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Context-sensitive User-centered Scalability: An Introduction Focusing on Exergames and Assistive Systems in Work Contexts Authors Oliver Korn, Michael Brach, Albrecht Schmidt, Thomas Hrz, Robert Konrad Presenters Oliver Korn, Michael Brach


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Context-sensitive User-centered Scalability: An Introduction Focusing on Exergames and Assistive Systems in Work Contexts

Authors Oliver Korn, Michael Brach, Albrecht Schmidt, Thomas Hörz, Robert Konrad Presenters Oliver Korn, Michael Brach

Gam eDays Darmstadt, September 18-20, 2012

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University of Applied Sciences Esslingen

Overview

  • we introduce an approach for implementing

context-sensitive user-centered scalability (CSUCS) into interactive applications using motion recognition

  • we discuss two prototypical implementations:
  • an “exergame” enriching

sports exercises for the elderly

  • an assistive system using

gamification elements to enrich the working experience

  • f impaired and elderly persons

AS LM

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Motivation

  • percentage of elderly persons in society and disabled employees grows
  • these persons suffer from
  • general reduction of physical health, especially the loss of muscle,

power balance and cardio-respiratory abilities [ 1]

  • reduction of short term memory [ 2]
  • decrease of learning abilities [ 3]

 assistive systems at the workplace and exergames at the residences are an efficient way to meet this demographic challenge  assistive systems and exergames empower elderly persons and persons with disabilities and impairments to sustain an active lifestyle

[ 1] Nelson, M.E.; Rejeski, W.J.; Blair, S.N.; Duncan, P.W.; Judge, J.O.; King, A.C.; Macera, C.A. & Castanda-Sceppa, C.: Physical Activity and Public Health in Older Adults. Recommendation from the American College of Sports Medicine and the American Heart As-sociation. Circulation, 116, 1094-1105, 2007 [ 2] Anders, T. R.; Fozard, J. L. and Lillyquist, T. D. 1972. “Effects of age upon retrieval from short-term memory”. In: Developmental Psychology, vol. 6, iss. 2, 214-217 [ 3] Satre, D.; Knight, B. G.; David, S. 2006: Cognitive behavioral interventions with older adults: Integrating clinical and Gerontological research. In Professional Psychology: Research and Practice, (37): 489-498

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Users

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Adapted HAAT-model

HAAT: The Human Activity Assistive Technology Model as presented in: Cook, A. M. & Hussey, S. M.: Assistive Technologies: Principles and Practice, St. Louis, USA: Mosby, 1995 Mapping of our approach: The assistive technology of the work contexts and the training contexts share several sub-components.

Focus

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Two Prototypical Solutions

In both solutions…

the input side is realized by motion recognition

the user interface allows implicit interaction [ 1]

natural interaction is supported

The continuous interpretation

  • f motion data

allows real-time feedback and gamification

[ 1] Schmidt, A., Implicit Human Computer Interaction Through Context. Personal Technologies, vol. 4, no. 2&3, pp. 191-199, 2000

Exergame enriching sports exercises for the elderly Assistive system using gamification elements

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Focus

University of Applied Sciences Esslingen

Gamification, Flow and the Need for Scaling

  • We consider gamification as a means to achieve

"flow" [ 1] , a mental state in which a person:

  • feels fully immersed in an activity
  • experiencing energized focus
  • and believing in the success of

the activity

  • Four conditions are necessary for flow:
  • clear set of goals
  • good balance between perceived

challenges and perceived skills

  • clear and immediate feedback
  • activity is intrinsically rewarding,

perceived effortlessness of action

[ 1] Csikszentmihalyi, M.; Abuhamdeh, S.; Nakamura, J. 2005: Flow. In Elliot, A. (ed.): Handbook of Competence and Motivation, New York, USA, 598-69

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Prototype 1: Flow & Scaling in Exergames

  • Realization of seven mini-games for seniors

mapping different sports exercises, linked by a virtual journey to foreign cities

  • When a user starts the exergame,

the difficulty is always set to the lowest level to prevent early frustration

  • During the exergame the user receives points

for successful activities (like catching a ball or grabbing a coin) and sometimes lose points (e.g. by failing to catch a ball)

  • These points are the product of the user’s

level and a constant. Obvious and motivating visual feedback guides the seniors

  • This consistent visualization keeps the scaling

process transparent and motivates the user

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Prototype 1: Flow & Scaling in Exergames

  • Apart from the dynamic visualization

there is a results screen after each exercise

  • Substantial improvements or degradations

resulting from the performance are commented in a friendly and humorous manner and recorded in the database immediately

  • The difficulty level then scales according to

the user’s current performance to prevent underchallenge or overexertion

  • Although the user is informed about these

changes, their swiftness in both ways makes it easier to accept degradation on a bad day

  • Thus auto-adjustment prevents demotivation.
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2 4 6 8 10 12 Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7

score / time

Daily Score Rate

P3 P5 P6 P7 P8 P9 P14 P15 P16 P18 P19

University of Applied Sciences Esslingen

Prototype 1: Flow & Scaling in Exergames First Results from a Quantitative Study

Study Design:

  • data just recorded

(2 weeks ago)

  • 19 players aged 60-93,

average age 76

  • 7 days

First results:

  • 11 players (ca. 58% )

played 6 of 7 days

0,0 5,0 10,0 15,0 20,0 25,0 30,0 200 400 600 800 1000 1200 1400 Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7

minutes per day score

Mean duration and score per day (n=11)

score duration [min]

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Prototype 1: Flow & Scaling in Exergames First Results from a Quantitative Study

Analysis of individual levels:

  • Z-Transformation
  • Z = (X-mean) / SD

First results:

  • duration and score

have a positive correlation Future analysis:

  • considering individual

pathways and training configuration

  • within and between

sessions

  • 0,80
  • 0,60
  • 0,40
  • 0,20

0,00 0,20 0,40 Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7

z(score rate) day

Mean z(score rate)

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Prototype 2: Flow & Scaling in Work Contexts

  • Gamification is implemented in an

assistive system supporting manual assembly

  • in the prototype of the assistive

system’s gamification component, each work process is visually represented by a brick in a puzzle game resembling Tetris

  • during the work process the brick’s

color changes from green to red

  • the duration of this color change

cycle is directly derived from a users’ average process durations and scales accordingly

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  • the “normal” speed of the individual

user is shown by a transparent grey stone (“shadowing”)

  • thus the worker always knows

if he or she is doing well – compared to the personal average Next Step:

  • quantitative evaluation study

measuring the impact

  • f and gamification
  • n work process times

and the users’ motivation

University of Applied Sciences Esslingen

Prototype 2: Flow & Scaling in Work Contexts

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Thanks for your attention! Questions?

Oliver Korn M.A. University of Applied Sciences Lab Production Management HCI & Interactive Wizards

  • Kanalstr. 33, 73728 Esslingen,

Germany

  • liver.korn@hs-esslingen.de
  • Dr. Michael Brach

Westfälische Wilhelms-Universität Münster, Institute for Sports Sciences Horstmarer Landweg 62b 48149 Münster, Germany michael.brach@uni-muenster.de