Sven Bertel

ORCID: 0000-0002-5839-3017
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About
Contact & Profiles
Research Areas
  • Spatial Cognition and Navigation
  • Visual and Cognitive Learning Processes
  • Constraint Satisfaction and Optimization
  • Interactive and Immersive Displays
  • Augmented Reality Applications
  • Data Visualization and Analytics
  • Design Education and Practice
  • Tactile and Sensory Interactions
  • Cognitive Science and Mapping
  • Health Literacy and Information Accessibility
  • Technology Use by Older Adults
  • Educational Games and Gamification
  • Categorization, perception, and language
  • Innovative Teaching and Learning Methods
  • Geographic Information Systems Studies
  • AI-based Problem Solving and Planning
  • Context-Aware Activity Recognition Systems
  • Architecture and Computational Design
  • Image Retrieval and Classification Techniques
  • Artificial Intelligence in Games
  • Digital Games and Media
  • Learning Styles and Cognitive Differences
  • Advanced Database Systems and Queries
  • Decision-Making and Behavioral Economics
  • Visual Attention and Saliency Detection

Flensburg University of Applied Sciences
2017-2024

Bauhaus-Universität Weimar
2012-2017

Faculty of Media
2014

University of Illinois Urbana-Champaign
2010-2012

University of Bremen
2005-2009

Universität Hamburg
2001

We present Shoe me the Way, a novel tactile interface for eyes-free pedestrian navigation in urban environments. Our prototypical implementation can be fully integrated into users' own, regular shoes without permanent modifications. Interface use does not distract users from their surroundings. It thereby adds to safety and enables them explore environments more freely than is possible with prevailing mobile map-based systems. evaluated our prototype using two different modes study 21...

10.1145/2785830.2785832 article EN 2015-08-24

A common issue in gesture elicitation studies is that participants are influenced by interaction with digital products, imitating touchscreen gestures or WIMP icons. In our study, we adapted and experimentally tested two of Morris' et al.'s suggestions for reducing legacy bias: increased production covert kinaesthetic priming. Our findings indicate the practical effectiveness these strategies might be limited, given only found medium effect sizes a wide variance between overshadows any...

10.1145/2839462.2839472 article EN 2016-02-14

We investigated the spatial knowledge that users of pedestrian navigation support acquire about navigated area. In particular, we compare two conditions: A spatially richer condition, which provides continual access to information route directions and surroundings via a local map at closest zoom level. And sparser in are given tactile display only as decision points come up. field study, 28 participants on foot through previously unfamiliar urban Data resulting knowledge, gaze distribution...

10.1145/3098279.3098543 article EN 2017-09-01

Artificial intelligence (AI) game engines have frequently been used to drive computational antagonists when playing games against humans. Limited work exists, however, on using human players' psychophysical measures directly parametrise AI engines. Instead, parameters optimise performance are usually derived from general play-related data or user models. This paper presents novel research eye movement in addition users' strategies adapt the live play of a antagonist visuo-spatial strategy...

10.1145/2607023.2607029 article EN 2014-06-17

The authors explored knowledge effects on comprehension of multimedia health information by older adults (age 60 or older). Participants viewed passages about hypertension, with text accompanied relevant and irrelevant pictures, then answered questions the passage. Fixations pictures were measured eye-tracking. more hypertension understood better. This advantage was related to how they processed passages: while differences unrelated overall time viewing displays, relationships between...

10.1177/1470357212446413 article EN Visual Communication 2012-07-30

Abstract This article presents research into human mental spatial reasoning with orientation knowledge. In particular, we look at problems about cardinal directions that possess multiple valid solutions (i.e., are spatially underdetermined), preferences for some of these solutions, and representational procedural factors lead to such preferences. The presents, first, a discussion existing, related conceptual computational approaches; second, results empirical the solution reasoners actually...

10.1111/cogs.12125 article EN Cognitive Science 2014-05-16

Difficulty in TETRIS is adjusted by adapting the speed with which blocks fall. In this contribution, we describe results of an exploratory study investigated relationships between players' performance and their subjective assessment difficulty fun. We tested five different algorithms that, instead adjusting game speed, adjust choosing based on current state. With our results, establish pile height bumpiness as parameters that indicate a player during live game, discuss inherent block show...

10.1145/3025453.3025721 article EN 2017-05-02

One of the frequently examined design principles in multimedia learning is personalization principle. Based on empirical evidence this principle states that using personalised messages more beneficial than formal language (e.g. 'you' instead 'the'). Although there these slight changes regard to style affect learning, motivation and perceived cognitive load, it remains unclear, (1) whether positive effects can be transferred all kinds content materials specific potentially aversive health...

10.3389/fpsyg.2017.02202 article EN cc-by Frontiers in Psychology 2017-12-15

With the development of modern geovisual analytics tools, several researchers have emphasized importance understanding users' cognitive, perceptual, and affective tendencies for supporting s ...

10.4230/lipics.cosit.2019.19 article EN 2019-09-01

Communication with remote persons over a video link is common today, e.g. to connect family members abroad, particularly during the COVID-19 pandemic. However, social activities such as board games are rarely shared in this way, chat software does not support scenario well. interactive tabletops provide inherent for natural tangible interaction items on tabletop surface.

10.1145/3393712.3395337 article EN 2020-05-26

10.1016/j.compbiomed.2006.12.009 article EN Computers in Biology and Medicine 2007-02-13

Design is a complex process often described as collaboration between designer and herself. In architectural design, must consider the selection of subset actions from set possible while accounting for consequences on overall design. Computer-based design tools enable humans to operate more efficiently in this process. We present CoSyCAD, program that can be used assist architects layout floor plan simultaneously analyze cognitive complexity routes through an indoor environment, thereby...

10.1109/cscwd.2008.4537102 article EN 2008-04-01
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