Publications

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

Bordini, R.A., Münscher, J., Baumgartner, K.A. et al. Strangers in a Strange Land: Designing a Mobile Application to Combat Loneliness and Isolation Among Foreign University Students. J. technol. behav. sci. (2020). https://doi.org/10.1007/s41347-020-00171-6

Theil, A., Buchweitz, L., Fuentes, M., and 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, Schulz, A. S. & Umfahrer, M. (2020). Tactile navigation with checkpoints as progress indicators? only when walking longer straight paths. 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

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

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. 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