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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).
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.
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.
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.
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.
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.
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.
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.
Designing Authentic Emotions for Non-Human Characters. A Study Evaluating Virtual Affective Behavior
(2017)
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.
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.
The number of impaired persons rises -- as a result of both regular degradation with age and psychological problems like burnout. Sheltered work organizations aim to reintegrate impaired persons into work environments and prepare them for the re-entry in the regular job market.
Both for elderly and for impaired persons it is crucial to quickly assess the abilities, to identify limits and potentials and thus find work processes suitable for their skill profile.
This work focuses on the analysis and comparison of software-tools that assess the abilities of persons with impairments. We describe two established generic tools (CANTAB, Cogstate), analyze a yet unknown specialized tool (Hamet) and present a new gamified tool (GATRAS).
Finally, we present a study with 20 participants with impairments, comparing the tools against a ground truth baseline generated by a real-world assembly task.
This work documents the rising acceptance of social robots for healthcare as well as their growing economic potential from 2017 to 2021. The comparison is based on two studies in the active assisted living (AAL) community. We first provide a brief overview of social robotics and a discussion of the economic potential of social health robots. We found that, despite the huge potential for robotic support in healthcare and domestic routines, social robots still lack the functionality to access that potential. At the same time, the study exemplifies a rise in acceptance: all health-related activities are more accepted in 2021 when in 2017, most of them with high statistical significance. When investigating the economic perspective, we found that persons are aware of the influence of cultural, spiritual, or religious beliefs. Most experts (57%), having a European background, expect the state or the government to be the key driver for establishing social robots in health and significantly prefer leasing or renting a social health robot to buying one. Nevertheless, we speculate that it might be a global financial elite which is first to adopt social robots.
Ein tiefgreifendes Verständnis des zyklischen Plastizitätsverhaltens metallischer Werkstoffe ist sowohl für die Optimierung der Materialeigenschaften als auch für die industrielle Auslegung und Fertigung von Bauteilen von hoher Relevanz. Insbesondere moderne Legierungen wie Duplex-Stähle zeigen unter Lastumkehr aufgrund des komplexen mehrphasigen Gefüges sowie der Neigung zu verschiedenen Ausscheidungsreaktionen einen ausgeprägten Bauschinger-Effekt, welcher bei technischen Umformvorgängen berücksichtigt werden muss. Der Bauschinger-Effekt begründet sich maßgeblich in der Entstehung von Rückspannungen, welche aus dem unterschiedlichen Plastizitätsverhalten der austenitischen und ferritischen Phase resultieren. Instrumentierte Mikroindenter-Versuche in ausgewählten Ferrit- und Austenitkörnern haben gezeigt, dass austenitische Gefügebestandteile durch einen deutlich früheren Fließbeginn sowie eine stärkere Rückplastifizierung während der Entlastung charakterisiert sind. Zudem wurde nachgewiesen, dass Ausscheidungen im Rahmen einer 475°C-Versprödung diesen Phasenunterschied verstärken und somit in einem höheren Bauschinger-Effekt resultieren.
Auf dem Markt existiert eine Vielzahl an PDAs. Alle haben einen sehr hohen Funktionsumfang und übertreffen sich von Generation zu Generation und erfordern einen hohen Entwicklungsaufwand von ganzen Entwicklerteams.
Der in dieser Arbeit entwickelte PDA mit seiner Hard- und Software soll kein Konkurrenzprodukt darstellen, sondern aufzeigen, was mit hausinternen Mitteln der Hochschule Offenburg möglich ist und gegebenenfalls eine Benutzeroberfläche für bestehende oder noch kommende Projekte bilden.
Das hier entstandene Gerät ist im Akkumulator-Betrieb autonom und kann als eigenständiges System betrieben werden. Als Herzstück dient das Softcore SIRIUS Mikroprozessorsystem, das als VHDL-Modell in einem FPGA emuliert wird.
Zum Darstellen des grafischen Betriebsystems, welches speziell für dieses PDA entwickelt wurde, wird ein AMOLED-Display verwendet. Dieses besitzt ein Touchpanel, welches zur Steuerung des Systems genutzt wird. Softwareseitig sind Grundfunktionen zur Darstellung von Bildern und Texten entstanden, sowie Beispielanwendungen, die diese benutzen. Das grafische Betriebssystem ist modular und ermöglicht die direkte Weiterentwicklung von Anwendungen für das System.
About 20% of those heart failure patients receiving cardiac resynchronization therapy (CRT) are in atrial fibrillation (AF). Current guidelines apply for patients in sinus rhythm only. Recent studies have shown again, that successful resynchronization is closely linked to a pre-existent ventricular desynchronization. In those studies, the interventricular conduction delay (IVCD) was determined prior to device implantation by ultrasound in patients with sinus rhythm (SR)only. In patients with AF this method ́s use is limited.
To implement left-heart electrogram (LHE) into standard programmers and to simplify IVCD measurement in heart failure patients with AF, LHE was recorded in 11 AF patients with heart failure by Biotronik ICS3000 programmer via a15Hz Butterworth high-pass filter. Therefore, TOslim esophageal electrode (Dr. Osypka GmbH, Rheinfelden, Germany) was perorally applied and fixed in position of maximal left ventricular defection. IVCD was measured between onset of QRS in surface ECG and left ventricular defection (LV) in LHE. In addition, intra-left ventricular conduction delay (ILVCD) was measured as duration of LV in LHE.
In all of the 11 AF patients, desynchronization was quantifiable by LHE. Mean QRS of 162 ± 27ms (120-206ms) was linked with IVCD of 62ms ± 27ms (37-98ms) and ILVCD of 110 ± 20ms (80-144ms), at mean. Correlation between IVCD and QRS was 0.39 (n. s.) with IVCD/QRS ratio of 0.38 ± 0.11 (0.22-0.81).
A 15Hz high-pass filtered LHE feature of the Biotronik ICS3000 programmer is feasible to quantify ventricular dyssynchrony in heart failure patients with AF in order to clearly indicate implantation of CRT systems. As relations between QRS duration, IVCD and ILVCD considerably differ interindividually, the predictive values of IVCD, ILVCD and IVCD/QRS ratio for individual CRT response or non-response shall be identified in follow-up studies.
A smart energy concept was designed and implemented for a cluster of 5 existing multi-family houses, which combines heat pumps, photovoltaic (PV) modules and combined heat and power units (CHP) to achieve energy- and cost-efficient operation. Measurement results of the first year of operation show that the local power generation by PV modules and CHP unit has a positive effect on the electrical self-sufficiency by reducing electricity import from the grid. In winter, when the CHP unit operates continuously for long periods, the entire electricity for the heat pump and 91 % of the total electricity demand of the neighborhood are supplied locally. In summer, only 53 % is generated within the neighborhood. The use of a specifically developed energy management system EMS is intended to further increase this share. CO2 emissions for heating and electricity of the neighborhood are evaluated and amount to 18.4 kg/(m2a). Compared to the previous energy system consisting of gas boilers (29.1 kg/(m2a)), savings of 37 % are achieved with electricity consumption from the grid being reduced by 65 %. In the second construction stage, an additional heat pump, CHP unit and PV modules will be added. The measurement results indicate that the final district energy system is likely to achieve the ambitious CO2 reduction goal of -50% and further increase the self-sufficiency of the district.
Background: The electrical field (E-field) of the biventricular (BV) stimulation is essential for the success of cardiac resynchronization therapy (CRT) in patients with cardiac insufficiency and widened QRS complex. 3D modeling allows the simulation of CRT and high frequency (HF) ablation.
Purpose: The aim of the study was to model different pacing and ablation electrodes and to integrate them into a heart model for the static and dynamic simulation of BV stimulation and HF ablation in atrial fibrillation (AF).
Methods: The modeling and simulation was carried out using the electromagnetic simulation software. Five multipolar left ventricular (LV) electrodes, one epicardial LV electrode, four bipolar right atrial (RA) electrodes, two right ventricular (RV) electrodes and one HF ablation catheter were modeled. Different models of electrodes were integrated into a heart rhythm model for the electrical field simulation (fig.1). The simulation of an AV node ablation at CRT was performed with RA, RV and LV electrodes and integrated ablation catheter with an 8 mm gold tip.
Results: The RV and LV stimulation were performed simultaneously at amplitude of 3 V at the LV electrode and 1 V at the RV electrode, each with a pulse width of 0.5 ms. The far-field potentials generated by the BV stimulations were perceived by the RA electrode. The far-field potential at the RA electrode tip was 32.86 mV. A far-field potential of 185.97 mV resulted at a distance of 1 mm from the RA electrode tip. AV node ablation was simulated with an applied power of 5 W at 420 kHz at the distal 8 mm ablation electrode. The temperature at the catheter tip was 103.87 ° C after 5 s ablation time, 44.17 ° C from the catheter tip in the myocardium and 37.61 ° C at a distance of 2 mm. After 10 s, the temperature at the three measuring points described above was 107.33 ° C, 50.87 ° C, 40.05 ° C and after 15 seconds 118.42 ° C, 55.75 ° C and 42.13 ° C.
Conclusions: Virtual heart and electrode models as well as the simulations of electrical fields and temperature profiles allow the static and dynamic simulation of atrial synchronous BV stimulation and HF ablation at AF. The 3D simulation of the electrical field and temperature profile may be used to optimize the CRT and AF ablation.
The electrical field (E-field) of the biventricular (BV) stimulation is important for the success of cardiac resynchronization therapy (CRT) in patients with cardiac insufficiency and widened QRS complex.
The aim of the study was to model different pacing and ablation electrodes and to integrate them into a heart model for the static and dynamic simulation of BV stimulation and HF ablation in atrial fibrillation (AF).
The modeling and simulation was carried out using the electromagnetic simulation software CST. Five multipolar left ventricular (LV) electrodes, four bipolar right atrial (RA) electrodes, two right ventricular (RV) electrodes and one HF ablation catheter were modelled. A selection were integrated into the heart rhythm model (Schalk, Offenburg) for the electrical field simulation. The simulation of an AV node ablation at CRT was performed with RA, RV and LV electrodes and integrated ablation catheter with an 8 mm gold tip.
The BV stimulation were performed simultaneously at amplitude of 3 V at the LV electrode and 1 V at the RV electrode with a pulse width of 0.5 ms each. The far-field potential at the RA electrode tip was 32.86 mV and 185.97 mV at a distance of 1 mm from the RA electrode tip. AV node ablation was simulated with an applied power of 5 W at 420 kHz at the distal ablation electrode. The temperature at the catheter tip was 103.87 °C after 5 s ablation time and 37.61 °C at a distance of 2 mm inside the myocardium. After 15 s, the temperature was 118.42 °C and 42.13 °C.
Virtual heart and electrode models as well as the simulations of electrical fields and temperature profiles allow the static and dynamic simulation of atrial synchronous BV stimulation and HF ablation at AF and could be used to optimize the CRT and AF ablation.