Archive for the ‘Uncategorized’ Category

Determining the Characteristics of Preferred Virtual Faces

By Oliver on November 12th, 2015 in games, HCI, publications, Uncategorized

Schwind, Valentin; Wolf, Katrin; Henze, Niels; Korn, Oliver:

Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator

In: CHI PLAY ’15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, pp. 221-230, ACM, New York, NY, USA, 2015
DOI = 10.1145/2793107.2793116

Avatar-GeneratorAbstract

Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities.

We developed an avatar creation system to examine preferences towards parametrized faces and explore in regard to the Uncanny Valley phenomenon how people design faces that they like or reject. Based on the 3D model of the Caucasian average face, 420 participants generate 1341 faces of positively and negatively associated concepts of both gender. The results show that some characteristics associated with the Uncanny Valley are used to create villains or repulsive faces. Heroic faces get attractive features but are rarely and little stylized. A voluntarily designed face is very similar to the heroine. This indicates that there is a tendency of users to design feminine and attractive but still credible faces.

Presentation

This work was presented at CHI PLay ’15 in London.

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

The Effect of Gamification on Emotions. The Potential of Facial Recognition in Work Environments

Korn, Oliver; Boffo, Sandra; Schmidt, Albrecht:
The Effect of Gamification on Emotions. The Potential of Facial Recognition in Work Environments

In: Human-Computer Interaction: Design and Evaluation, Lecture Notes in Computer Science, Vol. 9169, 489-499, Springer, Heidelberg, 2015
DOI = 10.1007/978-3-319-20901-2_46

Abstract

Emotion-DetectionGamification is a delightful concept: it is a creditable idea to use “video game elements to improve user experience and user engagement in non-game services and applications”. The link between emotions and motivation, especially in context of employee motivation, is important: after all, increased engagement should have numerous benefits like improved performance and greater user satisfaction.

This article describes how gamification can be used in work contexts like industrial production. Since industrial production already involves processes with measurable physical outcomes (e.g. the number of parts produced per hour), gaming elements like scores and leaderboards could be implemented with comparatively little effort. Ideally the system should also be able to measure the effect on speed and quality of the gamified work processes.

Presentation

The work will be presented at HCI International 2015 in Los Angeles, CA, USA, 2-7 August 2015

PhD thesis: Context-Aware Assistive Systems for Augmented Work. A Framework Using Gamification and Projection

At May 21st I finished my PhD in Computer Science at the Institute for Visualization and Interactive Systems (VIS) at the University of Stuttgart. The advisors were Prof. Dr. Albrecht Schmidt from the VIS and Prof. Dr. Fillia Makedon from the Universiy of Texas Alington (UTA). The work is based on the project ASLM acquired by Prof. Dr. Thomas Hörz from the University of Applied Sciences Esslingen and was continued in the project motionEAP.

Diss-CoverThe PhD is situated in the University of Stuttgart’s SimTech Cluster and was supported by the German Federal Ministry for Economic Affairs and Energy. It is published as “Open Source” – this means you can download and distribute this work freely as long as you indicate the source:

Context-Aware Assistive Systems for Augmented Work. A Framework Using Gamification and Projection (PDF, 7.7 MB)

If you prefer a printed version you can order it at Lulu Press.

Keywords:

assistive systems, assistive technologies, gamification, projection, motion recognition, context-aware, game design, human computer interaction, HCI, elderly, impaired, ethics, digital factory, cyber-physical systems, CPS

Abstract:

While context-aware assistive systems (CAAS) have become ubiquitous in cars or smartphones, most workers in production environments still rely on their skills and expertise to make the right choices and movements. (more…)

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

Gips-Schüle-Award for Research on Assistive Systems

Gips_Schuele_Forschungspreis2

Copyright by Gips-Schüle-Stiftung

On October 23rd 2013 the Special-Research Award for Human-Technology-Interaction by the Gips-Schüle-Foundation was awarded to the project ASLM. With the research lab located at the University of Applied Sciences Esslingen, the project aimed to develop a new kind of assistive system to support persons with impairments in production environments. The new assistive system uses motion tracking and projection. Within the project gamification elements were explored to improve motivation and work satisfaction. The system was constructed and built with the support of the company Schnaithmann. The system was evaluated at the sheltered work organization BWH Heilbronn. We congratulate the three awardees.

Basic research on assistive systems using motion recognition, projection and gamification can be found in the following publications:

MuC 2013 in Bremen

By Oliver on September 8th, 2013 in conferences, HCI, publications, Uncategorized

International Conference on Humans & Computer (Mensch und Computer, MuC)
(organized by the University of Bremen, Germany)

2013-MuC2

http://www.interaktivevielfalt.org/

September 08-11, Bremen, Germany

Presentation of Paper: Augmentierte Produktion. Assistenzsysteme mit Projektion und Gamification für leistungsgeminderte und leistungsgewandelte Menschen

Impression from keynote:

MuC_130909a-sm

Augmentierte Produktion. Assistenzsysteme mit Projektion und Gamification für leistungsgeminderte und leistungsgewandelte Menschen

Korn, Oliver; Abele, Stephan; Schmidt, Albrecht; Hörz, Thomas:
Augmentierte Produktion. Assistenzsysteme mit Projektion und Gamification für leistungsgeminderte und leistungsgewandelte Menschen

In: Boll, S.; Maaß, S. & Malaka, R. (eds.): Tagungsband der Konferenz Mensch & Computer 2013, Oldenbourg Verlag, München, 2013, pp. 119-128

Abstract

Assistenzsysteme in der Produktion beschränken sich bislang darauf, Werkern Instruktionen zur Montage von Produkten zu geben. Eine Anpassung an die körperlichen und geistigen Fähigkeiten des Anwenders findet bislang nicht statt. Auch neue Konzepte der Mensch-Maschine-Interaktion (MMI) finden nur langsam Anwendung. Mit dem Prototypen eines augmentierten Assistenzsystems haben wir experimentell untersucht, wie zwei neuere Ansätze der MMI sich auf die Leistungsfähigkeit von Personen mit Leistungsminderungen auswirken: Die Projektion von Informationen direkt in den Arbeitsbereich (in-situ) und die Anreicherung von Arbeitsprozessen mit spielerischen Elementen (Gamification). Zugleich wurde die Akzeptanz solcher Systeme untersucht.

Exergames for Elderly Persons: Physical Exercise Software Based on Motion Tracking within the Framework of Ambient Assisted Living

Ser.Games+Virt.Worlds-CoverKorn, Oliver; Brach, Michael; Hauer, Klaus & Unkauf, Sven:
Exergames for Elderly Persons: Physical Exercise Software
Based on Motion Tracking within the Framework of Ambient Assisted Living

In: Bredl, Klaus & Bösche, Wolfgang (eds.):
Serious Games and Virtual Worlds in Education,
Professional Development, and Healthcare
,
chapter 16, Information Science Reference / IGI Global,
Hershey, PA, USA, 2013, 258-268
DOI: 10.4018/978-1-4666-3673-6.ch016

Abstract

This chapter introduces the prototype of a software developed to assist elderly persons in performing physical exercises to prevent falls. The result — a combination of sport exercises and gaming — is also called “exergame.” The software is based on research and development conducted within the
“motivotion60+” research project as part of the AAL-program (Ambient Assisted Living).

The authors outline the use of motion recognition and analysis to promote physical activity among elderly people: it allows Natural Interaction (NI) and takes away the conventional controller, which represented a hurdle for the acceptance of technical solutions in the target group; it allows the real-time scaling of the exergame’s difficulty to adjust to the user’s individual fitness level and thus keep motivation up. The authors’ experiences with the design of the exergame and the first results from its evaluation regarding space, interaction, design, effort, and fun, as well as human factors, are portrayed. The authors also give an outlook on what future exergames using motion recognition should look like.

Full Text

http://www.igi-global.com/book/serious-games-virtual-worlds-education/72157

CHI ’13

By Oliver on February 13th, 2013 in conferences, HCI, publications, Uncategorized

ACM SIGCHI organizes the annual CHI conference (Human Factors in Computing Systems) - next edition CHI 2013 is in Paris, France, April 27 - May 2, 2013.

ACM SIGCHI Conference on Human Factors in Computing Systems

http://chi2013.acm.org/

April 27 – May 2, Paris, France

Presentation of Paper: The Potentials of In-Situ-Projection for Augmented Workplaces in Production. A Study with Impaired Persons