Archive for the ‘publications’ 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.

 

Strategies for Playful Design when Gamifying Rehabilitation

Korn, Oliver; Tietz, Stefan:

Strategies for Playful Design when Gamifying Rehabilitation. A Study on User Experience

In: PETRA ’17 Proceedings of the 10h Int. Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2017, pp. 209-214

DOI = http://dx.doi.org/10.1145/3056540.3056550 [to be published]

Text on ResearchGate

Abstract

Gamifying rehabilitation is an efficient way to improve motivation and exercise frequency. However, between flow theory, self-determination theory or Bartle’s player types there is much room for speculation regarding the mechanics required for successful gamification, which in turn leads to increased motivation. For our study, we selected a gamified solution for motion training (an exergame) where the playful design elements are extremely simple.

The contribution is three-fold: we show best practices from the state of the art, present a study analyzing the effects of simple gamification mechanics on a quantitative and on a qualitative level and discuss strategies for playful design in therapeutic movement games.

Presentation

The paper has been presented on June 23 at PETRA ’17, the 10th International Conference on PErvasive Technologies Related to Assistive Environments.

Designing Authentic Emotions for Non-Human Characters

By Oliver on June 1st, 2017 in affective, games, gamification, KORION, publications

Korn, Oliver; Stamm, Lukas; Moeckel, Gerd:

Designing Authentic Emotions for Non-Human Characters. A Study Evaluating Virtual Affective Behavior

In: DIS 17 Proceedings of the ACM SIGCHI Designing Interactive Systems Conference 2017

DOI = http://dx.doi.org/10.1145/3064663.3064755

Text on ResearchGate

Abstract

While human emotions have been researched for decades, designing authentic emotional behavior for non-human characters has received less attention. However, virtual behavior not only affects game design, but also allows creating authentic avatars or robotic companions.

After a discussion of methods to model and recognize emotions, we present three characters with a decreasing level of human features and describe how established design techniques can be adapted for such characters.

In a study, 220 participants assess these characters’ emotional behavior, focusing on the emotion “anger”. We want to determine how reliable users can recognize emotional behavior, if characters increasingly do not look and behave like humans. A secondary aim is determining if gender has an impact on the competence in emotion recognition.

The findings indicate that there is an area of insecure attribution of virtual affective behavior not distant but close to human behavior. We also found that at least for anger, men and women assess emotional behavior equally well.

Presentation

The paper is presented on June 13 at the
ACM SIGCHI Designing Interactive Systems Conference 2017

Procedural Content Generation for Game Props? A Study on the Effects on User Experience

By Oliver on April 12th, 2017 in games, HCI, publications

Korn, Oliver; Blatz, Michael; Rees, Adrian; Schaal, Jakob; Schwind, Valentin; Görlich, Daniel:

Procedural Content Generation for Game Props? A Study on the Effects on User Experience

In: Computers in Entertainment, 15(2), ACM, New York, NY, USA, 1:1–1:15

DOI = 10.1145/2974026

Text in ACM DL | Text on ResearchGate

Abstract

This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocode implementation showing how Perlin or Simplex noise can be used efficiently.

In a comparative study, we investigate two alternative implementations of a decisive game prop: once created traditionally by artists and once generated by procedural algorithms. 41 test subjects played both implementations. The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing. In addition, the ever-changing nature of the procedurally generated environments is preferred with high significance, especially by players aged 45 and above.

Gamification in der Produktion – Anforderungen und Potenziale

Korn, Oliver; Vauderwangem, Oliver:

Gamification in der Produktion – Anforderungen und Potenziale

In: Henke, Michael & Kaczmarek, Sandra (Eds.): Gamification in der Logistik. Effektiv und spielend zu mehr Erfolg,  Huss, München, 50-77

http://www.huss-shop.de/item/Gamification-in-der-Logistik.html

Abstract

Gamification, die spielerische Anreicherung von Tätigkeiten, erfreut sich zunehmender Beliebtheit. Insbesondere in den Bereichen Gesundheit (Exergames) oder Lernen (Serious Games, Edutainment) gibt es eine Vielzahl erfolgreicher Anwendungen. Weniger verbreitet ist Gamification dagegen bislang bei Arbeitsprozessen. Zwar gibt es erfolgreiche Ansätze im Bereich Dienstleistung und Service (z. B. bei Callcentern), der Bereich der industriellen Produktion wurde jedoch bis vor wenigen Jahren nicht adressiert.

Dieses Kapitel gibt einen Überblick der Entwicklung von Gamification und zeigt den Stand der Technik. Wir leiten allgemeine Anforderungen für Gamification im Produktionsumfeld ab und stellen zwei neue Ansätze aus der aktuellen Forschung vor. Diese werden in einer Studie mit Trainern aus der Automobilbranche auf Akzeptanz untersucht. Die Ergebnisse zeigen eine insgesamt positive Haltung zur Gamifizierung der Produktion und eine sehr hohe Akzeptanz insbesondere des Pyramiden-Designs.

A Very Short History of Dynamic and Procedural Content Generation

By Oliver on April 7th, 2017 in games, publications

Blatz, Michael; Korn, Oliver:

A Very Short History of Dynamic and Procedural Content Generation

In: Korn, Oliver; Lee, Newton (Eds.): Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation, Springer Berlin Heidelberg, 2017, 1-13

DOI = 10.1007/978-3-319-53088-8_1

Abstract

This chapter portrays the historical and mathematical background of dynamic and procedural content generation (PCG). We portray and compare various PCG methods and analyze which mathematical approach is suited for typical applications in game design. In the next step, a structural overview of games applying PCG as well as types of PCG is presented. As abundant PCG content can be overwhelming, we discuss context-aware adaptation as a way to adapt the challenge to individual players’ requirements. Finally, we take a brief look at the future of PCG.

Book: Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation

By Oliver on April 5th, 2017 in games, HCI, publications

Korn, Oliver; Lee, Newton (Eds.):

Game Dynamics.
Best Practices in Procedural and Dynamic Game Content Generation

Springer Berlin Heidelberg, ISBN 978-3-319-53087-1

DOI = 10.1007/978-3-319-53088-8

Text on ResearchGate | Text on SpringerLink

Abstract

This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise.

In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player’s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value.

The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.

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