Side of Service Engineering, pp. 37–49, Springer, Cham

DOI = https://doi.org/10.1007/978-3-319-60486-2_4

Text on ResearchGate

Abstract

Recrutainment, is a hybrid word combining recruiting and entertainment. It describes the combination of activities in human resources and gamification. Concepts and methods from game design are now used to assess and select future employees. Beyond this area, recrutainment is also applied for internal processes like professional development or even marketing campaigns. This paper’s contribution has four components:

  1. we provide a conceptual background, leading to a more precise definition of recrutainment;
  2. we develop a new model for analyzing solutions in recrutainment;
  3. we present a corpus of 42 applications and use the new model to assess their strengths and potentials;
  4. we provide a bird’s eye view on the state of the art in recrutainment and show the current weighting of gamification and recruiting aspects.

Presentation

The work is presented on July 19 at AHFE ’17, the 8th International Conference on Applied Human Factors and Ergonomics.

 

Zenware Applications

By Oliver on July 9th, 2017 in assistive technology, conferences, HCI, publications

Gerbaulet, Damian & Korn, Oliver

Do Zenware Applications Reduce the Digital Distraction of Knowledge Workers? A Qualitative Study Based on Expert Interviews

In: Advances in Ergonomics in Design, pp. 115–126, Springer, Cham

DOI = https://doi.org/10.1007/978-3-319-60582-1_12

Text on ResearchGate

Abstract

Applications helping us to maintain the focus on work are called “Zenware” (from concentration and Zen). While form factors, use cases and functionality vary, all these applications have a common goal: creating uninterrupted, focused attention on the task at hand. The rise of such tools exemplifies the users’ desire to control their attention within the context of omnipresent distraction. In expert interviews we investigate approaches in the context of attention-management at the workplace of knowledge workers. To gain a broad understanding, we use judgement sampling in interviews with experts from several disciplines. We especially explore how focus and flow can be stimulated. Our contribution has four components:

  1.  a brief overview on the state of the art,
  2. a presentation of the results,
  3. strategies for coping with digital distractions and design guidelines for future Zenware
  4. and an outlook on the overall potential in digital work environments.

Presentation

The work is presented on July 20 at AHFE ’17, the 8th International Conference on Applied Human Factors and Ergonomics.

 

Designing a System for Playful Coached Learning in the STEM Curriculum

Korn, Oliver; Rees Adrian, Dix, Alan:

Educational Playgrounds: How Context-aware Systems Enable Playful Coached Learning

In: SmartLearn ’17 Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning, pp. 31-37

DOI = 10.1145/3038535.3038538

Text on ResearchGate

Abstract

We present the design outline of a context-aware interactive system for smart learning in the STEM curriculum (science, technology, engineering, and mathematics). It is based on a gameful design approach and enables “playful coached learning” (PCL): a learning process enriched by gamification but also close to the learner’s activities and emotional setting.

After a brief introduction on related work, we describe the technological setup, the integration of projected visual feedback and the use of object and motion recognition to interpret the learner’s actions. We explain how this combination enables rapid feedback and why this is particularly important for correct habit formation in practical skills training. In a second step, we discuss gamification methods and analyze which are best suited for the PCL system. Finally, emotion recognition, a major element of the final PCL design not yet implemented, is briefly outlined.

Presentation

The paper was presented on March 13 at the SmartLearn ’17, a workshop within the ACM IUI 2017,
the 22nd Annual Meeting of the Intelligent User Interfaces Community

Delphi Study on Emotion Recognition within Workshop @ AAL-Forum 2016

AAL Forum 2016 KeynoteThe AAL Forum 2016 takes place in St. Gallen from September 26 to 29. Gerald Bieber from Fraunhofer IGD and Oliver Korn are chairing Workshop 28: From Recognizing Motion to Emotion Awareness – Perspectives for Future AAL Solutions:

There are several examples for the successful use of sensor-based motion recognition, e.g. for fall prevention or rehabilitation of elderly persons. However, motivation is always key when it comes to redundant exercises. While motion recognition helps to ensure a movement is performed correctly, emotion recognition can help to ensure an exercise is performed regularly.

The contribution of the workshop is three-fold. We will investigate best practices using motion recognition, show some potentials of emotion recognition and finally will develop perspectives for the application of emotion recognition in existing and future AAL solutions. The last section will be integrated in a Delphi study.

Computerized Assessment of the Skills of Impaired and Elderly Workers

Korn, Oliver; Tso, Leslie; Papagrigoriou, Christos; Sowoidnich, Yannic; Konrad, Robert; Schmidt, Albrecht:

Computerized Assessment of the Skills of Impaired and Elderly Workers. A Tool Survey and Comparative Study

In: PETRA ’16 Proceedings of the 9th Int. Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2016
DOI = 10.1145/2910674.2910675

Abstract

The number of impaired persons rises – as a result of both regular degradation with age and psychological problems like burnout. Sheltered work organizations aim to reintegrate impaired persons into work environments and prepare them for the re-entry in the regular job market.

Both for elderly and for impaired persons it is crucial to quickly assess the abilities, to identify limits and potentials and thus find work processes suitable for their skill profile.

This work focuses on the analysis and comparison of software-tools that assess the abilities of persons with impairments. We describe two established generic tools (CANTAB, Cogstate), analyze a yet unknown specialized tool (Hamet) and present a new gamified tool (GATRAS).

Finally we present a study with 20 participants, comparing the tools against a ground truth baseline generated by a realworld assembly task

Presentation

This work will be presented at the conference
PErvasive Technologies Related to Assistive Environments
PETRA ’16 (June 29 – July 01) on Corfu Island, Greece.

PETRA-16

Gamification of a Workday. A Study on the Effects in Sheltered Employment

By Oliver on February 9th, 2016 in assistive systems, conferences, gamification, HCI, publications

Korn, Oliver; Lang, Johannes; Korge, Andreas; Causegic, Haris; Schmidt, Albrecht:

Gamification of a Workday. A Study on the Effects in Sheltered Employment

CHI-16-LBW-gamification-workdayIn: CHI ’16 Extended Abstracts of the ACM SIGCHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2016
DOI = 10.1145/2851581.2892283

Abstract

Gamification implies the application of methods and design patterns from gaming to non-gaming areas like learning or working. We applied an existing gamification design to production processes in an organization which provides sheltered employment for impaired persons.

In contrast to existing work, we investigated not only a short period but a complete workday to measure the effects on the performance of impaired workers.

The study indicates that gamification has
(1) a negative effect on workers with considerable cognitive impairments,
(2) no measurable effect on workers with medium cognitive impairments and
(3) a positive effect on workers with mild cognitive impairments.

PresentationCHI4good

This work will be presented at CHI ’16 (May 7-12) in San Jose, California, USA.

PETRA 2015

By Oliver on April 28th, 2015 in conferences, gamification, HCI

The 8th International Conference on PErvasive Technologies Related to Assistive Environments (PETRA)

PETRA-15

http://petrae.org/ | July 1-3, Korfu, Greece

Presentation of Paper:

Design Approaches for the Gamification of Production Environments. A Study Focusing on Acceptance

EICS 2015

By Oliver on April 24th, 2015 in conferences, HCI, HMI

The 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems

EICS-2015

http://eics2015.org/ | June 23-26, Duisburg, Germany

Presentation of Paper:
Towards a Gamification of Industrial Production. A Comparative Study in Sheltered Work Environments

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