Publications concerning Personal Analytics and Digital Health

Published in 2022

Health Recommender Systems for Mental Health Promotion

Published in 2021

Integrating Behavior Change and Persuasive Design Theories into an Example Mobile Health Recommender System

Towards a User Integration Framework for Personal Health Decision Support and Recommender Systems

Published in 2020

Mobile mood tracking: An investigation of concise and adaptive measurement instruments

Exploring chatbot user interfaces for mood measurement: A study of validity and user experience

Published in 2019

Investigating mechanisms for user integration in the activity goal recommendation process by interface design

Rating-based preference elicitation for recommendation of stress intervention

Published in 2018

Multi-criteria rating-based preference elicitation in health recommender systems

Recommending Running Routes: Framework and Demonstrator

Published in 2017

Towards Health (Aware) Recommender Systems

Measuring local pulse transit time for affective computing applications

Measuring local pulse transit time for affective computing applications

Reproducibility of photoplethysmography-based local pulse transit time measurement

Published in 2016

Smartphone based HRV measurement - an unobtrusive and flexible approach

Using psychophysiological parameters to support users in setting effective activity goals

Supporting users in setting effective goals in activity tracking

Published in 2015

Sensor-based and tangible interaction with a TV community platform for seniors

Das Projekt PAnalytics – Selbstmonitoring für gesundes Altern

Published in 2014

Tagungsband des Workshops "Senioren interaktiv unterwegs – (Kooperations-) Systeme gestalten"

Published in 2013

Gamification für ältere Menschen – Potenziale und Herausforderungen

Das Projekt FoSIBLE – soziale Interaktionsförderung durch interaktives Fernsehen

AAL-Workshop "Lachen kennt kein Alter"

Published in 2012

AAL: Interaktiv. Sozial. Intergenerational?

Analysis and Classification of Serious Games for Elderly

2DGree: Rapid Prototyping for Games

Published in 2011

Serious games for health: An empirical study of the game “Balance” for teenagers with diabetes mellitus

Playful Crowdsourcing for Energy-Efficient Automotive Navigation

Merobrixx – Mental Rotation Bricks: A serious game for cognitive training

Einsatz von Serious Games zur Förderung des Selbstmanagements

Published in 2010

Serious Interface Design for Dental Health: WiiMote-based Tangible Interaction for School Children

Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010

Published in 2008

Spielend Lernen! Spielend Lernen? Eine empirische Annäherung an die Möglichkeiten einer Synthese von Spielen und Lernen

Published in 2007

Integration technologischer und methodischer Grundlagen digitaler Spiele in die Hochschullehre am Beispiel interdisziplinärer Praxisprojekte

Published in 2006

ARTierchen - Augmented Reality in Touch

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