@inproceedings{4333,
  abstract     = {{Most research in the field of ambient technology has been conducted in Western cultural spheres. In this paper, we want to explore potential approaches designers might take towards ambient systems in Asian contexts. We particularly aim at exploring the role of “ambience” in the development of such systems and analyzing how aesthetic factors vary depending on culture. We observed that efficiency and environmental factors influence design decisions and serve as feedback on smart technologies.}},
  author       = {{Kaiying, Cindy Lin and Plewe, Daniela Alina and Röcker, Carsten}},
  booktitle    = {{6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015) and the Affiliated Conferences, AHFE 2015}},
  editor       = {{Ahram, Tareq and Karwowski, Waldemar and Schmorrow, Dylan}},
  keywords     = {{Aesthetic intelligence, Ambient intelligence, Smart home, Assurance, China}},
  location     = {{Las Vegas, USA}},
  pages        = {{2155--2161}},
  publisher    = {{Elsevier}},
  title        = {{{The Ambience of Ambient Intelligence: Will Cultural, Social and Environmental Differences Lead to Localised Ambient Systems? }}},
  doi          = {{10.1016/j.promfg.2015.07.355}},
  volume       = {{3}},
  year         = {{2015}},
}

@book{4336,
  abstract     = {{Prolonged life expectancy along with the increasing complexity of medicine and health services raises health costs worldwide dramatically. Whilst the smart health concept has much potential to support the concept of the emerging P4-medicine (preventive, participatory, predictive, and personalized), such high-tech medicine produces large amounts of high-dimensional, weakly-structured data sets and massive amounts of unstructured information. All these technological approaches along with “big data” are turning the medical sciences into a data-intensive science. To keep pace with the growing amounts of complex data, smart hospital approaches are a commandment of the future, necessitating context aware computing along with advanced interaction paradigms in new physical-digital ecosystems.

The very successful synergistic combination of methodologies and approaches from Human-Computer Interaction (HCI) and Knowledge Discovery and Data Mining (KDD) offers ideal conditions for the vision to support human intelligence with machine learning.

The papers selected for this volume focus on hot topics in smart health; they discuss open problems and future challenges in order to provide a research agenda to stimulate further research and progress.}},
  editor       = {{Holzinger, Andreas and Röcker, Carsten and Ziefle, Martina}},
  isbn         = {{978-3-319-16225-6}},
  issn         = {{1611-3349}},
  keywords     = {{HCI, ambient assisted living, big data, computational intelligence, context awareness, data centric medicine, decision support, interactive data mining, keyword detection, knoweldge bases, knoweldge discovery, machine learning, medical decision support, medical informatics, natural language processing, pervasive health, smart home, ubiquitous computing, visualization, wearable sensors}},
  pages        = {{275}},
  publisher    = {{Springer}},
  title        = {{{Smart Health: Open Problems and Future Challenges}}},
  doi          = {{10.1007/978-3-319-16226-3}},
  volume       = {{8700}},
  year         = {{2015}},
}

@inbook{4765,
  abstract     = {{This book gives an introduction and overview of the field of Pervasive Gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world. We try to both inform about the developments and influential works in the fi eld of Pervasive Games, and also help laying the foundation for shaping the future of this application domain. Consequently, we focus on concepts and theoretical works that help understanding and sharpening the rationale behind the field (the "what") as well as on technological means of actually realizing working prototypes of Pervasive Games (the "how"). Both perspectives have their right and need to go hand in hand. The first four of the twelve chapters contributed by leading experts in the fi eld address the theoretical foundations. The individual authors' views sometimes complement each other, sometimes they express similar ideas and concepts, and sometimes they even contradict each other severely. Since we are currently far from having established a common ground about what this emerging genre clearly defi nes and separates from related fields, we suggest treating the individual chapters with equal respect and being prepared to contribute to the fi eld with one's own thoughts and ideas that might help further shape and clarify the important issues of Pervasive Games.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research ; Vol. 1., Concepts and technologies for pervasive games }},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  publisher    = {{Shaker}},
  title        = {{{Towards the Emergence of a New Application Domain}}},
  volume       = {{5-9}},
  year         = {{2007}},
}

@inbook{4771,
  abstract     = {{Pervasive Games have become popular in recent years. Their ambitious goal is to bring the computer into the world in order to augment existing games or to even come up with hitherto impossible or unthought-of forms of entertainment. This paper reflects on the various approaches to define what Pervasive Games consist of, how they relate to playing and games, and how different terms and views can be integrated. The paper contributes a unifying and integrating classification of the respective terms that relates different states of reality to the relevant dimensions and game elements.}},
  author       = {{Hinske, Steve and Lampe, Matthias and Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 1. Concepts and technologies for pervasive games}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{11--38}},
  title        = {{{Classifying Pervasive Games: On Pervasive Computing and Mixed Reality}}},
  year         = {{2007}},
}

@inbook{4772,
  abstract     = {{Pervasive Gaming Applications; User Interfaces; Smart Home Environments; Novel Gaming Applications; Mixed Reality; Social and Physical Entertainment Systems; Augmented Reality Games; Design Aspects; Pervasive Multiplayer Game; Mapping; Exertion Interfaces; REXplorer; Pervasive Games; Socially Adaptable Games}},
  author       = {{Magerkurth, Carsten and Engelke, Timo and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{85--106}},
  publisher    = {{Shaker}},
  title        = {{{Novel Gaming Applications for Smart Home Environments}}},
  year         = {{2007}},
}

@inbook{4773,
  abstract     = {{Welcome to the second volume of the reader on Pervasive Gaming Research! With this volume we focus mainly on actual implementations and prototypes of Pervasive Games. The foundations, both in technical and conceptual terms, were laid in the fi rst volume. Now, we apply these foundations to real Pervasive Games and explore the issues related to actually realizing such Pervasive Games. Clearly, the combination of virtual, physical, and social aspects in Pervasive Gaming contributes to a new complexity in game design, since games are no longer confi ned to the narrowness of a computer screen, but integrate with our real environments that consist of many things beyond our control.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{5--10}},
  publisher    = {{Shaker}},
  title        = {{{Prototyping Pervasive Games: A New Dimension of Complexity}}},
  volume       = {{5-10}},
  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}},
}

