- Educational Games and Gamification
- Social Robot Interaction and HRI
- Tactile and Sensory Interactions
- Augmented Reality Applications
- Virtual Reality Applications and Impacts
- AI in Service Interactions
- Technology Use by Older Adults
- Human-Automation Interaction and Safety
- Assistive Technology in Communication and Mobility
- Context-Aware Activity Recognition Systems
- Digital Games and Media
- Impact of Technology on Adolescents
- Gaze Tracking and Assistive Technology
- Flow Experience in Various Fields
- Digital Mental Health Interventions
- Interactive and Immersive Displays
- Technology Adoption and User Behaviour
- Digital Innovation in Industries
- Digital Marketing and Social Media
- Physical Activity and Health
- Artificial Intelligence in Games
- Digital Economy and Work Transformation
- European history and politics
- Persona Design and Applications
- Hearing Impairment and Communication
Offenburg University of Applied Sciences
2016-2024
University of Stuttgart
2013-2015
University of Lübeck
2010-2014
Klinik und Poliklinik für Psychiatrie und Psychotherapie
2014
Esslingen University of Applied Sciences
2012-2013
This article presents a study of cultural differences affecting the acceptance and design preferences social robots. Based on survey with 794 participants from Germany three Arab countries Egypt, Jordan, Saudi Arabia, we discuss how culture influences for certain attributes. We look at roles, abilities appearance, emotional awareness interactivity robots, as well attitude toward automation. Preferences were found to differ not only across cultures, but also within similar backgrounds. Our...
This paper introduces an approach for implementing motivating mechanics from game design to production environments by integrating them in a new kind of computer-based assistive system. process can be called "gamification". By using motion recognition, the work processes becomes transparent and visualized real-time. allows representing as bricks "production game" which resembles classic Tetris. The aim is achieve sustain mental state "flow" resulting increased motivation better performance....
With projectors and depth cameras getting cheaper, assistive systems in industrial manufacturing are becoming increasingly ubiquitous. As these able to continuously provide feedback using in-situ projection, they perfectly suited for supporting impaired workers assembling products. However, so far little research has been conducted understand the effects of projected instructions on workers. In this paper, we identify common visualizations used by introduce a simple contour visualization....
Abstract In the last years, social robots have become a trending topic. Indeed, which communicate with us and mimic human behavior patterns are fascinating. However, while there is massive body of research on their design acceptance in different fields application, market potential has been rarely investigated. As future integration society may vast disruptive potential, this work aims at shedding light focusing assistive health domain. A study 197 persons from Italy (age: M = 67.87; SD...
Socially assistive robots (SARs) are becoming more prevalent in everyday life, emphasizing the need to make them socially acceptable and aligned with users’ expectations. Robots’ appearance impacts behaviors attitudes toward them. Therefore, product designers choose visual qualities give robot a character imply its functionality personality. In this work, we sought investigate effect of cultural differences on Israeli German designers’ perceptions SARs’ roles four different contexts: service...
Gamification is an ever more popular method to increase motivation and user experience in real-world settings. It widely used the areas of marketing, health education. However, production environments, it a new concept. To be accepted industrial domain, has seamlessly integrated regular work processes.
Using video game elements to improve user experience and engagement in non-game applications is called "gamification". This method of enriching human-computer interaction has been applied successfully education, health general business processes. However, it not established industrial production so far.
In this work we provide an overview of gamification, i.e. the application methods from game design to enrich non-gaming processes. The contribution is divided into five subsections: introduction focusing on progression gamification through hype cycle in recent years (1), a brief mechanics (1) and state art established areas (3). focus discussion more attempts service production (4). We also discuss ethical implications (5) future perspectives (6) gamified business Gamification has been...
In the treatment of diabetic patients, long-acting insulin analog detemir is less prone to induce weight gain than other formulations. Assuming that because its pharmacologic properties, displays stronger central nervous anorexigenic efficacy human insulin, we compared acute effects and on electroencephalography (EEG) measures food intake.Frontocortical EEG direct current (DC) potentials were recorded in 15 healthy men during two hyperinsulinemic-euglycemic clamps included an bolus injection...
In this paper we share our experiences with the design and use of motion recognition for assistive systems in production environments (ASiPE) introduce a concept gamification. While simple manual tasks have been widely replaced by automation, more complex assembly still production. We expect that need will grow as move towards individualized products. developed countries impaired workers people disabilities often work on tasks. To empower these to carry out challenging rewarding investigate...
Context-aware assistive systems (CAAS) have become ubiquitous in cars or smartphones but not industrial work contexts: while there are controlling results, context-specific assistance during the processes is hardly offered. As a result production workers still to rely on their skills and expertise. While un-impaired may cope well with this situation, elderly impaired persons environments need context-sensitive assistance.
Interactive projections have been around for more than a decade. We measured their potentials augmented workplaces in production. For this purpose we built the prototype of an assistive system projecting instructions directly into workspace (in situ). While it can be applied every production environment, was first implemented and tested where is needed most: sheltered work organization employing persons with impairments.
In pandemic times, the possibilities for conventional sports activities are severely limited; many facilities closed or can only be used with restrictions. To counteract this lack of health and social exchange, people increasingly adopting new digital solutions-a behavior change that had already started trend towards fitness apps activity trackers. Existing research suggests solutions increase motivation to move stay active. This work further investigates potentials incorporating dimensions...
Production work requires a high level of awareness and especially manual assembly is prone to human errors. At the same time demand for grows. Assistive systems in production environments (ASiPE) have be augmented improve overall performance reduce skill requirements.
In this work, we introduce a novel setup for an augmented workplace, which allows defining and interacting with user-defined tangibles. State-of-the-art tangible user interface systems equip both the underlying surface control sensors or markers. At having one unique each available action results in confusion. Furthermore, controls mix regular objects induce messy desk. Therefore, concept of tangibles, enable spontaneous binding between physical digital functions. With tangibles need...
Social robots are interacting with humans not only in collaborative settings, but also personal settings like domestic services and healthcare. Some social simulate feelings (companions) while others just help lifting (assistants). However, they often incite both fascination fear: what abilities should have remain exclusive to humans?
Participation and accessibility issues faced by gamers with multi-sensory disabilities are themes yet to be fully understood accessible technology researchers. In this work, we examine the personal experiences perceptions of individuals deafblindness who play games despite their disability, as well reasons that lead some them stop playing games.We conducted 60 semi-structured interviews living in five European countries: United Kingdom, Germany, Netherlands, Greece Sweden.Participants stated...
The Metaverse, a transformation of the internet by XR-technologies progressively blending digital and physical world, is already changing our social structures. success VR-headsets like Quest has made both virtual worlds “metaverse” ubiquitous. This technological evolution yields potential to fundamentally change way we communicate, live, work together. At same time, perceptions how these affect lives differ considerably. To that end, this study investigates 115 younger people from...
Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing human-likeness becomes a problem regard Uncanny Valley phenomenon that predicts negative feelings people towards artificial entities. We developed an avatar creation system examine preferences parametrized faces explore how design they like or reject. Based on 3D model Caucasian average face, 420 participants generate 1341 positively negatively...
Deafblindness, also known as dual sensory loss, is the combination of sight and hearing impairments such extent that it becomes difficult for one sense to compensate other. Communication issues are a key concern Deafblind community. We present design technical implementation Tactile Board: mobile Augmentative Alternative (AAC) device individuals with deafblindness. The Board allows text speech be translated into vibrotactile signs displayed real-time user via haptic wearable. Our aim...
Deafblindness, a form of dual sensory impairment, significantly impacts communication, access to information and mobility. Independent navigation wayfinding are main challenges faced by individuals living with combined hearing visual impairments. We developed haptic wearable that provides substitution navigational cues for users deafblindness conveying vibrotactile signals onto the body. Vibrotactile on waist area convey directional proximity collected via fisheye camera attached garment,...