Polona Caserman

Polona Caserman
Technical University of Darmstadt

Doctor of Engineering

About

30
Publications
6,221
Reads
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
345
Citations

Publications

Publications (30)
Research Proposal
Full-text available
Dear colleagues, You may be interested in the call for papers for the journal Sensors, the leading international, peer-reviewed, open-access journal on the science and technology of sensors (Impact Factor for 2020 is 3.576). Sensors is published semimonthly online by MDPI. As Guest Editor, I cordially invite you to submit a manuscript for conside...
Article
Full-text available
Regular physical exercise is essential for overall health; however, it is also crucial to mitigate the probability of injuries due to incorrect exercise executions. Existing health or fitness applications often neglect accurate full-body motion recognition and focus on a single body part. Furthermore, they often detect only specific errors or provi...
Article
Full-text available
Cybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and dizziness that users experience during or after virtual reality immersion. Initially discovered in flight simulators, commercial virtual reality (VR) head-mounted displays (HMD) of the current generation also seem to cause CS, albeit in a different manner and seve...
Article
Exergames have beneficial effects on the player's motivation to exercise. However, many current games lack accurate full-body motion recognition, resulting in players not performing the physical exercise the game requires. Therefore, we aim to develop an immersive virtual reality exergame that simultaneously recognizes and reconstructs full-body mo...
Chapter
Serious games are digital games that have an additional goal beyond entertainment, e.g., educational games can be a motivational tool for teaching or training players. Among other things, educational games can also be used in IT companies to convey approaches of agile software development. Such learning environments can improve the player’s skills...
Article
Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies have explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double mission of serious games, that is, simultaneous achievement of intended effects (serious part) and entertainment (...
Conference Paper
Im Paper wird die Entwicklung von Qualitätsbereichen für hochqualitative Serious Games skizziert. Qualitätsdimensionen und relevant Qualitätsaspekte für die Kernelemente Serious Part, Game Part, Passung und Technologie werden am Beispiel von Exergames verdeutlicht.
Chapter
Immersive virtual reality (IVR) offers an opportunity to immerse oneself into a virtual world and experience an exciting adventure. However, latency between a user’s movement and visual feedback has a big impact on user experience and performance. In this paper, we explore the effect of increased end-to-end latency in IVR applications by conducting...
Conference Paper
Recent advances in Virtual Reality (VR) technology have contributed to the development of immersive applications for training and simulation. VR serious games can be utilized to support and supplement traditional training. In VR-based training environments, the player can make mistakes without serious consequences to gather experiences which help t...
Conference Paper
Many Virtual Reality (VR) applications usually visualize only the VR controllers or floating hands. However, to create an immersive experience, a full-body avatar is essential. We reconstruct a full-body avatar by tracking the position and orientation of the head, hands, feet, and hip. To track the arm movements, the user has to hold two HTC Vive c...
Article
Objective: The goal of this contribution is to develop a classifier able to determine if cybersickness (CS) has occurred after immersion in a virtual reality (VR) scenario, based on a combination of biosignals and game parameters. Methods: We collected electrocardiographic, electrooculographic, respiratory, and skin conductivity data from a total...
Article
Full-text available
Due to recent improvements in virtual reality (VR) technology, the number of novel applications for entertainment, education, and rehabilitation has increased. The primary goal of these applications is to enhance the sense of belief that the user is “present” in the virtual environment. By tracking the user’s skeleton in real-time, it is possible t...
Article
Due to recent advances in virtual reality (VR) technology, the development of immersive VR applications that track body motions and visualize a full-body avatar is attracting increasing research interest. This paper reviews related research to gather and to critically analyze recent improvements regarding the potential of full-body motion reconstru...
Article
Numerous users of Head Mounted Displays develop symptoms similar to motion sickness. This phenomenon i s k n o w n as cybersickness. T h e current standard method to evaluate it is the Simulator Sickness Questionnaire (SSQ). Additionally, detection by methods such as biosignals is possible, but it requires sophisticated equipment and expertise. In...
Article
Full-text available
Objective: The goal of this contribution is to gather and to critically analyze recent evidence regarding the potential of exergaming for Parkinson’s disease (PD) rehabilitation and to provide an up-to-date analysis of the current state of studies on exergame-based therapy in PD patients. Methods: We performed our search based on the conclusions o...
Chapter
Games sind die einflussreichste audiovisuelle Ausdrucks- und Erzählform digitaler Kultur. Die aktuell entstehenden staatlichen Bildungsangebote gewinnen daher künstlerisch und kulturell, aber auch wissenschaftlich und ökonomisch eine Bedeutung, wie sie beispielsweise im 20. Jahrhundert Filmstudiengängen zukam. Dieser Band gibt erstmals einen vergle...
Book
Full-text available
Diese DIN SPEC wurde im Zuge des PAS-Verfahrens durch einen Workshop (temporäres Gremium) erarbeitet. Die Erarbeitung und Verabschiedung des Dokuments erfolgte durch die im Geschäftsplan genannten Verfasser. Diese DIN SPEC soll das Beschreibungsformat für "Serious Games" definieren. Unter dem Begriff "Serious Games" versteht man digitale Spiele, di...
Chapter
Due to recent improvements in Virtual Reality (VR) regard- ing the potential of full-body tracking, the number of VR-based exergames has been increasing. However, such applications often depend on additional tracking technology, e.g., markerless or marker-based. On the one hand, tracking approaches, such as the Kinect device are lim- ited by either...
Chapter
Serious games and simulations can be used to support or supplement training, especially when training scenarios are too com- plex. With the novel Virtual Reality technology, training can be par- tially replaced and complemented by a virtual environment. This paper focuses primarily on the design of the police training. The requirements for the seri...
Book
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based lear...
Conference Paper
Currently, numerous users who employ HMD devices such as the Oculus Rift develop symptoms similar to motion sickness. Recent literature defines this phenomenon as cybersickness, and one of its main causes as latency. This contribution aims to analyze the accuracy of different extrapolation and filtering techniques to accurately predict head movemen...
Conference Paper
Cross-platform publishing is a must have in game development. Sophisticated game engines such as Unreal or Unity provide cross-platform publishing capability. Therefore, many developers use these game engines. On the other hand, several game developers also provide their own technology and do not want to become fully dependent on external technolog...
Conference Paper
In this contribution, we present PDDanceCity, an adaptive exergame controlled with a USB dance mat or a Wii Balance Board. PDDanceCity includes cognitive training geared towards cognitive enhancement in patients with Parkinson’s Disease (PD) without or with Mild Cognitive Impairment (PD-MCI) or Dementia (PDD). The game is available as prototype and...
Conference Paper
Recent improvements in virtual reality technology and head-mounted displays have led to a number of novel and innovative applications in entertainment, education, science and healthcare. The primary goal in most of these applications is to give the user a sensation of being part of the virtual reality. This focus on presence or immersion requires t...
Conference Paper
In this paper, we present a mobile learning game for helping children understand idiomatic expressions. This is particularly helpful for Autistic children as they have problems understanding abstract concepts which can hinder their natural interaction. The game is also suitable for children from a foreign background who often encounter such express...

Network

Cited By

Projects

Projects (2)
Project
Solutions for Vocational Training in Mixed Reality based on Head-Mounted-Displays