Publications

Bordini R. A., & Korn O. (2022) Strengthening Invisible Ties: Decreasing Loneliness Indices of University Students Through a Gamified Mobile App. P. 424-430 in Proceedings of the 2022 ACM Conference on Information Technology for Social Good, GoodIT ’22. ACM Press. https://doi.org/10.1145/3524458.3548489

Demaeght A., Miclau C., Hartmann K., Markwardt J., & Korn O. (2022) Multimodal Emotion Analysis of Robotic Assistance in Elderly Care. P. 230-236 in Proceedings of the 15th International Conference on PErvasive Technologies Related to Assistive Environments, PETRA ’22. ACM Press. https://doi.org/10.1145/3529190.3529194

Korn O., & Zallio M. (2022). Perspectives on Social Health Robots: How Experts’ Views Improved from 2017 to 2021. Proceedings of the ACM International Conference on PErvasive Technologies Related to Assistive Environments, PETRA ’22, https://doi.org/10.1145/3529190.3531223

Fracasso F., Buchweitz L., Theil A., Cesta A., & Korn O. (2022). Social Robots Acceptance and Marketability in Italy and Germany: A Cross-National Study Focusing on Assisted Living for Older Adults. International Journal of Social Robotics. https://doi.org/10.1007/s12369-022-00884-z

Theil A., Buchweitz L., Schulz A. S., & Korn O. (2022) Understanding the perceptions and experiences of the deafblind community about digital games. Disability and Rehabilitation: Assistive Technology. https://doi.org/10.1080/17483107.2021.2008026

Ruth J., Willwacher S., & Korn O. (2022) Acceptance of Digital Sports: A Study Showing the Rising Acceptance of Digital Health Activities Due to the SARS-CoV-19 Pandemic. International Journal of Environmental Research and Public Health, 19(1), 596. https://doi.org/10.3390/ijerph19010596

Korn O., Schulz A. S., & Hagley B. (2022). Gamification: Grundlagen, Methoden und Anwendungsbeispiele. W. Becker & M. Metz (Eds.), Digitale Lernwelten – Serious Games und Gamification: Didaktik, Anwendungen und Erfahrungen in der Beruflichen Bildung. P. 43–63. Springer Fachmedien. https://doi.org/10.1007/978-3-658-35059-8_4

Korn O., Buchweitz L., Theil A., Fracasso F., & Cesta A. (2021) Akzeptanz und Marktfähigkeit sozialer Roboter. O. Bendel (Ed.), Soziale Roboter: Technikwissenschaftliche,  wirtschaftswissenschaftliche,  philosophische, psychologische und soziologische Grundlagen (S. 59–88). Springer Fachmedien. https://doi.org/10.1007/978-3-658-31114-8_4

Korn O., Akalin N., & Gouveia R. (2021) Understanding Cultural Preferences for Social Robots: A Study in German and Arab Communities. J. Hum.-Robot Interact. 10, 2, Article 12 (March 2021), 19 pages. https://doi.org/10.1145/3439717

Willwacher S. & Korn O. (2021) Gamification of Movement Exercises in Rehabilitation and Prevention: A Framework for Smart Training in AI-Based Exergames. P. 855–862 in Advances in Industrial Design. Bd. 260, Lecture Notes in Networks and Systems, edited by C. S. Shin, G. Di Bucchianico, S. Fukuda, Y.-G. Ghim, G. Montagna, & C. Carvalho. Cham: Springer International Publishing. https://doi.org/10.1007/978-3-030-80829-7_104

Grund J., & Korn O. (2021). Social Robots—A Science Comic. Affective & Cognitive Institute. https://doi.org/10.48584/opus-4779

Lindell E., Theil A., Guo L., Olson N., Korn O., & Persson NK. (2021) Physical Add-Ons for Haptic Human-Surrounding Interaction and Sensorial Augmentation. In: Ahram T., Taiar R., Langlois K., Choplin A. (eds) Human Interaction, Emerging Technologies and Future Applications III. IHIET 2020. Advances in Intelligent Systems and Computing, vol 1253. Springer, Cham. https://doi.org/10.1007/978-3-030-55307-4_28

Theil A., Buchweitz L., Gay J., Lindell E., Guo L., Persson N-K, & Korn O. (2020). Tactile Board: A Multimodal Augmentative and Alternative Communication Device for Individuals with Deafblindness. In 19th International Conference on Mobile and Ubiquitous Multimedia (MUM 2020). Association for Computing Machinery, New York, NY, USA, 223–228. https://doi.org/10.1145/3428361.3428465

Gay J., Umfahrer M., Theil A., Buchweitz L., Lindell E., Guo L., Persson NK & Korn O. (2020). Keep Your Distance: A Playful Haptic Navigation Wearable for Individuals with Deafblindness. In The 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’20). Association for Computing Machinery, New York, NY, USA, Article 93, 1–4. https://doi.org/10.1145/3373625.3418048

Buchweitz L., Theil A., Gay J., & Korn O. (2020). Exploring Low-Cost Materials to Make Pattern-Based Lock-Screens Accessible for Users with Visual Impairments or Deafblindness. In The 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’20), October 26–28, 2020, Virtual Event, Greece. ACM, New York, NY, USA, 4 pages. https://doi.org/10.1145/3373625.3418020

Wang I., Buchweitz L., Smith J., Bornholdt L-S, Grund J., Ruiz J., & Korn O. (2020). Wow, You Are Terrible at This! An Intercultural Study on Virtual Agents Giving Mixed Feedback. In Proceedings of the 20th ACM International Conference on Intelligent Virtual Agents (IVA ’20). Association for Computing Machinery, New York, NY, USA, Article 55, 1–8. https://doi.org/10.1145/3383652.3423887

Bordini, R. A., Münscher, J.-C., Baumgartner, K. A., Hagos, S., Hornig, J., Gampe, S., Yaman, B., Korn, O., & Herzberg, P. Y. (2020). Strangers in a Strange Land: Designing a Mobile Application to Combat Loneliness and Isolation Among Foreign University Students. Journal of Technology in Behavioral Science. https://doi.org/10.1007/s41347-020-00171-6

Bordini R.A., & Korn O. (2020). A Mobile App to Combat Loneliness and Social Isolation Among University Students. In 22nd International Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI ’20). Association for Computing Machinery, New York, NY, USA, Article 41, 1–4. https://doi.org/10.1145/3406324.3409260

Grund J., Umfahrer M., Buchweitz L., Gay J., Theil A., & Korn O. (2020) A gamified and adaptive learning system for neurodivergent workers in electronic assembling tasks. In Proceedings of the Conference on Mensch und Computer (MuC ’20). Association for Computing Machinery, New York, NY, USA, 491–494. https://doi.org/10.1145/3404983.3410420

Theil A., Buchweitz L., Fuentes M., & Korn O. (2020). Co-Designing Assistive Tools to Support Social Interactions by Individuals Living with Deafblindness. In Companion Publication of the 2020 ACM Designing Interactive Systems Conference (DIS’ 20 Companion). Association for Computing Machinery, New York, NY, USA, 79–83. https://doi.org/10.1145/3393914.3395869

Korn O., Gay J, Gouveia R., Buchweitz L., Schulz A.S., & Umfahrer M. (2020). Tactile navigation with checkpoints as progress indicators? only when walking longer straight paths. In Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments, PETRA ’20. Corfu, Greece: Association for Computing Machinery. https://doi.org/10.1145/3389189.3392605

Nandkumar K., Schulz A.S., & Korn O. (2020). Wearable or HMD?: How to Support Tactile Navigation. Proceedings of the 13th PErvasive Technologies Related to Assistive Environments Conference, New York, NY, USA: ACM. https://doi.org/10.1145/3389189.3397644

Israel K., Buchweitz L., Tscheulin D.K., Zerres C., & Korn O. (2020) Captivating Product Experiences: How Virtual Reality Creates Flow and Thereby Optimize Product Presentations. In: Nah FH., Siau K. (eds) HCI in Business, Government and Organizations. HCII 2020. Lecture Notes in Computer Science, vol 12204. Springer, Cham. https://doi.org/10.1007/978-3-030-50341-3_28

Heimburger L., Buchweitz L., Gouveia R., & Korn O. (2020) Gamifying Onboarding: How to Increase Both Engagement and Integration of New Employees. In: Goossens R., Murata A. (eds) Advances in Social and Occupational Ergonomics. AHFE 2019. Advances in Intelligent Systems and Computing, vol 970. Springer, Cham. https://doi.org/10.1007/978-3-030-20145-6_1

Korn O. Soziale Roboter – Einführung und Potenziale für Pflege und Gesundheit. Wirtsch Inform Manag 11, 126–135 (2019). https://doi.org/10.1365/s35764-019-00187-5

Korn O., Buchweitz L., Rees A., Bieber G., Werner C., & Hauer K. (2019). Using Augmented Reality and Gamification to Empower Rehabilitation Activities and Elderly Persons. A Study Applying Design Thinking. In Advances in Artificial Intelligence, Software and Systems Engineering (p. 219–229). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-94229-2_21

Israel K., Zerres C., Tscheulin D.K., Buchweitz L., & Korn O. (2019) Presenting Your Products in Virtual Reality: Do not Underestimate Cybersickness. In: Nah FH., Siau K. (eds) HCI in Business, Government and Organizations. eCommerce and Consumer Behavior. HCII 2019. Lecture Notes in Computer Science, vol 11588. Springer, Cham. https://doi.org/10.1007/978-3-030-22335-9_1

Mueller, A., Feldberger, A., Miclau, C., Koch, P., Walter, L., Feige, S., Schmidt, N., Neth, M., & Korn, O. (2019). Hidden Champions: A Study on Recruiting Top-Level Staff in Rural Areas. In F. F.-H. Nah & K. Siau (Hrsg.), HCI in Business, Government and Organizations. Information Systems and Analytics (S. 393–407). Springer International Publishing. https://doi.org/10.1007/978-3-030-22338-0_32

Fron C., & Korn O. (2019) A Short History of the Perception of Robots and Automata from Antiquity to Modern Times. In: Korn O. (eds) Social Robots: Technological, Societal and Ethical Aspects of Human-Robot Interaction. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-030-17107-0_1

Korn, O., & Ress, A. (2019). Affective effects of gamification: using biosignals to measure the effects on working and learning users. In Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments (PETRA ’19). Association for Computing Machinery, New York, NY, USA, 1–10. https://doi.org/10.1145/3316782.3316783

Tsiakas K., Kyrarini M., Karkaletsis V., Makedon F., & Korn O. (2018). A Taxonomy in Robot-Assisted Training: Current Trends, Needs and Challenges. Technologies, (6, 119), 19. https://doi.org/10.3390/technologies6040119

Schulz A. S., Schulz F., Gouveia R., & Korn O. (2018). Branded Gamification in Technical Education. In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) (p. 1–8). https://doi.org/10.1109/VS-Games.2018.8493413

Müller, A., Anke, S., Herrmann, S., Katz, P., Leuchtweis, C., Miclau, C., & Korn, O. (2018). Measuring the Influence of User Experience on Banking Customers’ Trust. In F. F.-H. Nah & B. S. Xiao (Ed.), HCI in Business, Government, and Organizations (Vol. 10923, p. 382–395). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-91716-0_30

Korn, O., Bieber, G., & Fron, C. (2018). Perspectives on Social Robots: From the Historic Background to an Experts’ View on Future Developments. In Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference (p. 186–193). New York, NY, USA: ACM. https://doi.org/10.1145/3197768.3197774

Korn, O., Holt, R., Kontopoulos, E., Kappers, A. M. L., Persson, N.-K., & Olson, N. (2018). Empowering Persons with Deafblindness: Designing an Intelligent Assistive Wearable in the SUITCEYES Project. In Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference (p. 545–551). New York, NY, USA: ACM. https://doi.org/10.1145/3197768.3201541

Korn, O. (2018). Autonomie beim Einsatz kontextbewusster Systeme: Der Weg zum Emotionsbewusstsein. In T. Breyer-Mayländer (Ed.), Das Streben nach Autonomie: Reflektionen zum digitalen Wandel (1. Ed, p. 203–214). Baden-Baden: Nomos. https://doi.org/10.5771/9783845282541-202  

Korn, O., Brenner, F., Börsig, J., Lalli, F., Mattmüller, M., & Müller, A. (2018). Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources. In L. E. Freund & W. Cellary (Ed.), Advances in The Human Side of Service Engineering (Bd. 601, p. 37–49). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-60486-2_4

Gerbaulet, D., & Korn, O. (2018). Do Zenware Applications Reduce the Digital Distraction of Knowledge Workers? A Qualitative Study Based on Expert Interviews. In F. Rebelo & M. Soares (Ed.), Advances in Ergonomics in Design (Vol. 588, Ed. 115–126). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-60582-1_12

Korn, O., & Tietz, S. (2017). Strategies for Playful Design when Gamifying Rehabilitation: A Study on User Experience. In Proceedings of the 10th International Conference on PErvasive Technologies Related to Assistive Environments (p. 209–214). New York, NY, USA: ACM. https://doi.org/10.1145/3056540.3056550

Korn, O., Stamm, L., & Moeckl, G. (2017). Designing Authentic Emotions for Non-Human Characters: A Study Evaluating Virtual Affective Behavior. In Proceedings of the 2017 Conference on Designing Interactive Systems (p. 477–487). New York, NY, USA: ACM. https://doi.org/10.1145/3064663.3064755

Korn, O., Blatz, M., Rees, A., Schaal, J., Schwind, V., & Görlich, D. (2017). Procedural Content Generation for Game Props? A Study on the Effects on User Experience. Comput. Entertain., 15(2), 1:1–1:15. https://doi.org/10.1145/2974026

Korn, Oliver, & Vauderwange, Oliver. (2017). Gamification in der Produktion – Anforderungen und Potenziale. In M. Henke & S. Kaczmarek (Eds.), Gamification in der Logistik: Effektiv und spielend zu mehr Erfolg (1. Ed, p. 50–78). München: Huss.

Blatz, M., & Korn, O. (2017). A Very Short History of Dynamic and Procedural Content Generation. In O. Korn & N. Lee (Eds.), Game Dynamics (p. 1–13). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-53088-8_1

Korn, O., Rees, A., & Dix, A. (2017). Designing a System for Playful Coached Learning in the STEM Curriculum. In Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning (p. 31–37). New York, NY, USA: ACM. https://doi.org/10.1145/3038535.3038538

Korn, O., & Dix, A. (2016). Educational Playgrounds: How Context-aware Systems Enable Playful Coached Learning. In interactions, 24(1), 54–57. https://doi.org/10.1145/3012951

Korn, O., Muschick, P., & Schmidt, A. (2016). Gamification of Production? A Study on the Acceptance of Gamified Work Processes in the Automotive Industry. In W. Chung & C. S. Shin (Eds.), Advances in Affective and Pleasurable Design. Proceedings of the AHFE 2016 International Conference (p. 433–445). New York, NY, USA: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-319-41661-8_42

Korn, O., Tso, L., Papagrigoriou, C., Sowoidnich, Y., Konrad, R., & Schmidt, A. (2016). Computerized Assessment of the Skills of Impaired and Elderly Workers: A Tool Survey and Comparative Study. In Proceedings of the 9th ACM International Conference on PErvasive Technologies Related to Assistive Environments (p. 50:1–50:8). New York, NY, USA: ACM. https://doi.org/10.1145/2910674.2910675

Korn, O., Lang, J., Korge, A., Causegic, H., & Schmidt, A. (2016). Gamification of a Workday: A Study on the Effects in Sheltered Employment. In CHI ’16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (p. 3114–3121). New York, NY, USA: ACM. https://doi.org/10.1145/2851581.2892283

Schwind, V., Wolf, K., Henze, N., & Korn, O. (2015). Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (p. 221–230). New York, NY, USA: ACM. https://doi.org/10.1145/2793107.2793116

Behrendt, H., Funk, M., & Korn, O. (2015). Ethical Implications Regarding Assistive Technology at Workplaces. In C. Misselhorn (Ed.), Collective Agency and Cooperation in Natural and Artificial Systems (p. 109–130). Springer International Publishing. https://doi.org/10.1007/978-3-319-15515-9_6

Korn, O., Boffo, S., & Schmidt, A. (2015). The Effect of Gamification on Emotions – The Potential of Facial Recognition in Work Environments. In M. Kurosu (Ed.), Human-Computer Interaction: Design and Evaluation (Vol. 9169, p. 489–499). Cham: Springer International Publishing. http://link.springer.com/10.1007/978-3-319-20901-2_46

Korn, O., & Schmidt, A. (2015). Gamification of Business Processes: Re-designing Work in Production and Service Industry. Procedia Manufacturing, 3, 3424–3431. https://doi.org/10.1016/j.promfg.2015.07.616

Korn, O., Funk, M., & Schmidt, A. (2015). Design Approaches for the Gamification of Production Environments. A Study Focusing on Acceptance. In PETRA ’15 Proceedings of the 8th International Conference on PErvasive Technologies Related to Assistive Environments. New York, NY, USA: ACM. https://doi.org/10.1145/2769493.2769549

Funk, M., Bächler, A., Bächler, L., Korn, O., Krieger, C., Heidenreich, T., & Schmidt, A. (2015). Comparing Projected In-Situ Feedback at the Manual Assembly Workplace with Impaired Workers. In PETRA ’15 Proceedings of the 8th International Conference on PErvasive Technologies Related to Assistive Environments. New York, NY, USA: ACM. https://doi.org/10.1145/2769493.2769496

Korn, O., Funk, M., & Schmidt, A. (2015). Towards a gamification of industrial production: a comparative study in sheltered work environments. In Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (p. 84–93). New York, NY, USA: ACM. https://doi.org/10.1145/2774225.2774834

Korn, O., Rees, A., & Schulz, U. (2015). Small-Scale Cross Media Productions: A Case Study of a Documentary Game. In Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video (p. 149–154). New York, NY, USA: ACM. https://doi.org/10.1145/2745197.2755516

Korn, O., Funk, M., & Schmidt, A. (2015). Assistive Systems for the Workplace: Towards Context-Aware Assistance. In L. B. Theng (Ed.), Assistive Technologies for Physical and Cognitive Disabilities (p. 121–133). IGI Global. https://doi.org/10.4018/978-1-4666-7373-1