Posts Tagged ‘assistive technology’

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.

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.

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.

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.

Gamification of Production? A Study on the Acceptance of Gamified Work Processes in the Automotive Industry

By Oliver on July 25th, 2016 in assistive technology, gamification, HCI, HMI, publications

Korn, Oliver; Muschick, Peter; Schmidt, Albrecht:

Gamification of Production? A Study on the Acceptance of Gamified Work Processes in the Automotive Industry

In: Advances in Affective and Pleasurable Design. Proceedings of the AHFE 2016 International Conference, Springer Berlin Heidelberg, New York, NY, USA, 2016
DOI = 10.1007/978-3-319-41661-8_42

Abstract

In this work, we investigate how gamification can be integrated into work processes in the automotive industry. The contribution contains five parts:

(1) An introduction showing how gamification has become increasingly common, especially in education, health and the service industry.

(2) An analysis on the state of the art of gamified applications, discussing several best practices.

(3) An analysis of the special requirements for gamification in production, regarding both external norms and the mindset of workers in this domain.

(4) An overview of first approaches towards a gamification of production, focusing on solutions for impaired workers in sheltered work organizations.

(5) A study with a focus group of instructors at two large car manufacturers. Based on the presentation of three potential designs for the gamification of production, the study investigates the general acceptance of gamification in modern production and determines which design is best suited for future implementations.

Full Text

https://www.researchgate.net/publication/305620223_Gamification_of_Production_A_Study_on_the_Acceptance_
of_Gamified_Work_Processes_in_the_Automotive_Industry

Presentation

This work will be presented at the conference
AHFE ’16: 7th International Conference on Applied Human Factors and Ergonomics (July 27-31) in Orlando, FL, USA

AHFE-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.

Ethical Implications Regarding Assistive Technology at Workplaces

Behrendt, Hauke; Funk, Markus; Korn, Oliver:
Assistive Systems for the Workplace: Towards Context-Aware Assistance

In: Collective Agency and Cooperation in Natural and Artificial Systems. Springer, 2015. pp 109-130
DOI = 10.1007/978-3-319-15515-9_6

Cover-Collective-AgencyAbstract

It is the purpose of this paper to address ethical issues concerning the development and application of Assistive Technology at Workplaces (ATW). We shall give a concrete technical concept how such technology might be constructed and propose eight technical functions it should adopt in order to serve its purpose.

Then, we discuss the normative questions why one should use ATW, and by what means. We argue that ATW is good to the extent that it ensures social inclusion and consider four normative domains in which its worth might consists in. In addition, we insist that ATW must satisfy two requirements of good workplaces, which we specify as

(a) an exploitation restraint and

(b) a duty of care.

http://link.springer.com/chapter/10.1007/978-3-319-15515-9_6

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

By Oliver on May 4th, 2015 in assistive systems, assistive technology, HCI, HMI, publications

PETRA-2015-Workplace-with-GamificationKorn, Oliver; Funk, Markus; Schmidt, Albrecht:

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

In: Proceedings of the 8th International Conference on PErvasive Technologies Related to Assistive Environments, ACM,
New York, NY, USA, 2015
DOI = 10.1145/2769493.2769549

Abstract

Gamification is an ever more popular method to increase motivation and user experience in real-world settings. It is widely used in the areas of marketing, health and education. However, in production environments, it is a new concept. To be accepted in the industrial domain, it has to be seamlessly integrated in the regular work processes.

In this work we make the following contributions to the field of gamification in production: (1) we analyze the state of the art and introduce domain-specific requirements; (2) we present two implementations gamifying production based on alternative design approaches; (3) these are evaluated in a sheltered work organization. The comparative study focuses acceptance, motivation and perceived happiness.

The results reveal that a pyramid design showing each work process as a step on the way towards a cup at the top is strongly preferred to a more abstract approach where the processes are represented by a single circle and two bars.

Presentation

This work was presented at the PETRA 2015 in Korfu, Greece.

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

EICS-2015-Workplace-with-GamificationKorn, Oliver; Funk, Markus; Schmidt, Albrecht:

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

In: Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, ACM, New York, NY, USA, 2015 [to be published]
DOI = 10.1145/2774225.2774834

Abstract

Using video game elements to improve user experience and user engagement in non-game applications is called “gamification”. This method of enriching human-computer interaction has been applied successfully in education, health and general business processes. However, it has not been established in industrial production so far.

After discussing the requirements specific for the production domain we present two workplaces augmented with gamification. Both implementations are based on a common framework for context-aware assistive systems but exemplify different approaches: the visualization of work performance is complex in System 1 and simple in System 2.

Based on two studies in sheltered work environments with impaired workers, we analyze and compare the systems’ effects on work and on workers. We show that gamification leads to a speed-accuracy-tradeoff if no quality-related feedback is provided. Another finding is that there is a highly significant raise in acceptance if a straightforward visualization approach for gamification is used.

Presentation

This work will be presented at the EICS 2015 in Duisburg, Germany.

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