@misc{14078,
  abstract     = {{Gamification, defined as the use of game design elements in non-playful contexts, has been applied in several professional environments for over a decade. Yet, gamification remains rare in manufacturing, with research reporting ambivalent effects on both worker well-being and productivity. Despite growing evidence that gamification affects individuals differently, experimental studies examining these effects often rely on relatively small sample sizes. To address this research gap, this work presents first results from an ongoing laboratory study investigating the effects of gamification in a production-related task (currently N = 229). Thereby, participants completed an assembly task with an assistance system providing step-by-step instructions. The aim of the study is to (I) evaluate whether varying the game design elements (points, leaderboard and avatar) affect key performance indicators (task speed and error rate) differently as well as (II) to assess whether the effects on these performance indicators are moderated by factors such as individual characteristics or demographics. So far, the results indicate that points may reduce the task completion time, while not increasing the number of errors. By incorporating individual characteristics into the analysis, the study aims to provide first insights into heterogeneous responses to gamification and to identify which employees benefit most from specific game design elements in production settings.}},
  author       = {{Mordaschew, Viktoria and Neumann, Philipp and Röcker, Carsten}},
  booktitle    = {{ HCI International 2026 Posters  28th International Conference on Human-Computer Interaction, HCII 2026, Montreal, QC, Canada, July 26–31, 2026, Proceedings, Part II}},
  isbn         = {{978-3-032-30815-3}},
  issn         = {{1865-0937}},
  keywords     = {{Gamification, Assembly, Manufacturing, Large-Scale Study}},
  location     = {{Montreal, QC, Canada}},
  pages        = {{304–313}},
  publisher    = {{Springer Nature Switzerland}},
  title        = {{{Designing Gamification for Everyone? A Work-in-Progress Study on Individual Responses to Gamified Production Tasks}}},
  doi          = {{10.1007/978-3-032-30816-0_30}},
  volume       = {{3048}},
  year         = {{2026}},
}

@misc{12807,
  abstract     = {{Writing chorales in the style of Bach has been a music theory exercise for generations of music students. As such it is not surprising that automatic Bach chorale harmonization has been a topic in music technology for decades. We suggest several improvements to current neural network solutions based on musicological insights into human choral composition practices. Evaluations with expert listeners show that the generated chorales closely resemble Bach's harmonization style.}},
  author       = {{Leemhuis, Alexander and Waloschek, Simon and Hadjakos, Aristotelis}},
  booktitle    = {{Machine Learning and Knowledge Discovery in Databases : International Workshops of ECML PKDD 2019}},
  editor       = {{Cellier, Peggy and Driessens, Kurt}},
  isbn         = {{978-3-030-43886-9}},
  issn         = {{1865-0937}},
  keywords     = {{Bach chorale harmonization, Deep learning, Beam search}},
  location     = {{Würzburg}},
  pages        = {{462–469}},
  publisher    = {{Springer International Publishing}},
  title        = {{{Bacher than Bach? On Musicologically Informed AI-Based Bach Chorale Harmonization}}},
  doi          = {{10.1007/978-3-030-43887-6_39}},
  volume       = {{1168}},
  year         = {{2020}},
}

