Oliver Korn

Orcid: 0000-0002-2482-6945

According to our database1, Oliver Korn authored at least 61 papers between 2012 and 2024.

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

Timeline

Legend:

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Article 
PhD thesis 
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Bibliography

2024
Designing Socially Assistive Robots Exploring Israeli and German Designers' Perceptions.
ACM Trans. Hum. Robot Interact., June, 2024

A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance.
Multim. Tools Appl., April, 2024

Prototyping a Zoomorphic Interactive Robot Companion with Emotion Recognition and Affective Voice Interaction for Elderly People.
Proc. ACM Hum. Comput. Interact., 2024

Young skeptics: exploring the perceptions of virtual worlds and the metaverse in generations Y and Z.
Frontiers Virtual Real., 2024

Sky Dash: Evaluating the Effects of a Serious Low-Threshold Mobile Game on Learning Efficacy and User Experience in a Repetitive Learning Task.
Proceedings of the Serious Games - 10th Joint International Conference, 2024

Shaken, not stirred: Effects of Minimal Rotational Motion Cues on Cybersickness in a VR Flying Experience.
Proceedings of Mensch und Computer 2024, 2024

2022
Social Robots Acceptance and Marketability in Italy and Germany: A Cross-National Study Focusing on Assisted Living for Older Adults.
Int. J. Soc. Robotics, 2022

Perspectives on Social Health Robots: How Experts' Views Improved from 2017 to 2021.
Proceedings of the PETRA '22: The 15th International Conference on PErvasive Technologies Related to Assistive Environments, Corfu, Greece, 29 June 2022, 2022

Multimodal Emotion Analysis of Robotic Assistance in Elderly Care.
Proceedings of the PETRA '22: The 15th International Conference on PErvasive Technologies Related to Assistive Environments, Corfu, Greece, 29 June 2022, 2022

Strengthening Invisible Ties: Decreasing Loneliness Indices of University Students Through a Gamified Mobile App.
Proceedings of the GoodIT 2022: ACM International Conference on Information Technology for Social Good, Limassol, Cyprus, September 7, 2022

Smarte Systeme in Rehabilitation und Prävention. Wie künstliche Intelligenz und Gamification das Bewegungstraining individualisieren.
Proceedings of the Künstliche Intelligenz im Gesundheitswesen: Entwicklungen, 2022

2021
Understanding Cultural Preferences for Social Robots: A Study in German and Arab Communities.
ACM Trans. Hum. Robot Interact., 2021

Noneliness: : A Gamified Mobile App to Reduce Loneliness Among University Students.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Gamification of Movement Exercises in Rehabilitation and Prevention: A Framework for Smart Training in AI-Based Exergames.
Proceedings of the Advances in Industrial Design, 2021

2020
Wearable or HMD?: how to support tactile navigation.
Proceedings of the PETRA '20: The 13th PErvasive Technologies Related to Assistive Environments Conference, Corfu, Greece, June 30, 2020

Tactile navigation with checkpoints as progress indicators?: only when walking longer straight paths.
Proceedings of the PETRA '20: The 13th PErvasive Technologies Related to Assistive Environments Conference, Corfu, Greece, June 30, 2020

Tactile Board: A Multimodal Augmentative and Alternative Communication Device for Individuals with Deafblindness.
Proceedings of the MUM 2020: 19th International Conference on Mobile and Ubiquitous Multimedia, 2020

A Mobile App to Combat Loneliness and Social Isolation Among University Students.
Proceedings of the MobileHCI '20: 22nd International Conference on Human-Computer Interaction with Mobile Devices and Services: Expanding the Horizon of Mobile Interaction, 2020

A gamified and adaptive learning system for neurodivergent workers in electronic assembling tasks.
Proceedings of the Mensch und Computer 2020 - Tagungsband, 2020

Wow, You Are Terrible at This!: An Intercultural Study on Virtual Agents Giving Mixed Feedback.
Proceedings of the IVA '20: ACM International Conference on Intelligent Virtual Agents, 2020

Physical Add-Ons for Haptic Human-Surrounding Interaction and Sensorial Augmentation.
Proceedings of the Human Interaction, Emerging Technologies and Future Applications III, 2020

Captivating Product Experiences: How Virtual Reality Creates Flow and Thereby Optimize Product Presentations.
Proceedings of the HCI in Business, Government and Organizations, 2020

Keep Your Distance: A Playful Haptic Navigation Wearable for Individuals with Deafblindness.
Proceedings of the ASSETS '20: The 22nd International ACM SIGACCESS Conference on Computers and Accessibility, 2020

Exploring Low-Cost Materials to Make Pattern-Based Lock-Screens Accessible for Users with Visual Impairments or Deafblindness.
Proceedings of the ASSETS '20: The 22nd International ACM SIGACCESS Conference on Computers and Accessibility, 2020

Co-Designing Assistive Tools to Support Social Interactions by Individuals Living with Deafblindness.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

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

Gamifying Onboarding: How to Increase Both Engagement and Integration of New Employees.
Proceedings of the Advances in Social and Occupational Ergonomics, 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.
Comput. Entertain., 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

Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources.
Proceedings of the Advances in The Human Side of Service Engineering, 2017

Do Zenware Applications Reduce the Digital Distraction of Knowledge Workers? A Qualitative Study Based on Expert Interviews.
Proceedings of the Advances in Ergonomics in Design, 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. Comput. 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


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