Oliver Korn

According to our database1, Oliver Korn authored at least 33 papers between 2012 and 2019.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2019
Soziale Roboter - Einführung und Potenziale für Pflege und Gesundheit.
Wirtschaftsinformatik & Management, 2019

Affective effects of gamification: using biosignals to measure the effects on working and learning users.
Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments, 2019

Session details: Human affect, physiology & biosignal analysis.
Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments, 2019

Hidden Champions: A Study on Recruiting Top-Level Staff in Rural Areas.
Proceedings of the HCI in Business, Government and Organizations. Information Systems and Analytics, 2019

Presenting Your Products in Virtual Reality: Do not Underestimate Cybersickness.
Proceedings of the HCI in Business, Government and Organizations. eCommerce and Consumer Behavior, 2019

2018
Branded Gamification in Technical Education.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018

Empowering Persons with Deafblindness: Designing an Intelligent Assistive Wearable in the SUITCEYES Project.
Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference, 2018

Perspectives on Social Robots: From the Historic Background to an Experts' View on Future Developments.
Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference, 2018

Measuring the Influence of User Experience on Banking Customers' Trust.
Proceedings of the HCI in Business, Government, and Organizations, 2018

2017
Educational playgrounds: how context-aware systems enable playful coached learning.
Interactions, 2017

Procedural Content Generation for Game Props? A Study on the Effects on User Experience.
Computers in Entertainment, 2017

Strategies for Playful Design when Gamifying Rehabilitation: A Study on User Experience.
Proceedings of the 10th International Conference on PErvasive Technologies Related to Assistive Environments, 2017

Designing a System for Playful Coached Learning in the STEM Curriculum.
Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning, 2017

Designing Authentic Emotions for Non-Human Characters: A Study Evaluating Virtual Affective Behavior.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

2016
Computerized Assessment of the Skills of Impaired and Elderly Workers: A Tool Survey and Comparative Study.
Proceedings of the 9th ACM International Conference on PErvasive Technologies Related to Assistive Environments, 2016

Gamification of a Workday: A Study on the Effects in Sheltered Employment.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Small-Scale Cross Media Productions: A Case Study of a Documentary Game.
Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, 2015

Design approaches for the gamification of production environments: a study focusing on acceptance.
Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments, 2015

Comparing projected in-situ feedback at the manual assembly workplace with impaired workers.
Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments, 2015

The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environments.
Proceedings of the Human-Computer Interaction: Design and Evaluation, 2015

Towards a gamification of industrial production: a comparative study in sheltered work environments.
Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, 2015

Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Context-aware assistive systems for augmented work: a framework using gamification and projection.
PhD thesis, 2014

Context-aware assistive systems at the workplace: analyzing the effects of projection and gamification.
Proceedings of the 7th International Conference on PErvasive Technologies Related to Assistive Environments, 2014

An augmented workplace for enabling user-defined tangibles.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Augmented manufacturing: a study with impaired persons on assistive systems using in-situ projection.
Proceedings of the 6th International Conference on PErvasive Technologies Related to Assistive Environments, 2013

Augmentierte Produktion. Assistenzsysteme mit Projektion und Gamification für leistungsgeminderte und leistungsgewandelte Menschen.
Proceedings of the Mensch & Computer 2013: Interaktive Vielfalt, 2013

The potentials of in-situ-projection for augmented workplaces in production: a study with impaired persons.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Modern Principles of Training in Exergames for Sedentary Seniors: Requirements and Approaches for Sport and Exercise Sciences.
Int. J. Comp. Sci. Sport, 2012

Assistive systems in production environments: exploring motion recognition and gamification.
Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments, 2012

Industrial playgrounds: how gamification helps to enrich work for elderly or impaired persons in production.
Proceedings of the ACM SIGCHI Symposium on Engineering Interactive Computing Systems, 2012

Context-Sensitive User-Centered Scalability: An Introduction Focusing on Exergames and Assistive Systems in Work Contexts.
Proceedings of the E-Learning and Games for Training, Education, Health and Sports, 2012

Assistive system experiment designer ASED: a toolkit for the quantitative evaluation of enhanced assistive systems for impaired persons in production.
Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility, 2012


  Loading...