Posts Tagged ‘proceedings’

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

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.

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.

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.

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

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.

Assisitive Augmentation at the Manual Workplace using In-Situ Projection

table_sketchFunk, Markus; Korn, Oliver; Schmidt, Albrecht:
Assisitive Augmentation at the Manual Assembly Workplace using In-Situ Projection

In: CHI ’14 Workshop on Assistive Augmentation. April 27th 2014.

Abstract [CHI-Worshop Paper]

In this paper, we argue for using in-situ projection to augment a user’s working experience. By recognizing objects on a workplace, the system is able to detect the current step within a workflow. Based on the information about position and orientation of the work-piece, speci c feedback can be given – even as a projection on top of the workpiece. So far, our work indicates that this technology is accepted by the industry. Currently, we are investigating the use of gami cation elements on the error rate. Additionally, we introduce a model for the conception of context aware assistive systems (CAAS). With our workshop participation, we want to discuss the potentials of in-situ projection at the manual workplace with the participants.

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.