@phdthesis{ubo_mods_00184619,
  author = {Torkamaan, Helma},
  title = {Health Recommender Systems for Mental Health Promotion},
  year = {2022},
  address = {Duisburg, Essen},
  keywords = {Health recommender systems; Mobile health; Mental health promotion; Mood; Stress; Mood Tracking},
  abstract = {Recommender systems are today an essential part of software applications used in everyday life and facilitate the decision-making process for users by personalizing the options from which they can choose. An emerging and rapidly growing application domain for these systems is health care, and the majority of research contributions related to health recommender systems are about preventive health care. However, some crucial areas in this domain have been mostly overlooked. One such area is mental health promotion, which, despite its critical importance, has a relatively negligible share in existing solutions and research. User stress and mood are fundamental concepts in preventive health care, and proper skills for coping with stress and improving mood are crucial for individual mental well-being, which is the central theme of this dissertation. Health recommender systems have high potential benefits in personalizing health-related recommendations and, especially, engaging users in behavior change processes. A health recommender system for health promotion and behavior change is a holistic system that, ideally, uses techniques from ubiquitous computing to provide pervasive health. Building a health recommender system, therefore, is a multidisciplinary effort that engages various areas, which we summarize as tracking, interacting, and personalizing components, and address them in this dissertation regarding our recommendation domain, stress reduction. In particular, we discuss three major contributions to the problem of building health recommender systems for stress reduction and mood improvement: (1) establishing proper ways to track user mood; (2) building one of the first interactive mobile health recommender system research platforms and providing an extensive holistic dataset for flexible investigation of health recommender systems in the future; and (3) developing dynamic mood and health-aware, user-engaging algorithms and carefully comparing the performance and characteristics of the presented techniques. These contributions were the result of various mixed and longitudinal user studies which engaged with more than 2,500 users. This dissertation brings together for the first time various aspects of user decision-making - such as explicit short-term preferences, health needs, and long-term goals - for a holistic health-aware recommender system. By thoroughly discussing various components, this dissertation presents a roadmap for building health recommender systems, and interactive, mood-aware, and mental health-promoting systems in the future.},
  school = {University of Duisburg-Essen},
  doi = {10.17185/duepublico/76050},
  url = {https://doi.org/10.17185/duepublico/76050}
}


@inproceedings{ubo_mods_00168133,
  author = {Torkamaan, Helma and Ziegler, Jürgen},
  title = {Integrating Behavior Change and Persuasive Design Theories into an Example Mobile Health Recommender System},
  booktitle = {UbiComp ’21: Adjunct Proceedings of the 2021 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2021 ACM International Symposium on Wearable Computers},
  year = {2021},
  publisher = {Association for Computing Machinery},
  address = {New York},
  pages = {218–225},
  keywords = {Behavior Change; Health recommender systems; Persuasive Design},
  isbn = {978-1-4503-8461-2},
  doi = {10.1145/3460418},
  url = {https://doi.org/10.1145/3460418.3479330},
  language = {en}
}


@inproceedings{ubo_mods_00166333,
  author = {Herrmanny, Katja and Torkamaan, Helma},
  editor = {Masthoff, Judith and Herder, Eelco and Tintarev, Nava and Tkalčič, Marko},
  title = {Towards a User Integration Framework for Personal Health Decision Support and Recommender Systems},
  booktitle = {Proceedings of the 29th ACM Conference on User Modeling, Adaptation and Personalization},
  year = {2021},
  publisher = {Association for Computing Machinery},
  address = {New York},
  pages = {65–76},
  keywords = {Decision support system; Design framwork; Health recommender systems; User in the loop; User integration},
  isbn = {978-1-4503-8366-0},
  doi = {10.1145/3450613.3456816},
  url = {https://doi.org/10.1145/3450613.3456816},
  language = {en}
}


@article{ubo_mods_00159948,
  author = {Torkamaan, Helma and Ziegler, Jürgen},
  title = {Mobile mood tracking: An investigation of concise and adaptive measurement instruments},
  journal = {Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies},
  year = {2020},
  publisher = {Association for Computing Machinery},
  volume = {4},
  number = {4},
  pages = {155},
  keywords = {User Compliance},
  issn = {2474-9567},
  doi = {10.1145/3432207}
}


@inproceedings{Torkamaan_2020_exploring,
  author = {Torkamaan, Helma and Ziegler, Jürgen},
  title = {Exploring chatbot user interfaces for mood measurement: A study of validity and user experience},
  booktitle = {Proceedings of the 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2020 ACM International Symposium on Wearable Computers},
  year = {2020},
  publisher = {Association for Computing Machinery (ACM)},
  address = {New York},
  pages = {135–138},
  keywords = {PANAS},
  abstract = {With the growth of interactive text or voice-enabled systems, such as intelligent personal assistants and chatbots, it is now possible to easily measure a user’s mood using a conversation-based interaction instead of traditional questionnaires. However, it is still unclear if such mood measurements would be valid, akin to traditional measures, and user-engaging. Using smartphones, we compare in this paper two of the most popular traditional measures of mood: International PANAS-Short Form (I-PANAS-SF) and Affect Grid. For each of these measures, we then investigate the validity of mood measurement with a modified, chatbot-based user interface design. Our preliminary results suggest that some mood measures may not be resilient to modifications and that their alteration could lead to invalid, if not meaningless results. This exploratory paper then presents and discusses four voice-based mood tracker designs and summarizes user perception of and satisfaction with these tools. \textcopyright 2020 Owner/Author.},
  isbn = {9781450380768},
  doi = {10.1145/3410530.3414395},
  url = {https://dl.acm.org/doi/10.1145/3410530.3414395}
}


@inproceedings{ubo_mods_00139863,
  author = {Herrmanny, Katja and Löppenberg, Simone and Schwarz, Michael},
  title = {Investigating mechanisms for user integration in the activity goal recommendation process by interface design},
  booktitle = {IntRS 2019: Proceedings of the 6th Joint Workshop on Interfaces and Human Decision Making for Recommender Systems},
  year = {2019},
  pages = {46–54},
  keywords = {User interface},
  url = {http://ceur-ws.org/Vol-2450/paper6.pdf}
}


@inproceedings{ubo_mods_00136781,
  author = {Torkamaan, Helma and Ziegler, Jürgen},
  title = {Rating-based preference elicitation for recommendation of stress intervention},
  booktitle = {ACM UMAP 2019 - Proceedings of the 27th ACM Conference on User Modeling, Adaptation and Personalization},
  year = {2019},
  publisher = {ACM},
  address = {New York},
  pages = {46–50},
  keywords = {Preference elicitation},
  isbn = {978-1-4503-6021-0},
  doi = {10.1145/3320435.3324990},
  url = {http://dl.acm.org/ft_gateway.cfm?id=3324990&amp;type=pdf}
}


@inproceedings{ubo_mods_00117090,
  author = {Torkamaan, Helma and Ziegler, Jürgen},
  title = {Multi-criteria rating-based preference elicitation in health recommender systems},
  booktitle = {Proceedings of the Third International Workshop on Health Recommender Systems co-located with Twelfth ACM Conference on Recommender Systems (HealthRecSys’18)},
  series = {CEUR Workshop Proceedings},
  year = {2018},
  month = {oct},
  address = {Aachen},
  volume = {2216},
  pages = {18–23},
  keywords = {Recommender systems},
  issn = {1613-0073},
  url = {http://ceur-ws.org/Vol-2216/healthRecSys18_paper_7.pdf},
  venue = {Vancouver, BC, Canada},
  month_numeric = {10}
}


@inproceedings{ubo_mods_00115757,
  author = {Loepp, Benedikt and Ziegler, Jürgen},
  title = {Recommending Running Routes: Framework and Demonstrator},
  booktitle = {Proceedings of the 2nd Second Workshop on Recommendation in Complex Scenarios (ComplexRec ’18)},
  year = {2018},
  pages = {26–29},
  keywords = {Sports},
  url = {http://toinebogers.com/workshops/complexrec2018/resources/proceedings.pdf#page=26},
  abstract = {Recommending personalized running routes is a challenging task. When the runner’s specific background as well as needs, preferences and goals are taken into account, a recommender cannot only rely on e.g. a set of existing routes ran by others, but needs to individually generate each route while considering many different aspects that determine whether a suggestion will satisfy the runner in the end, e.g. height meters or areas passed. We describe a framework that summarizes these aspects, allowing to generate personalized running routes. Based on this framework, we present a prototypical smartphone app that we implemented to actually demonstrate how running routes can be recommended based on the different requirements a runner might have. A first small study where users had to try this app and ran some of the recommended routes underlines the general effectiveness of our approach.}
}


@inproceedings{ubo_mods_00108262,
  author = {Schäfer, Hanna and Hors-Fraile, Santiago and Karumur, Pavan Raghav and Valdez, Calero André and Said, Alan and Torkamaan, Helma and Ulmer, Tom and Trattner, Christoph},
  title = {Towards Health (Aware) Recommender Systems},
  booktitle = {Proceedings of the 2017 International Conference on Digital Health},
  year = {2017},
  publisher = {ACM},
  address = {New York},
  pages = {157–161},
  keywords = {Patient modeling},
  isbn = {978-1-4503-5249-9},
  doi = {10.1145/3079452.3079499}
}


@article{ubo_mods_00084836,
  author = {Bakhtiyari, Kaveh and Beckmann, Nils and Ziegler, Jürgen},
  title = {Contactless heart rate variability measurement by IR and 3D depth sensors with respiratory sinus arrhythmia},
  journal = {Procedia Computer Science},
  year = {2017},
  volume = {109},
  pages = {498–505},
  abstract = {Heart rate variability (HRV) is known to be correlated with emotional arousal, cognitive depletion, and health status. Despite the accurate HRV detection by various body-attached sensors, a contactless method is desirable for the HCI purposes. In this research, we propose a non-invasive contactless HRV measurement by Microsoft Kinect 2 sensor with Respiratory Sinus Arrhythmia (RSA) correction. The Infrared and RGB cameras are used to measure the heart rate signal, and its 3D Depth sensor is employed to capture the human respiratory signal to correct the initially calculated HRV with RSA. The correlation analysis among the calculated HRVs by different methods and devices showed a significant improvement in reliable HRV measurements. This study enlightens the researchers and developers to choose a proper method for HRV calculations based on their required accuracy and application.},
  issn = {1877-0509},
  doi = {10.1016/j.procs.2017.05.319},
  note = {The 8th International Conference on Ambient Systems, Networks and Technologies, ANT-2017 and the 7th International Conference on Sustainable Energy Information Technology, SEIT 2017, 16-19 May 2017, Madeira, Portugal}
}


@inproceedings{ubo_mods_00093591,
  author = {Beckmann, Nils and Viga, Reinhard and Dogangün, Aysegül and Grabmaier, Anton},
  chapter = {},
  title = {Measuring local pulse transit time for affective computing applications},
  year = {2017},
  publisher = {Hochschule Ruhr West},
  address = {Mülheim an der Ruhr},
  pages = {106–107},
  isbn = {978-3-9814801-9-1},
  url = {https://www.hochschule-ruhr-west.de/fileadmin/user_upload/02_Forschung/Fachbereich_4/Institut_Mess-_und_Sensortechnik/IEEE_Workshop/IEEE_2017/Abstractbook_Online_Version_2017_06_12.pdf},
  booktitle = {Industrial and medical measurement and sensor technology, vehicle sensor technnology: IEEE Workshop 2017 : abstractbook}
}


@inproceedings{ubo_mods_00093590,
  author = {Beckmann, Nils and Viga, Reinhard and Dogangün, Aysegül and Grabmaier, Anton},
  chapter = {},
  title = {Measuring local pulse transit time for affective computing applications},
  year = {2017},
  publisher = {Hochschule Ruhr West},
  address = {Mülheim an der Ruhr},
  pages = {30–31},
  url = {http://yra-medtech.de/daten_medtech/dokumente2017/YRA_Booklet_2017_LO.pdf},
  booktitle = {2nd YRA MedTech Symposium, Young Researchers Academy: booklet : jointly held with the IEEE Workshop &amp; SENSORICA 2017 Hochschule Ruhr West, June 8-9, Mülheim a. d. Ruhr, Germany, 2017}
}


@inproceedings{ubo_mods_00093653,
  author = {Beckmann, Nils and Viga, Reinhard and Dogangün, Aysegül and Grabmaier, Anton},
  chapter = {},
  title = {Reproducibility of photoplethysmography-based local pulse transit time measurement},
  year = {2017},
  publisher = {IEEE},
  address = {Piscataway, NJ},
  pages = {246–249},
  keywords = {correlation;correlation coefficient;feature extraction;pulse measurements;sensors;signal-to-noise ratio (SNR);time measurement},
  doi = {10.1109/EMBC.2017.8036808},
  booktitle = {2017 39th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC)}
}


@inproceedings{ubo:74644,
  author = {Beckmann, Nils and Dammin, Nicolas and Viga, Reinhard and Dogangün, Aysegül},
  chapter = {},
  title = {Smartphone based HRV measurement - an unobtrusive and flexible approach},
  year = {2016},
  publisher = {Univ.},
  address = {Duisburg},
  booktitle = {Young Researchers Academy MedTech in NRW: 1st YRA MEdTech Symposium}
}


@inproceedings{ubo:67235,
  author = {Herrmanny, Katja and Beckmann, Nils and Nachbar, Katrin and Sauer, Hanno and Ziegler, Jürgen and Dogangün, Aysegül and ACM CHI 2016},
  chapter = {},
  title = {Using psychophysiological parameters to support users in setting effective activity goals},
  year = {2016},
  publisher = {ACM},
  address = {New York, NY, USA},
  pages = {1637–1646},
  isbn = {978-1-4503-4082-3},
  doi = {10.1145/2851581.2892378},
  booktitle = {CHI EA ’16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems}
}


@inproceedings{ubo:67231,
  author = {Herrmanny, Katja and Ziegler, Jürgen and Dogangün, Aysegül and PERSUASIVE 2016},
  editor = {Meschtscherjakov, Alexander and De Ruyter, Boris and Fuchsberger, Verena and Murer, Martin and Tscheligi, Manfred},
  chapter = {},
  title = {Supporting users in setting effective goals in activity tracking},
  series = {Lecture notes in computer science},
  year = {2016},
  publisher = {Springer International Publishing},
  address = {Cham},
  volume = {9638},
  pages = {15–26},
  isbn = {978-3-319-31509-6},
  doi = {10.1007/978-3-319-31510-2_2},
  booktitle = {Persuasive Technology: 11th International Conference ; PERSUASIVE 2016 ; Salzburg, Austria, April 5-7, 2016 ; Proceedings}
}


@inproceedings{ubo:67242,
  author = {Herrmanny, Katja and Gözüyasli, Levent and Deja, Daniel and Ziegler, Jürgen},
  chapter = {},
  title = {Sensor-based and tangible interaction with a TV community platform for seniors},
  year = {2015},
  publisher = {ACM},
  address = {New York, NY, USA},
  pages = {180–189},
  isbn = {978-1-4503-3646-8},
  doi = {10.1145/2774225.2774849},
  booktitle = {Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS ’15)}
}


@inproceedings{ubo:58168,
  author = {Beckmann, Nils and Dogangün, Aysegül and Herrmanny, Katja and Sauer, Hanno and Kloppenborg, Katharina},
  editor = {Weisbecker, Anette and Burmester, Michael and Schmidt, Albrecht},
  chapter = {},
  title = {Das Projekt PAnalytics – Selbstmonitoring für gesundes Altern},
  year = {2015},
  publisher = {De Gruyter Oldenbourg},
  address = {Berlin [u.a.]},
  isbn = {978-3-11-044390-5},
  url = {http://dx.doi.org/10.1515/9783110443905-082},
  booktitle = {Mensch und Computer 2015 – Workshopband}
}


@inproceedings{ubo:49894,
  author = {Kötteritzsch, Anna and Hornung, Dominik and Herrmanny, Katja and Ksoll, Michael},
  editor = {Koch, Michael and Butz, Andreas and Schlichter, Johann},
  chapter = {},
  title = {Tagungsband des Workshops &quot;Senioren interaktiv unterwegs – (Kooperations-) Systeme gestalten&quot;},
  year = {2014},
  publisher = {De Gruyter Oldenbourg},
  address = {Berlin},
  abstract = {Kaum eine Entwicklung wird Deutschland in den kommenden Jahren so prägen wie der demografische Wandel.“ Mit diesem Satz leitete ein Dossier des BMBF das Wissenschaftsjahr 2013 – Die demografische Chance – und damit den ansteigenden gesellschaftlich-politischen Fokus auf Maßnahmen zur Adressierung des demografischen Wandels ein. Gleichzeitig wird mit dem Wissenschaftsjahr 2014 – Die digitale Gesellschaft – ein Trend hinsichtlich der Erforschung von Technologien für ein selbstbestimmtes Leben in einer digitalen Welt aufgegriffen. Forscher und Entwickler im Bereich AAL verfolgen weitreichende Aktivitäten, welche insgesamt darauf abzielen, die Lebensqualität in einer sich wandelnden Gesellschaft durch innovative und praxistaugliche Technologien sicherzustellen. Eine zentrale Herausforderung ist die Identifikation und Sicherung der Rolle(n) älterer Menschen in einer funktionierenden Gesellschaft. Technologische Entwicklungen und Forschungsergebnisse der Mensch-Technik-Interaktion sollen hierzu einen Beitrag leisten. Aufgrund der zunehmenden Technisierung im beruflichen Alltag nimmt der Bereich CSCW einen wachsenden Stellenwert ein, da er unterstützende IKT für erfolgreiche Zusammenarbeit unabhängig von Alter und Erfahrung im beruflichen Alltag aufgreift. Aufgrund der divergierenden Akzeptanz und Kenntnis neuer Technologien unter älteren Menschen steigt die Bedeutung von Fragestellungen im Rahmen des AAL auch unter beruflichen Gesichtspunkten. Eine Herausforderung ist hier verschiedene Potenziale der Zusammenarbeit und der sozialen Interaktion mit den speziellen Anforderungen der Nutzer zu vereinbaren. In Hinblick auf die oben beschriebenen Perspektiven im AAL-Bereich sollen aufbauend auf den Ergebnissen der vergangenen AAL-Workshops auf der M&amp;C Problemstellungen und Lösungsansätze dargelegt sowie neue Potenziale analysiert, diskutiert und dokumentiert werden. Der Workshop zielt ab auf die Erfassung zukünftiger Trends des AAL-Bereichs, insbesondere in Bezug auf den Umgang von Senioren mit Technologien im Rahmen des CSCW, deren Auswirkungen auf psycho-soziale Systeme sowie den interaktiven Austausch über aussichtsreiche Forschungsschwerpunkte und die Vernetzung der beteiligten Akteure.},
  isbn = {978-3-11-034450-9},
  url = {http://dx.doi.org/10.1524/9783110344509.65},
  booktitle = {Mensch &amp; Computer 2014 - Workshopband: 14. fachübergreifende Konferenz für interaktive und kooperative Medien ; Interaktiv unterwegs, Freiräume gestalten}
}


@inproceedings{ubo:42957,
  author = {Hierhammer, Christian and Herrmanny, Katja},
  editor = {Boll, Susanne and Maaß, Susanne and Malaka, Rainer},
  chapter = {},
  title = {Gamification für ältere Menschen – Potenziale und Herausforderungen},
  year = {2013},
  publisher = {Oldenbourg},
  address = {München},
  isbn = {978-3-486-78123-6},
  booktitle = {Mensch &amp; Computer 2013 - Workshopband: 13. fachübergreifende Konferenz für interaktive und kooperative Medien}
}


@inproceedings{ubo:42955,
  author = {Herrmanny, Katja},
  editor = {Bengesser, Cathrin and Tekster, Thomas},
  chapter = {},
  title = {Das Projekt FoSIBLE – soziale Interaktionsförderung durch interaktives Fernsehen},
  series = {Schriftenreihe zur digitalen Gesellschaft NRW},
  year = {2013},
  publisher = {kopaed},
  address = {München},
  abstract = {Das laufende Projekt FoSIBLE beschäftigt sich mit technologischen Lösungen, zur Minimierung von Alterseinsamkeit und sozialer Isolation, indem sie soziale Interaktion fördern. Dabei interagieren die Nutzerinnen und Nutzer in einem geschlossenen sozialen Netzwerk über einen internetfähigen Fernseher miteinander. Dieses soziale Netzwerk stellt ihnen verschiedene, gängige Interaktionselemente zur Verfügung wie die Anzeige der anderen vernetzten Personen, die gerade online sind, das Senden von Nachrichten, Chats, Gruppen etc. Zusätzlich fließen in dieses Netzwerk interaktionsfördernde Inhalte ein, die aus Sensordaten aus der Wohnumgebung abgeleitet werden. Neben der Gestaltung, Umsetzung und wissenschaftlichen Untersuchung innovativer Interaktionskonzepte für ältere Menschen ist auch die damit verbundene Privatsphäre-Thematik ein wichtiges Element der Forschung. Die derzeitigen Forschungsergebnisse sind positiv im Hinblick auf das Potenzial der entwickelten Interaktionskonzepte für ältere Personen.},
  isbn = {978-3-86736-401-0},
  booktitle = {Senioren im Web 2.0: Beiträge zu Nutzung und Nutzen von Social Media im Alter}
}


@inproceedings{ubo:42958,
  author = {Braier, Jonas and Burkhard, Martin and Herrmanny, Katja and Koch, Michael and Kötteritzsch, Anna and Müller, Claudia and Nutsi, Andrea and Richter, Alexander and Schering, Sandra and Wulf, Volker and Ziegler, Jürgen},
  editor = {Boll, Susanne and Maaß, Susanne and Malaka, Rainer},
  chapter = {},
  title = {AAL-Workshop &quot;Lachen kennt kein Alter&quot;},
  year = {2013},
  publisher = {Oldenbourg},
  address = {München},
  isbn = {978-3-486-78123-6},
  booktitle = {Mensch &amp; Computer 2013 – Workshopband: 13. fachübergreifende Konferenz für interaktive und kooperative Medien}
}


@inproceedings{ubo:37649,
  author = {Budweg, Steffen and Burkhard, Martin and Koch, Michael and Kötteritzsch, Anna and Richter, Alexander and Ziegler, Jürgen},
  editor = {Reiterer, Harald and Deussen, Oliver},
  chapter = {},
  title = {AAL: Interaktiv. Sozial. Intergenerational?},
  year = {2012},
  publisher = {Oldenbourg},
  address = {München},
  abstract = {Seit 2007 fördert das transnationale ?Ambient Assisted Living Joint Programme (AAL-JP)“ innovative Konzepte, Produkte und Dienstleistungen zur Sicherung der Lebensqualität einer alternden Gesellschaft in Europa. Im Mittelpunkt stehen die Entwicklung, Bereitstellung und Evaluation von Informations- und Kommunikationstechnologien (IKT) und damit verbundenen Dienstleistungen zur Stärkung der Selbstbestimmung und Autonomie älterer Menschen. Vor diesem Hintergrund wurden eine Vielzahl an Forschungs- und Praxisprojekten etabliert, mit dem Ziel ältere Menschen in ihrem täglichen Leben zu unterstützen.},
  isbn = {978-3-486-71879-9},
  url = {http://dl.mensch-und-computer.de/handle/123456789/2939},
  booktitle = {Mensch &amp; Computer 2012 : 12. fachübergreifende Konferenz für interaktive und kooperative Medien}
}


@inproceedings{ubo:37328,
  author = {Klauser, Matthias and Kötteritzsch, Anna and Niesenhaus, Jörg and Budweg, Steffen},
  editor = {Reiterer, Harald and Deussen, Oliver},
  chapter = {},
  title = {Analysis and Classification of Serious Games for Elderly},
  year = {2012},
  publisher = {Oldenbourg Verl.},
  address = {München},
  abstract = {Serious games aim at providing benefits beyond pure entertainment and are a growing area of research. Furthermore, not only the number of serious games increases but also the range of application areas. Today, serious games address physical cognitive social and psychological needs for a different target audience with multiple devices. Serious games are often classified by benefits or purpose within a specific application area, but classifications focused on different user- and game-specific aspects are still rare. In this paper we provide an overview on a selection of serious games for elderly people by extracting and summarizing common categories used to classify games on a general level and especially serious games. Furthermore, a collection of serious games for elderly based on literature research as well as a classification using the summarized categories is presented. By those means, serious games for elderly shall be structured and not sufficiently covered approaches of providing benefits be identified.},
  isbn = {978-3-486-71879-9},
  booktitle = {Mensch &amp; Computer 2012: 12. fachübergreifende Konferenz für interaktive und kooperative Medien. Interaktiv informiert – allgegenwärtig und allumfassend!?}
}


@inproceedings{ubo:37329,
  author = {Niesenhaus, Jörg and Kahraman, Burak and Klatt, Johannes},
  editor = {Reiterer, Harald and Deussen, Oliver},
  chapter = {},
  title = {2DGree: Rapid Prototyping for Games},
  year = {2012},
  publisher = {Oldenbourg Verl.},
  address = {München},
  abstract = {This paper introduces 2DGree, an experimental game prototyping framework, which enables users to implement and playtest their game ideas within minutes. The framework’s main purpose is the evaluation of different interaction techniques as well as methods of programming by demonstration and visual programming for the application within the context of rapid game prototyping. The core of the 2DGree framework consists of a game world editor tool and a script editor, which can be connected to further components like game asset sharing platforms or evaluation tools. The paper describes the current stage of the framework development, presents a user test and provides an outlook on the future plans for the framework development and application.},
  isbn = {978-3-486-71879-9},
  booktitle = {Mensch &amp; Computer 2012: 12. fachübergreifende Konferenz für interaktive und kooperative Medien. Interaktiv informiert – allgegenwärtig und allumfassend!?}
}


@article{ubo:32815,
  author = {Fuchslocher, Alberto and Niesenhaus, Jörg and Krämer, Nicole},
  title = {Serious games for health: An empirical study of the game “Balance” for teenagers with diabetes mellitus},
  journal = {Entertainment Computing},
  year = {2011},
  volume = {2},
  number = {2},
  pages = {97–102},
  abstract = {In addition to a broad range of different application areas, health games differ in the level of abstraction of the game’s message or goal and the way to achieve game benefits. Most games focus on teaching knowledge or prevention topics. Furthermore, some games focus on strengthening motivation of patients to attend a specific medication or to change their daily behavior in order to live healthier. In this paper we present the health game “Balance”, developed to optimize the self-management of teenagers with diabetes mellitus type-I. Two versions of the game were implemented: A version explicitly referring to diabetes and an implicit version of “Balance” with no diabetes content in order to reduce diabetes related reactance among juveniles. In a between-subjects experimental study with a clinical sample the two versions were compared. Results demonstrate, contrary to expectations, that the explicit game version yielded higher game enjoyment than the implicit version.},
  url = {http://www.sciencedirect.com/science/article/pii/S1875952110000194}
}


@inproceedings{ubo:32814,
  author = {Niesenhaus, Jörg and Münter, Daniel and Hussein, Tim and Ziegler, Jürgen},
  editor = {DiGRA},
  chapter = {},
  title = {Playful Crowdsourcing for Energy-Efficient Automotive Navigation},
  year = {2011},
  abstract = {In this paper, we describe  the work-in-progress state of a playful simulation using crowdsourcing to gather data of efficient routes for automotive navigation in the context of electro mobility. Users will contribute well-known routes of their local area by playing the simulation. The routes will be evaluated with regard to height structure, traffic volume, and traffic signal frequency in the context of the daytime, season, and further time-dependent events. Based on this data, the simulation will be able to calculate the most energy-efficient route.},
  url = {http://www.digra.org/dl/db/11312.40252.pdf},
  booktitle = {Think Design Play. Proceedings of the 5th International Conference of the Digital Games Research Association (DiGRA)}
}


@inproceedings{ubo:31825,
  author = {Klauser, Matthias and Schulte, P. Frank and Niesenhaus, Jörg and Grundmann, Manuel and Ziegler, Jürgen},
  editor = {Eibl, Maximilian},
  chapter = {},
  title = {Merobrixx – Mental Rotation Bricks: A serious game for cognitive training},
  year = {2011},
  publisher = {Oldenbourg Verlag},
  address = {München},
  abstract = {In this paper we introduce the prototype of a cognitive training environment called “Merobrixx”. Merobrixx is a serious game for players of all ages, including children and elderly people, based on traditional mental rotation training methods. Players interact with the game by means of a Tangible User Interface (TUI), which consists of three-dimensional objects made of LEGO bricks. A first evaluation of the system confirms that the user’s performance in the game is positively related to his or her general mental rotation ability. Based on these findings further research regarding the conditions for a long term training effect is planned.},
  isbn = {978-3-486-71235-3},
  url = {http://dl.mensch-und-computer.de/handle/123456789/1548},
  booktitle = {Mensch &amp; Computer 2011, 11. fachübergreifende Konferenz für interaktive und kooperative Medien. überMEDIEN – ÜBERmorgen}
}


@inproceedings{ubo:27519,
  author = {Niesenhaus, Jörg},
  editor = {von Hagen, Cornelia and Schwarz, Peter},
  chapter = {},
  title = {Einsatz von Serious Games zur Förderung des Selbstmanagements},
  year = {2011},
  edition = {1. Auflage},
  publisher = {Kohlhammer},
  address = {Stuttgart},
  abstract = {Im Zuge der immer stärker wachsenden Bedeutung von Gesundheit in einer sich demographisch stark verändernden Gesellschaft ist es essenziell gesundheitsförderliche Verhaltensformen in allen Altersgruppen zu motivieren und zu unterstützen. Geeignet gestaltete und unterhaltungsorientierte Informationssysteme wie Serious Games bieten ein erhebliches Potenzial, solche Verhaltensänderungen gerade – aber nicht nur – bei jungen Zielgruppen zu fördern.},
  isbn = {978-3-17-020840-7},
  booktitle = {Selbstmanagement bei chronischen Erkrankungen im Kindes- und Jugendalter}
}


@inproceedings{ubo:27630,
  author = {Gerling, Kathrin and Klauser, Matthias and Masuch, Maic},
  editor = {Niesenhaus, Jörg and Rauterberg, Matthias and Masuch, Maic},
  chapter = {},
  title = {Serious Interface Design for Dental Health: WiiMote-based Tangible Interaction for School Children},
  year = {2010},
  publisher = {CEUR Workshop Proceedings ; 634},
  abstract = {This paper describes a camera-based approach towards creating a tangible interface for serious games. We introduce our game for dental health targeted at school children which implements the Nintendo WiiMote as infrared camera. Paired with a gesture-recognition system, this combination allows us to apply real-world items as input devices. Thereby, the game tries to address different aspects of dental hygiene along with the improvement of children’s motor skills. In our focus group test, we found that tangible interfaces offer great potential for educational purposes and can be used to engage kids in a playful learning process by addressing their childlike curiosity and fostering implicit learning.},
  url = {http://ceur-ws.org/Vol-634/Entertainment-Interfaces-Proceedings02.pdf},
  booktitle = {EI 2010 : Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010}
}


@book{ubo:26426,
  editor = {Niesenhaus, Jörg and Rauterberg, Matthias and Masuch, Maic},
  title = {Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010},
  year = {2010},
  publisher = {CEUR Workshop Proceedings},
  abstract = {For the first time the track “Entertainment Interfaces” took take place together with the German HCI conference Mensch &amp; Computer, the German e-learning conference DeLFI and the German Usability Professionals (UPA) track from 12-15 September at Duisburg. Within the past years the market of entertainment products has seen an overwhelming growth and has become an important part of the creative industries. This steady growth is not only based upon the changing demographics of users of interactive entertainment. One important reason is the diversification of interactive entertainment products converting more and more casual users into active consumers. The motion-sensitive controllers of the Nintendo Wii game console, the music instruments of Guitar Hero and Rock Band, and also products like Microsoft’s Natal which are currently in development offer innovative and user-friendly interfaces to attract new target groups. Computer- and videogames are not the only area the diversification changes: In the course of the growing media convergence new entertainment products evolve between the different fields of the creative industries. Interactive audio books, innovative toys and building blocks, game-based learning and serious games, virtual and augmented realities, and artistic installations and products give a first idea of the potential of this area. The track “Entertainment Interfaces” offers researchers, developers and designers a platform to present innovative ideas in the area of interactive entertainment with a focus on interaction in games and other entertainment products and to discuss design challenges and the evaluation of entertainment interfaces. The aims of the track are to strengthen the awareness of the relevance of user-friendly and innovative interfaces for entertainment applications in the research community and in the public, to encourage the research activities and the education in this field, and to foster the knowledge transfer between researchers and developers. We like to emphasize the interdisciplinary background of the “Entertainment Interfaces” track and welcome contributions from the areas of computer science, psychology, design and engineering sciences as well as contributions from developers and designers working in the field of interactive entertainment.},
  note = {ISSN 1613-0073},
  url = {http://ceur-ws.org/Vol-634}
}


@inproceedings{ubo:22402,
  author = {Bormann, Mark and Heyligers, Katharina and Kerres, Michael and Niesenhaus, Jörg},
  editor = {Lucke, Ulrich and Kindsmüller, Christof Martin and Fischer, Stefan and Herczeg, Michael and Seehusen, Silke},
  chapter = {},
  title = {Spielend Lernen! Spielend Lernen? Eine empirische Annäherung an die Möglichkeiten einer Synthese von Spielen und Lernen},
  year = {2008},
  publisher = {Logos Verlag},
  address = {Berlin},
  abstract = {Der Artikel beschreibt die Chancen und Herausforderungen der Synthese von Spielen und Lernen und stellt verschiedene Positionen zu den möglichen Lernpotentialen, aber auch der Unvereinbarkeit von Spielen und Lernen gegenüber. Anhand erster Studien mit Game-Based Learning Anwendungen werden die Herausforderungen dieses Anwendungsbereichs verdeutlicht.},
  isbn = {978-3-8325-2007-6},
  booktitle = {Workshop Proceedings der Tagungen Mensch &amp; Computer 2008, DeLFI 2008 und Cognitive Design 2008}
}


@inproceedings{ubo:18621,
  author = {Niesenhaus, Jörg},
  editor = {Jantke, P. Klaus and Fähnrich, Klaus-Peter and Wittig, S. Wolfgang},
  chapter = {},
  title = {Integration technologischer und methodischer Grundlagen digitaler Spiele in die Hochschullehre am Beispiel interdisziplinärer Praxisprojekte},
  year = {2007},
  publisher = {Verlag Werner Hülsbusch},
  address = {Boizenburg},
  booktitle = {Digitale Spiele – Herausforderungen und Chance: Kongressband einer wissenschaftlichen Tagung anlässlich der Leipziger Informatik-Tage}
}


@inproceedings{ubo:18193,
  author = {Ziegler, Jürgen and Strobl, Armin and Wolsing, Ansgar and Mohr, Christina and Lotze, Rouven and Lang, Eike},
  editor = {Heinecke, M. Andreas and Paul, Hansjürgen},
  chapter = {},
  title = {ARTierchen - Augmented Reality in Touch},
  year = {2006},
  publisher = {Oldenburg},
  address = {München},
  abstract = {Augmented Reality (AR) ist eine Technik, welche die reale Welt um virtuelle Objekte erweitert. Unter  Nutzung von mobilen Geräten und speziellen AR-Displays können auch virtuelle Spielwelten in räum-  liche Umgebungen eingebettet werden. Im vorliegenden Beitrag sollen am Beispiel des Augmented-  Reality-Spiels ?ARTierchen“ die Möglichkeiten dargestellt werden, die sich dem Entwickler durch die  computergerenderte visuelle Erweiterung einer zugrunde liegenden natürlichen Spielwelt für interakti-  ve 3D-Spiele bieten.},
  isbn = {978-3486581294},
  url = {http://mc.informatik.uni-hamburg.de/konferenzbaende/mc2006/konferenzband/muc2006_46_strobl_etal.pdf},
  booktitle = {Mensch und Computer 2006: Mensch und Computer im Strukturwandel}
}


