Archive for the ‘conferences’ Category

Small-Scale Cross Media Productions

By Oliver on April 21st, 2015 in conferences, games, publications

Small-Scale-Cross-Media-Productions

Korn, Oliver; Rees, Adrian; Schulz, Uwe:
Small-Scale Cross Media Productions. A Case Study of a Documentary Game

In: Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video (TVX), ACM, New York, NY, USA, 2015, 149-154
DOI = 10.1145/2745197.2755516

Abstract

With major intellectual properties there is a long tradition of cross-media value chains – usually starting
with books and comics, then transgressing to film and TV and finally reaching interactive media like video games. In recent years the situation has changed:

  1. smaller productions start to establish cross media value chains
  2. there is a trend from sequential towards parallel content production.

In this work we describe how the production of a historic documentary takes a cross media approach
right from the start. We analyze how this impacts the content creation pipelines with respect to story,
audience and realization. The focus of the case study is the impact on the production of a documentary game. In a second step we reflect on the experiences gained so far and derive recommendations for future smallscale cross media productions.

Presentation

This work was presented at the TVX 2015 in Brussels, the ACM International Conference on Interactive Experiences for Television and Online Video

TVX 2015

By Oliver on April 21st, 2015 in conferences, games

The ACM International Conference on Interactive Experiences for Television and Online Video

tvx-logo2015

http://tvx2015.com/

June 03-05, Brussels, Belgium

Presentation of Paper:
Small-Scale Cross Media Productions. A Case Study of a Documentary Game

Enabling End Users to Program for Smart Environments

By Oliver on March 10th, 2015 in assistive systems, assistive technology, conferences, HCI, HMI, publications

CHI-15_WorkshopFunk, Markus; Korn, Oliver; Schmidt, Albrecht:
Enabling End Users to Program for Smart Environments

In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, Workshop End-User Development in the Internet of Things Era (EUDITE) ACM, New York, NY, USA, 2015 [to be published]
DOI = n/a

Abstract

In the Internet of Things area, sensor-based smart environments are becoming more and more ubiquitous. Smart environments can support user’s cognitive abilities and support them in various tasks e.g. assembling, or cooking.

However, programming applications for smart environments still requires a lot of e ort as many sensors
need to be programmed and synchronized. In this work, we present a novel approach for programming procedures in smart environments through demonstrating a task. We de fine abstract high-level areas that are triggered by the user while performing a task. According to the triggered areas, projected instructions for performing the task again are automatically created. Those instructions can then be transferred to other users to learn how to assemble a product or to cook a meal.

We present a prototypical implementation of a smart environment using optical sensors and present how it can be used in a smart factory and in a smart kitchen.

Presentation

This work will be presented at the CHI 2015 in Seoul, Korea.

CHI 2015

By Oliver on February 20th, 2015 in conferences, HCI

ACM SIGCHI Conference on Human Factors in Computing Systems

CHI-2015

http://chi2015.acm.org/

April 18 – 23, Seoul, Korea

150420_CHI-15-reception-2_sm

CHI 2015 Conference Reception

CHI 2015 Conference Dinner – high interest…

 

Presentation of Paper: Enabling End Users to Program for Smart Environments

AHFE 2015

By Oliver on December 15th, 2014 in conferences, gamification

The 6th International Conference on Applied Human Factors and Ergonomics 2015 

AHFE-15-Logo

http://www.ahfe2015.org/index.html

July 26-30, Las Vegas, Nevada, USA

Presentation of Paper: Gamification of Business Processes: Re-Designing Work in Production and Service Industry

Gamification of Business Processes: Re-Designing Work in Production and Service Industry

Korn, Oliver; Schmidt, Albrecht:
Gamification of Business Processes: Re-Designing Work in Production and Service Industry

In: Procedia Manufacturing, 2015 [to be published]
DOI = 10.1016/j.promfg.2015.07.616

AbstractGamification-in-Production

In this work we provide an overview of gamification, i.e. the application of methods from game design to enrich non-gaming processes. The contribution is divided into five subsections: an introduction focusing on the progression of gamification through the hype cycle in the recent years (1), a brief introduction to gamification mechanics (1) and an overview of the state of the art in established areas (3). The focus is a discussion of more recent attempts of gamification in service and production (4). We also discuss the ethical implications (5) and the future perspectives (6)
of gamified business processes.

Gamification has been successfully applied in the domains education (serious games) and health (exergames) and is spreading to other areas. In recent years there have been various attempts to “gamify” business processes. While the first efforts date back as far as the collection of miles in frequent flyer programs, we will portray some of the more recent and comprehensive software-based approaches in the service industry, e.g. the gamification of processes in sales and marketing. We discuss their accomplishments as well as their social and ethical implications. Finally a very recent approach is presented: the application of gamification in the domain of industrial production. We discuss the special requirements in this domain and the effects on the business level and on the users. We conclude with a prognosis on the future development of gamification.

Presentation

This work will be presented at the AHFE 2015, the 6th International Conference on Applied Human Factors and Ergonomics within the conference track: 3rd International Conference on Human Side of Service Engineering

HCI International 2015

By Oliver on December 14th, 2014 in conferences
The 17th International Conference on Human-Computer Interaction
HCI-Logo
http://2015.hci.international/index.php
August 2-7, Los Angeles, CA, USA
Presentation of Paper:
The Effect of Gamification on Emotions. The Potential of Facial Recognition in Work Environments

PETRA ’14

The 7th International Conference on PErvasive Technologies
Related to Assistive Environments

(organized by the University of Texas at Arlington, USA)

PETRA-14

http://www.petrae.org/

May 27-30, Island of Rhodes, Greece

Presentation of Paper: Context-aware Assistive Systems at the Workplace. Analyzing the Effects of Projection and Gamification

Context-aware Assistive Systems at the Workplace. Analyzing the Effects of Projection and Gamification

CAAS-ModelKorn, Oliver; Funk, Markus; Abele, Stephan; Schmidt, Albrecht; Hörz, Thomas:
Context-aware Assistive Systems at the Workplace. Analyzing the Effects of Projection and Gamification

In: PETRA ’14 Proceedings of the 7th International Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2014
DOI =10.1145/2674396.2674406

Abstract

Context-aware assistive systems (CAAS) have become ubiquitous in cars or smartphones but not in industrial work contexts: while there are systems controlling work results, context-specific assistance during the processes is hardly offered. As a result production workers still have to rely on their skills and expertise. While un-impaired workers may cope well with this situation, elderly or impaired persons in production environments need context-sensitive assistance.

The contribution of the research presented here is three-fold: (1) We provide a framework for context-aware assistive systems in production environments. These systems are based on motion recognition and use projection and elements from game design (gamification) to augment work. (2) Based on this framework we describe a prototype with respect to both the physical and the software implementation. (3) We present the results of a study with impaired workers and quantifying the effects of the augmentations on work speed and quality.

An Augmented Workplace for Enabling User-Defined Tangibles

Funk, Markus; Korn, Oliver; Schmidt, Albrecht:User-defined-Tangibles

An Augmented Workplace for Enabling User-Defined Tangibles

In: Extended Abstracts of the ACM SIGCHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2014, DOI =10.1145/2559206.2581142

Abstract

In this work, we introduce a novel setup for an augmented workplace, which allows for de ning and interacting with user-de ned tangibles. State-of-the-art tangible user interface systems equip both the underlying surface and the tangible control with sensors or markers. At the workplace, having unique tangibles for each available action results in confusion. Furthermore, tangible controls mix with regular objects and induce a messy desk. Therefore, we introduce the concept of user-de fined tangibles, which enable a spontaneous binding between physical objects and digital functions. With user-de fined tangibles, the need for specially designed tangible controls disappears and each physical object on the augmented
workplace can be turned into a tangible control. We introduce our prototypical system and outline our proposed interaction concept.

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