Auflistung nach Autor:in "Klauser, Matthias"
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- KonferenzbeitragAnalysis and Classification of Serious Games for Elderly(Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Klauser, Matthias; Kötteritzsch, Anna; Niesenhaus, Jörg; Budweg, SteffenSerious games aim at providing benefits beyond pure entertainment and are a growing area of research. Furthermore, not only the number of serious games increases but also the range of application areas. Today, serious games address physical cognitive social and psychological needs for a different target audience with multiple devices. Serious games are often classified by benefits or purpose within a specific application area, but classifications focused on different user- and game-specific aspects are still rare. In this paper we provide an overview on a selection of serious games for elderly people by extracting and summarizing common categories used to classify games on a general level and especially serious games. Furthermore, a collection of serious games for elderly based on literature research as well as a classification using the summarized categories is presented. By those means, serious games for elderly shall be structured and not sufficiently covered approaches of providing benefits be identified.
- KonferenzbeitragFörderung sozialer Interaktion durch Activity Communities für Senioren(Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen, 2011) Kötteritzsch, Anna; Budweg, Steffen; Klauser, MatthiasDas Altern in der eigenen Wohnumgebung kann für viele Senioren einen Anstieg an Lebensqualität bedeuten. Beim individuellen Wohnen bleiben die Einbindung in soziale Kontakte und Interaktionen sowie körperliche Bewegung und Aktivitäten wichtige Faktoren, die gefördert werden sollten. In einer Activity Community soll das Erleben sozialer Interaktion innerhalb einer Social TV Plattform durch den Einsatz von Daten aus Fitness- und Bewegungsspielen angereichert werden. Senioren sollen die Möglichkeit haben ihre Ziele in kleinen Gruppen gemeinsam zu setzen und durch unterschiedliche Aktivitäten zu erreichen. In diesem Paper werden Grenzen bisheriger Systeme zur Unterstützung von sozialer Interaktion und Aktivität diskutiert und das Konzept der Activity Community vorgestellt.
- KonferenzbeitragMerobrixx – Mental Rotation Bricks: A Serious Game for Cognitive Training(Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011) Klauser, Matthias; Schulte, Frank P.; Niesenhaus, Jörg; Grundmann, Manuel; Ziegler, JürgenIn this paper we introduce the prototype of a cognitive training environment called “Merobrixx”. Merobrixx is a serious game for players of all ages, including children and elderly people, based on traditional mental rotation training methods. Players interact with the game by means of a Tangible User Interface (TUI), which consists of three-dimensional objects made of LEGO bricks. A first evaluation of the system confirms that the user’s performance in the game is positively related to his or her general mental rotation ability. Based on these findings further research regarding the conditions for a long term training effect is planned.
- KonferenzbeitragSerious Interface Design for Dental Health: WiiMote-based Tangible Interaction for School Children(Mensch & Computer 2010 Entertainment Interfaces Track, 2010) Gerling, Kathrin Maria; Klauser, Matthias; Masuch, MaicThis paper describes a camera-based approach towards creating a tangible interface for serious games. We introduce our game for dental health targeted at school children which implements the Nintendo WiiMote as infrared camera. Paired with a gesture-recognition system, this combination allows us to apply real-world items as input devices. Thereby, the game tries to address different aspects of dental hygiene along with the improvement of children’s motor skills. In our focus group test, we found that tangible interfaces offer great potential for educational purposes and can be used to engage kids in a playful learning process by addressing their childlike curiosity and fostering implicit learning.