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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.
Towards a gamification of industrial production: a comparative study in sheltered work environments
(2015)
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.
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.
Design approaches for the gamification of production environments: a study focusing on acceptance
(2015)
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.
The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns
(2015)
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.
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.
Wireless sensor networks have recently found their way into a wide range of applications among which environmental monitoring system has attracted increasing interests of researchers. Such monitoring applications, in general, don way into a wide range of applications among which environmental monitoring system has attracted increasing interests of researc latency requirements regarding to the energy efficiency. Also a challenge of this application is the network topology as the application should be able to be deployed in very large scale. Nevertheless low power consumption of the devices making up the network must be on focus in order to maximize the lifetime of the whole system. These devices are usually battery-powered and spend most of their energy budget on radio transceiver module. A so-called Wake-On-Radio (WoR) technology can be used to achieve a reasonable balance among power consumption, range, complexity and response time. In this paper, some designs for integration of WOR into IEEE 802.1.5.4 are to be discussed, providing an overview of trade-offs in energy consumption while deploying the WoR schemes in a monitoring system.
We report the use of the Raman spectral information of the chemical compound toluene C7H8 as a reference on the analysis of laboratory-prepared and commercially acquired gasoline-ethanol blends. The rate behavior of the characteristic Raman lines of toluene and gasoline has enabled the approximated quantification of this additive in commercial gasoline-ethanol mixtures. This rate behavior has been obtained from the Raman spectra of gasoline-ethanol blends with different proportions of toluene.
All these Raman spectra have been collected by using a self-designed, frequency precise and low-cost Fourier-transform Raman spectrometer (FT-Raman spectrometer) prototype. This FT-Raman prototype has helped to accurately confirm the frequency position of the main characteristic Raman lines of toluene present on the different gasoline-ethanol samples analyzed at smaller proportions than those commonly found in commercial gasoline-ethanol blends. The frequency accuracy validation has been performed by analyzing the same set of toluene samples with two additional state-of-the-art commercial FT-Raman devices. Additionally, the spectral information has been contrasted, with highly-correlated coefficients as a result, with the values of the standard Raman spectrum of toluene.
6LoWPAN (IPv6 over Low Power Wireless Personal Area Networks) is gaining more and more attraction for the seamless connectivity of embedded devices for the Internet of Things. It can be observed that most of the available solutions are following an open source approach, which significantly leads to a fast development of technologies and of markets. Although the currently available implementations are in a pretty good shape, all of them come with some significant drawbacks. It was therefore decided to start the development of an own implementation, which takes the advantages from the existing solutions, but tries to avoid the drawbacks. This paper discussed the reasoning behind this decision, describes the implementation and its characteristics, as well as the testing results. The given implementation is available as open-source project under [15].
Distribution of esophageal interventricular conduction delays in CRT patients and healthy subjects
(2015)
6LoWPAN (IPv6 over Low Power Wireless Personal Area Networks) is gaining more and more attraction for the seamless connectivity of embedded devices for the Internet of Things (IoT). Whereas the lower layers (IEEE802.15.4 and 6LoWPAN) are already well defined and consolidated with regard to frame formats, header compression, routing protocols and commissioning procedures, there is still an abundant choice of possibilities on the application layer. Currently, various groups are working towards standardization of the application layer, i.e. the ETSI Technical Committee on M2M, the IP for Smart Objects (IPSO) Alliance, Lightweight M2M (LWM2M) protocol of the Open Mobile Alliance (OMA), and OneM2M. This multitude of approaches leaves the system developer with the agony of choice. This paper selects, presents and explains one of the promising solutions, discusses its strengths and weaknesses, and demonstrates its implementation.
This paper presents a practice and science orientated education approach for freshman students of interdisciplinary bachelor engineering degree programs. This approach is meant to enhance the motivation and success of freshman students during their whole study. The education approach is called Fit4PracSis (Fit for Practice and Sciences) It was started to develop, set up and establish an education approach, which is building a relationship to students' future profession and to scientific working during the introductory study phase. The freshman students will be trained early in important skills, which are necessary for achieving the final degree successfully and handling of future business and research activities.
In this work we describe the implementation details of a protocol suite for a secure and reliable over-the-air reprogramming of wireless restricted devices. Although, recently forward error correction codes aiming at a robust transmission over a noisy wireless medium have extensively been discussed and evaluated, we believe that the clear value of the contribution at hand is to share our experience when it comes to a meaningful combination and implementation of various multihop (broadcast) transmission protocols and custom-fit security building blocks: For a robust and reliable data transmission we make use of fountain codes a.k.a. rateless erasure codes and show how to combine such schemes with an underlying medium access control protocol, namely a distributed low duty cycle medium access control (DLDC-MAC). To handle the well known problem of packet pollution of forward-error-correction approaches where an attacker bogusly modifies or infiltrates some minor number of encoded packets and thus pollutes the whole data stream at the receiver side, we apply homomorphic message authentication codes (HomMAC). We discuss implementation details and the pros and cons of the two currently available HomMAC candidates for our setting. Both require as the core cryptographic primitive a symmetric block cipher for which, as we will argue later, we have opted for the PRESENT, PRIDE and PRINCE (exchangeable) ciphers in our implementation.