@inproceedings{4385,
  abstract     = {{This paper illustrates the rationale behind the second international workshop on Aesthetic Intelligence. The workshop addresses the multiple facets of aesthetics in the design process of Ambient Intelligence technologies, especially in the fields of architecture, industrial and interface design as well as human-computer interaction.}},
  author       = {{Röcker, Carsten and Kasugai, Kai and Plewe, Daniela and Kiriyama, Takashi and Lugmayr, Artur}},
  booktitle    = {{Ambient Intelligence}},
  editor       = {{Paternò, Fabio  and de Ruyter, Boris  and Markopoulos, Panos  and Santoro, Carmen }},
  isbn         = {{978-3-642-34897-6}},
  keywords     = {{Ambient Intelligence, Ubiquitous Computing, Smart Spaces, Aesthetics, Design, Architecture, Urban Informatics}},
  location     = {{Pisa, Italy}},
  pages        = {{445--446}},
  publisher    = {{Springer}},
  title        = {{{Aesthetic Intelligence: The Role of Design in Ambient Intelligence}}},
  doi          = {{10.1007/978-3-642-34898-3_41}},
  volume       = {{763}},
  year         = {{2012}},
}

@inproceedings{4386,
  abstract     = {{This paper illustrates the development of the roomXT system, a mixed reality communication system for the home domain. RoomXT virtually extends a user's physical environment by providing a “life-like” communication channel for informal and spontaneous interactions. We use a wall-sized display together with head-tracking and 3D rendering to achieve visual contiguity between the real and a virtual environment. As one possible application of this system, we set up a remote dining situation for two users. The dinner table is visually extended into the virtual environment in which a live video stream of the dining partner is shown. Great care was taken in regard to the aesthetic and device-free integration into the living room. First impressions of potential users support the validity of our design decisions.}},
  author       = {{Heidrich, Felix and Kasugai, Kai and Röcker, Carsten and Russell, Peter and Ziefle, Martina}},
  booktitle    = {{6th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth)}},
  keywords     = {{pervasive health, ambient assisted living, video, communication, user-centered design}},
  location     = {{San Diego, CA, USA }},
  pages        = {{211 -- 214}},
  publisher    = {{IEEE}},
  title        = {{{roomXT: Advanced Video Communication for Joint Dining over a Distance}}},
  doi          = {{10.4108/icst.pervasivehealth.2012.248679}},
  year         = {{2012}},
}

@inbook{4387,
  abstract     = {{This paper reports on the ideas and results of the First International Workshop on Aesthetic Intelligence (AxI’11) held as a satellite workshop during the International Joint Conference on Ambient Intelligence (AmI’11).}},
  author       = {{Kasugai, Kai and Röcker, Carsten and Plewe, Daniela and Kiriyama, Takashi and Oksman, Virpi}},
  booktitle    = {{Constructing Ambient Intelligence}},
  editor       = {{Wichert, Reiner  and Van Laerhoven, Kristof  and Gelissen, Jean }},
  isbn         = {{978-3-642-31478-0}},
  keywords     = {{Ambient Intelligence, Aesthetics, Design, Architecture}},
  location     = {{Amsterdam, Netherlands}},
  pages        = {{1--4}},
  publisher    = {{Springer}},
  title        = {{{Aesthetic Intelligence – Concepts, Technologies and Applications}}},
  doi          = {{10.1007/978-3-642-31479-7_1}},
  volume       = {{277}},
  year         = {{2012}},
}

@inbook{4388,
  abstract     = {{Research in the field of smart home environments is still very much technology driven. While technical aspects like system reliability, performance or data security are undeniable important design factors, potential end users desire more than pure technical functionality favoring systems with high social and hedonic value. So far, the integration of digital information layers into the architectural environment and their consequences for human perception are still largely unexplored. In this paper we present three examples of interactive architecture for increased quality of life in domestic spaces: myGreenSpace, meetingMyEating and ubiGUI.}},
  author       = {{Röcker, Carsten and Kasugai, Kai}},
  booktitle    = {{Constructing Ambient Intelligence }},
  editor       = {{Wichert, Reiner and Van Laerhoven, Kristof and Gelissen, Jean}},
  isbn         = {{978-3-642-31478-0}},
  keywords     = {{Ambient Intelligence, Large Domestic Screens, Smart Spaces, Aesthetics, Design, Architecture}},
  location     = {{Amsterdam, Netherlands}},
  pages        = {{12--18}},
  publisher    = {{Springer}},
  title        = {{{Interactive Architecture in Domestic Spaces}}},
  doi          = {{10.1007/978-3-642-31479-7_3}},
  volume       = {{277}},
  year         = {{2012}},
}

@misc{1075,
  author       = {{Wallraf, Kathrin}},
  keywords     = {{Corporate Design, Druckerei}},
  pages        = {{118}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Neuentwicklung des Corporate Designs der Firma Wallraf : Konzeption, Gestaltung und Realisierung}}},
  year         = {{2012}},
}

@misc{1081,
  author       = {{Konerow, Janine}},
  keywords     = {{Corporate Design, Lemgo / Institut für Kompetenzförderung}},
  pages        = {{112}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Corporate Design für das Institut für Kompetenzförderung}}},
  year         = {{2012}},
}

@misc{1195,
  author       = {{Murday, Philipp}},
  keywords     = {{Corporate Design, Kirchlengern, Kommunales Kino}},
  pages        = {{136}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Kommunales Kino Lichtblick Kirchlengern : Konzeptionierung und Realisierungeines Corporate Designs}}},
  year         = {{2011}},
}

@misc{1478,
  abstract     = {{Diese Dokumentation behandelt die drei Kernbereiche: Licht-, Bild- und Farbgestaltung anhand des Kurzfilms "Der letzte Tag", welche Besonderheiten diesen Film auszeichnen und wie diese sich auf die visuelle Gestaltung ausgewirkt haben.}},
  author       = {{Gohlke, Markus}},
  keywords     = {{Bildgestaltung, Farbkorrektur, Lichtsetzung, der letzte tag camera, color correction, lighting, pictorial design Bildaufbau, Farbe, Kamera, Kurzfilm, Licht Kunst Licht}},
  pages        = {{96}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Licht-, Bild- und Farbgestaltung eines narrativen Kurzfilms - die visuelle Gestaltung von "Der letzte Tag"}}},
  year         = {{2011}},
}

@misc{1486,
  author       = {{Sajok, Stefan}},
  keywords     = {{Corporate Design, TYPO3, Website}},
  pages        = {{123}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Neuentwicklung des Corporate Design und Internetauftritt der Paderborner Brauerei}}},
  year         = {{2011}},
}

@misc{1494,
  author       = {{Edelmeier, Daniel}},
  keywords     = {{Corporate Design}},
  pages        = {{155}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Corporate Design für den Inside Club Dortmund}}},
  year         = {{2011}},
}

@inproceedings{4479,
  abstract     = {{This paper reports on the first international workshop on Aesthetic Intelligence. The focus of the workshop is on the relevance of beauty and aesthetic values for Ambient Intelligence and the meaning of aesthetically pleasing design for usability, technology acceptance, and well-being in technology-enhanced spaces.}},
  author       = {{Kasugai, Kai and Röcker, Carsten and Bongers, Bert and Plewe, Daniela and Dimmer, Christian}},
  booktitle    = {{Ambient Intelligence}},
  editor       = {{Keyson, David V.  and Maher, Mary Lou  and Streitz, Norbert  and Cheok, Adrian  and Augusto, Juan Carlos }},
  isbn         = {{978-3-642-25166-5}},
  keywords     = {{Ambient Intelligence, Ubiquitous Computing, Smart Spaces, Aesthetics, Design, Architecture, Urban Informatics}},
  location     = {{Amsterdam, The Netherlands}},
  pages        = {{ 360--361}},
  publisher    = {{Springer}},
  title        = {{{Aesthetic Intelligence: Designing Smart and Beautiful Architectural Spaces}}},
  doi          = {{10.1007/978-3-642-25167-2_51}},
  volume       = {{7040}},
  year         = {{2011}},
}

@inproceedings{4501,
  abstract     = {{This paper describes first steps in the design process of an open and integrative test bed for studying the acceptance of Ambient Assisted Living technologies. The research work reported in this paper was conducted within the project “eHealth - Enhancing Mobility with Aging”, an interdisciplinary research project funded by the Excellence Initiative of the German Federal and State Governments. In the first part of the paper, several formative studies are described, which were conducted in order to analyze personal and medical needs of potential end users, as well as the habits they have in dealing with their illnesses. The insights gained in these studies were used to define fundamental requirements for the design of an intelligent home environment. The second part of the paper shows how the concept was realized and presents several technical prototypes of intelligent home components.}},
  author       = {{Röcker, Carsten and Wilkowska, Wiktoria and Ziefle, Martina and Kasugai, Kai and Klack, Lars and Möllering, Christian and Beul, Shirley}},
  booktitle    = {{Proceedings of the 18th Biennial Conference of the International Communications Society: Culture, Communication and the Cutting Edge of Technology}},
  keywords     = {{Ambient Intelligence, Ambient Assisted Livin, Ubiquitous Computing, User Interfaces, User-Centered Design, User Study}},
  location     = {{Tokyo, Japan}},
  title        = {{{Towards Adaptive Interfaces for Supporting Elderly Users in Technology-Enhanced Home Environments}}},
  year         = {{2010}},
}

@misc{1296,
  abstract     = {{Diese Bachelorarbeit handelt von Corporate Identity und Corporate Design. Es werden die Geschichte, die Definition, die Struktur und die Ziele, die Wirkung und die Probleme behandelt. Im darauf folgenden Teil wird ein Corporate Design für die gEbäudereinigungsfirma Erich Niediek GmbH & Co. KG erstellt.}},
  author       = {{Machaczek, Daniel}},
  keywords     = {{Corporate Identity, Corporate Design, Styleguide}},
  pages        = {{47}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Konzeption und Gestaltung eines Corporate Design für die Firma Erich Niediek GmbH & Co. KG}}},
  year         = {{2010}},
}

@misc{1299,
  abstract     = {{The aim of the project is to combine the knowledge of audio, video, interaction design and performing art into a media based content. A media worker without previous knowledge of electronics tends to achieve the task to work out the communication between media and interactive device. By means of an interactive installation, the technical and aesthetical opportunities are explored to find new ways to present the performance of musicians as well.}},
  author       = {{Hsieh, Mong-Gan}},
  keywords     = {{Visual Music, Mapping Projection, Interaction Design, Digital Performance, Audiovisual, Arduino, Pure Data}},
  pages        = {{53}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Interactive Audiovisual Performance : Realtime Interaction with Improvising Music and Mapping Projection}}},
  year         = {{2010}},
}

@misc{1389,
  author       = {{Hoppe, Nicole}},
  keywords     = {{Chile Projekt 2009, Design, Leitfaden}},
  pages        = {{105}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Das Chile Projekt 2009 : Entwicklung eines Basisdesign und eines Leitfadens für das sozial-kulturelle Projektteam der HS OWL zur Unterstützung des sog. Chile Projekts der Fundacion Juan XXIII}}},
  year         = {{2009}},
}

@inproceedings{4675,
  abstract     = {{This paper analyzes if, and in which extend, the social work situation influences the intention of potential users to employ Ambient Intelligence technologies in work environments. In a first step, existing application scenarios and prototype applications were analyzed to identify characteristic functionalities of future workplace systems. In the second step, it was tested whether potential end users are willing to employ the identified functionalities in different social situations. The results of the evaluation show, that the social work situation, in which a functionality is going to be used, has a highly significant influence on the participants’ usage intention.}},
  author       = {{Röcker, Carsten}},
  booktitle    = {{Proceedings of the 9th International Conference on Work With Computer Systems (WWCS'09), Beijing, China}},
  keywords     = {{Ambient Intelligence, Ubiquitous Computing, Smart Spaces, Aesthetics, Design, Architecture, Urban Informatics}},
  location     = {{Beijing, China}},
  title        = {{{Acceptance of Future Workplace Systems: How the Social Situation Influences the Usage Intention of Ambient Intelligence Technologies in Work Environments}}},
  year         = {{2009}},
}

@misc{1592,
  author       = {{Bazir, Polina}},
  keywords     = {{Anwaltspraxis, Corporate Design, Rechtsanwalt, Web Site}},
  pages        = {{103}},
  publisher    = {{Fachhochschule Lippe und Höxter}},
  title        = {{{Corporate Design für Fischer & Kollegen Rechtsanwälte}}},
  year         = {{2007}},
}

@misc{1609,
  author       = {{Arndt, Stefanie}},
  keywords     = {{Corporate Design, Die Grünen <Partei>, Erneuerbare Energien, Kongress}},
  pages        = {{109 / 21}},
  publisher    = {{Fachhochschule Lippe und Höxter}},
  title        = {{{Corporate Design für den Umweltkongress der GRÜNEN in OWL}}},
  year         = {{2007}},
}

@misc{1628,
  abstract     = {{Idee einer Neugestaltung des Botanischen garten Bielefelds. Dem Garten soll eine neues Aussehen gegeben werden, angefangen beim Logo und dem gesamten Corporate Design bis hin zu einem Leit- und Orientierungssystem mit neuer Beschilderung.}},
  author       = {{Niemann, Meike}},
  keywords     = {{Botanischer Garten, Corporate Design, Corporate Identity, Leitsystem, Orientierung}},
  pages        = {{55}},
  publisher    = {{Fachhochschule Lippe und Höxter}},
  title        = {{{Konzeption, Gestaltung, Realisierung einer CI und eines Leit- und Orientierungssystems für den Botanischen Garten Bielefeld}}},
  year         = {{2007}},
}

@inbook{4766,
  abstract     = {{This chapter presents a formative multi-method evaluation on future gaming systems. Following a scenario-driven approach, quantitative and qualitative methods are employed to elicit feedback from different target user populations. Based on the results of the different evaluation parts, a set of design requirements for future home entertainment systems is derived.}},
  author       = {{Röcker, Carsten and Magerkurth, Carsten and Hinske, Steve and Lampe, Matthias}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  isbn         = {{978-3-8322-6224-2}},
  keywords     = {{User Interfaces, Pervasive Games, Evaluation, Human Computer  Interaction, User Requirements, Design Guidelines, Interface Design}},
  publisher    = {{Shaker}},
  title        = {{{Designing User-Friendly Interfaces for Pervasive Gaming Applications}}},
  volume       = {{67-83}},
  year         = {{2007}},
}

@inproceedings{4814,
  abstract     = {{In this paper, we present the Smart Dice Cup, a novel interaction device aimed at gaming applications in smart home environments. The Smart Dice Cup is used in a similar way as a traditional leather dice cup to generate random numbers. Integrated accelerometers relate the shaking of the device to the resulting rolls of the dice. In addition to an autonomous stand-alone mode, where the Smart Dice Cup serves as self-sustained gaming system, the device is also capable of communicating with its surrounding environment serving as an input device for other pervasive gaming applications.}},
  author       = {{Magerkurth, Carsten and Engelke, Timo and Röcker, Carsten}},
  booktitle    = {{Entertainment Computing - ICEC 2006}},
  editor       = {{Harper, Richard and Rauterberg, Matthias  and Combetto, Marco }},
  isbn         = {{978-3-540-45259-1}},
  keywords     = {{Interaction Device, Smart Home Environment, Pervasive Game, Remote Control Mode, Ambient Intelligence Environment}},
  location     = {{Cambridge, UK}},
  pages        = {{211--216}},
  publisher    = {{Springer}},
  title        = {{{The Smart Dice Cup: A Radio Controlled Sentient Interaction Device}}},
  doi          = {{10.1007/11872320_25}},
  year         = {{2006}},
}

@inproceedings{4830,
  abstract     = {{We present a ubiquitous computing environment that consists of the Hello.Wall in combination with ViewPorts. Hello.Wall is a new wall-sized ambient display [4,2] that emits information via light patterns and is considered informative art. As an integral part of the physical environment, Hello.Wall constitutes a seeding element of a social architectural space conveying awareness information and atmospheres in organizations or at specific places. The display is context-dependent by reflecting identity and distance of people passing by. Hello.Wall can "borrow" other artefacts in order to communicate more detailed information. These mobile devices are called ViewPorts. People can also further interact with the Hello.Wall using ViewPorts via integrated WaveLAN and RFID technology.}},
  author       = {{Prante, Thorsten and Röcker, Carsten and Streitz, Norbert and Stenzel, Richard and Magerkurth, Carsten and van Alphen, Daniel and Plewe, D. A.}},
  booktitle    = {{Video Track and Adjunct Proceedings of the Fifth International Conference on Ubiquitous Computing (UBICOMP’03)}},
  editor       = {{Ljungstrand, P. and Brotherton, J.}},
  keywords     = {{Ambient display, informative art, social architectural space, context-dependent, sensor-based  interaction, interactive  wall, interaction  design, mobile  devices, smart  artefacts, ubiquitous computing environment, calm technology}},
  location     = {{Seattle, Washington, USA,}},
  pages        = {{277--278}},
  title        = {{{Hello.Wall – Beyond Ambient Displays}}},
  year         = {{2003}},
}

