Spiel, K., Bertel, S., & Kayali, F. (2019). Adapting Gameplay to Eye Movements - An Exploration with TETRIS. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (S. 687–695). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3341215.3356267
Abstract
Gameplay experience is shaped by players expectations towards the game and how game features are presented to them. We created two modified versions of the classic TETRIS game: one that adapts game difficulty based on players performance and one that additionally adapts to players eye movements. An initial analysis of exploratory study results indicates that eye-movement-based adaptive difficulty in TETRIS might not affect player performance and that framing the use of adaptive difficulty might only have a limited influence on both players game experience and perceived competence.
Wallbaum, T., Stratmann, T. C., & Boll, S. C. (2019). Classifying Sensitive Issues for Patients with Neurodevelopmental Disorders. In IFIP Conference on Human-Computer Interaction (S. 107–114).
Sextro, H. kleine, Sauer, D., & Albert, T. (2019). New work - wie die Digitalisierung die Arbeitswelt verändert : Potenzial- und Risikoanalyse für produzierende Unternehmen. Berlin : LIT.
Taulien, A., Paulsen, A., Streland, T., Jessen, B., Wittke, S., & Teistler, M. (2019). A Mixed Reality Environmental Simulation to Support Learning about Maritime Habitats: An Approach to Convey Educational Knowledge With a Novel User Experience. In Proceedings of Mensch Und Computer 2019 (S. 921–925). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3340764.3345382
Abstract
Environmental simulations allow for an easy and safe acquisition of knowledge about hard-to-reach habitats. We present a mixed-reality simulation that enables the user to convert (parts of) an arbitrary place like his or her own living room into a maritime habitat, using the example of the Baltic Sea. The user explores the virtual underwater world by walking in the real world. Typical characteristics and elements of the simulated habitat are integrated by adjusting light refraction and textures, and by adding animals, plants, and stones. The virtual animals respond to the user s movement. Rearranging real world objects causes the virtual world to change its appearance as well. User tests show that the environmental simulation provides an authentic insight into the Baltic Sea habitat and is well received with regard to the overall user experience. However, for first-time users, conveying more formal knowledge does not seem to work as well (yet) as compared to a conventional textbook approach.
Pfeiffer, W. T., Witte, F., Tuschy, I., & Bauer, S. (2019). Test cases for a coupled powerplant and geostorage model to simulate compressed air energy storage in geological porous media. In Proceedings of 11th International Conference on Applied Energy, Part 4 (Bd. 05). Västeras, Sweden.
Frey, J., Ouirynen, R., Kouzoupis, D., Frison, G., Geisler, J., Schild, A., & Diehl, M. (2019). Detecting and Exploiting Generalized Nonlinear Static Feedback Structures in DAE Systems for MPC. In 18th European Control Conference (ECC) (S. 2756–2762). http://doi.org/10.23919/ECC.2019.8795732
Dohse, F., Nicolaisen, V., Wetzel, S., & Bertel, S. (2019). Potential of AR for the Analysis and Training of Spatial Skills: A Case Study. In Proceedings of Mensch Und Computer 2019 (S. 537–541). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3340764.3344453
Abstract
Good spatial skills are of particular importance in STEM domains. For the training of spatial skills, smartphones provide a promising platform because of their high dissemination. Additionally, new frameworks make it easy to develop and use augmented reality (AR) contents. To examine the potential of AR for the training of spatial skills, we developed a prototype of a smartphone app for the solving of cross section tasks.The prototype was tested in a user study with 32 university students. It was compared against a second prototype with a classical Arcball interaction. For both prototypes, success rates were equally high. However, 3D-objects could be rotated faster using the AR-app. For the AR-app, participants reported higher scores regarding innovation and motivation but also for physical demands. This is especially interesting because motor activity and spatial skills are highly connected. Therefore, the physical approach might be promising for the development of spatial skill training apps which might lead to good long-term training results.