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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 GameDays Darmstadt, September 18-20, 2012

Context-sensitive User-centered Scalability: An ... · and gamification [1] Schmidt, A., Implicit Human Computer Interaction Through Context. Personal Technologies, vol. 4, no. 2&3,

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Page 1: Context-sensitive User-centered Scalability: An ... · and gamification [1] Schmidt, A., Implicit Human Computer Interaction Through Context. Personal Technologies, vol. 4, no. 2&3,

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

AuthorsOliver Korn, Michael Brach, Albrecht Schmidt, Thomas Hörz,Robert Konrad

PresentersOliver Korn, Michael Brach

GameDaysDarmstadt,September 18-20, 2012

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2University 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 usinggamification elements to enrich the working experienceof impaired and elderly persons

ASLM

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3University of Applied Sciences Esslingen

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 andpersons 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 realizedby motion recognition

• …the user interface allowsimplicit interaction [1]

• …natural interactionis supported

The continuous interpretationof 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 enrichingsports exercisesfor the elderly

Assistive systemusing 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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0

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Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7sc

ore

/ tim

e

Daily Score Rate

P3P5P6P7P8P9P14P15P16P18P19

University of Applied Sciences Esslingen

Prototype 1: Flow & Scaling in ExergamesFirst 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

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Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7

minu

tes pe

r day

score

Mean duration and score per day (n=11)

score

duration [min]

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11University of Applied Sciences Esslingen

Prototype 1: Flow & Scaling in ExergamesFirst 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

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0,00

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Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7z(

scor

e ra

te)

day

Mean z(score rate)

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Prototype 2: Flow & Scaling in Work Contexts

• Gamification is implemented in anassistive system supportingmanual assembly

• in the prototype of the assistive system’s gamification component, each work process is visuallyrepresented by a brick in a puzzle game resembling Tetris

• during the work process the brick’scolor changes from green to red

• the duration of this color changecycle is directly derived from a users’ average process durationsand scales accordingly

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• the “normal” speed of the individualuser is shown by a transparentgrey stone (“shadowing”)

• thus the worker always knowsif he or she is doing well –compared to the personal average

Next Step:

• quantitative evaluation study measuring the impact of and gamificationon work process timesand 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 SciencesLab Production ManagementHCI & Interactive Wizards

Kanalstr. 33, 73728 Esslingen, Germany

[email protected]

Dr. Michael BrachWestfälische Wilhelms-Universität Münster, Institute for Sports Sciences

Horstmarer Landweg 62b48149 Münster, Germany

[email protected]