{"id":1382,"date":"2019-02-01T13:32:57","date_gmt":"2019-02-01T12:32:57","guid":{"rendered":"https:\/\/aci.hs-offenburg.de\/publications-2\/"},"modified":"2025-06-05T11:34:45","modified_gmt":"2025-06-05T09:34:45","slug":"publications","status":"publish","type":"page","link":"https:\/\/aci.hs-offenburg.de\/de\/publications\/","title":{"rendered":"Publikationen"},"content":{"rendered":"\n<p>Benjamin Lukas Schnitzer, Stefano Gampe, Arndt Bieberstein, Isabel Hoffmann, Daniel G\u00f6rlich, and Oliver Korn. (2025). Language Learning in Virtual Reality: Enhancement of Long-Term Vocabulary Recognition and Understanding through Full-Body Avatars. In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA &#8217;25). Association for Computing Machinery, New York, NY, USA, Article 371, 1\u20139. <a href=\"https:\/\/doi.org\/10.1145\/3706599.3720187\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3706599.3720187<\/a><\/p>\n\n\n\n<p>Schnitzer, B., Caserman, P., Korn, O. (2025). Sky Dash: Evaluating the Effects of a Serious Low-Threshold Mobile Game on Learning Efficacy and User Experience in a Repetitive Learning Task. In: Plass, J.L., Ochoa, X. (eds) Serious Games. JCSG 2024. Lecture Notes in Computer Science, vol 15259. Springer, Cham. <a href=\"https:\/\/doi.org\/10.1007\/978-3-031-74138-8_16\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-031-74138-8_16<\/a><\/p>\n\n\n\n<p>Benjamin Lukas Schnitzer, Polona Caserman, and Oliver Korn. (2024). Shaken, not stirred: Effects of Minimal Rotational Motion Cues on Cybersickness in a VR Flying Experience. In Proceedings of Mensch und Computer 2024 (MuC &#8217;24). Association for Computing Machinery, New York, NY, USA, 605\u2013610. <a href=\"https:\/\/doi.org\/10.1145\/3670653.3677517\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3670653.3677517<\/a><\/p>\n\n\n\n<p>Schnitzer B., Vural U.C., Schnitzer B., Sardar M.U., Fuerst O., and Korn O. (2024). Prototyping a Zoomorphic Interactive Robot Companion with Emotion Recognition and Affective Voice Interaction for Elderly People. <em>Proc. ACM Hum.-Comput. Interact.<\/em> 8, EICS, Article 242 (June 2024), 32 pages. <a href=\"https:\/\/doi.org\/10.1145\/3660244\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3660244<\/a><\/p>\n\n\n\n<p>Liberman-Pincu E., Korn, O., Grund J., van Grondelle E.D., Oron-Gilad T. (2024) Designing Socially Assistive Robots Exploring Israeli and German Designers\u2019 Perceptions. <em>J. Hum.-Robot Interact.<\/em> vo 13, 2, Article 28. <a href=\"https:\/\/doi.org\/10.1145\/3657646\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3657646<\/a><\/p>\n\n\n\n<p>Korn O., Zallio M., Schnitzer B. (2024). Young Skeptics: Exploring the Perceptions of Virtual Worlds and the Metaverse in Generations Y and Z. <em>Frontiers in Virtual Reality<\/em> vol 5, <a href=\"https:\/\/doi.org\/10.3389\/frvir.2024.1330358\">https:\/\/doi.org\/10.3389\/frvir.2024.1330358<\/a><\/p>\n\n\n\n<p>Caserman P., G\u00f6bel S., Korn O. (2024). Serious Games in der Schulbildung: Qualit\u00e4t durch Zertifizierung. In: Becker W., Metz M. (eds) <em>Serious Games und Gamification in der schulischen Bildung.<\/em> Springer VS, Wiesbaden. <a href=\"https:\/\/doi.org\/10.1007\/978-3-658-44317-7_3\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-658-44317-7_3<\/a><\/p>\n\n\n\n<p>Caserman P., Baumgartner K.A., G\u00f6bel S. <em>et al.<\/em> (2024) A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance. <em>Multimed Tools Appl<\/em> <strong>83<\/strong>, 35175\u201335195. <a href=\"https:\/\/doi.org\/10.1007\/s11042-023-16877-7\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/s11042-023-16877-7<\/a><\/p>\n\n\n\n<p>Zallio M., Korn O. (2023). Perceptions on Digital, Virtual Environments and the Metaverse. An Exploratory Study with Younger Users. In: Matteo Zallio (eds) <em>Human-Centered Metaverse and Digital Environments. AHFE (2023)<\/em> International Conference. AHFE Open Access, vol 99. AHFE International, USA.<br><a href=\"http:\/\/doi.org\/10.54941\/ahfe1003930\" target=\"_blank\" rel=\"noreferrer noopener\">http:\/\/doi.org\/10.54941\/ahfe1003930<\/a><\/p>\n\n\n\n<p>Korn O. (2023). Gamification in Industrial Production: An Overview, Best Practices, and Design Recommendations. In: R\u00f6cker C., B\u00fcttner S. (eds) <em>Human-Technology Interaction<\/em>. Springer, Cham. <a href=\"https:\/\/doi.org\/10.1007\/978-3-030-99235-4_10\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-030-99235-4_10<\/a><\/p>\n\n\n\n<p>Bordini R. A., &amp; Korn O. (2022) Strengthening Invisible Ties: Decreasing Loneliness Indices of University Students Through a Gamified Mobile App. P. 424-430 in <em>Proceedings of the 2022 ACM Conference on Information Technology for Social Good, GoodIT \u201922<\/em>. ACM Press. <a href=\"https:\/\/doi.org\/10.1145\/3524458.3548489\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3524458.3548489<\/a><\/p>\n\n\n\n<p>Demaeght A., Miclau C., Hartmann K., Markwardt J., &amp; Korn O. (2022) Multimodal Emotion Analysis of Robotic Assistance in Elderly Care. P. 230-236 in <em>Proceedings of the 15th International Conference on PErvasive Technologies Related to Assistive Environments, PETRA \u201922<\/em>. ACM Press. <a href=\"https:\/\/doi.org\/10.1145\/3529190.3529194\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3529190.3529194<\/a><\/p>\n\n\n\n<p>Korn O., &amp; Zallio M. (2022). Perspectives on Social Health Robots: How Experts\u2019 Views Improved from 2017 to 2021. <em>Proceedings of the ACM International Conference on PErvasive Technologies Related to Assistive Environments, PETRA \u201922<\/em>, <a href=\"https:\/\/doi.org\/10.1145\/3529190.3531223\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3529190.3531223<\/a><\/p>\n\n\n\n<p>Fracasso F., Buchweitz L., Theil A., Cesta A., &amp; Korn O. (2022). Social Robots Acceptance and Marketability in Italy and Germany: A&nbsp;Cross-National Study Focusing on Assisted Living for Older Adults. <em>International Journal of Social Robotics<\/em>. <a href=\"https:\/\/doi.org\/10.1007\/s12369-022-00884-z\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/s12369-022-00884-z<\/a><\/p>\n\n\n\n<p>Theil A., Buchweitz L., Schulz A. S., &amp; Korn O. (2022) Understanding the perceptions and experiences of the deafblind community about digital games. <em>Disability and Rehabilitation: Assistive Technology.<\/em> <a href=\"https:\/\/doi.org\/10.1080\/17483107.2021.2008026\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1080\/17483107.2021.2008026<\/a><\/p>\n\n\n\n<p>Ruth J., Willwacher S., &amp; Korn O. (2022) Acceptance of Digital Sports: A Study Showing the Rising Acceptance of Digital Health Activities Due to the SARS-CoV-19 Pandemic. <em>International Journal of Environmental Research and Public Health<\/em>, <em>19<\/em>(1), 596. <a href=\"https:\/\/doi.org\/10.3390\/ijerph19010596\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.3390\/ijerph19010596<\/a><\/p>\n\n\n\n<p>Korn O., Schulz A. S., &amp; Hagley B. (2022). Gamification: Grundlagen, Methoden und Anwendungsbeispiele.<strong> <\/strong>W. Becker &amp; M. Metz (Eds.), <em>Digitale Lernwelten \u2013 Serious Games und Gamification: Didaktik, Anwendungen und Erfahrungen in der Beruflichen Bildung. <\/em>P. 43\u201363. Springer Fachmedien. <a href=\"https:\/\/doi.org\/10.1007\/978-3-658-35059-8_4\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-658-35059-8_4<\/a><\/p>\n\n\n\n<p>Korn, O., Willwacher, S. (2022). Smarte Systeme in Rehabilitation und Pr\u00e4vention. Wie k\u00fcnstliche Intelligenz und Gamification das Bewegungstraining individualisieren. In: Pfannstiel, M.A. (eds) <em>K\u00fcnstliche Intelligenz im Gesundheitswesen.<\/em> Springer Gabler, Wiesbaden. <a href=\"https:\/\/doi.org\/10.1007\/978-3-658-33597-7_42\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-658-33597-7_42<\/a><\/p>\n\n\n\n<p>Korn O., Buchweitz L., Theil A., Fracasso F., &amp; Cesta A. (2021) Akzeptanz und Marktf\u00e4higkeit sozialer Roboter. O. Bendel (Ed.), <em>Soziale Roboter: Technikwissenschaftliche,&nbsp; wirtschaftswissenschaftliche,&nbsp; philosophische, psychologische und soziologische Grundlagen<\/em> (S. 59\u201388). Springer Fachmedien. <a href=\"https:\/\/doi.org\/10.1007\/978-3-658-31114-8_4\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-658-31114-8_4<\/a><\/p>\n\n\n\n<p>Korn O., Akalin N., &amp; Gouveia R. (2021) Understanding Cultural Preferences for Social Robots: A Study in German and Arab Communities. <em>J. Hum.-Robot Interact<\/em>. 10, 2, Article 12 (March 2021), 19 pages. <a href=\"https:\/\/doi.org\/10.1145\/3439717\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3439717<\/a><\/p>\n\n\n\n<p>Willwacher S. &amp; Korn O. (2021) Gamification of Movement Exercises in Rehabilitation and Prevention: A Framework for Smart Training in AI-Based Exergames. P. 855\u2013862 in Advances in Industrial Design. Bd. 260, <em>Lecture Notes in Networks and Systems<\/em>, edited by C. S. Shin, G. Di Bucchianico, S. Fukuda, Y.-G. Ghim, G. Montagna, &amp; C. Carvalho. Cham: Springer International Publishing. <a href=\"https:\/\/doi.org\/10.1007\/978-3-030-80829-7_104\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-030-80829-7_104<\/a><\/p>\n\n\n\n<p>Grund J., &amp; Korn O. (2021). <em>Social Robots\u2014A Science Comic<\/em>. Affective &amp; Cognitive Institute. <a href=\"https:\/\/doi.org\/10.48584\/opus-4779\">https:\/\/doi.org\/10.48584\/opus-4779<\/a><\/p>\n\n\n\n<p>Lindell E., Theil A., Guo L., Olson N., Korn O., &amp; Persson NK. (2021) Physical Add-Ons for Haptic Human-Surrounding Interaction and Sensorial Augmentation. In: Ahram T., Taiar R., Langlois K., Choplin A. (eds) <em>Human Interaction, Emerging Technologies and Future Applications III. IHIET 2020. Advances in Intelligent Systems and Computing<\/em>, vol 1253. Springer, Cham. <a href=\"https:\/\/doi.org\/10.1007\/978-3-030-55307-4_28\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-030-55307-4_28<\/a><\/p>\n\n\n\n<p>Theil A., Buchweitz L., Gay J., Lindell E., Guo L., Persson N-K, &amp; Korn O. (2020). Tactile Board: A Multimodal Augmentative and Alternative Communication Device for Individuals with Deafblindness. In <em>19th International Conference on Mobile and Ubiquitous Multimedia (MUM 2020)<\/em>. Association for Computing Machinery, New York, NY, USA, 223\u2013228. <a href=\"https:\/\/doi.org\/10.1145\/3428361.3428465\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3428361.3428465<\/a><\/p>\n\n\n\n<p>Gay J., Umfahrer M., Theil A., Buchweitz L., Lindell E., Guo L., Persson NK &amp; Korn O. (2020). Keep Your Distance: A Playful Haptic Navigation Wearable for Individuals with Deafblindness. In <em>The 22nd International ACM SIGACCESS Conference on Computers and Accessibility<\/em> (<em>ASSETS &#8217;20<\/em>). Association for Computing Machinery, New York, NY, USA, Article 93, 1\u20134. <a href=\"https:\/\/doi.org\/10.1145\/3373625.3418048\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3373625.3418048 <\/a><\/p>\n\n\n\n<p>Buchweitz L., Theil A., Gay J., &amp; Korn O. (2020). Exploring Low-Cost Materials to Make Pattern-Based Lock-Screens Accessible for Users with Visual Impairments or Deafblindness. In&nbsp;<em>The 22nd International ACM SIGACCESS Conference on Computers and Accessibility<\/em>&nbsp;(ASSETS \u201920), October 26\u201328, 2020, Virtual Event, Greece. ACM, New York, NY, USA, 4 pages.&nbsp;<a rel=\"noreferrer noopener\" href=\"https:\/\/doi.org\/10.1145\/3373625.3418020\" target=\"_blank\">https:\/\/doi.org\/10.1145\/3373625.3418020<\/a><\/p>\n\n\n\n<p>Wang I., Buchweitz L., Smith J., Bornholdt L-S, Grund J., Ruiz J., &amp; Korn O. (2020). Wow, You Are Terrible at This! An Intercultural Study on Virtual Agents Giving Mixed Feedback. In <em>Proceedings of the 20th ACM International Conference on Intelligent Virtual Agents (IVA &#8217;20)<\/em>. Association for Computing Machinery, New York, NY, USA, Article 55, 1\u20138. <a href=\"https:\/\/doi.org\/10.1145\/3383652.3423887\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3383652.3423887<\/a><\/p>\n\n\n\n<p>Bordini, R. A., M\u00fcnscher, J.-C., Baumgartner, K. A., Hagos, S., Hornig, J., Gampe, S., Yaman, B., Korn, O., &amp; Herzberg, P. Y. (2020). Strangers in a Strange Land: Designing a Mobile Application to Combat Loneliness and Isolation Among Foreign University Students. <em>Journal of Technology in Behavioral Science<\/em>. <a href=\"https:\/\/doi.org\/10.1007\/s41347-020-00171-6\">https:\/\/doi.org\/10.1007\/s41347-020-00171-6<\/a><\/p>\n\n\n\n<p>Bordini R.A., &amp; Korn O. (2020). A Mobile App to Combat Loneliness and Social Isolation Among University Students. In <em>22nd International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI &#8217;20)<\/em>. Association for Computing Machinery, New York, NY, USA, Article 41, 1\u20134. <a href=\"https:\/\/doi.org\/10.1145\/3406324.3409260\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3406324.3409260<\/a><\/p>\n\n\n\n<p>Grund J., Umfahrer M., Buchweitz L., Gay J., Theil A., &amp; Korn O. (2020) A gamified and adaptive learning system for neurodivergent workers in electronic assembling tasks. In <em>Proceedings of the Conference on Mensch und Computer (MuC &#8217;20).<\/em> Association for Computing Machinery, New York, NY, USA, 491\u2013494. <a href=\"https:\/\/doi.org\/10.1145\/3404983.3410420\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3404983.3410420<\/a><\/p>\n\n\n\n<p>Theil A., Buchweitz L., Fuentes M., &amp; Korn O. (2020). Co-Designing Assistive Tools to Support Social Interactions by Individuals Living with Deafblindness. In <em>Companion Publication of the 2020 ACM Designing Interactive Systems Conference (DIS&#8216; 20 Companion)<\/em>. Association for Computing Machinery, New York, NY, USA, 79\u201383. <a rel=\"noreferrer noopener\" href=\"https:\/\/doi.org\/10.1145\/3393914.3395869\" target=\"_blank\">https:\/\/doi.org\/10.1145\/3393914.3395869<\/a><\/p>\n\n\n\n<p>Korn O., Gay J, Gouveia R., Buchweitz L., Schulz A.S., &amp; Umfahrer M. (2020). Tactile navigation with checkpoints as progress indicators? only when walking longer straight paths. In <em>Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments, PETRA \u201920<\/em>. Corfu, Greece: Association for Computing Machinery. <a href=\"https:\/\/doi.org\/10.1145\/3389189.3392605\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/doi.org\/10.1145\/3389189.3392605<\/a><\/p>\n\n\n\n<p class=\"has-text-align-left\">Nandkumar K., Schulz A.S., &amp; Korn O. (2020). Wearable or HMD?: How to Support Tactile Navigation. <em>Proceedings of the 13th PErvasive Technologies Related to Assistive Environments Conference<\/em>, New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/3389189.3397644\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/doi.org\/10.1145\/3389189.3397644<\/a><\/p>\n\n\n\n<p>Israel K., Buchweitz L., Tscheulin D.K., Zerres C., &amp; Korn O. (2020) Captivating Product Experiences: How Virtual Reality Creates Flow and Thereby Optimize Product Presentations. In: Nah FH., Siau K. (eds) <em>HCI in Business, Government and Organizations. HCII 2020. Lecture Notes in Computer Science<\/em>, vol 12204. Springer, Cham. <a rel=\"noreferrer noopener\" href=\"https:\/\/doi.org\/10.1007\/978-3-030-50341-3_28\" target=\"_blank\">https:\/\/doi.org\/10.1007\/978-3-030-50341-3_28<\/a><\/p>\n\n\n\n<p>Heimburger L., Buchweitz L., Gouveia R., &amp; Korn O. (2020) Gamifying Onboarding: How to Increase Both Engagement and Integration of New Employees. In: Goossens R., Murata A. (eds) <em>Advances in Social and Occupational Ergonomics. AHFE 2019. Advances in Intelligent Systems and Computing<\/em>, vol 970. Springer, Cham. <a href=\"https:\/\/doi.org\/10.1007\/978-3-030-20145-6_1\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-030-20145-6_1<\/a><\/p>\n\n\n\n<p>Korn O. Soziale Roboter \u2013 Einf\u00fchrung und Potenziale f\u00fcr Pflege und Gesundheit. <em>Wirtsch Inform Manag<\/em> 11, 126\u2013135 (2019). <a href=\"https:\/\/doi.org\/10.1365\/s35764-019-00187-5\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1365\/s35764-019-00187-5<\/a><\/p>\n\n\n\n<p>Korn O., Buchweitz L., Rees A., Bieber G., Werner C., &amp; Hauer K. (2019). Using Augmented Reality and Gamification to Empower Rehabilitation Activities and Elderly Persons. A Study Applying Design Thinking. In <em>Advances in Artificial Intelligence, Software and Systems Engineering<\/em> (p. 219\u2013229). Cham: Springer International Publishing. <a href=\"https:\/\/doi.org\/10.1007\/978-3-319-94229-2_21\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-319-94229-2_21<\/a><\/p>\n\n\n\n<p>Israel K., Zerres C., Tscheulin D.K., Buchweitz L., &amp; Korn O. (2019) Presenting Your Products in Virtual Reality: Do not Underestimate Cybersickness. In: Nah FH., Siau K. (eds) <em>HCI in Business, Government and Organizations. eCommerce and Consumer Behavior. HCII 2019. Lecture Notes in Computer Science<\/em>, vol 11588. Springer, Cham. <a href=\"https:\/\/doi.org\/10.1007\/978-3-030-22335-9_1\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-030-22335-9_1<\/a><\/p>\n\n\n\n<p>Mueller, A., Feldberger, A., Miclau, C., Koch, P., Walter, L., Feige, S., Schmidt, N., Neth, M., &amp; Korn, O. (2019). Hidden Champions: A Study on Recruiting Top-Level Staff in Rural Areas. In F. F.-H. Nah &amp; K. Siau (Hrsg.), <em>HCI in Business, Government and Organizations. Information Systems and Analytics<\/em> (S. 393\u2013407). Springer International Publishing. <a href=\"https:\/\/doi.org\/10.1007\/978-3-030-22338-0_32\">https:\/\/doi.org\/10.1007\/978-3-030-22338-0_32<\/a><\/p>\n\n\n\n<p>Fron C., &amp; Korn O. (2019) A Short History of the Perception of Robots and Automata from Antiquity to Modern Times. In: Korn O. (eds) <em>Social Robots: Technological, Societal and Ethical Aspects of Human-Robot Interaction<\/em>. Human\u2013Computer Interaction Series. Springer, Cham. <a href=\"https:\/\/doi.org\/10.1007\/978-3-030-17107-0_1\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1007\/978-3-030-17107-0_1<\/a><\/p>\n\n\n\n<p>Korn, O., &amp; Ress, A. (2019). Affective effects of gamification: using biosignals to measure the effects on working and learning users. In <em>Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments (PETRA &#8217;19)<\/em>. Association for Computing Machinery, New York, NY, USA, 1\u201310. <a href=\"https:\/\/doi.org\/10.1145\/3316782.3316783\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi.org\/10.1145\/3316782.3316783<\/a><\/p>\n\n\n\n<p>Tsiakas K., Kyrarini M., Karkaletsis V., Makedon F., &amp; Korn O. (2018). A Taxonomy in Robot-Assisted Training: Current Trends, Needs and Challenges. <em>Technologies<\/em>, (6, 119), 19. <a rel=\"noreferrer noopener\" href=\"https:\/\/doi.org\/10.3390\/technologies6040119\" target=\"_blank\">https:\/\/doi.org\/10.3390\/technologies6040119<\/a><\/p>\n\n\n\n<p>Schulz A. S., Schulz F., Gouveia R., &amp; Korn O. (2018). Branded Gamification in Technical Education. In <em>2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)<\/em> (p. 1\u20138). <a rel=\"noreferrer noopener\" href=\"https:\/\/doi.org\/10.1109\/VS-Games.2018.8493413\" target=\"_blank\">https:\/\/doi.org\/10.1109\/VS-Games.2018.8493413<\/a><\/p>\n\n\n\n<p>M\u00fcller, A., Anke, S., Herrmann, S., Katz, P., Leuchtweis, C., Miclau, C., &amp; Korn, O. (2018). Measuring the Influence of User Experience on Banking Customers\u2019 Trust. In F. F.-H. Nah &amp; B. S. Xiao (Ed.), <em>HCI in Business, Government, and Organizations<\/em> (Vol. 10923, p. 382\u2013395). Cham: Springer International Publishing. <a rel=\"noreferrer noopener\" href=\"https:\/\/doi.org\/10.1007\/978-3-319-91716-0_30\" target=\"_blank\">https:\/\/doi.org\/10.1007\/978-3-319-91716-0_30<\/a><\/p>\n\n\n\n<p>Korn, O., Bieber, G., &amp; Fron, C. (2018). Perspectives on Social Robots: From the Historic Background to an Experts\u2019 View on Future Developments. In <em>Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference<\/em> (p. 186\u2013193). New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/3197768.3197774\">https:\/\/doi.org\/10.1145\/3197768.3197774<\/a><\/p>\n\n\n\n<p>Korn, O., Holt, R., Kontopoulos, E., Kappers, A. M. L., Persson, N.-K., &amp; Olson, N. (2018). Empowering Persons with Deafblindness: Designing an Intelligent Assistive Wearable in the SUITCEYES Project. In <em>Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference<\/em> (p. 545\u2013551). New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/3197768.3201541\">https:\/\/doi.org\/10.1145\/3197768.3201541<\/a><\/p>\n\n\n\n<p>Korn, O. (2018). Autonomie beim Einsatz kontextbewusster Systeme: Der Weg zum Emotionsbewusstsein. In T. Breyer-Mayl\u00e4nder (Ed.), <em>Das Streben nach Autonomie: Reflektionen zum digitalen Wandel<\/em> (1. Ed, p. 203\u2013214). Baden-Baden: Nomos. <a href=\"https:\/\/doi.org\/10.5771\/9783845282541-202\">https:\/\/doi.org\/10.5771\/9783845282541-202<\/a> &nbsp; <\/p>\n\n\n\n<p>Korn, O., Brenner, F., B\u00f6rsig, J., Lalli, F., Mattm\u00fcller, M., &amp; M\u00fcller, A. (2018). Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources. In L. E. Freund &amp; W. Cellary (Ed.), <em>Advances in The Human Side of Service Engineering<\/em> (Bd. 601, p. 37\u201349). Cham: Springer International Publishing. <a href=\"https:\/\/doi.org\/10.1007\/978-3-319-60486-2_4\">https:\/\/doi.org\/10.1007\/978-3-319-60486-2_4<\/a><\/p>\n\n\n\n<p>Gerbaulet, D., &amp; Korn, O. (2018). Do Zenware Applications Reduce the Digital Distraction of Knowledge Workers? A Qualitative Study Based on Expert Interviews. In F. Rebelo &amp; M. Soares (Ed.), <em>Advances in Ergonomics in Design<\/em> (Vol. 588, Ed. 115\u2013126). Cham: Springer International Publishing. <a href=\"https:\/\/doi.org\/10.1007\/978-3-319-60582-1_12\">https:\/\/doi.org\/10.1007\/978-3-319-60582-1_12<\/a><\/p>\n\n\n\n<p>Korn, O., &amp; Tietz, S. (2017). Strategies for Playful Design when Gamifying Rehabilitation: A Study on User Experience. In <em>Proceedings of the 10th International Conference on PErvasive Technologies Related to Assistive Environments<\/em> (p. 209\u2013214). New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/3056540.3056550\">https:\/\/doi.org\/10.1145\/3056540.3056550<\/a><\/p>\n\n\n\n<p>Korn, O., Stamm, L., &amp; Moeckl, G. (2017). Designing Authentic Emotions for Non-Human Characters: A Study Evaluating Virtual Affective Behavior. In <em>Proceedings of the 2017 Conference on Designing Interactive Systems<\/em> (p. 477\u2013487). New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/3064663.3064755\">https:\/\/doi.org\/10.1145\/3064663.3064755<\/a><\/p>\n\n\n\n<p>Korn, O., Blatz, M., Rees, A., Schaal, J., Schwind, V., &amp; G\u00f6rlich, D. (2017). Procedural Content Generation for Game Props? A Study on the Effects on User Experience. <em>Comput. Entertain.<\/em>, <em>15<\/em>(2), 1:1\u20131:15. <a href=\"https:\/\/doi.org\/10.1145\/2974026\">https:\/\/doi.org\/10.1145\/2974026<\/a><\/p>\n\n\n\n<p>Korn, Oliver, &amp; Vauderwange, Oliver. (2017). Gamification in der Produktion \u2013 Anforderungen und Potenziale. In M. Henke &amp; S. Kaczmarek (Eds.), <em>Gamification in der Logistik: Effektiv und spielend zu mehr Erfolg<\/em> (1. Ed, p. 50\u201378). M\u00fcnchen: Huss. <\/p>\n\n\n\n<p>Blatz, M., &amp; Korn, O. (2017). A Very Short History of Dynamic and Procedural Content Generation. In O. Korn &amp; N. Lee (Eds.), <em>Game Dynamics<\/em> (p. 1\u201313). Cham: Springer International Publishing. <a href=\"https:\/\/doi.org\/10.1007\/978-3-319-53088-8_1\">https:\/\/doi.org\/10.1007\/978-3-319-53088-8_1<\/a><\/p>\n\n\n\n<p>Korn, O., Rees, A., &amp; Dix, A. (2017). Designing a System for Playful Coached Learning in the STEM Curriculum. In <em>Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning<\/em> (p. 31\u201337). New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/3038535.3038538\">https:\/\/doi.org\/10.1145\/3038535.3038538<\/a><\/p>\n\n\n\n<p>Korn, O., &amp; Dix, A. (2016). Educational Playgrounds: How Context-aware Systems Enable Playful Coached Learning. In <em>interactions<\/em>, <em>24<\/em>(1), 54\u201357. <a href=\"https:\/\/doi.org\/10.1145\/3012951\">https:\/\/doi.org\/10.1145\/3012951<\/a><\/p>\n\n\n\n<p>Korn, O., Muschick, P., &amp; Schmidt, A. (2016). Gamification of Production? A Study on the Acceptance of Gamified Work Processes in the Automotive Industry. In W. Chung &amp; C. S. Shin (Eds.), <em>Advances in Affective and Pleasurable Design. Proceedings of the AHFE 2016 International Conference<\/em> (p. 433\u2013445). New York, NY, USA: Springer Berlin Heidelberg. <a href=\"https:\/\/doi.org\/10.1007\/978-3-319-41661-8_42\">https:\/\/doi.org\/10.1007\/978-3-319-41661-8_42<\/a><\/p>\n\n\n\n<p>Korn, O., Tso, L., Papagrigoriou, C., Sowoidnich, Y., Konrad, R., &amp; Schmidt, A. (2016). Computerized Assessment of the Skills of Impaired and Elderly Workers: A Tool Survey and Comparative Study. In <em>Proceedings of the 9th ACM International Conference on PErvasive Technologies Related to Assistive Environments<\/em> (p. 50:1\u201350:8). New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/2910674.2910675\">https:\/\/doi.org\/10.1145\/2910674.2910675<\/a><\/p>\n\n\n\n<p>Korn, O., Lang, J., Korge, A., Causegic, H., &amp; Schmidt, A. (2016). Gamification of a Workday: A Study on the Effects in Sheltered Employment. In <em>CHI \u201916 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems<\/em> (p. 3114\u20133121). New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/2851581.2892283\">https:\/\/doi.org\/10.1145\/2851581.2892283<\/a><\/p>\n\n\n\n<p>Schwind, V., Wolf, K., Henze, N., &amp; Korn, O. (2015). Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator. In <em>Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play<\/em> (p. 221\u2013230). New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/2793107.2793116\">https:\/\/doi.org\/10.1145\/2793107.2793116<\/a><\/p>\n\n\n\n<p>Behrendt, H., Funk, M., &amp; Korn, O. (2015). Ethical Implications Regarding Assistive Technology at Workplaces. In C. Misselhorn (Ed.), <em>Collective Agency and Cooperation in Natural and Artificial Systems<\/em> (p. 109\u2013130). Springer International Publishing. <a href=\"https:\/\/doi.org\/10.1007\/978-3-319-15515-9_6\">https:\/\/doi.org\/10.1007\/978-3-319-15515-9_6<\/a><\/p>\n\n\n\n<p>Korn, O., Boffo, S., &amp; Schmidt, A. (2015). The Effect of Gamification on Emotions &#8211; The Potential of Facial Recognition in Work Environments. In M. Kurosu (Ed.), <em>Human-Computer Interaction: Design and Evaluation<\/em> (Vol. 9169, p. 489\u2013499). Cham: Springer International Publishing. <a href=\"http:\/\/link.springer.com\/10.1007\/978-3-319-20901-2_46\">http:\/\/link.springer.com\/10.1007\/978-3-319-20901-2_46<\/a><\/p>\n\n\n\n<p>Korn, O., &amp; Schmidt, A. (2015). Gamification of Business Processes: Re-designing Work in Production and Service Industry. <em>Procedia Manufacturing<\/em>, <em>3<\/em>, 3424\u20133431. <a href=\"https:\/\/doi.org\/10.1016\/j.promfg.2015.07.616\">https:\/\/doi.org\/10.1016\/j.promfg.2015.07.616<\/a><\/p>\n\n\n\n<p>Korn, O., Funk, M., &amp; Schmidt, A. (2015). Design Approaches for the Gamification of Production Environments. A Study Focusing on Acceptance. In <em>PETRA \u201915 Proceedings of the 8th International Conference on PErvasive Technologies Related to Assistive Environments<\/em>. New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/2769493.2769549\">https:\/\/doi.org\/10.1145\/2769493.2769549<\/a><\/p>\n\n\n\n<p>Funk, M., B\u00e4chler, A., B\u00e4chler, L., Korn, O., Krieger, C., Heidenreich, T., &amp; Schmidt, A. (2015). Comparing Projected In-Situ Feedback at the Manual Assembly Workplace with Impaired Workers. In <em>PETRA \u201915 Proceedings of the 8th International Conference on PErvasive Technologies Related to Assistive Environments<\/em>. New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/2769493.2769496\">https:\/\/doi.org\/10.1145\/2769493.2769496<\/a><\/p>\n\n\n\n<p>Korn, O., Funk, M., &amp; Schmidt, A. (2015). Towards a gamification of industrial production: a comparative study in sheltered work environments. In <em>Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems<\/em> (p. 84\u201393). New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/2774225.2774834\">https:\/\/doi.org\/10.1145\/2774225.2774834<\/a><\/p>\n\n\n\n<p>Korn, O., Rees, A., &amp; Schulz, U. (2015). Small-Scale Cross Media Productions: A Case Study of a Documentary Game. In <em>Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video<\/em> (p. 149\u2013154). New York, NY, USA: ACM. <a href=\"https:\/\/doi.org\/10.1145\/2745197.2755516\">https:\/\/doi.org\/10.1145\/2745197.2755516<\/a><\/p>\n\n\n\n<p>Korn, O., Funk, M., &amp; Schmidt, A. (2015). Assistive Systems for the Workplace: Towards Context-Aware Assistance. In L. B. Theng (Ed.), <em>Assistive Technologies for Physical and Cognitive Disabilities<\/em> (p. 121\u2013133). IGI Global. <a href=\"https:\/\/doi.org\/10.4018\/978-1-4666-7373-1\">https:\/\/doi.org\/10.4018\/978-1-4666-7373-1<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Benjamin Lukas Schnitzer, Stefano Gampe, Arndt Bieberstein, Isabel Hoffmann, Daniel G\u00f6rlich, and Oliver Korn. (2025). Language Learning in Virtual Reality: Enhancement of Long-Term Vocabulary Recognition and Understanding through Full-Body Avatars. In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA &#8217;25). 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