TY - CHAP U1 - Konferenzveröffentlichung A1 - Grund, Jonas A1 - Umfahrer, Moritz A1 - Buchweitz, Lea A1 - Gay, James A1 - Theil, Arthur A1 - Korn, Oliver T1 - A Gamified and Adaptive Learning System for Neurodivergent Workers in Electronic Assembling Tasks T2 - Proceedings of the Conference on Mensch und Computer (MuC '20) N2 - Learning and work-oriented assistive systems are often designed to fit the workflow of neurotypical workers. Neurodivergent workers and individuals with learning disabilities often present cognitive and sensorimotor characteristics that are better accommodated with personalized learning and working processes. Therefore, we designed an adaptive learning system that combines an augmented interaction space with user-sensitive virtual assistance to support step-by-step guidance for neurodivergent workers in electronic assembling tasks. Gamified learning elements were also included in the interface to provide self-motivation and praise whenever users progress in their learning and work achievements. KW - Neurodivergent KW - Assistive Technology KW - Gamification KW - Human Computrer Interaction KW - Impairments Y1 - 2020 UR - https://dl.acm.org/doi/10.1145/3404983.3410420 SN - 978-1-4503-7540-5 SB - 978-1-4503-7540-5 U6 - https://dx.doi.org/10.1145/3404983.3410420 DO - https://dx.doi.org/10.1145/3404983.3410420 N1 - Konferenz: MuC'20: Mensch und Computer 2020, Magdeburg Germany, September 2020 SP - 491 EP - 494 PB - ACM Press CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Gay, James A1 - Umfahrer, Moritz A1 - Theil, Arthur A1 - Buchweitz, Lea A1 - Lindell, Eva A1 - Guo, Li A1 - Persson, Nils-Krister A1 - Korn, Oliver ED - Guerreiro, Tiago ED - Nicolau, Hugo ED - Moffatt, Karyn T1 - Keep Your Distance: A Playful Haptic Navigation Wearable for Individuals with Deafblindness T2 - Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’20) N2 - Deafblindness, a form of dual sensory impairment, signifcantly impacts communication, access to information and mobility. Inde- pendent navigation and wayfnding are main challenges faced by individuals living with combined hearing and visual impairments. We developed a haptic wearable that provides sensory substitution and navigational cues for users with deafblindness by conveying vibrotactile signals onto the body. Vibrotactile signals on the waist area convey directional and proximity information collected via a fisheye camera attached to the garment, while semantic informa- tion is provided with a tapping system on the shoulders. A playful scenario called “Keep Your Distance” was designed to test the navigation system: individuals with deafblindness were “secret agents” that needed to follow a “suspect”, but they should keep an opti- mal distance of 1.5 meters from the other person to win the game. Preliminary fndings suggest that individuals with deafblindness enjoyed the experience and were generally able to follow the directional cues. KW - Deafblindness KW - Assistive Technology KW - Gamification KW - Haptics KW - Human Computer Interaction Y1 - 2020 SN - 978-1-4503-7103-2 SB - 978-1-4503-7103-2 U6 - https://dx.doi.org/10.1145/3373625.3418048 DO - https://dx.doi.org/10.1145/3373625.3418048 N1 - ASSETS '20: The 22nd International ACM SIGACCESS Conference on Computers and Accessibility, Virtual Event, Greece, October 2020 SP - Artikel 93 S1 - 4 PB - ACM Press CY - New York ER - TY - JOUR U1 - Zeitschriftenartikel, wissenschaftlich - begutachtet (reviewed) A1 - Bordini, Rogério Augusto A1 - Münscher, Johann-Christoph A1 - Baumgartner, Kim Annabell A1 - Hagos, Sara A1 - Hornig, Jennifer A1 - Korn, Oliver A1 - Gampe, Stefano A1 - Yaman, Berkay A1 - Herzberg, Philipp Yorck T1 - Strangers in a Strange Land: Designing a Mobile Application to Combat Loneliness and Isolation Among Foreign University Students JF - Journal of Technology in Behavioral Science N2 - The findings presented in this article were obtained through a preliminary exploratory study conducted at the Offenburg University as part of the Fighting Loneliness project promoted by the institution’s Affective & Cognitive Institute (ACI) from October 2019 to February 2020. The initiative’s main objective was to answer the research question “How should an app be designed to reduce loneliness and social isolation among university students?” with the collaboration of the institution’s students. KW - Computer Science KW - Human Computer Interaction KW - Loneliness KW - Gamification KW - Social Isolation KW - Human Computrer Interaction KW - Mobile Applications Y1 - 2020 SN - 2366-5963 SS - 2366-5963 U6 - https://dx.doi.org/10.1007/s41347-020-00171-6 DO - https://dx.doi.org/10.1007/s41347-020-00171-6 PM - PMC7542090 SP - 7 S1 - 7 PB - Springer ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Heimburger, Louisa A1 - Buchweitz, Lea A1 - Gouveia, Ruben A1 - Korn, Oliver ED - Goossens, Richard H.M. ED - Murata, Atsuo T1 - Gamifying Onboarding: How to Increase Both Engagement and Integration of New Employees T2 - Advances in Social and Occupational Ergonomics N2 - New employees are supposed to quickly understand their tasks, internal processes and familiarize with colleagues. This process is called “onboarding” and is still mainly realized by organizational methods from human resource management, such as introductory events or special employee sessions. Software tools and especially mobile applications are an innovative means to support provide onboarding processes in a modern, even remote, way. In this paper we analyze how the use of gamification can enhance onboarding processes. Firstly, we describe a mobile onboarding application specifically developed for the young, technically literate generations Y and Z, who are just about to start their career. Secondly, we report on a study with 98 students and young employees. We found that participants enjoyed the gamified application. They especially appreciated the feature “Team Bingo” which facilitates social integration and teambuilding. Based on the OCEAN personality model (“Big Five”), the personality traits agreeableness and openness revealed significant correlations with a preference for the gamified onboarding application. KW - Gamification KW - Onboarding KW - HR KW - Human Resources Y1 - 2019 UR - https://www.researchgate.net/publication/333655639_Gamifying_Onboarding_How_to_Increase_Both_Engagement_and_Integration_of_New_Employees SN - 978-3-030-20144-9 (Print) SB - 978-3-030-20144-9 (Print) SN - 978-3-030-20145-6 (Online) SB - 978-3-030-20145-6 (Online) U6 - https://dx.doi.org/10.1007/978-3-030-20145-6_1 DO - https://dx.doi.org/10.1007/978-3-030-20145-6_1 N1 - Proceedings of the AHFE 2019 International Conference on Social and Occupational Ergonomics, July 24-28, 2019, Washington D.C., USA SP - 3 EP - 14 S1 - 12 PB - Springer International Publishing CY - Cham ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Rees, Adrian T1 - Affective Effects of Gamification: Using Biosignals to Measure the Effects on Working and Learning Users T2 - Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - What emotional effects does gamification have on users who work or learn with repetitive tasks? In this work, we use biosignals to analyze these affective effects of gamification. After a brief discussion of related work, we describe the implementation of an assistive system augmenting work by projecting elements for guidance and gamification. We also show how this system can be extended to analyse users' emotions. In a user study, we analyse both biosignals (facial expressions and electrodermal activity), and regular performance measures (error rate and task completion time). For the performance measures, the results confirm known effects like increased speed and slightly increased error rate. In addition, the analysis of the biosignals provides strong evidence for two major affective effects: the gamification of work and learning tasks incites highly significantly more positive emotions and increases emotionality altogether. The results add to the design of assistive systems, which are aware of the physical as well as the affective context. KW - Affective Computing KW - Biosignals KW - Emotion Recognition KW - Gamification KW - Human Computer Interaction Y1 - 2019 UR - https://www.researchgate.net/publication/333366352_Affective_effects_of_gamification_using_biosignals_to_measure_the_effects_on_working_and_learning_users SN - 978-1-4503-6232-0 SB - 978-1-4503-6232-0 U6 - https://dx.doi.org/10.1145/3316782.3316783 DO - https://dx.doi.org/10.1145/3316782.3316783 N1 - PETRA '19 Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments, Rhodes, Greece — June 05 - 07, 2019 SP - 1 EP - 10 S1 - 10 PB - ACM Press CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Schulz, Annika Sabrina A1 - Schulz, Franziska A1 - Gouveia, Ruben A1 - Korn, Oliver T1 - Branded Gamification in Technical Education T2 - 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) N2 - Brand identification has the potential of shaping individuals' attitudes, performance and commitment within learning and work contexts. We explore these effects, by incorporating elements of branded identification within gamified environments. We report a study with 44 employees, in which task performance and emotional outcomes are assessed in a real-world assembly scenario - namely, while performing a soldering task. Our results indicate that brand identification has a direct impact on individuals' attitude towards the task at hand: while instigating positive emotions, aversion and reactance also arise. KW - Task Analysis KW - Gamification KW - Emotion Recognition KW - Affective Computing Y1 - 2018 UR - https://www.computer.org/csdl/proceedings/vs-games/2018/7123/00/08493413-abs.html UR - https://www.researchgate.net/publication/328371476_Branded_Gamification_in_Technical_Education SN - 2474-0470 SS - 2474-0470 SN - 978-1-5386-7124-5 SB - 978-1-5386-7124-5 U6 - https://dx.doi.org/10.1109/VS-Games.2018.8493413 DO - https://dx.doi.org/10.1109/VS-Games.2018.8493413 N1 - peer-reviewed SP - 1 EP - 8 S1 - 8 ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Buchweitz, Lea A1 - Rees, Adrian A1 - Bieber, Gerald A1 - Werner, Christian A1 - Hauer, Klaus T1 - Using Augmented Reality and Gamification to Empower Rehabilitation Activities and Elderly Persons. A Study Applying Design Thinking T2 - AHFE 2018: Advances in Artificial Intelligence, Software and Systems Engineering N2 - We present the design of a system combining augmented reality (AR) and gamification to support elderly persons’ rehabilitation activities. The system is attached to the waist; it collects detailed movement data and at the same time augments the user’s path by projections. The projected AR-elements can provide location-based information or incite movement games. The collected data can be observed by therapists. Based on this data, the challenge level can be more frequently adapted, keeping up the patient’s motivation. The exercises can involve cognitive elements (for mild cognitive impairments), physiological elements (rehabilitation), or both. The overall vision is an individualized and gamified therapy. Thus, the system also offers application scenarios beyond rehabilitation in sports. In accordance with the methodology of design thinking, we present a first specification and a design vision based on inputs from business experts, gerontologists, physiologists, psychologists, game designers, cognitive scientists and computer scientists. KW - Augmented Reality KW - Gamification KW - Rehabilitation Y1 - 2018 SN - 2194-5357 SS - 2194-5357 SN - 978-3-319-94229-2 SB - 978-3-319-94229-2 U6 - https://dx.doi.org/10.1007/978-3-319-94229-2_21 DO - https://dx.doi.org/10.1007/978-3-319-94229-2_21 VL - 787 SP - 219 EP - 229 PB - Springer CY - Cham ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Muschick, Peter A1 - Schmidt, Albrecht T1 - Gamification of Production? A Study on the Acceptance of Gamified Work Processes in the Automotive Industry T2 - Advances in Affective and Pleasurable Design Proceedings of the AHFE 2016 International Conference on Affective and Pleasurable Design, July 27-31, 2016, Walt Disney World®, Florida, USA N2 - 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. KW - Produktion KW - Gamification Y1 - 2016 SN - 978-3-319-41660-1 SB - 978-3-319-41660-1 U6 - https://dx.doi.org/10.1007/978-3-319-41661-8_42 DO - https://dx.doi.org/10.1007/978-3-319-41661-8_42 SP - 433 EP - 445 S1 - 13 PB - Springer International Publishing ER - TY - CHAP U1 - Buchbeitrag A1 - Korn, Oliver A1 - Brenner, Florian A1 - Börsig, Julian A1 - Lalli, Fabio A1 - Mattmüller, Maik A1 - Müller, Andrea T1 - Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources T2 - AHFE 2017: Advances in The Human Side of Service Engineering N2 - 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. KW - Recrutainment KW - Recrutainment KW - Recruiting KW - Human Resources KW - Gamification Y1 - 2017 SN - 2194-5357 SS - 2194-5357 SN - 978-3-319-60485-5 SB - 978-3-319-60485-5 U6 - https://dx.doi.org/10.1007/978-3-319-60486-2_4 DO - https://dx.doi.org/10.1007/978-3-319-60486-2_4 N1 - Best Paper Award AHFE HSSE 2017 VL - 601 SP - 37 EP - 49 PB - Springer CY - Cham ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Tietz, Stefan T1 - Strategies for Playful Design when Gamifying Rehabilitation. A Study on User Experience T2 - Proceedings of the 10th International Conference on Pervasive Technologies Related to Assistive Environments N2 - 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. KW - Gamification KW - Rehabilitation Y1 - 2017 UN - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bsz:ofb1-opus4-26480 UR - https://dl.acm.org/citation.cfm?id=3056550 SN - 978-1-4503-5227-7 SB - 978-1-4503-5227-7 U6 - https://dx.doi.org/10.1145/3056540.3056550 DO - https://dx.doi.org/10.1145/3056540.3056550 SP - 209 EP - 214 S1 - 6 PB - Association for Computing Machinery CY - New York ER -