How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
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 a...
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 mo...
This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game...
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...
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...
There is an estimated 2.5 M deafblind persons in the EU. Limited communication is a major problem for this group. SUITCEYES proposes a new, intelligent, flexible and expandable mode of haptic communication via soft interfaces. Based on user needs and informed by disability studies, the project combines smart textiles, sensors, semantic technologies, image processing, face and object recognition, machine learning, and gamification.
The project KoBeLU aims to develop a hands-on environment for learning and assistance. The low-cost solution will be able to project individual information directly into a user's workspace. Gamification will create additional engagement and fun while learning. Another research aim is an integrated detection of the user's emotional state, to avoid negative stress and improve the coaching experience. Ethical experts will accompany these sensitive areas. We will develop and test the system with three user groups: trainees in mechatronics, students of electrical engineering and impaired users. Project partners: University of Stuttgart, Offenburg University, University of Tübingen, Audi AG, Mahle Group, GWW gGmbH, UID GmbH, Stiefel GmbH The project is funded by the German Federal Ministry of Education and Research (BMBF).