Matthias Rauterberg

Matthias Rauterberg
Eindhoven University of Technology | TUE · Department of Industrial Design

PhD (Math), MSc. (CS), MSc. (Psych), BSc. (CS), BSc. (Psych), BA. (Phil)

About

513
Publications
258,185
Reads
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5,457
Citations
Citations since 2017
93 Research Items
2502 Citations
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Additional affiliations
May 1998 - January 2021
Eindhoven University of Technology
Position
  • Professor (Full)
July 1989 - April 1998
ETH Zurich
Position
  • Professor (Associate)
July 1987 - June 1989
Carl von Ossietzky Universität Oldenburg
Position
  • Research Assistant

Publications

Publications (513)
Article
Full-text available
As the population ages rapidly, there is a strong focus on the healthy aging of older adults. A central part of healthy aging is keeping people connected in later social life. Exergames are recommended as one of the coping strategies to help improve health and quality of life in older adults. In our study, we developed an exergame called Social Bal...
Article
Full-text available
Abstract— This study investigates the effect of peripheral visual and haptic information in providing information about upcoming motions of a fully automated vehicle to an occupant engaging in a non-driving related task, i.e. reading. Two peripheral displays, one visual and the other haptic, were designed and tested. It was hypothesized that the pe...
Article
Full-text available
In this article we demonstrate that and why Aristotle's four causes are essential for a scientific articulation of designerly knowledge. We show that properly understood, Aristotle's notion of a cause, including the final cause, is not in conflict with modern science. Rather, when it comes to understanding living beings as such, all of the four Ari...
Article
Full-text available
This study investigates the level of experienced motion sickness when performing reading while being driven in fully automated driving under three different conditions. One condition was without any intervention while the other two conditions were with the visual (VPIS) and haptic (HPIS) peripheral information system. Both systems provided the upco...
Chapter
For the future development of cultural technology, access to the cultural foundations of these culture carriers is necessary. One relevant aspect of this cultural foundation is the distinction between non-living things and living systems. Culture can be preserved, transported, and adapted by non-living things and living systems. Cultural developmen...
Article
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Engaging people with dementia (PWD) in meaningful activities is the key to promote their quality of life. Design towards a higher level of user engagement has been extensively studied within the human-computer interaction community, however, few extend to PWD. It is generally considered that increased richness of experiences can lead to enhanced en...
Article
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The original article was published with incorrect affiliation for Prof Matthias Rauterberg. The correct affiliation is Department of Industrial Design, Eindhoven University of Technology, Eindhoven, Netherlands.
Article
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Losing a loved one through death is known to be one of the most challenging life events. To help the bereaved and their therapists monitor and better understand the factors that contribute to Prolonged Grief Disorder (PGD), we co-designed and studied a web-based explainable AI screening system named “Grief Inquiries Following Tragedy (GIFT).” We us...
Article
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Social interactions significantly impact the quality of life for people with special needs (e.g., older adults with dementia and children with autism). They may suffer loneliness and social isolation more often than people without disabilities. There is a growing demand for technologies to satisfy the social needs of such user groups. However, eval...
Article
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Purpose The development of assistive technologies that support people in social interactions has attracted increased attention in HCI. This paper presents a systematic review of studies of Socially Assistive Systems targeted at older adults and people with disabilities. The purpose is threefold: (1) Characterizing related assistive systems with a s...
Article
Almost all older people with dementia have progressive communication difficulties, which lead to increased social isolation and negative emotions. Thus, providing communication assistance for them is essential. This paper explores the feasibility of using social robots to assist older people with dementia in their face-to-face communication with ot...
Article
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In this paper we discuss our work on using the incongruity measure from psychological literature to scale the difficulty level of a game online to the capabilities of the human player. Our approach has been implemented in a small game called Glove.
Article
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As robots become more ubiquitous, they will increasingly need to behave as our team partners and smoothly adapt to the (adaptive) human team behaviors to establish successful patterns of collaboration over time. A substantial amount of adaptations present themselves through subtle and unconscious interactions, which are difficult to observe. Our re...
Chapter
Full-text available
In contrast with reading a comic book where a reader needs to flip the physical pages, in d-Comics (digital comics) there are no physical pages and no page-flipping interaction. The screen sizes for displaying the comics, as well as the way a reader can interact with the content varies between different electronic devices. The author intended segme...
Chapter
Full-text available
For the future development of cultural technology, access to the cultural foundations of these culture carriers is necessary. One established theory of this cultural foundation is the collective unconsciousness with archetypes as building blocks. A methodological challenge is adequate access to these unconscious layers of the human mind. Recent res...
Article
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Adequate use of multimodal stimuli plays a crucial role in help forming the sense of presence within a virtual environment. While most of the presence research attempts to engage more sensory modalities to induce a higher sense of presence, this paper investigates the relevance of each sensory modality and different combinations on the subjective s...
Article
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Eco-feedback aims at increasing awareness of resource use to encourage conservation. A growing area of concern in sustainable living is food waste, and many new institutional waste receptacles incorporate waste sorting and recycling instructions for waste management. However, little attention has been paid to the design of encouraging awareness of...
Book
The two-volume set LNCS 12794-12795 constitutes the refereed proceedings of the 9th International Conference on Culture and Computing, C&C 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 poster papers included in the 39 HCII 2020 proceedings volumes was carefu...
Book
The two-volume set LNCS 12794-12795 constitutes the refereed proceedings of the 9th International Conference on Culture and Computing, C&C 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 poster papers included in the 39 HCII 2020 proceedings volumes was carefu...
Book
This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research inst...
Article
Full-text available
Objective: To find out if there are subjective, autonomic and EEG differences between the emotional responses of patients with TLE and controls. Secondary objectives are to establish which modality is the most sensitive. Do implicit of explicit emoticons evoke stronger reactions, and does epilepsy surgery alter these responses. Methods: We compared...
Article
Full-text available
Human values play an integral role in any design that aims to improve the quality of human life. However, only a few design approaches concentrate on human values in their design, and there is even very little agreement between them in identifying human values. Considering this, we created a design tool based on a comprehensive value framework to s...
Article
Full-text available
Social signals (e.g., facial expression, gestures) are important in social interactions. Most of them are visual cues, which are hardly accessible for visually impaired people, causing difficulties in their daily living. In human–computer interaction (HCI), assistive systems for social interactions are getting increasing attention due to related te...
Conference Paper
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There exists a considerable amount of digital games that are described and published in the scientific literature. Among them, there are those considered as “serious games”, whose foremost goal differs from pure entertainment, being conceived mainly for training, capacity building, and education among other ends. Serious digital games for learning...
Conference Paper
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As developments in artificial intelligence and robotics progress, more tasks arise in which humans and robots need to collaborate. With changing levels of complementarity in their capabilities, leadership roles will constantly shift. The research presented explores how people adapt their behavior to initiate or accommodate continuous leadership shi...
Article
Full-text available
The well-being of people with dementia (PWD) living in long-term care facilities is hindered due to disengagement and social isolation. Animal-like social robots are increasingly used in dementia care as they can provide companionship and engage PWD in meaningful activities. While most previous human–robot interaction (HRI) research studied engagem...
Chapter
Full-text available
To support designers considering human value in their design process, the HuValue tool was developed. This tool is instanciated as a tangible, card-based design toolkit including a value wheel, 45 value words, and 207 picture cards, grounded in a comprehensive value framework. Using this toolkit can enable designers to be aware and sensitive to hum...
Chapter
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We conducted an empirical study to answer the research question whether designers could generate richer affective content through mood boards when they are primed by archetypal media content, comparing to non-archetypal media content. Mood board making may stimulate more feedback from target users and help designers discover deeper insights about u...
Article
Full-text available
The significance of human values in everyday life highlights the integral role of this concept in any design that aims to improve the quality of human life. By emphasizing the need for a comprehensive value framework for design, the present study explores a new value framework to be used as a common ground in design. For this purpose, we empiricall...
Article
Full-text available
Many previous studies mention that passive drivers or passengers of fully-automated driving cars have less awareness of the surrounding and more experience to motion sickness symptoms when engaging in non-driving tasks. This occurrence is especially magnified when riding in an urban area with lots of junctions and corners. The aim of the current st...
Article
Full-text available
One of the most effective ways to improve quality of life in dementia is by exposing people to meaningful activities. The study of engagement is crucial to identify which activities are significant for persons with dementia and customize them. Previous work has mainly focused on developing assessment tools and the only available model of engagement...
Article
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This paper explores the following research question: How to make the most of an academic community through norms, culture and practices within the academic environment? Fifteen semi-structured interviews with stakeholders of the Department of Industrial Design (ID) from Eindhoven University of Technology (TU/e) have been conducted in a case study t...
Book
This book constitutes the refereed proceedings of the First International Conference on Culture and Computing, C&C 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in July 2020. The conference was planned to be held in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COV...
Article
Full-text available
Gaze behaviors contain rich information regarding a person's emotions and engagements. Reciprocal eye contact can invoke feelings of liking between two strangers. But blind people cannot perceive and establish the eye contact with sighted counterparts, causing their feelings of social isolation and low confidence in conversations. Thus, our researc...
Book
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 paper...
Article
Full-text available
Eye contact is crucial in social interactions, linking with sincerity and friendliness. However, blind people cannot see and make eye contact when they communicate with sighted people. It influences the involvement of blind people in blind-sighted conversations. Based on this context, we implemented Social glasses with an eye-tracking system, aimin...
Article
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Driving is a social activity: Drivers need to coordinate and cooperate with each other to share the infrastructure. The relationship between drivers influences their driving behavior and experience. Lights, horn and speed are the most frequently used means to exchange information, limiting both the range and the bandwidth of the connectivity and le...
Conference Paper
Full-text available
Comics as a storytelling medium is constructed by panel sequences. The comics author defines how the panel sequences are segmented with specific storytelling intentions to enhance aspects such as: curiosity, suspense, surprise, emphasis, storytelling pace, etc. In printed comics, the intended segmentations are embodied because they are physically p...
Article
Full-text available
In the past decades, we have experienced a great rise in the expectancy of human life, meanwhile, the population ageing also becomes a world-wide phenomenon that brings critical challenges in different fields, like safety, mobility, health care and social wellbeing. Along with the declining physical and mental health in ageing process and the shrin...
Conference Paper
Full-text available
The wellbeing of people with dementia in long-term care facilities is hindered, as they spend most of their time alone with little engagement in meaningful activities and an absence of pleasant sensory stimulation. We designed an interactive system called LiveNature that adopts a novel combined approach involving an ambient display unit and an inte...
Chapter
Full-text available
Along with the declining physical and mental condition, the living range and the social circle of elderly people shrink gradually, which indicates a relatively negative effect on the social connectedness of the elderly. The rapid development of the Internet and related technologies, however, bring new opportunities for researchers and designers to...
Chapter
Full-text available
For over a hundred years, comics is presented on paper-based carriers such as magazines and books. With the development of new technologies, the comics industry has the opportunity to embrace a new carrier—the digital environment in electronic devices. However, due to the difference of the carrier, there exist differences between d-Comics (digital...
Article
Full-text available
This paper presents the development of the Mobility Lab, an instrumented car that was developed to support research on the comfort of automated driving. The Mobility Lab was established as a platform to investigate the implications of motion sickness on human users especially when exposed to low-frequency horizontal forces while engaging in non-dri...
Article
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In the past decades, we have witnessed a proliferation of interactive public displays for advertisement, entertainmentand exhibition. We believe they also have great potential in the public spaces of caring environments if supported by relatedknowledge of design and research. This study explores how to design and evaluate interactive public display...
Conference Paper
Full-text available
Human values play an integral role in human's life and accordingly in design for humans. Digital games as an influential media the same as other technical artefacts carry human values. However, considering human values in game design is not a common approach, which caused many ethical debates. HuValue is a card-based design tool based on a comprehe...
Article
Full-text available
Abstract. Modeling the interactions in groups is becoming increasingly important in many application domains such as the design of interactive systems and social robots. Since human interactants do not always make rational choices, a good model of their social motivations is needed to explain the strategies of the interactants that are often inf...
Conference Paper
Full-text available
This study examines patterns of coordinated gaze between a child and a robot (NAO) during a card matching game, 'Memory'. Dyadic gaze behavior like mutual gaze, gaze following and joint attention are indications both of child's engagement with the robot and of the quality of child-robot interaction. Eighteen children interacted with a robot tutor i...
Article
Full-text available
This study investigates the impact of peripheral visual information in alleviating motion sickness when engaging in non-driving tasks in fully automated driving. A peripheral visual feedforward system (PVFS) was designed providing information about the upcoming actions of the automated car in the periphery of the occupant’s attention. It was hypoth...
Article
Full-text available
Engagement in activities is of crucial importance for people with dementia. State of the art assessment techniques rely exclusively on behavior observation to measure engagement in dementia. These techniques are either too general to grasp how engagement is naturally expressed through behavior or too complex to be traced back to an overall engageme...
Conference Paper
Full-text available
People with dementia experience gradually diminished functional abilities caused by this disease. Declined cognitive functioning, increased difficulties in mobility, loss of memory and the lack of inner motivation provides inevitable challenges in engaging this group of people in activities. In this paper, we elaborate on the possibilities of utili...
Chapter
Full-text available
Seniors with dementia living in nursing homes are often faced with boredom and loneliness due to lack of meaningful engagement and personalized activities. We applied Montessori method to design an interactive table for elderly home residents and evaluated the design with four female residents and a nurse. This method offers a range of levelled int...
Conference Paper
Full-text available
The study of engagement is central to improve the quality of care and provide people with dementia with meaningful activities. Current assessment techniques of engagement for people with dementia rely exclusively on behavior observation. However, novel unobtrusive sensing technologies, capable of tracking psychological states during activities, can...