- Aysegül Dogangün
- Katja Herrmanny
Related funded research projects
- PAnalytics – Developing a holistic persuasive self-monitoring system to support healthy aging
- Engage.NRW – Interaktive Lösungen für die Wirtschaft / Interactive solutions for business
- GDI Ruhr – Tapping the full potentials of the games industry and incarnating these into an expertise-network
- FoSIBLE – Developing a social-network platform for elderly people
Personal Analytics and Digital Health
We investigate novel approaches for highly adpative persuasive technology related to health and well-being. Persuasion can, for instance, be realized in a playful way - as a serious game - or as a monitoring app. In our work we focus on activity recognition, user-modelling and methods to generate user- and context-adaptive recommendations. Our work in this area is interdisciplinary integrating the disciplines computer engineering, cognition science, ethics, electrical engineering, and health science.
Personal Analytics for health reasons, also known as Self-Monitoring, Health-Monitoring, Self-Tracking, or Quantified Self, is a new research topic with increasing relevance pushed by a wide-spread of smartphones and sensor-technologies for private use. The research topic implies the fields of pervasive computing, ubiquitous sensor networks, data analysis, and persuasive technology.
Health and Serious Games
A serious game is a specific type of game whose primary purpose goes beyond pure entertainment by teaching knowledge or training skills. Our group develops and evaluates serious game concepts and prototypes within different application areas with a focus on health care, physical and mental fitness. The track record of our group includes games like a health game prototype, which shall improve the self-management process of teenage patients with insulin-dependent diabetes as well as a serious game with tangible interfaces for cognitive training.
- Using psychophysiological parameters to support users in setting effective activity goals. Herrmanny, K., Beckmann, N., Nachbar, K., Sauer, H., Ziegler, J., Dogangün, A., and ACM CHI 2016 (2016). CHI EA ’16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 1637–1646. New York, NY, USA: ACM. [BibTeX] [DuEPublico]
- Supporting users in setting effective goals in activity tracking. Herrmanny, K., Ziegler, J., Dogangün, A., and PERSUASIVE 2016 (2016). Persuasive Technology: 11th International Conference ; PERSUASIVE 2016 ; Salzburg, Austria, April 5-7, 2016 ; Proceedings, 9638, 15–26. Cham: Springer International Publishing. [BibTeX] [DuEPublico]
- Sensor-based and tangible interaction with a TV community platform for seniors. Herrmanny, K., Gözüyasli, L., Deja, D., and Ziegler, J. (2015). Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS ’15), 180–189. New York, NY, USA: ACM. [BibTeX] [DuEPublico]
- Das Projekt PAnalytics – Selbstmonitoring für gesundes Altern. Beckmann, N., Dogangün, A., Herrmanny, K., Sauer, H., and Kloppenborg, K. (2015). Mensch und Computer 2015 – Workshopband. Berlin [u.a.]: De Gruyter Oldenbourg. [BibTeX] [DuEPublico] [Web]
- Playful Crowdsourcing for Energy-Efficient Automotive Navigation. Niesenhaus, J., Münter, D., Hussein, T., and Ziegler, J. (2011). Think Design Play. Proceedings of the 5th International Conference of the Digital Games Research Association (DiGRA). [BibTeX] [DuEPublico] [Web]
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