Stefan Göbel

Stefan Göbel
Technische Universität Darmstadt | TU · Multimedia Communications Lab (KOM)

PhD

About

210
Publications
29,291
Reads
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2,382
Citations
Citations since 2017
70 Research Items
1460 Citations
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2017201820192020202120222023050100150200250300350

Publications

Publications (210)
Article
Stakeholders in vocational training are required to provide appropriate learning opportunities that can be used to develop the needed skills induced by technological change and thereto affected changes in the type of jobs, skill needs, activities, and other economic effects. In light of this, serious games have enormous poten­tial, as they can simu...
Chapter
In recent years, sports and fitness apps have become increasingly popular. In a 2018 survey, 60% of respondents aged 18–69 years old reported using a fitness app several times a week [1]. Moreover, it is expected that the use of these offers will continue to increase in the future. By 2024, 18.3 million users are predicted to use the service. Due t...
Chapter
More and more digital experiences, such as Serious Games, rely on gesture control as a means of natural human communication. Therefore we investigated the suitability of the Senso Glove: DK2 data glove and a Support Vector Machine for recognizing static hand gestures of the popular game Rock-Paper-Scissors in a previous work. Building on this, we n...
Chapter
In this chapter, the topic of evaluating learner experience in serious games is discussed with respect to four different dimensions: gaming, learning, using and context with a special focus on using multimodal data. After reviewing relevant research fields, the steps involved in a serious games evaluation process is investigated and relevant evalua...
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
Full-text available
Quantifying the quality of upper limb movements is fundamental to the therapeutic process of patients with cerebral palsy (CP). Several clinical methods are currently available to assess the upper limb range of motion (ROM) in children with CP. This paper focuses on identifying and describing available techniques for the quantitative assessment of...
Chapter
To ensure health benefits and prevent injuries, the correct execution of fitness exercises is essential, particularly when vulnerable individuals are involved, such as during rehabilitation. As it is difficult for a person to assess the execution quality for themselves and most people cannot afford a personal trainer at all times, an automated asse...
Chapter
Training approaches in traditional sports are usually extensively documented. In esports and competitive gaming in general, the documentation regarding tactics and methods players can utilize to improve one’s skill and thus be a successful player is lacking. To assess and compare the training possibilities in competitive gaming, we systematically s...
Conference Paper
Today, about 72 million people worldwide are speaking sign language. Since many deaf people are also dumb, they cannot communicate with hearing people through spoken language, even if they can lipread. But sign language is difficult to learn, and more than 300 different sign languages in the world make things even more challenging. Therefore, to su...
Conference Paper
Hand gestures play an important role in human communication, particularly when auditory communication is limited. Akin to speech recognition, hand gesture recognition can therefore be a useful tool to facilitate communication and for more immersive computer interaction. In this paper, we examine the mobile recognition of hand gestures using data re...
Article
Full-text available
Along with the high popularity of location-based games in the mid-summer of 2016 caused by the release of Pokémon GO, tool-assisted gameplay rose in demand in order to increase the individual player’s performance within the game. The location-based accumulation of Pokémon presents the continuing challenge for players to expand their collection. As...
Book
This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics...
Article
Full-text available
Objective The goal of this article is to present and to evaluate a sensor-based functional performance monitoring system. The system consists of an array of Wii Balance Boards (WBB) and an exergame that estimates whether the player can maintain physical independence, comparing the results with the 30 s Chair-Stand Test (30CST). Methods Sixteen par...
Chapter
Microtransactions, in the form of loot boxes, are items in a digital game, bought with real money that contains semi-randomized content. They are a commonly used concept for monetarization in current games that are also often free to play. When purchasable items give players a decisive advantage in a game, people often call it pay-to-win: competiti...
Chapter
In recent years, non-traditional input devices for digital games and applications such as wearable sensors have become increasingly available and affordable. Electromyography (EMG) promises some unique advantages over traditional input devices such as keyboards or gamepads by collecting input data directly at a person’s muscle. As long as the corre...
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...
Chapter
Pervasive games have increased in popularity with the rise of location-based games, but their content quality varies based on the area it is played in. We present a system of anchoring street signs into an approach based on augmented reality, allowing a game being played in all rural and urban areas without the need for custom content creation. By...
Preprint
Full-text available
Objective: The goal of this article is to present and evaluate a sensor-based falling risk estimation system. The system consists of an array of Wii Balance Boards (WBB) and an exergame that estimates if the player is at an increased falling risk by predicting the result of the 30 Second Sit-To-Stand Test (30CST). Methods: 16 participants recruited...
Preprint
Full-text available
Objective: The goal of this article is to present and evaluate a sensor-based falling risk estimation system. The system consists of an array of Wii Balance Boards (WBB) and an exergame that estimates if the player is at an increased falling risk by predicting the result of the 30 Second Chair-Stand Test (30CST). Methods: 16 participants recruited...
Preprint
Full-text available
Objective: The goal of this article is to present and to evaluate a sensor-based functional performance monitoring system. The system consists of an array of Wii Balance Boards (WBB) and an exergame that estimates whether the player can maintain physical independence, comparing the results with the 30 Second Chair-Stand Test (30CST). Methods: Sixte...
Chapter
Erratum zu:Neue Dimensionen der Mobilität „Der Name des Erstautors im Beitrag „Förderung von umweltfreundlcihen Verkehrsmitteln durch Gamification und Serious Games“ lautet Andreas Gilbert.“
Preprint
UNSTRUCTURED Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double mission of serious games, i.e., simultaneous achievement of intended effects (“serious” part) and entertai...
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 (...
Chapter
Im Verkehrssektor ist der Straßenverkehr mit 81,8 % der größte Energieverbraucher (Stand 2010, gemessen am Primärenergieverbrauch). Werden die Emissionen der einzelnen Verkehrsträger im Straßenverkehr betrachtet, so wird deutlich, dass der Pkw die meisten Emissionen (Treibhausgase und Feinstaub in Gramm pro Personenkilometer) emittiert. (Richter 20...
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.
Book
This book constitutes the refereed proceedings of the 6th Joint International Conference on Serious Games, JCSG 2020, held in Stoke-on-Trent, UK, in November 2020. The 19 full papers presented together with 3 short papers were carefully reviewed and selected from 38 submissions. The papers offer a wide range in the use of serious games in several f...
Article
Full-text available
This paper presents the design and development of "StoryPlay Multimodal", a mobile multimodal analytics platform for the evaluation of Serious Games. It is intended to serve researchers, teachers and educational game developers as a means to assess their Serious Game Design. This is done by capturing, pre-processing, synchronizing and visualizing m...
Chapter
The ubiquity of smartphones with a plethora of sensors made it possible to develop context-based pervasive games playable by most people without any additional equipment required. However, popular games like Pokémon GO or Zombie, Run! show the minimal influence context has on the gameplay besides the user’s position. Furthermore, in the context of...
Chapter
In this paper, we present PDPuzzleTable, our exergame framework for dual-tasking rehabilitation exercises for patients with Parkinson’s Disease (PD). It is our aim to create a home monitorization scenario for the Leap Motion Sensor together with a specific set of exercises designed for PD, that allows us to follow upon disease progression by inferr...
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...
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
To study whether psychophysiological indicators are suitable measures of user experience in a digital exercise game (exergame), a laboratory study employing both psychophysiological and self-report measures was conducted. Sixty-six participants cycled for 10 min on an ergometer while pupil diameter, skin conductance, and heart rate were measured; a...
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...
Chapter
Full-text available
Die wesentlichen Verbesserungen für städtische Lebensqualität werden auf Quartiersebene in einem fußläufig erreichbaren Gebiet spürbar. Wir nennen diese Ebene Digitalplatz als notwendige Ergänzung zur Digitalstadt. Die folgenden 5 Thesen sollen zukünftige Forschungsschwerpunkte aufzeigen mit dem Ziel eine digital-gestützte Stadtgestaltung zur Förde...
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...
Article
Background: Low back pain (LBP) is a common cause for disabilities and reduced autonomy in older adults. Exercise therapy has shown to be effective in the reduction of the symptoms of LBP with bridging exercises as a commonly used intervention. Exercise therapy can be supported with biofeedback-based methods in order to further improve motor contro...
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
The ubiquity of smartphones with integrated positioning systems made it possible to develop location-based games playable by most people without requiring additional equipment. Popular location-based games like Ingress or Pokémon Go have demonstrated the public interest in this genre and studies indicate that playing such games has a positive healt...
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
This paper introduces the concept of Sliced Serious Games aiming to improve environment-friendly mobility behavior. The conceptual approach is motivated by two aspects: First, it is proven that Serious Games can help to learn or to change behavior in educational settings or games for health. Second, referring to climate and pollution, there is a st...
Conference Paper
The many benefits of Serious Games have led to a growing interest in using them as educational tools. With this growing interest, researchers in the field of Serious Games have been increasingly recognizing the importance of evaluation for advancing this research field. In addition, traditional techniques used for evaluating software fall short whe...
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...
Article
Photoplethysmography (PPG) is an optical technique used to measure the heart rate (HR) and other cardiovascular variables by analyzing volume changes in the microvascular bed of tissue. At the moment, smartphone users can already measure their HR using PPG applications that use the smartphone's built-in camera. However, available applications are u...
Article
Objective: Numerous serious games and health games exist, either as commercial products (typically with a focus on entertaining a broad user group) or smaller games and game prototypes, often resulting from research projects (typically tailored to a smaller user group with a specific health characteristic). A major drawback of existing health game...
Book
This book constitutes the proceedings of the Third Joint International Conference on Serious Games, JCSG 2017, held in Valencia, Spain, in November 2017. This conference bundles the activities of the 8th International Conference on Serious Games Development and Applications, SGDA 2017, and the 7th Conference on Serious Games, GameDays 2017. The to...
Chapter
This chapter contains an introduction to this book which aims at providing guidance to people who are interested in conducting or dealing with research in the area of entertainment computing and serious games. The chapter starts with defining key terminology. It then illustrates benefits and challenges in this area of research by discussing the dev...
Book
Full-text available
This book constitutes the proceedings of the Second Joint International Conference on Serious Games, JCSG 2016, held in Brisbane, QLD, Australia, in September 2016. The total of 16 full papers and 6 short papers was carefully reviewed and selected from numerous submissions. The papers were organized in topical sections named: health, well-being and...
Article
Full-text available
Dieser Beitrag stellt eine Anwendung zur Fernüberwachung von Patienten (Remote Patient Monitoring, RPM) vor. Mit der Anwendung kann unter anderem die Einhaltung von Therapievorschriften überwacht, eine Arzneimittelwechselwirkungsprüfung durchgeführt und wichtige Vitaldaten gesammelt werden, z.B. Herzfrequenz und Handtremor. Derartige Anwendungen kö...
Chapter
Computing machinery allows the creation of intelligent, personalized, adaptive systems and programs that consider the characteristics, interests, and needs of individual users and user groups. In the field of serious games, storytelling and gaming approaches are used as motivational instruments for suspenseful, engaging learning, or personalized tr...
Chapter
Creating entertainment games is always an interdisciplinary effort, and becomes even more pronounced when serious game creation involves experts from a specific subject area or supporting disciplines, such as pedagogy. As these experts can come from almost any discipline, it is beneficial for interdisciplinary work to appreciate differences in appr...
Chapter
Serious games are fascinating, not only as a popular research field, but also as a relevant economic factor for the prospering game industry. The use of advanced gaming concepts and game technology applied to non-leisure contexts (e.g., education, training, health) is a logical and promising approach, but acceptance by the gaming industry itself (g...
Chapter
Serious games are useful in a broad spectrum of application domains—ranging from educational games for younger audiences, to collaborative training and simulation environments for industry, or games for health and behavior change. Other examples include games for culture and tourism, marketing and advertising, participation and planning for public...
Chapter
This chapter introduces the basic subject of this book: serious games. Besides a definition of the term serious game, related fundamental concepts and terms such as gamification, gaming and playing or game mechanics are detailed. Reasons for using serious games and for delving into this subject are discussed. To better understand a serious game and...
Conference Paper
Extensive studies show that regular physical activity is one of the crucial factors to determine one’s prolonged health and wellbeing. But although this knowledge is fairly widespread, many people still fail to meet the WHO recommendations for the weekly average of physical activity. While the reasons for this shortcoming are manifold, a lack of mo...
Book
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was hel...
Book
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another,...
Article
Objective: This article presents a feasibility study of using an algorithm for an individual and adaptive control of training load in an ergometer-controlled exergame for aerobic training. An additional goal was to investigate the effects of the adaptive game on the players' motivation. Materials and methods: A two-phase approach (calibration an...
Article
In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative mul...
Article
Full-text available
One major Serious Games challenge is adaptation of game-based learning environments towards the needs of players with heterogeneous player and learner traits. For both an instructor or an algorithmic adaptation mechanism it is vital to have knowledge about the course of the game in order to be able to recognize player intentions, potential problems...