@inproceedings{ubo_mods_00117943, author = {Kizina, Anna and Kunkel, Johannes and Ziegler, Jürgen}, title = {Ein kollaboratives Task-Management-System mit spielerischen Elementen}, booktitle = {Mensch und Computer 2018: Workshopband}, year = {2018}, publisher = {Gesellschaft für Informatik e.V.}, address = {Bonn}, keywords = {Kollaboration}, issn = {2510-2672}, doi = {10.18420/muc2018-ws03-0477} } @inproceedings{ubo:80745, author = {Kunkel, Johannes and Loepp, Benedikt and Ziegler, Jürgen}, chapter = {}, title = {A 3D Item Space Visualization for Presenting and Manipulating User Preferences in Collaborative Filtering}, year = {2017}, publisher = {ACM}, address = {New York, NY, USA}, pages = {3–15}, keywords = {3D Visualizations}, doi = {10.1145/3025171.3025189}, url = {https://dl.acm.org/doi/10.1145/3025171.3025189?cid=87958660357}, abstract = {While conventional Recommender Systems perform well in automatically generating personalized suggestions, it is often difficult for users to understand why certain items are recommended and which parts of the item space are covered by the recommendations. Also, the available means to influence the process of generating results are usually very limited. To alleviate these problems, we suggest a 3D map-based visualization of the entire item space in which we position and present sample items along with recommendations. The map is produced by mapping latent factors obtained from Collaborative Filtering data onto a 2D surface through Multidimensional Scaling. Then, areas that contain items relevant with respect to the current user’s preferences are shown as elevations on the map, areas of low interest as valleys. In addition to the presentation of his or her preferences, the user may interactively manipulate the underlying profile by raising or lowering parts of the landscape, also at cold-start. Each change may lead to an immediate update of the recommendations. Using a demonstrator, we conducted a user study that, among others, yielded promising results regarding the usefulness of our approach.}, booktitle = {Proceedings of the 22nd International Conference on Intelligent User Interfaces (IUI ’17)} } @article{ubo:58444, author = {Schmidt, Ralf and Brosius, Christoph and Herrmanny, Katja}, title = {Ein Vorgehensmodell für angewandte Spielformen}, journal = {HMD Praxis der Wirtschaftsinformatik}, year = {2015}, number = {online first}, pages = {1–14}, issn = {1436-3011}, doi = {10.1365/s40702-015-0180-y} } @inproceedings{ubo:58169, author = {Kötteritzsch, Anna and Bons, Julia and Herrmanny, Katja and Weyers, Benjamin and Dogangün, Aysegül}, chapter = {}, title = {Tagungsband des Workshops "Gemeinsam Altern erleben"}, year = {2015}, publisher = {De Gruyter Oldenbourg}, address = {Berlin [u.a.]}, isbn = {978-3-11-044390-5}, url = {http://dx.doi.org/10.1515/9783110443905-080}, booktitle = {Mensch und Computer 2015 – Workshopband} } @inproceedings{ubo:58167, author = {Kettner, Romina and Herrmanny, Katja and Gaulke, Werner}, editor = {Weisbecker, Anette and Burmester, Michael and Schmidt, Albrecht}, chapter = {}, title = {Der IGQ - Ein Messinstrument für die Wirksamkeit von Gamification}, year = {2015}, publisher = {De Gruyter Oldenbourg}, address = {Berlin [u.a.]}, isbn = {978-3-11-044390-5}, url = {http://dx.doi.org/10.1515/9783110443905-052}, booktitle = {Mensch und Computer 2015 – Workshopband} } @inproceedings{ubo:57124, author = {Kunkel, Johannes and Loepp, Benedikt and Ziegler, Jürgen}, chapter = {}, title = {3D-Visualisierung zur Eingabe von Präferenzen in Empfehlungssystemen}, year = {2015}, pages = {123–132}, publisher = {De Gruyter Oldenbourg}, address = {Berlin}, abstract = {In diesem Beitrag stellen wir ein interaktives Empfehlungssystem vor, bei dem Nutzer ihre Präferenzen in einer dreidimensionalen Visualisierung des Produktraums eingeben können. Die Darstellung in Form einer Landschaft spiegelt dabei das Profil des aktuellen Nutzers wider, und ermöglicht diesem sowohl in Kaltstartsituationen als auch bei der späteren Anpassung eines existierenden Profils interaktiv seine Präferenzen anzugeben. Die Methode basiert auf den von allen Nutzern abgegebenen Bewertungen und benötigt kein inhaltliches Wissen über die Produkte. Die durchgeführte Nutzerstudie zeigt, dass die Visualisierung nachvollziehbar und hilfreich erscheint. Bezüglich der Eingabe von Präferenzen durch Modellierung der Landschaft ergaben sich ebenfalls vielversprechende Ergebnisse, u. a. auch im Hinblick auf User Experience und Empfehlungsqualität.}, doi = {10.1515/9783110443929-014}, url = {http://dx.doi.org/10.1515/9783110443929-014}, booktitle = {Mensch und Computer 2015 – Tagungsband} } @inproceedings{ubo:49895, author = {Herrmanny, Katja and Schmidt, Ralf}, editor = {Butz, Andreas and Koch, Michael and Schlichter, Johann}, chapter = {}, title = {Ein Vorgehensmodell zur Entwicklung von Gameful Design für Unternehmen}, year = {2014}, publisher = {De Gruyter Oldenbourg}, address = {Berlin}, abstract = {In diesem Beitrag wird ein Vorgehensmodell für einen nutzerzentrierten Gameful Design Prozess mit dem Ziel, spielerische Softwareanwendungen für den unternehmerischen Kontext zu entwickeln, vor-gestellt. Das neunstufige Modell ist iterativ aufgebaut und kombiniert Elemente klassischer Software-entwicklungsprozesse mit Game Design und nutzerzentriertem Vorgehen. Es wurde anhand eines realen Anwendungsfalls aus der Wirtschaft explorativ entwickelt. Aufgrund der gesammelten Erfah-rungen in der Anwendung, werden Empfehlungen zur Methodenwahl ausgesprochen. Eine Beschränk-ung auf diese Methoden ist jedoch nicht intendiert, um Raum für persönliche Präferenzen des Entwick-lerteams und spezifische Anforderungen des jeweils betrachteten Anwendungsfalls zu gewährleisten.}, isbn = {978-3-11-034450-9}, url = {http://dx.doi.org/10.1524/9783110344509.369}, booktitle = {Mensch & Computer 2014 - Workshopband: 14. fachübergreifende Konferenz für interaktive und kooperative Medien ; Interaktiv unterwegs, Freiräume gestalten} } @phdthesis{ubo:45269, author = {Niesenhaus, Jörg}, title = {Visuell unterstützte Entwicklung von Spielprototypen}, year = {2014}, edition = {1. Aufl.}, publisher = {Hut}, address = {München}, note = {Zugl: Duisburg, Essen, Univ., Diss., 2013}, isbn = {978-3-8439-1389-8}, abstract = {Diese Dissertation stellt neue Techniken zur Generierung von Spielregeln im Rahmen eines experimentellen Game Prototyping Frameworks vor, welches Nutzern ermöglicht ihre Spielideen innerhalb von wenigen Minuten zu implementieren und zu testen. Der Hauptzweck des Frameworks ist die Evaluation verschiedener Interaktionstechniken sowie unterschiedlicher Methoden des Programming by Demonstration und der visuellen Programmierung hinsichtlich ihrer Eignung für das Rapid Game Prototyping. Darüber hinaus bietet dieses Buch einen umfassenden Überblick über den State of the Art im Bereich der Game Prototyping Tools und der visuellen Programmierumgebungen und stellt eine vergleichende Studie mehrerer populärer visueller Programmierwerkzeuge vor.} } @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 & Computer 2013 - Workshopband: 13. fachübergreifende Konferenz für interaktive und kooperative Medien} } @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 "Lachen kennt kein Alter"}, year = {2013}, publisher = {Oldenbourg}, address = {München}, isbn = {978-3-486-78123-6}, booktitle = {Mensch & Computer 2013 – Workshopband: 13. fachübergreifende Konferenz für interaktive und kooperative Medien} } @inproceedings{ubo:38906, author = {Bayen, J. Ute and Dogangün, Aysegül and Grundgeiger, Tobias and Haese, André and Stockmanns, Gudrun and Ziegler, Jürgen}, chapter = {}, title = {Evaluating the effectiveness of a memory aid system}, year = {2013}, volume = {59}, number = {1}, pages = {77–84}, issn = {1423-0003}, url = {http://dx.doi.org/10.1159/000339096}, booktitle = {Gerontology : international journal of experimental and clinical gerontology} } @inproceedings{ubo:37652, author = {Müller, Claudia and Kötteritzsch, Anna and Budweg, Steffen}, editor = {Deutscher AAL-Kongress mit Ausstellung ; 5 <2012, Berlin> and <Berlin>, VDI-VDE Innovation +. Technik GmbH}, chapter = {}, title = {Technologische Komponenten von heute als Aushandlungsartefakte für neue Kompositionen von morgen – Erfahrungen und Ergebnisse aus dem AAL- Projekt FoSIBLE}, year = {2012}, publisher = {VDE Verlag}, address = {Berlin [u.a.]}, abstract = {Die Herausforderungen der Technikfolgenforschung innerhalb der AAL-Domäne spiegeln sich in ähnlicher Weise in den einzelnen AAL-Entwicklungsprojekten wider. Sowohl auf einer Makroebene also auch auf der Mikro- (projektbasierten) Ebene besteht jeweils die Anforderung, in der Zusammenschau aus derzeitigem Stand der Technik und zukunftsorien-tierten Nutzungs- und Nutzerkonzeptionen verlässliche längerfristige Prognosen zu erstellen. Die frühe Einbindung einer Endnutzer-Perspektive in AAL-Innovationsprozesse gilt als wichtige Maßnahme in Tech-nikprojekten, um Produkte praxis- und nutzerfreundlich und damit markttauglich zu gestalten [1,2]. Nutzerorientierte Methoden liegen dabei in einer weiten Variationsbreite vor, von Simulation und Modellierung der Bedarfe von Senioren in der Usability-Forschung bis hin zur direkten Integration von älteren Menschen, z.B. in Living Lab-Ansätzen [3,4]. Die konkrete Ausgestaltung der nutzerorientierten Forschung unter dem Living Lab-Label zeigt sich wiederum varianten-reich, ebenso in der Intensität des Beziehungsaufbaus zu Endnutzergruppen. So ist der Begriff bisher hauptsächlich kon-notiert mit Einrichtungen, in denen Anwendungen im Laborumfeld mit Probanden unter möglichst praxisnahen Bedin-gungen erprobt werden [5]. Demgegenüber verfolgt das FoSIBLE-Projekt einen Living Lab-Ansatz, der die Freizeit- und Wohnräume der Endnutzer als testbed für technologische Prototypen verortet. Damit ist das Projekt im Umfeld der Nut-zer präsent und die Potentiale für den Aufbau eines dauerhaften Aushandlungs- und Kommunikationsraumes sind hoch. Damit dies gelingt, sind besondere sozio-technische Begleitmaßnahmen notwendig, die im Folgenden beschrieben werden.}, isbn = {978-3-8007-3400-9}, url = {http://www.vde-verlag.de/proceedings-de/453400084.html}, booktitle = {Technik für ein selbstbestimmtes Leben : 5. Deutscher AAL-Kongress mit Ausstellung, 24. - 25. Januar 2012, Berlin ; Tagungsbeiträge} } @inproceedings{ubo:37648, author = {Herrmanny, Katja and Budweg, Steffen and Klauser, Matthias and Kötteritzsch, Anna}, editor = {Arbanowski, Stefan and Steglich, Stephan and Knoche, Hendrik and Hess, Jan}, chapter = {}, title = {Gameinsam – A playful application fostering distributed family interaction on TV}, year = {2012}, publisher = {Fraunhofer FOKUS}, address = {Berlin}, abstract = {In this paper, we describe the concept and the prototype implementation of an interactive TV application which aims to enrich everyday TV-watching with playful interaction components, in particular to meet the demand of elderly people to keep in touch with their peers and family members, even if living apart.}, isbn = {978-3-00-038715-9}, url = {http://www.euroitv2012.org/AdjProc_EuroITV2012.pdf}, booktitle = {EuroITV 2012, Bridging People, Places and Platforms. Adjunct proceedings: 10th European Interactive TV Conference, Berlin, July 4-6, 2012} } @inproceedings{ubo:37650, author = {Schering, Sandra and Budweg, Steffen}, editor = {Reiterer, Harald and Deussen, Oliver}, chapter = {}, title = {Exploring the Desire to Get in Touch through Social TV Applications}, year = {2012}, publisher = {Oldenbourg}, address = {München}, abstract = {Social TVs aim to offer people the possibility to stay in touch with family and friends, supporting intergenerational experiences of social presence and awareness. While multiple approaches exist to support the social experience of watching TV (virtually) together, many available systems have focused on classic features such as buddy lists for peripheral user visualization. In addition, research on Social TV has often treated ‘watching television’ as a generic situation instead of taking the various different genres into account. This paper presents a study that compares three peripheral visualizations of recipients at remote locations while watching TV depending on the genre. Our initial results show that peripheral awareness information can support the feeling of watching television (virtually) together. Furthermore, TV genre plays a central role and should be taken into account when developing Social TV applications for intergenerational exchange.}, isbn = {3-486-71879-7}, url = {http://dl.mensch-und-computer.de/handle/123456789/2972}, booktitle = {Mensch & Computer 2012 : 12. fachübergreifende Konferenz für interaktive und kooperative Medien} } @inproceedings{ubo:41111, author = {Budweg, Steffen and Lewkowicz, Myriam and Müller, Claudia and Schering, Sandra}, chapter = {}, title = {Fostering Social Interaction in AAL: Methodological reflections on the coupling of real household Living Lab und SmartHome approaches}, year = {2012}, volume = {11}, number = {3}, pages = {30–35}, abstract = {For user-centred design of ICT solutions in the AAL field, an approach combining real household living lab and SmartHome lab seems promising. Based on our experiences within the AAL project FoSIBLE, we propose a mixed-method approach to develop and evaluate a Social TV system from both a bird’s eye and worm’s-eye perspective in regards to user acceptance and rejection. We provide insights into the methodological strategies and analyse the strengths and weaknesses of our proposition to demonstrate how the different methodological approaches can augment each other in the different phases of AAL projects.}, issn = {1618-162X}, url = {http://dx.doi.org/10.1524/icom.2012.0035}, booktitle = {i-com : Zeitschrift für interaktive und kooperative Medien} } @inproceedings{ubo:37654, author = {Drobics, Mario and Budweg, Steffen and Schering, Sandra}, editor = {Association, A. A. L.}, chapter = {}, title = {Fostering Social Interaction with Smart TVs – Results from the FoSIBLE Project}, year = {2012}, address = {Brussels}, booktitle = {Proceedings of AAL Forum 2012 - Eindhoven} } @inproceedings{ubo:37653, author = {Müller, Claudia and Stein, Martin and Wan, Lin and Neufeldt, Cornelius and Wulf, Volker and Budweg, Steffen}, chapter = {}, title = {Nutzerorientierte Technikforschung und -entwicklung im Feld Ambient Assisted Living: Ergebnisse aus dem AAL-Projekt FoSIBLE}, year = {2012}, volume = {Suppl. 1}, issn = {0044-281X}, url = {http://www.springerlink.com/content/101583/}, booktitle = {Zeitschrift für Gerontologie und Geriatrie} } @inproceedings{ubo:34483, author = {Gerling, Kathrin and Klauser, Matthias and Niesenhaus, Jörg}, chapter = {}, title = {Measuring the impact of game controllers on player experience in FPS games}, year = {2011}, publisher = {ACM}, address = {New York}, abstract = {An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little research has addressed the influence of game controls on player experience. In this paper, we examine the impact of mouse and keyboard versus gamepad control in first-person shooters using the PC and PlayStation 3 versions of Battlefield: Bad Company 2. We conducted a study with 45 participants to compare player experience and game usability issues of participants who had previously played similar games on one of the respective gaming systems, while also exploring the effects of players being forced to switch to an unfamiliar platform. The results show that players switching to a new platform experience more usability issues and consider themselves more challenged, but report an equally positive overall experience as players on their comfort platform.}, isbn = {978-1-4503-0816-8}, url = {http://dx.doi.org/10.1145/2181037.2181052}, booktitle = {Proceedings of the 15th International Academic MindTrek Conference : Envisioning Future Media Environments (MindTrek ’11)} } @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:31878, author = {Richter, Alexander and Budweg, Steffen and Stocker, Alexander and Majcen, Kurt and Koch, Michael}, editor = {Eibl, Maximilian and Ritter, Marc}, chapter = {}, title = {Proceedings des Workshops "Senioren. Medien. Übermorgen."}, year = {2011}, publisher = {Universitätsverlag Chemnitz}, address = {Chemnitz}, url = {http://dl.mensch-und-computer.de/handle/123456789/1554}, booktitle = {Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen} } @article{ubo:32816, author = {Nacke, Lennart and Stellmach, Sophie and Sasse, Dennis and Niesenhaus, Jörg and Dachselt, Raimund}, title = {LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments}, journal = {Entertainment Computing}, year = {2011}, volume = {2}, number = {4}, pages = {265–273}, abstract = {Eye tracking is starting to be used for evaluation and interaction in virtual environments. Especially digital games can benefit from an integrated approach, using eye tracking technology for analysis and interaction. One benefit is faster development of gaze interaction games, which can be automatically evaluated in iterative development cycles. For this purpose, we present a framework of programming libraries that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is presented and highlights the framework’s capacity to create games and evaluate novel entertainment interfaces. \textcopyright 2010 International Federation for Information Processing.}, url = {http://www.sciencedirect.com/science/article/pii/S1875952110000091} } @article{ubo:32123, author = {Drobics, Mario and Zima, Matthias and Hrg, Dalibor and Bobeth, Jan and Budweg, Steffen}, title = {FoSIBLE: Design of an Integrated Environment for Social Interaction}, journal = {ERCIM News}, year = {2011}, volume = {87}, pages = {33–34}, issn = {0926-4981} } @inproceedings{ubo:31877, author = {Kötteritzsch, Anna and Budweg, Steffen and Klauser, Matthias}, editor = {Eibl, Maximilian and Ritter, Marc}, chapter = {}, title = {Förderung sozialer Interaktion durch Activity Communities für Senioren}, year = {2011}, publisher = {Universitätsverlag Chemnitz}, address = {Chemnitz}, abstract = {Das Altern in der eigenen Wohnumgebung kann für viele Senioren einen Anstieg an Lebensqualität bedeuten. Beim individuellen Wohnen bleiben die Einbindung in soziale Kontakte und Interaktionen sowie körperliche Bewegung und Aktivitäten wichtige Faktoren, die gefördert werden sollten. In einer Activity Community soll das Erleben sozialer Interaktion innerhalb einer Social TV Plattform durch den Einsatz von Daten aus Fitness- und Bewegungsspielen angereichert werden. Senioren sollen die Möglichkeit haben, Ziele in kleinen Gruppen gemeinsam zu setzen und durch unterschiedliche Aktivitäten zu erreichen. In diesem Beitrag werden Grenzen bisheriger Systeme zur Unterstützung von sozialer Interaktion und Aktivita?t diskutiert und das Konzept der Activity Community vorgestellt.}, url = {http://dl.mensch-und-computer.de/handle/123456789/1605}, booktitle = {Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen} } @inproceedings{ubo:31827, author = {Masuch, Maic and Rauterberg, Matthias and Niesenhaus, Jörg}, editor = {Eibl, Maximilian}, chapter = {}, title = {Entertainment Interfaces Track: Preface}, year = {2011}, publisher = {Oldenbourg Verlag}, address = {München}, isbn = {978-3-486-71235-3}, url = {http://dl.mensch-und-computer.de/handle/123456789/1545}, booktitle = {Mensch & Computer 2011: 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 & 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:26352, author = {Vervenne, Marcel and Niesenhaus, Jörg}, editor = {Kerres, Michael and Ojstersek, Nadine and Schroeder, Ulrik and Hoppe, Ulrich Heinz}, chapter = {}, title = {Kompetenzentwicklung und Wissensmanagement durch situiertes Lernen in Massive Multiplayer Online Games}, year = {2010}, publisher = {Köllen Druck + Verlag}, address = {Bonn}, abstract = {Dieser Beitrag thematisiert die Kompetenzentwicklung und das Wissensmanagement durch situiertes Lernen am Beispiel des Massively Multiplayer Online-Rollenspiels World of Warcraft (WoW). Auf der Basis der Darstellung der Komplexität des Spiels werden mehrere Wissensbereiche definiert. Darüber hinaus werden Untersuchungsergebnisse präsentiert, welche Aufschluss über die Demographie, das Nutzungsverhalten, und das Lernen in komplexen Welten geben sollen.}, isbn = {978-3-88579-263-5}, booktitle = {Proceedings der DeLFI 2010 - 8. Tagung der Fachgruppe E-Learning der Gesellschaft für Informatik e.V.} } @inproceedings{ubo:26371, author = {Nacke, E. Lennart and Schild, Jonas and Niesenhaus, Jörg}, editor = {Calvi, Licia and Gualeni, Stefano and Nuijten, Koos and Nacke, E. Lennart and Poels, Karolien}, chapter = {}, title = {Gameplay experience testing with playability and usability surveys – An experimental pilot study}, year = {2010}, publisher = {NHTV Expertise Series}, address = {Breda}, url = {http://www.acagamic.com/uploads/2007/09/Playability-submission.final_.submission.pdf}, abstract = {This pilot study investigates an experimental methodology for gathering data to create correlations between experiential factors measured by a gameplay experience questionnaire and player quality measures, such as playing frequency, choice of game, and playing time. The characteristics of two distinct games were examined concerning the aspects of game experience, subjective game quality, and game usability. Interactions within the three aspects were identified. The results suggest that gameplay experience dimensions flow and immersion are similarly motivating in different game genres, which however might not be equally enjoyable. On the one hand, usability ratings may be positively influenced when a game provides immersion and flow or on the other hand, flow and immersion may be negatively influenced by poor usability ratings. These results emphasize the need for an approach to classify games based on correlation patterns involving game experience, quality, and usability.}, booktitle = {Playability and player experience: Proceedings of the Fun and Games 2010 Workshop} } @inproceedings{ubo:26427, author = {Nacke, E. Lennart and Niesenhaus, Jörg and Engl, Stephan and Canossa, Alessandro and Kuikkaniemi, Kai and Immich, Thomas}, editor = {Niesenhaus, Jörg and Rauterberg, Matthias and Masuch, Maic}, chapter = {}, title = {Bringing Digital Games to User Research and User Experience}, year = {2010}, edition = {Vol-634}, publisher = {CEUR Workshop Proceedings}, abstract = {In recent years, the gaming industry has grown up and digital games have become more complex products. With this maturity comes an increasing need for formal playtesting methods from user research and scientific methods from academia. Employing user research methods in game development, especially combined qualitative (e.g., questionnaires, interviews) and quantitative (e.g., EEG, EMG, game metrics) methods lead to a better understanding of the relationship and interactions between players and games. This panel gathers game user research industry and academic experts for discussing current methodological advancements and future challenges in playtesting, usability, playability evaluation, and general game user research.}, url = {http://ceur-ws.org/Vol-634}, booktitle = {Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010} } @inproceedings{ubo:22061, author = {Lohmann, Steffen and Schielke, Kathrin and Niesenhaus, Jörg}, editor = {Fähnrich, Klaus-Peter and Schumacher, Frank}, chapter = {}, title = {Untersuchung des Einflusses rationaler und emotionaler Faktoren bei der Entscheidungsfindung in virtuellen Spielwelten}, year = {2009}, address = {Leipzig}, abstract = {Nicht nur Entscheidungen in der Realwelt, sondern auch Entscheidungen in virtuellen Spielwelten sind von einer Vielzahl von Faktoren abhängig. In diesem Beitrag wird eine Nutzerstudie vorgestellt, die den Einfluss rationaler und emotionaler Faktoren bei der Wahl von Spielfigur und Ausrüstungsgegenständen für ein Online-Rollenspiel untersucht. Die Ergebnisse der Studie deuten darauf hin, dass die optische Präsentation und eine klangvolle Namensgebung den Einfluss emotionaler Faktoren bei der Entscheidungsfindung verstärken. Über eine Blickbewegungsanalyse werden die Ergebnisse bewertet und zusätzliche Erkenntnisse abgeleitet}, isbn = {9783941608009}, booktitle = {Digitale Spiele in Forschung und Lehre: Beiträge zum Games Summer Camp 2008} } @inproceedings{ubo:22888, author = {Niesenhaus, Jörg}, editor = {Krämer, Nicole and Sobieraj, Sabrina and von der Pütten, Astrid}, chapter = {}, title = {Perception of System- and Human-driven Character Behaviour in Digital Games}, year = {2009}, publisher = {Pabst Science Publishers}, address = {Lengerich}, abstract = {Current digital games use different technologies and methods to bring virtual characters to life. The study focuses on the question how different body movements and non-verbal expressions of the virtual characters are perceived by gamers and by non-gamers.}, isbn = {978-3-89967-581-8}, booktitle = {Media Psychology - Focus Theme: New Media and Interactive Systems. Proceedings of the 6th Conference of the Media Psychology Division of the German Psychological Society} } @inproceedings{ubo:22403, author = {Niesenhaus, Jörg and Bode, Stephan}, editor = {Fähnrich, Klaus-Peter and Schumacher, Frank}, chapter = {}, title = {Messung der Nutzungseffizienz bei Game-Interfaces unter Berücksichtigung von Blickbewegungen}, year = {2009}, publisher = {Leipziger Beiträge zur Informatik}, address = {Leipzig}, abstract = {Das Ziel der im Usability-Labor des Lehrstuhls durchgeführten Untersuchung war die Prüfung unterschiedlicher Interface-Versionen einer Spieleserie auf ihre Nutzungseffizienz unter Berücksichtigung von Blickbewegungen. Als Stimuli wurden zwei unterschiedliche Spiele aus der Echtzeitstrategiespielserie ?Dune“ ausgewählt. Im Vordergrund der Untersuchung stand vor allem die Frage nach der Rolle der Gestaltung eines Interfaces im Prozess der Aufgabenlösung und welchen Einfluss sie auf die Leichtigkeit, Schnelligkeit und Effizienz der Lösung der Aufgaben hat.}, isbn = {978-3-941608-00-9}, booktitle = {Digitale Spiele in Forschung und Lehre - Beiträge zum Games Summer Camp 2008} } @inproceedings{ubo:22485, author = {Niesenhaus, Jörg and Lohmann, Steffen}, editor = {Pellegrini, Tassilo and Auer, Sören and Tochtermann, Klaus and Schaffert, Sebastian}, chapter = {}, title = {Marrying Game Development with Knowledge Management: Challenges and Potentials}, year = {2009}, publisher = {Springer}, address = {Berlin, Heidelberg}, abstract = {The game industry has long been neglected as a market and research area for knowledge management and semantic technologies. However, as the budgets for game projects are growing and game development is subject to an increasing professionalization and specialization coupled with outsourcing and offshoring, new needs and potentials for continuous knowledge management and the use of semantic technologies emerge. This chapter starts with a description of the current situation and examines typical game development activities and involved parties that could benefit from a continuous knowledge management support. Subsequently, it provides a general framework architecture and implementation examples that show how knowledge management and semantic technologies can be employed to support game development.}, isbn = {978-3-642-02183-1}, booktitle = {Networked Knowledge - Networked Media: Integrating Knowledge Management, New Media Technologies and Semantic Systems} } @article{ubo:22761, author = {Lohmann, Steffen and Niesenhaus, Jörg and Heim, Philipp and Ziegler, Jürgen}, title = {Fostering Knowledge Flow and Community Engagement in the Development of Interactive Entertainment}, journal = {Journal of Universal Computer Science}, year = {2009}, volume = {15}, number = {8}, pages = {1722–1734}, abstract = {Due to an increasing professionalization, specialization, and globalization in the development of interactive entertainment new demands for comprehensive knowledge management support emerge. This article aims at sensitizing and systematizing the needs and potentials for continuous knowledge flow and community engagement in this application area. It starts with an analysis of typical development activities and involved parties that could benefit from a continuous knowledge management support. Then, a general framework architecture and implementation examples are presented that provide different levels of knowledge management support for interactive entertainment development.}, issn = {0948-695X}, url = {http://www.jucs.org/jucs_15_8/fostering_knowledge_flow_and/jucs_15_08_1722_1734_lohmann.pdf} } @inproceedings{ubo:22889, author = {Niesenhaus, Jörg and Löschner, Johannes and Kahraman, Burak}, editor = {Kain, Saskia and Struve, Doreen and Wandke, Hartmut}, chapter = {}, title = {Förderung der Nutzerinnovation im Rahmen digitaler Spiele durch intuitive Werkzeuge am Beispiel des Game Prototyping Frameworks}, year = {2009}, publisher = {Logos Verlag}, address = {Berlin}, abstract = {Der Artikel beschreibt die Entwicklung der Nutzerpartizipation in der Spieleindustrie und geht auf einige Faktoren ein, die den Erfolg dieses Bereichs begünstigten. Im Anschluss wird die besondere Rolle der Entwicklungswerkzeuge für die Nutzerinnovation und –partizipation erläutert und eine systematische Gliederung existierender Werkzeuge vorgestellt. Den Abschluss des Artikels bildet ein kurzer Ausblick auf das derzeit in Entwicklung befindliche ?Game Prototyping Framework“, welches mit Hilfe intuitiver Werkzeuge und Methoden die Umsetzung eigener Spielideen unterstützen soll.}, isbn = {978-3-8325-2181-3}, booktitle = {Grenzenlos frei!? Workshop-Proceedings der Tagung Mensch & Computer 2009} } @article{ubo:22487, author = {Niesenhaus, Jörg}, title = {Challenges and Potentials of User Involvement in the Process of Creating Games}, journal = {International Reports on Socio-Informatics: Open Design Spaces Supporting User Innovation}, year = {2009}, volume = {2/2009}, number = {volume 6}, pages = {56–68}, abstract = {This article gives a short overview about the history of user involvement in the area of digital games and describes the speci?c challenges and potentials of the participation and motivation of users in this application area. It speci?es the different degrees and types of user involvement and outlines the current state of the art. Moreover, the article discusses the implications of user involvement for game companies and users with a special regard to user-generated content and gives an outlook on future development.} } @inproceedings{ubo:27400, author = {Schaffers, Hans and Budweg, Steffen and Kristensen, Kjetil and Ruland, Rudolf}, chapter = {}, title = {A living lab approach for enhancing collaboration in professional communities}, year = {2009}, abstract = {The ECOSPACE Integrated Project has developed an advanced collaborative workspace platform for eProfessionals. The technologies, services and collaboration tools have been developed, integrated and validated in various living labs addressing different contexts of eProfessional working. This paper reports about the Living Lab for Professional Communities of Innovation and covers three different user environments where innovative tools, services and practices have been experimented in different experimental settings. The first setting addresses the support of new work and collaboration practices in professional education. The second setting focuses on collaboration among business and research partners in promoting regional innovation. The third setting is about collaborative innovation in virtual communities. In the three settings, different user communities have adopted and experimented different sets of collaboration services. The paper presents the living lab methodology designed to launch, operate and monitor the different innovation and validation settings. Based on a cross-comparison of results and a longitudinal analysis, conclusions are drawn regarding the effectiveness of innovation services and collaborative platform, strategies to involve users and building user communities, and the effectiveness of the living labs methodology.}, url = {http://www.ict-21.ch/com-ict/IMG/pdf/74_Schaffers_Ecospace_paper.pdf}, booktitle = {ICE 2009} } @inproceedings{ubo:27398, author = {Budweg, Steffen and Kristensen, Kjetil}, chapter = {}, title = {Co-Creation in Distributed ICT Living Labs.}, year = {2009}, booktitle = {Proceedings of the INTERACT 2009 Workshop Towards a manifesto of Living Lab co-creation} } @inproceedings{ubo:24670, author = {Nacke, E. Lennart and Drachen, Anders and Kuikkaniemi, Kai and Niesenhaus, Jörg and Korhohnen, J. Hannu and Hoogen, den Wouter van and Ijsselsteijn, Wijnand and Kort, de Yvonne}, editor = {DiGRA}, chapter = {}, title = {Playability and Player Experience Research}, year = {2009}, address = {London, UK}, abstract = {As the game industry matures and games become more and more complex, there is an increasing need to develop scientific methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.}, url = {http://www.bth.se/fou/forskinfo.nsf/17e96a0dab8ab6a1c1257457004d59ab/e0a8cdd8cfc0c7e6c125762c005557c0/$file/Nacke-etal-Panel%20Playability%20and%20Player%20Experience.pdf}, booktitle = {Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory.} } @inproceedings{ubo:19291, author = {Lohmann, Steffen and Niesenhaus, Jörg}, editor = {Tochtermann, Klaus and Maurer, Hermann}, chapter = {}, title = {Towards Continuous Integration of Knowledge Management into Game Development}, year = {2008}, publisher = {J.UCS}, address = {Graz}, booktitle = {Proceedings of the 8th International Conference on Knowledge Management (I-KNOW 08)} } @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 & Computer 2008, DeLFI 2008 und Cognitive Design 2008} } @inproceedings{ubo:18620, author = {Gerling, Kathrin and Thieme, Anja and Niesenhaus, Jörg and Specker, Wilhelm Markus and Ziegler, Jürgen}, editor = {Heinecke, M. A. and Paul, H.}, chapter = {}, title = {Spielerverhalten und Storyerzeugung in interaktiven Spielumgebungen am Beispiel der Grimmix Story-Engine}, year = {2006}, edition = {6. GI-Konferenz Mensch und Computer 2006}, publisher = {Oldenbourg Wissenschaftsverlag}, address = {München}, booktitle = {Mensch & Computer 2006: Strukturwandel} } @book{ubo:18618, author = {Niesenhaus, Jörg}, title = {Playful Computing}, series = {i-com: Zeitschrift für interaktive und kooperative Medien}, year = {2006}, publisher = {Oldenbourg Wissenschaftsverlag}, address = {München} } @inproceedings{ubo:14855, author = {Specker, M. and Niesenhaus, J. and Ziegler, J.}, chapter = {}, title = {Gestaltungsdimensionen im interaktiven digitalen Storytelling}, year = {2006}, publisher = {Oldenbourg-Verlag}, address = {München}, booktitle = {6. GI-Konferenz Mensch und Computer 2006} } @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} } @inproceedings{ubo:18619, author = {Niesenhaus, Jörg and Specker, Wilhelm Markus and Ziegler, Jürgen}, editor = {Pohl, Margit and Holzinger, Andreas and Motschnig, Renate and Swertz, Christian}, chapter = {}, title = {A Design Space for Interactive Digital Storytelling}, year = {2006}, edition = {M3 - Interdisciplinary Aspects on Digital Media & Education}, publisher = {Austrian Computer Society}, address = {Wien}, isbn = {978-3-85403-213-7}, booktitle = {Proceedings of the 2nd Symposium of the WG HCI & UE of the Austrian Computer Society} }