TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Rees, Adrian A1 - Schulz, Uwe T1 - Small-Scale Cross Media Productions: A Case Study of a Documentary Game T2 - Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video N2 - 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. Y1 - 2015 SN - 978-1-4503-3526-3 SB - 978-1-4503-3526-3 U6 - https://dx.doi.org/10.1145/2745197.2755516 DO - https://dx.doi.org/10.1145/2745197.2755516 N1 - Konferenz: TVX'15: ACM International Conference on Interactive Experiences for TV and Online Video, June 2015, Brussels, Belgium SP - 149 EP - 154 CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Funk, Markus A1 - Schmidt, Albrecht T1 - Towards a gamification of industrial production: a comparative study in sheltered work environments T2 - EICS '15: Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems N2 - 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. Y1 - 2015 SN - 978-1-4503-3646-8 SB - 978-1-4503-3646-8 U6 - https://dx.doi.org/10.1145/2774225.2774834 DO - https://dx.doi.org/10.1145/2774225.2774834 N1 - Konferenz: EICS'15: ACM SIGCHI Symposium on Engineering Interactive Computing Systems, June 2015, Duisburg, Germany SP - 84 EP - 93 CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Funk, Markus A1 - Bächler, Andreas A1 - Bächler, Liane A1 - Korn, Oliver A1 - Krieger, Christoph A1 - Heidenreich, Thomas A1 - Schmidt, Albrecht T1 - Comparing projected in-situ feedback at the manual assembly workplace with impaired workers T2 - PETRA '15: Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - 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. Y1 - 2015 SN - 978-1-4503-3452-5 SB - 978-1-4503-3452-5 U6 - https://dx.doi.org/10.1145/2769493.2769496 DO - https://dx.doi.org/10.1145/2769493.2769496 N1 - Konferenz: PETRA '15: 8th PErvasive Technologies Related to Assistive Environments, Corfu, Greece, July 2015 SP - Artikel 1 S1 - 8 CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Funk, Markus A1 - Schmidt, Albrecht T1 - Design approaches for the gamification of production environments: a study focusing on acceptance T2 - PETRA '15: Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - 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. Y1 - 2015 SN - 978-1-4503-3452-5 SB - 978-1-4503-3452-5 U6 - https://dx.doi.org/10.1145/2769493.2769549 DO - https://dx.doi.org/10.1145/2769493.2769549 SP - Artikel 6 S1 - 7 CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Schmidt, Albrecht ED - Ahram, Tareq ED - Karwowski, Waldemar ED - Schmorrow, Dylan T1 - Gamification of Business Processes: Re-designing Work in Production and Service Industry T2 - Procedia Manufacturing N2 - 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 implicatio. 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. Y1 - 2015 SN - 2351-9789 SS - 2351-9789 U6 - https://dx.doi.org/10.1016/j.promfg.2015.07.616 DO - https://dx.doi.org/10.1016/j.promfg.2015.07.616 N1 - Konferenz: 6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015) and the Affiliated Conferences, AHFE 2015 VL - 3 SP - 3424 EP - 3431 PB - Elsevier ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Nandkumar, Karan A1 - Schulz, Annika Sabrina A1 - Korn, Oliver T1 - Wearable or HMD?: How to Support Tactile Navigation T2 - Proceedings of the 13th ACM International Conference on Pervasive Technologies Related to Assistive Environments N2 - This paper describes a comparative study of two tactile systems supporting navigation for persons with little or no visual and auditory perception. The efficacy of a tactile head-mounted device (HMD) was compared to that of a wearable device, a tactile belt. A study with twenty participants showed that the participants took significantly less time to complete a course when navigating with the HMD, as compared to the belt. KW - Navigation KW - Assistive Technology KW - Tactile KW - Human Computer Interaction KW - Deafblindness Y1 - 2020 U6 - https://dx.doi.org/10.1145/3389189.3397644 DO - https://dx.doi.org/10.1145/3389189.3397644 N1 - Konferenz: PETRA '20. The 13th PErvasive Technologies Related to Assistive Environments Conference, Corfu Greece, June 2020 SP - Artikel 78 S1 - 2 PB - ACM Press CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Boffo, Sandra A1 - Schmidt, Albrecht T1 - The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns T2 - HCI 2015: Human-Computer Interaction: Design and Evaluation N2 - Gamification means using video game elements to improve user experience and user engagement in non-game services and applications. This article describes the effects when gamification is used in work contexts. Here we focus on industrial production. We describe how facial recognition can be employed to measure and quantify the effect of gamification on the users’ emotions. The quantitative results show that gamification significantly reduces both task completion time and error rate. However, the results concerning the effect on emotions are surprising. Without gamification there are not only more unhappy expressions (as to expect) but surprisingly also more happy expressions. Both findings are statistically highly significant. We think that in redundant production work there are generally more (negative) emotions involved. When there is no gamification happy and unhappy balance each other. In contrast gamification seems to shift the spectrum of moods towards “relaxed”. Especially for work environments such a calm attitude is a desirable effect on the users. Thus our findings support the use of gamification. Y1 - 2015 SN - 978-3-319-20900-5 SB - 978-3-319-20900-5 U6 - https://dx.doi.org/10.1007/978-3-319-20901-2_46 DO - https://dx.doi.org/10.1007/978-3-319-20901-2_46 N1 - 17th International Conference, HCI International 2015, Los Angeles, CA, USA, August 2-7 2015, Proceedings, Part I SP - 489 EP - 499 PB - Springer CY - Cham ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Schwind, Valentin A1 - Wolf, Katrin A1 - Henze, Niels A1 - Korn, Oliver T1 - Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator T2 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play N2 - 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. Y1 - 2015 SN - 978-1-4503-3466-2 SB - 978-1-4503-3466-2 U6 - https://dx.doi.org/10.1145/2793107.2793116 DO - https://dx.doi.org/10.1145/2793107.2793116 N1 - Konferenz: CHI PLAY '15. The annual symposium on Computer-Human Interaction in Play, London (United Kingdom), October 03-07 2015 SP - 221 EP - 230 PB - ACM Press CY - New York ER - 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 - Buchweitz, Lea A1 - Theil, Arthur A1 - Gay, James A1 - Korn, Oliver ED - Guerreiro, Tiago ED - Nicolau, Hugo ED - Moffatt, Karyn T1 - Exploring Low-Cost Materials to Make Pattern-Based Lock-Screens Accessible for Users with Visual Impairments or Deafblindness T2 - Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’20) N2 - Nowadays, the wide majority of Europeans uses smartphones. However, touch displays are still not accessible by everyone. Individuals with deafblindness, for example, often face difculties in accessing vision-based touchscreens. Moreover, they typically have few fnancial resources which increases the need for customizable, low-cost assistive devices. In this work-in-progress, we present four prototypes made from low-cost, every-day materials, that make modern pattern lock mechanisms more accessible to individuals with vision impairments or even with deafblindness. Two out of four prototypes turned out to be functional tactile overlays for accessing digital 4-by-4 grids that are regularly used to encode dynamic dot patterns. In future work, we will conduct a user study investigating whether these two prototypes can make dot-based pattern lock mechanisms more accessible for individuals with visual impairments or deafblindness. KW - Deafblindness KW - Assistive Technology KW - Touch KW - Textile KW - Wearables Y1 - 2020 SN - 978-1-4503-7103-2 SB - 978-1-4503-7103-2 U6 - https://dx.doi.org/10.1145/3373625.3418020 DO - https://dx.doi.org/10.1145/3373625.3418020 N1 - Konferenz: ASSETS '20. The 22nd International ACM SIGACCESS Conference on Computers and Accessibility, Virtual Event, Greece, October 2020 SP - Artikel 69 S1 - 4 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 - CHAP U1 - Konferenzveröffentlichung A1 - Theil, Arthur A1 - Buchweitz, Lea A1 - Fuentes, Mauricio A1 - Korn, Oliver T1 - Co-Designing Assistive Tools to Support Social Interactions by Individuals Living with Deafblindness T2 - DIS' 20: Companion Publication of the 2020 ACM Designing Interactive Systems Conference N2 - Deafblindness is a dual sensory impairment that affects many aspects of life, including mobility, access to information, communication, and social interactions. Furthermore, individuals living with deafblindness are under a high risk of social isolation. Therefore, we identified opportunities for applying assistive tools to support social interactions through co-ideation activities with members of the deafblind community. This work presents our co-design approach, lessons learned and directions for designing meaningful assistive tools for dual sensory loss. KW - Deafblindness KW - Assistive Technology KW - Social Interaction KW - Design KW - Wearables Y1 - 2020 SN - 978-1-4503-7987-8 SB - 978-1-4503-7987-8 U6 - https://dx.doi.org/10.1145/3393914.3395869 DO - https://dx.doi.org/10.1145/3393914.3395869 N1 - DIS '20: Designing Interactive Systems Conference 2020, Eindhoven Netherlands, July 2020 SP - 79 EP - 83 PB - ACM Press CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Lindell, Eva A1 - Theil, Arthur A1 - Guo, Li A1 - Olsson, Nasrine A1 - Korn, Oliver A1 - Persson, Nils-Krister T1 - Physical Add-Ons for Haptic Human-Surrounding Interaction and Sensorial Augmentation T2 - International Conference on Human Interaction and Emerging Technologies, IHIET 2020, Human Interaction, Emerging Technologies and Future Applications III. Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 1253) N2 - Interaction and capturing information from the surrounding is dominated by vision and hearing. Haptics on the other side, widens the bandwidth and could also replace senses (sense switching) for impaired. Haptic technologies are often limited to point-wise actuation. Here, we show that actuation in two-dimensional matrices instead creates a richer input. We describe the construction of a full-body garment for haptic communication with a distributed actuating network. The garment is divided into attachable-detachable panels or add-ons that each can carry a two dimensional matrix of actuating haptic elements. Each panel adds to an enhanced sensoric capability of the human- garment system so that together a 720° system is formed. The spatial separation of the panels on different body locations supports semantic and theme-wise separation of conversations conveyed by haptics. It also achieves directional faithfulness, which is maintaining any directional information about a distal stimulus in the haptic input. KW - Haptics KW - Smart Textiles KW - Tactile KW - Wearables KW - Assistive Technology Y1 - 2020 SN - 978-3-030-55307-4_28 SB - 978-3-030-55307-4_28 U6 - https://dx.doi.org/10.1007/978-3-030-55307-4_28 DO - https://dx.doi.org/10.1007/978-3-030-55307-4_28 N1 - Proceedings of the 3rd International Conference on Human Interaction and Emerging Technologies: Future Applications (IHIET 2020), August 27-29, 2020, Paris, France SP - 183 EP - 188 PB - Springer CY - Cham ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Gay, James A1 - Gouveia, Rúben A1 - Buchweitz, Lea A1 - Schulz, Annika Sabrina A1 - Umfahrer, Moritz T1 - Tactile Navigation with Checkpoints as Progress Indicators?: Only when Walking Longer Straight Paths T2 - PETRA '20: Proceedings of the 13th ACM International Conference on Pervasive Technologies Related to Assistive Environments N2 - Persons with both vision and hearing impairments have to rely primarily on tactile feedback, which is frequently used in assistive devices. We explore the use of checkpoints as a way to give them feedback during navigation tasks. Particularly, we investigate how checkpoints can impact performance and user experience. We hypothesized that individuals receiving checkpoint feedback would take less time and perceive the navigation experience as superior to those who did not receive such feedback. Our contribution is two-fold: a detailed report on the implementation of a smart wearable with tactile feedback (1), and a user study analyzing its effects (2). The results show that in contrast to our assumptions, individuals took considerably more time to complete routes with checkpoints. Also, they perceived navigating with checkpoints as inferior to navigating without checkpoints. While the quantitative data leave little room for doubt, the qualitative data open new aspects: when walking straight and not being "overwhelmed" by various forms of feedback in succession, several participants actually appreciated the checkpoint feedback. KW - Navigation KW - Assistive Technology KW - Wearables KW - Human Computer Interaction KW - Visual Impairments Y1 - 2020 SN - 978-1-4503-7773-7 SB - 978-1-4503-7773-7 U6 - https://dx.doi.org/10.1145/3389189.3392605 DO - https://dx.doi.org/10.1145/3389189.3392605 N1 - Konferenz: PETRA '20. The 13th Pervasive Technologies Related to Assistive Environments Conference, Corfu Greece, June 2020 SP - Artikel 32 S1 - 8 PB - ACM Press CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Wang, Isaac A1 - Buchweitz, Lea A1 - Smith, Jesse A1 - Bornholdt, Lara-Sophie A1 - Grund, Jonas A1 - Ruiz, Jaime A1 - Korn, Oliver T1 - Wow, You Are Terrible at This!: An Intercultural Study on Virtual Agents Giving Mixed Feedback T2 - Proceedings of the 20th ACM International Conference on Intelligent Virtual Agents N2 - While the effects of virtual agents in terms of likeability, uncanniness, etc. are well explored, it is unclear how their appearance and the feedback they give affects people's reactions. Is critical feedback from an agent embodied as a mouse or a robot taken less serious than from a human agent? In an intercultural study with 120 participants from Germany and the US, participants had to find hidden objects in a game and received feedback on their performance by virtual agents with different appearances. As some levels were designed to be unsolvable, critical feedback was unavoidable. We hypothesized that feedback would be taken more serious, the more human the agent looked. Also, we expected the subjects from the US to react more sensitively to criticism. Surprisingly, our results showed that the agents' appearance did not significantly change the participants' perception. Also, while we found highly significant differences in inspirational and motivational effects as well as in perceived task load between the two cultures, the reactions to criticism were contrary to expectations based on established cultural models. This work improves our understanding on how affective virtual agents are to be designed, both with respect to culture and to dialogue strategies. Y1 - 2020 SN - 978-1-4503-7586-3 SB - 978-1-4503-7586-3 U6 - https://dx.doi.org/10.1145/3383652.3423887 DO - https://dx.doi.org/10.1145/3383652.3423887 N1 - Konferenz: IVA '20. ACM International Conference on Intelligent Virtual Agents, Virtual Event, Scotland UK, October 19-23, 2020 SP - Artikel 55 S1 - 8 PB - ACM Press CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Theil, Arthur A1 - Buchweitz, Lea A1 - Gay, James A1 - Lindell, Eva A1 - Guo, Li A1 - Persson, Nils-Krister A1 - Korn, Oliver ED - Cauchard, Jessica ED - Löchtefeld, Markus T1 - Tactile Board: A Multimodal Augmentative and Alternative Communication Device for Individuals with Deafblindness T2 - Proceedings of the 19th International Conference on Mobile and Ubiquitous Multimedia N2 - Deafblindness, also known as dual sensory loss, is the combination of sight and hearing impairments of such extent that it becomes difficult for one sense to compensate for the other. Communication issues are a key concern for the Deafblind community. We present the design and technical implementation of the Tactile Board: a mobile Augmentative and Alternative Communication (AAC) device for individuals with deafblindness. The Tactile Board allows text and speech to be translated into vibrotactile signs that are displayed real-time to the user via a haptic wearable. Our aim is to facilitate communication for the deafblind community, creating opportunities for these individuals to initiate and engage in social interactions with other people without the direct need of an intervener. KW - Deafblindness KW - Assistive Technology KW - Haptics KW - Tactile KW - Smart Textiles Y1 - 2020 SN - 978-1-4503-8870-2 SB - 978-1-4503-8870-2 U6 - https://dx.doi.org/10.1145/3428361.3428465 DO - https://dx.doi.org/10.1145/3428361.3428465 N1 - Konferenz: MUM 2020. 19th International Conference on Mobile and Ubiquitous Multimedia, November 22-25 2020, Essen, Germany SP - 223 EP - 228 PB - ACM Press CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Israel, Kai A1 - Buchweitz, Lea A1 - Tscheulin, Dieter K. A1 - Zerres, Christopher A1 - Korn, Oliver ED - Nah, Fiona Fui-Hoon ED - Siau, Keng T1 - Captivating Product Experiences: How Virtual Reality Creates Flow and Thereby Optimize Product Presentations T2 - HCI in Business, Government and Organizations N2 - Well-designed and informative product presentations can support consumers in making purchase decisions. There are plenty of facts and details about a product of interest. However, also emotions are an important aspect for the purchase decision. The unique visualization opportunities of virtual reality (VR) can give users of VR applications the feeling of being there (telepresence). The applications can intensely engage them in a flow experience, comprising the four dimensions of enjoyment, curiosity, focused attention and control. In this work, we claim that VR product presentations can create subjective product experiences for consumers and motivate them to reuse this innovative type of product presentation in the future, by immersing them in a virtual world and causing them to interact with it. To verify the conceptual model a study was conducted with 551 participants who explored a VR hotel application. The results indicate that VR product presentations evoke positive emotions among consumers. The virtual experience made potential customers focus their attention on the virtual world and aroused their curiosity about getting more information about the product in an enjoyable way. In contrast to the theoretical assumption, control did not influence the users’ behavioral intentions to reuse VR product presentation. We conclude that VR product presentations create a feeling of telepresence, which leads to a flow experience that contributes to the behavioral intention of users to reuse VR product presentations in the future. Y1 - 2020 SN - 0302-9743 (Print) SS - 0302-9743 (Print) SN - 1611-3349 (Online) SS - 1611-3349 (Online) SN - 978-3-030-50340-6 (Print) SB - 978-3-030-50340-6 (Print) SN - 978-3-030-50341-3 (Online) SB - 978-3-030-50341-3 (Online) U6 - https://dx.doi.org/10.1007/978-3-030-50341-3_28 DO - https://dx.doi.org/10.1007/978-3-030-50341-3_28 N1 - Proceedings of the 7th International Conference, HCIBGO 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020. VL - LNCS 12204 SP - 354 EP - 368 PB - Springer Nature CY - Cham 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 - Müller, Andrea A1 - Feldberger, Alexander A1 - Miclau, Christina A1 - Koch, Philipp A1 - Walter, Lena A1 - Feige, Sarah A1 - Schmidt, Nicolas A1 - Neth, Moritz A1 - Korn, Oliver ED - Nah, Fiona Fui-Hoon ED - Siau, Keng T1 - Hidden Champions: A Study on Recruiting Top-Level Staff in Rural Areas T2 - HCI in Business, Government and Organizations. Information Systems and Analytics N2 - Top-level staff prefers to live in urban areas with perfect social infrastructure. This is a common problem for excellent companies (“hidden champions”) in rural areas: even if they can provide the services qualified applicants appreciate for daily living, they fail to attract them because important facts are not presented sufficiently in social media or on the corporate website. This is especially true for applicants with families. The contribution of this paper is four-fold: we provide an overview of the current state of online recruiting activities of hidden champions (1). Based on this corpus, we describe the applicant service gap for company information in rural communes (2). A study on user experience (UX) identifies the applicants’ wishes and needs, focusing on a family-oriented information system on living conditions in rural areas (3). Finally, we present the results of an online survey on the value of such information systems with more than 200 participants (4). KW - Recruiting KW - Human Resources KW - Human Computer Interaction KW - Hidden Champions Y1 - 2019 UR - https://www.springerprofessional.de/hidden-champions-a-study-on-recruiting-top-level-staff-in-rural-/16912208 SN - 978-3-030-22338-0 (Print) SB - 978-3-030-22338-0 (Print) SN - 978-3-030-22338-0 (Online) SB - 978-3-030-22338-0 (Online) U6 - https://dx.doi.org/10.1007/978-3-030-22338-0_32 DO - https://dx.doi.org/10.1007/978-3-030-22338-0_32 N1 - 6th International Conference, HCIBGO 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019, Proceedings, Part II SP - 393 EP - 407 S1 - 15 PB - Springer International Publishing CY - Cham ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Israel, Kai A1 - Zerres, Christopher A1 - Tscheulin, Dieter K. A1 - Buchweitz, Lea A1 - Korn, Oliver T1 - Presenting Your Products in Virtual Reality: Do not Underestimate Cybersickness T2 - HCI in Business, Government and Organizations. eCommerce and Consumer Behavior (Lecture Notes in Computer Science ; 11588) N2 - For e-commerce retailers it is crucial to present their products both informatively and attractively. Virtual reality (VR) systems represent a new marketing tool that supports customers in their decision-making process and offers an extraordinary product experience. Despite these advantages, the use of this technology for e-commerce retailers is also associated with risks, namely cybersickness. The aim of the study is to investigate the occurrence of cybersickness in the context of the customer’s perceived enjoyment and the perceived challenge of a VR product presentation. Based on a conceptual research framework, a laboratory study with 533 participants was conducted to determine the influence of these factors on the occurrence of cybersickness. The results demonstrate that the perceived challenge has a substantially stronger impact on the occurrence of cybersickness, which can only be partially reduced by perceived enjoyment. When realizing VR applications in general and VR product presentations in particular, e-commerce retailers should therefore first minimize possible challenges instead of focusing primarily on entertainment aspects of such applications. Y1 - 2019 UR - https://www.researchgate.net/publication/334371721_Presenting_Your_Products_in_Virtual_Reality_Do_not_Underestimate_Cybersickness SN - 0302-9743 SS - 0302-9743 SN - 978-3-030-22334-2 SB - 978-3-030-22334-2 U6 - https://dx.doi.org/10.1007/978-3-030-22335-9_14 DO - https://dx.doi.org/10.1007/978-3-030-22335-9_14 N1 - 6th International Conference, HCIBGO 2019. Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019, Proceedings, Part I SP - 206 EP - 224 PB - Springer Nature CY - Cham ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Holt, Raymond A1 - Kontopoulos, Efstratios A1 - Kappers, Astrid A1 - Persson, Nils-Krister A1 - Olson, Nasrine T1 - Empowering Persons with Deafblindness: Designing an Intelligent Assistive Wearable in the SUITCEYES Project T2 - Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference N2 - 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. KW - Deaf-Blindness KW - Assistive Technologies KW - Context-awareness KW - Wearables KW - Smart wearables Y1 - 2018 UR - https://www.researchgate.net/publication/324442279_Empowering_Persons_with_Deafblindness_Designing_an_Intelligent_Assistive_Wearable_in_the_SUITCEYES_Project SN - 978-1-4503-6390-7 SB - 978-1-4503-6390-7 U6 - https://dx.doi.org/10.1145/3197768.3201541 DO - https://dx.doi.org/10.1145/3197768.3201541 N1 - peer-reviewed SP - 545 EP - 551 S1 - 7 PB - ACM CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Bieber, Gerald A1 - Fron, Christian T1 - Perspectives on Social Robots: From the Historic Background to an Experts' View on Future Developments T2 - Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference N2 - 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. KW - Robots KW - Social Robots KW - Robotics KW - Roboter KW - Soziale Roboter Y1 - 2018 UR - https://www.researchgate.net/publication/326009520_Perspectives_on_Social_Robots_From_the_Historic_Background_to_an_Experts%27_View_on_Future_Developments SN - 978-1-4503-6390-7 SB - 978-1-4503-6390-7 U6 - https://dx.doi.org/10.1145/3197768.3197774 DO - https://dx.doi.org/10.1145/3197768.3197774 N1 - peer-reviewed SP - 186 EP - 193 S1 - 8 PB - ACM 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 - Lang, Johannes A1 - Korge, Andreas A1 - Causegic, Haris A1 - Schmidt, Albert T1 - Gamification of a Workday: A Study on the Effects in Sheltered Employment T2 - Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems N2 - 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 work performance. The study indicates that gamification has (1) a negative effect on workers with considerable cognitive impairments, (2) no significant effect on workers with medium cognitive impairments and (3) a positive effect on workers with mild cognitive impairments. KW - Arbeitstag KW - Computersimulation Y1 - 2016 SN - 978-1-4503-4082-3 SB - 978-1-4503-4082-3 U6 - https://dx.doi.org/10.1145/2851581.2892283 DO - https://dx.doi.org/10.1145/2851581.2892283 SP - 3114 EP - 3121 S1 - 8 PB - ACM CY - New York 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 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Gerbaulet, Damian T1 - Do Zenware Applications Reduce the Digital Distraction of Knowledge Workers? A Qualitative Study Based on Expert Interviews T2 - AHFE 2017: Advances in Ergonomics in Design N2 - Applications helping us to maintain the focus on work are called “Zenware” (from concentration and Zen). While form factors, use cases and functionality vary, all these applications have a common goal: creating uninterrupted, focused attention on the task at hand. The rise of such tools exemplifies the users’ desire to control their attention within the context of omnipresent distraction. In expert interviews we investigate approaches in the context of attention-management at the workplace of knowledge workers. To gain a broad understanding, we use judgement sampling in interviews with experts from several disciplines. We especially explore how focus and flow can be stimulated. Our contribution has four components: a brief overview on the state of the art (1), a presentation of the results (2), strategies for coping with digital distractions and design guidelines for future Zenware (3) and an outlook on the overall potential in digital work environments (4). KW - Zenware KW - Zenware KW - Human Resources KW - Arbeitswissenschaft Y1 - 2017 SN - 2194-5357 SS - 2194-5357 SN - 978-3-319-60582-1 SB - 978-3-319-60582-1 U6 - https://dx.doi.org/10.1007/978-3-319-60582-1_12 DO - https://dx.doi.org/10.1007/978-3-319-60582-1_12 VL - 588 SP - 115 EP - 126 PB - Springer CY - Cham ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Tso, Leslie A1 - Papagrigoriou, Cristos A1 - Sowoidnich, Yannic A1 - Konrad, Robert A1 - Schmidt, Albrecht T1 - Computerized Assessment of the Skills of Impaired and Elderly Workers. A Tool Survey and Comparative Study Y1 - 2016 UR - http://dl.acm.org/citation.cfm?doid=2910674.2910675 SN - 978-1-4503-4337-4 SB - 978-1-4503-4337-4 SP - 50:1 EP - 50:8 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 - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Stamm, Lukas A1 - Möckl, Gerd T1 - Designing Authentic Emotions for Non-Human Characters. A Study Evaluating Virtual Affective Behavior T2 - Designing Interactive Systems Conference 2017 Proceedings N2 - 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. KW - Games KW - Game Design KW - Affective Computing KW - Emotions KW - Computer Games Y1 - 2017 UR - https://dl.acm.org/citation.cfm?id=3064755 SN - 978-1-4503-4922-2 SB - 978-1-4503-4922-2 U6 - https://dx.doi.org/10.1145/3064663.3064755 DO - https://dx.doi.org/10.1145/3064663.3064755 SP - 477 EP - 487 S1 - 11 PB - Association for Computing Machinery CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Rees, Adrian A1 - Dix, Alan T1 - Designing a System for Playful Coached Learning in the STEM Curriculum T2 - SmartLearn '17 Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning N2 - We present the design outline of a context-aware interactive system for smart learning in the STEM curriculum (science, technology, engineering, and mathematics). It is based on a gameful design approach and enables "playful coached learning" (PCL): a learning process enriched by gamification but also close to the learner's activities and emotional setting. After a brief introduction on related work, we describe the technological setup, the integration of projected visual feedback and the use of object and motion recognition to interpret the learner's actions. We explain how this combination enables rapid feedback and why this is particularly important for correct habit formation in practical skills training. In a second step, we discuss gamification methods and analyze which are best suited for the PCL system. Finally, emotion recognition, a major element of the final PCL design not yet implemented, is briefly outlined. KW - Learning KW - Context-Awareness KW - Lernen KW - Kontextbewusstsein KW - Gamification Y1 - 2017 UN - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bsz:ofb1-opus4-26533 UR - https://dl.acm.org/citation.cfm?id=3038538 SN - 978-1-4503-4904-8 SB - 978-1-4503-4904-8 U6 - https://dx.doi.org/10.1145/3038535.3038538 DO - https://dx.doi.org/10.1145/3038535.3038538 SP - 31 EP - 37 S1 - 8 PB - Association for Computing Machinery CY - New York ER -