@inproceedings{KornFunkSchmidt, author = {Korn, Oliver and Funk, Markus and Schmidt, Albrecht}, title = {Design approaches for the gamification of production environments: a study focusing on acceptance}, series = {PETRA '15: Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments}, address = {New York}, organization = {Association for Computing Machinery}, isbn = {978-1-4503-3452-5}, doi = {10.1145/2769493.2769549}, pages = {Artikel 6}, 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.}, language = {en} } @inproceedings{FunkBaechlerBaechleretal., author = {Funk, Markus and B{\"a}chler, Andreas and B{\"a}chler, Liane and Korn, Oliver and Krieger, Christoph and Heidenreich, Thomas and Schmidt, Albrecht}, title = {Comparing projected in-situ feedback at the manual assembly workplace with impaired workers}, series = {PETRA '15: Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments}, address = {New York}, organization = {Association for Computing Machinery}, isbn = {978-1-4503-3452-5}, doi = {10.1145/2769493.2769496}, pages = {Artikel 1}, abstract = {With projectors and depth cameras getting cheaper, assistive systems in industrial manufacturing are becoming increasingly ubiquitous. As these systems are able to continuously provide feedback using in-situ projection, they are perfectly suited for supporting impaired workers in assembling products. However, so far little research has been conducted to understand the effects of projected instructions on impaired workers. In this paper, we identify common visualizations used by assistive systems for impaired workers and introduce a simple contour visualization. Through a user study with 64 impaired participants we compare the different visualizations to a control group using no visual feedback in a real world assembly scenario, i.e. assembling a clamp. Furthermore, we introduce a simplified version of the NASA-TLX questionnaire designed for impaired participants. The results reveal that the contour visualization is significantly better in perceived mental load and perceived performance of the participants. Further, participants made fewer errors and were able to assemble the clamp faster using the contour visualization compared to a video visualization, a pictorial visualization and a control group using no visual feedback.}, language = {en} } @inproceedings{KornFunkSchmidt, author = {Korn, Oliver and Funk, Markus and Schmidt, Albrecht}, title = {Towards a gamification of industrial production: a comparative study in sheltered work environments}, series = {EICS '15: Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems}, address = {New York}, organization = {Association for Computing Machinery}, isbn = {978-1-4503-3646-8}, doi = {10.1145/2774225.2774834}, pages = {84 -- 93}, 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.}, language = {en} } @inproceedings{KornReesSchulz, author = {Korn, Oliver and Rees, Adrian and Schulz, Uwe}, title = {Small-Scale Cross Media Productions: A Case Study of a Documentary Game}, series = {Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video}, address = {New York}, organization = {Association for Computing Machinery}, isbn = {978-1-4503-3526-3}, doi = {10.1145/2745197.2755516}, pages = {149 -- 154}, 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 small-scale cross media productions.}, language = {en} } @inproceedings{JunkMatt, author = {Junk, Stefan and Matt, Rebecca}, title = {New Approach to Introduction of 3D Digital Technologies in Design Education}, series = {Proceedings of CIRP 25th Design Conference: Innovative Product Creation}, volume = {36}, organization = {Procedia CIRP}, doi = {10.1016/j.procir.2015.01.045}, pages = {35 -- 40}, language = {en} } @book{BreyerMaylaender, author = {Breyer-Mayl{\"a}nder, Thomas}, title = {F{\"u}hrung braucht Klarheit}, publisher = {Hanser}, address = {M{\"u}nchen}, isbn = {978-3-446-44374-7}, pages = {X, 203}, language = {de} } @book{ZerresZerres, author = {Zerres, Thomas and Zerres, Michael}, title = {Europ{\"a}isches Wirtschaftsrecht}, series = {Hamburger Schriften zur Marketingforschung}, volume = {96}, publisher = {Hampp}, address = {M{\"u}nchen}, isbn = {978-3-95710-039-9}, pages = {XIV, 159}, language = {de} } @incollection{BreyerMaylaenderIsrael, author = {Breyer-Mayl{\"a}nder, Thomas and Israel, Kai}, title = {Markenentwicklung durch Repositionierung: Neuer Claim und neues Corporate Design f{\"u}r „Schwarzwald-Sprudel"}, series = {Marketing-Management: Konzepte - Instrumente - Unternehmensfallstudien}, publisher = {Pearson}, address = {Halbergmoos}, isbn = {978-3868941210}, pages = {359 -- 363}, language = {de} } @misc{Lankau, author = {Lankau, Ralf}, title = {Massiv gescheitert}, series = {futur iii}, language = {de} } @unpublished{FetznerDornbergSmith, author = {Fetzner, Daniel and Dornberg, Martin and Smith, Graham}, title = {Drei Skype-Performances - {\"U}berlegungen zur k{\"u}nstlerischen Forschung}, series = {Jahrbuch Tanzforschung}, volume = {25}, organization = {Gesellschaft f{\"u}r Tanzforschung}, isbn = {978-3-89487-782-8}, pages = {209 -- 223}, language = {de} }