@inproceedings{4372,
  abstract     = {{The use of mobile computing is expanding dramatically in recent years and trends indicate that “the future is mobile”. Nowadays, mobile computing plays an increasingly important role in the biomedical domain, and particularly in hospitals. The benefits of using mobile devices in hospitals are no longer disputed and many applications for medical care are already available. Many studies have proven that mobile technologies can bring various benefits for enhancing information management in the hospital. But is mobility a solution for every problem?

In this paper, we will demonstrate that mobility is not always an advantage. On the basis of a field study at the pediatric surgery of a large University Hospital, we have learned within a two-year long mobile computing project, that mobile devices have indeed many disadvantages, particularly in stressful and hectic situations and we conclude that mobile computing is not always advantageous.}},
  author       = {{Holzinger, Andreas and Sommerauer, Bettina and Spitzer, Peter and Juric, Simon and Zalik, Borut and Debevc, Matjaz and Lidynia, Chantal and Calero-Valdez, Andre and Röcker, Carsten and Ziefle, Martina}},
  booktitle    = {{Availability, Reliability, and Security in Information Systems}},
  editor       = {{Teufel, Stephanie and Min, Tjoa A. and You, Ilsun and Weippl, Edgar}},
  isbn         = {{978-3-319-10974-9}},
  keywords     = {{Mobile computing, real-world, user experience, hospital computing, medical informatics}},
  location     = {{Fribourg, Switzerland}},
  pages        = {{110 -- 123}},
  publisher    = {{Springer}},
  title        = {{{Mobile Computing is not Always Advantageous: Lessons Learned from a Real-World Case Study in a Hospital}}},
  doi          = {{10.1007/978-3-319-10975-6_8}},
  volume       = {{8708}},
  year         = {{2014}},
}

@inproceedings{4373,
  abstract     = {{Today, usability measures for the evaluation of systems and interfaces are mostly assessed in an isolated way. This paper addresses the question whether an integrative multi-dimensional feature evaluation can lead to different and more holistic results. We combined traditional measures (e.g., time to task completion) with advanced measures, like eye tracking, biosignal data logging and assessment of user emotions. For the evaluation of emotions, we used verbal methods (PAD Semantic Scale and a questionnaire) and a nonverbal method with EmoCards. The overall goal was to document and analyze the interaction as completely as possible (including effectiveness, efficiency and user satisfaction), focusing especially on objective measurements. Furthermore, the recording and assessment of emotions, which are part of the user experience, should give insights into user satisfaction.}},
  author       = {{Ermes, Verena and Janß, Armin and Radermacher, Klaus and Röcker, Carsten}},
  booktitle    = {{Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare }},
  editor       = {{Hein, Andreas}},
  keywords     = {{Usability Measures, User Experience, Eye Tracking, Biosignal Data Logging, Emotion Evaluation, Risk Analysis, Medical Devices, Integrated Usability Evaluation}},
  location     = {{Oldenburg}},
  pages        = {{227 -- 230}},
  publisher    = {{ ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering)}},
  title        = {{{Analyzing the Benefits of Integrative Multi-Dimensional Assessments of Usability Features in Interaction-Centered User Studies}}},
  doi          = {{10.4108/icst.pervasivehealth.2014.255142#d73284787e1}},
  year         = {{2014}},
}

@article{4376,
  abstract     = {{This paper analyzes the requirements of users of different generations with regard to future e-banking systems. An empirical study was conducted to verify six previously formulated hypotheses. The results show that the acceptance of such systems highly depends on factors such as age, gender and general technical affinity. It turned out that most of the older people are not yet willing to use such systems at all – independent of specific system characteristics. Additionally, it is more likely that men will use smart banking systems than women and that technical affinity has a positive influence on the general usage intention.}},
  author       = {{Röcker, Carsten and Kaulen, Daniel}},
  issn         = {{2368-6103}},
  journal      = {{International Journal of Virtual Worlds and Human Computer Interaction}},
  keywords     = {{Smart Banking, User Study, Technology Acceptance, Design Requirements.}},
  number       = {{1}},
  pages        = {{83 -- 91}},
  publisher    = {{Avestia Publishing, International ASET Inc.}},
  title        = {{{Smart Banking: User Characteristics and Their Effects on the Usage of Emerging Banking Applications}}},
  doi          = {{10.11159/vwhci.2014.009}},
  volume       = {{2}},
  year         = {{2014}},
}

@article{4377,
  abstract     = {{Within the last years the concept of trust has attracted increased attention in the field of smart home environments. However, little is known about what determines trustworthiness in this context. For this reason the objective was to examine mental models in terms of anthropomorphic perception of smart home environments and its relation to trustworthiness. Two studies (N=36) were carried out in the Future Care Lab, a simulated intelligent home environment. We used the teach-back method to help participants to talk about the smart home environment technology and asked to generate a metaphor of an experienced home-monitoring scenario. Finally, we applied linguistic analysis of responses to detect anthropomorphic characteristics. In general, results demonstrate inspiring metaphors related to the personal assistance system, e.g. "like an airbag…" or "like a family member…", which might be useful for future interface designs and approaches of communication in the context of smart home environments. However, no relation of anthropomorphism and trustworthiness could be found. Therefore, we suggest an anthropomorphic threshold, which should be investigated by using an improved method and trust scale.}},
  author       = {{Sack, Oliver and Röcker, Carsten}},
  issn         = {{2368-6103}},
  journal      = {{International Journal of Virtual Worlds and Human Computer Interaction}},
  keywords     = {{Smart environment, e-health, user study, mental model, anthropomorphism, metaphor, technology acceptance, trust, evaluation}},
  number       = {{1}},
  pages        = {{28 -- 36}},
  publisher    = {{ Avestia Publishing, International ASET Inc. }},
  title        = {{{“Like a Family Member Who Takes Care of Me” – Users’ Anthropomorphic Representations and Trustworthiness of Smart Home Environments}}},
  doi          = {{10.11159/vwhci.2014.004}},
  volume       = {{2}},
  year         = {{2014}},
}

@inproceedings{4383,
  abstract     = {{With the emergence of technology-enhanced environments, new forms of communication and interaction will become possible. The initial design of such environments is likely to have a considerable impact on the way, people communicate and interact in the future. Hence, it is important to identify the requirements that potential users have, in order to accept and actually live in such intelligent spaces. This talk addresses the design, implementation and evaluation of future information and communication technologies. Based on different prototypes of Intelligent objects and environments, important aspects within an user-centered development process are illustrated. The focus of the talk is especially on the acceptances of alternative design concepts and the development of different communication prototypes, both for home and office use.}},
  author       = {{Röcker, Carsten}},
  booktitle    = {{Central European Conference on Information and Intelligent Systems}},
  editor       = {{Hunjak, Tihomir  and Lovrenčić, Sandra  and Tomičić, Igor }},
  issn         = {{1848-2295}},
  keywords     = {{User-Centered Design, Ambient Assisted  Living, Intelligent  Environments, Design  Requirements.}},
  location     = {{ Varazdin, Croatia}},
  pages        = {{4--11}},
  publisher    = {{University of , Faculty of Organization and Informatics Varaždin}},
  title        = {{{User-Centered Design of Intelligent Environments: Requirements for Designing Successful Ambient Assisted Living Systems}}},
  year         = {{2013}},
}

@article{4384,
  abstract     = {{The number of elderly people requiring long-term care is rising every year. In this context, intelligent environments are often cited as a promising solution for providing personalized medical support in domestic spaces. This paper provides an overview over the most influential approaches in the area of intelligent environments and discusses the problems that might arise through computer-supported care concepts.}},
  author       = {{Röcker, Carsten}},
  issn         = {{2010-0248 }},
  journal      = {{International Journal of Innovation, Management and Technology : IJIMT}},
  keywords     = {{Intelligent environments, ambient assisted living, e-health, user-centered design.}},
  number       = {{1}},
  pages        = {{76 -- 79}},
  publisher    = {{International Association of Computer Science and Information Technology Press }},
  title        = {{{Intelligent Environments as a Promising Solution for Addressing Current Demographic Changes}}},
  doi          = {{10.7763/IJIMT.2013.V4.361 }},
  volume       = {{4}},
  year         = {{2013}},
}

@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}},
}

@inproceedings{4480,
  abstract     = {{Traditionally, Ambient Assisted Living applications focus on health-related services, like the detection of emergency situations, long-term treatment of chronic diseases, or the prevention and early-detection of illnesses. Over the last years, more and more projects started to extend these classical healthcare scenarios by designing applications that explicitly aim at increasing well-being and social inclusion for elderly users. With the transition away from purely medical services towards integrated homecare environments, holistic design concepts and evaluation approaches will become necessary. This paper takes a detailed look at state-of-the-art applications in this field and illustrates emerging challenges for the design and development of future homecare systems.}},
  author       = {{Röcker, Carsten and Ziefle, Martina and Holzinger, Andreas}},
  booktitle    = {{Proceedings of the International Conference on Artificial Intelligence (ICAI'11)}},
  keywords     = {{Ambient Assisted Living, Ambient Intelligence, Ubiquitous and Pervasive Computing, Social Inclusion, Older User}},
  location     = {{Las Vegas, NV, USA}},
  pages        = {{55--59}},
  title        = {{{Social Inclusion in AAL Environments: Home Automation and Convenience Services for Elderly Users}}},
  volume       = {{1}},
  year         = {{2011}},
}

@inproceedings{4481,
  abstract     = {{This paper reports on a study exploring the attitudes of users towards video-based monitoring systems for long-term care of elderly or disabled people in smart home environments. The focus of the study was on investigating the willingness of users to accept medical technology in their homes and the specific conditions under which continuous monitoring would be acceptable. Using the questionnaire method, a total of 165 users (17-95 years) were examined regarding privacy, intimacy and trust issues for medical technology in homes. The results highlight trust and privacy as central requirements, especially when implemented within private spaces. The reported concerns were mostly insensitive to gender and age. Overall, it was revealed that acceptance issues and users' needs and wants should be seriously considered in order to successfully design new medical technologies.}},
  author       = {{Ziefle, Martina and Röcker, Carsten and Holzinger, Andreas}},
  booktitle    = {{Proceedings of the IEEE 35th Annual Computer Software and Applications Conference Workshops (COMPSACW'11)}},
  isbn         = {{9997-0-7695-4459--5}},
  keywords     = {{Medical Technologiee, Smart Homese, Ambient Assisted Livinge, Technology Acceptance, User Study}},
  location     = {{Munich, Germany }},
  pages        = {{410--415}},
  publisher    = {{IEEE}},
  title        = {{{Medical Technology in Smart Homes: Exploring the User’s Perspective on Privacy, Intimacy and Trust}}},
  doi          = {{10.1109/COMPSACW.2011.75}},
  year         = {{2011}},
}

@inproceedings{4482,
  abstract     = {{This paper discusses necessary steps and requirements for developing sustainable homecare technologies and illustrates the importance of a user-centered design approach for the long-term success of future care concepts.}},
  author       = {{Röcker, Carsten and Ziefle, Martina}},
  booktitle    = {{Proceedings of the Second International Conference on Sustainable Future for Human Security (Sustain’11). The 186th Symposium on Sustainable Humanosphere. October 8-10, 2011, Kyoto, Japan}},
  keywords     = {{demographic change, sustainable healthcare solutions, technology acceptance, user  requirements, living lab research}},
  location     = {{Kyoto, Japan}},
  pages        = {{663--666}},
  title        = {{{Towards Sustainable Homecare Solutions for an Aging Society}}},
  year         = {{2011}},
}

@inproceedings{4490,
  abstract     = {{This paper reports on a cross-cultural user study, which analyzes the perception of concerns commonly associated with technology-enhanced environments. The results of the study show that the concerns addressed in state-of-the-art literature do only partially reflect the concerns of potential users. The analysis also shows that the perception is significantly influenced by several factors. Especially the participants' cultural background has a significant influence on the perception of most concerns.}},
  author       = {{Röcker, Carsten}},
  booktitle    = {{Proceedings of the Second International IEEE Conference on Computer and Automation Engineering (ICCAE'10)}},
  editor       = {{Mahadevan, V. and Jianhong, Z.}},
  isbn         = {{978-1-4244-5585-0 }},
  keywords     = {{Ubiquitous any Pervasive Computing, Ambient Intelligence, Intelligent Environments, Smart Spaces, Technology Acceptance, User Stuyy, Evaluation}},
  location     = {{Singapore}},
  pages        = {{513 -- 517}},
  publisher    = {{IEEE}},
  title        = {{{Living and Working in Automated Environments - Evaluating the Concerns of End-Users in Technology-Enhanced Spaces}}},
  doi          = {{10.1109/ICCAE.2010.5451637}},
  year         = {{2010}},
}

@inproceedings{4491,
  abstract     = {{This paper reports on a cross-national user study exploring the influence of the social work situation on the preferred level of control over IT services in smart office environments. The acceptance of different control mechanisms was tested for representative functionalities with participants from Germany and the USA. The results of the questionnaire-based study show, that the social situation, in which a certain application is used, has a significant effect on the preferred level of user control.}},
  author       = {{Röcker, Carsten}},
  booktitle    = {{2nd International Conference on Mechanical and Electrical Technology (ICMET), 2010 }},
  isbn         = {{9781424481002}},
  keywords     = {{Ambient Intelligence, Ubiquitous and Pervasive Computing, User Interface, Intelligent Environments, Human-Computer Interaction, User Study, Evaluation}},
  location     = {{Singapore}},
  pages        = {{314  --  318}},
  publisher    = {{IEEE}},
  title        = {{{Socially Dependent Interaction in Smart Spaces: How the Social Situation Influences the Interaction Style in Computer-Enhanced Environments}}},
  doi          = {{10.1109/ICMET.2010.5598371}},
  year         = {{2010}},
}

@inproceedings{4492,
  abstract     = {{In most countries demographic developments tend towards more and more elderly people in single households. Improving the quality of life for elderly people is an emerging issue within our information society. Good user interfaces have tremendous implications for appropriate accessibility. Though, user interfaces should not only be easily accessible, they should also be useful, usable and most of all enjoyable and a benefit for people. Traditionally, Human–Computer Interaction (HCI) bridges Natural Sciences (Psychology) and Engineering (Informatics/Computer Science), whilst Usability Engineering (UE) is anchored in Software Technology and supports the actual implemen-tation. Together, HCI and UE have a powerful potential to help towards making technology a little bit more accessible, useful, useable and enjoyable for everybody.}},
  author       = {{Holzinger, Andreas and Ziefle, Martina and Röcker, Carsten}},
  booktitle    = {{Computers Helping People with Special Needs, Part II}},
  editor       = {{ Miesenberger, K. and Klaus, J. and Zagler, W. and Karshmer, A.}},
  isbn         = {{978-3-642-14099-0}},
  keywords     = {{Human–Computer Interaction, Usability Engineering, User Interfaces, Elderly People, Older Adults}},
  location     = {{Vienna, Austria}},
  pages        = {{556--559}},
  publisher    = {{Springer}},
  title        = {{{Human-Computer Interaction and Usability Engineering for Elderly (HCI4AGING): Introduction to the Special Thematic Session}}},
  doi          = {{10.1007/978-3-642-14100-3_83}},
  volume       = {{6180}},
  year         = {{2010}},
}

@article{4500,
  abstract     = {{This paper identifies social and technological concerns, which are likely to emerge through the integration of Ubiquitous Computing technologies in future work environments. The concerns presented in this paper were collected by reviewing relevant literature from different research domains and are clustered into two groups. The first group of concerns concentrates on the violation of individual user privacy and the consequences, which arise from these privacy breaches. The second group addresses environmental and societal transformation processes caused by a large-scale penetration of future information and communication technologies into everyday life. }},
  author       = {{Röcker, Carsten}},
  issn         = {{1529-7314 }},
  journal      = {{Issues in information systems : IIS / International Association für Computer Information Systems, IACIS }},
  keywords     = {{Ubiquitous and Pervasive Computing, Ambient Intelligence, Human Factors, Technology Acceptance, User Requirements}},
  number       = {{1}},
  pages        = {{pp. 61 -- 68}},
  title        = {{{Social and Technological Concerns Associated with the Usage of Ubiquitous Computing Technologies}}},
  doi          = {{10.48009/1_iis_2010_61-68}},
  volume       = {{11}},
  year         = {{2010}},
}

@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}},
}

@inproceedings{4679,
  abstract     = {{The paper describes the program ‘eHealth – Enhancing Mobility with Aging’, an interdisciplinary research project at RWTH Aachen University. The program started in January 2009 as part of the Human Technology Centre, a newly established project house, funded by the Excellence Initiative of the German federal and state governments. The program aims at designing adaptive immersive interfaces for personal healthcare systems and develops novel, integrative prototypes for the design of user-centered healthcare systems. This includes new concepts of electronic monitoring systems within ambient living environments, suited to support persons individually (according to user profiles), adaptively (according to the course of disease) and sensitively (according to living conditions).}},
  author       = {{Ziefle, Martina and Röcker, Carsten and Kasugai, Kai and Klack, Lars and Jakobs, Eva-Maria and Schmitz-Rohde, Thomas and Russell, Peter and Borchers, Jan}},
  booktitle    = {{Roots for the Future of Ambient Intelligence, Adjunct Proceedings of the Third European Conference on Ambient Intelligence (AmI'09)}},
  editor       = {{Tscheligi, M. and de Ruyter, B. and Soldatos, J. and Meschtscherjakov, A. and Buiza, C. and Reitberger, W. and Streitz, N. and Mirlacher, T.}},
  isbn         = {{978-3-902737-00-7}},
  keywords     = {{Ambient Intelligence, Living Lab, Ambient Assisted Living, Smart Healthcare Environments, Intelligent User Interfaces}},
  location     = {{Salzburg, Austria}},
  pages        = {{2528}},
  publisher    = {{University of Salzburg}},
  title        = {{{eHealth – Enhancing Mobility with Aging}}},
  year         = {{2009}},
}

@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{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{4769,
  abstract     = {{In this paper a music-based awareness system called 'Social Radio' is presented. The system focuses on small intimate groups and enables multiple persons to stay in touch using smart artifacts and tangible interaction mechanisms.}},
  author       = {{Etter, Richard and Röcker, Carsten}},
  booktitle    = {{Proceedings of the International Conference on Tangible and Embedded Interaction (TEI'07)}},
  editor       = {{Ullmer, Brygg  and Schmidt, Albrecht}},
  isbn         = {{978-1-59593-619-6}},
  keywords     = {{Applied computing, Operations research, Human-centered computing, Human computer interaction (HCI)}},
  location     = {{Baton Rouge, Louisiana, USA}},
  pages        = {{11--12}},
  publisher    = {{ACM}},
  title        = {{{A Tangible User Interface for Multi-User Interaction}}},
  doi          = {{10.1145/1226969.1226972}},
  year         = {{2007}},
}

@inproceedings{4770,
  abstract     = {{This paper presents a novel approach for mediating awareness in small intimate groups. Instead of traditional communication media, music is used to inform users about the presence and mood of multiple remote peers. Based on this conceptual idea, an awareness system called 'Social Radio' was developed. The system consists of several smart artifacts and an underlying multi-user communication infrastructure.}},
  author       = {{Röcker, Carsten and Etter, Richard}},
  booktitle    = {{Proceedings of the International Conferences on Intelligent User Interfaces (IUI’07)}},
  isbn         = {{1-59593-481-2 }},
  keywords     = {{Applied computing, Operations research, Human-centered computing, Human computer interaction (HCI)}},
  location     = {{Honolulu Hawaii USA }},
  pages        = {{286--289}},
  publisher    = {{ACM}},
  title        = {{{Social Radio – A Music-Based Approach to Emotional Awareness Mediation}}},
  doi          = {{10.1145/1216295.1216348}},
  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{4812,
  abstract     = {{In this paper, we present a component-based architecture for developing pervasive games that can flexibly integrate both graphical and tangible user interfaces. It allows for gradually augmenting purely virtual games with elements from the real world, thus transferring computer entertainment to our physical realities.
As a proof of concept, we have implemented a tabletop role playing game called Caves & Creatures that can be played with varying proportions of physical and graphical interface components and will provide a test bed for different interaction device ensembles.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten and Engelke, Timo}},
  booktitle    = {{Proceedings of Future Play 2006, October 10-12, London, Ontario, Canada, CD-ROM}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces}},
  location     = {{London, UK ; Ontario, Canada}},
  title        = {{{From the Virtual to the Physical: The Gradual Transgression to Pervasive Games}}},
  year         = {{2006}},
}

@inproceedings{4813,
  abstract     = {{This paper 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. These requirements are then used to guide the development process of a ubiquitous computing gaming platform. To demonstrate the usefulness of the gaming platform, a sample application is discussed, which is described in the last section of this paper.}},
  author       = {{Röcker, Carsten and Magerkurth, Carsten and Haar, Maral}},
  booktitle    = {{Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All}},
  editor       = {{Stephanidis, Constantine and Pieper, Michael}},
  isbn         = {{978-3-540-71024-0}},
  keywords     = {{User Interfaces, Pervasive Games, Evaluation, System Development, Tangible User Interfaces, Human Computer Interaction}},
  location     = {{Königswinter (Bonn), Germany}},
  pages        = {{352--368}},
  publisher    = {{Springer}},
  title        = {{{User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development}}},
  doi          = {{10.1007/978-3-540-71025-7_23}},
  volume       = {{4397}},
  year         = {{2006}},
}

@inproceedings{4815,
  abstract     = {{In this paper a concept is presented, that supports awareness and emotional communication between family members, distributed over multiple intelligent home environments. A technical communication infrastructure is presented, which allows connecting different types of input and output devices. This platform is extended by several examples of emotional user interfaces, which address the individual needs of different user groups}},
  author       = {{Etter, Richard and Röcker, Carsten and Gilgen, Daniel}},
  booktitle    = {{Proceedings of the Second International Conference on Intelligent Environments (IE’06)}},
  isbn         = {{978-0-86341-663-7}},
  issn         = {{0537-9989}},
  keywords     = {{User interfaces, Home computing, Automated buildings, Control engineering computing}},
  location     = {{Athens, Greece}},
  pages        = {{41--50}},
  publisher    = {{IET}},
  title        = {{{Supporting Emotional Communication between Multiple Users in Intelligent Home Environments}}},
  doi          = {{10.1049/cp:20060623}},
  year         = {{2006}},
}

@inproceedings{4816,
  abstract     = {{This paper presents a novel concept for personalized privacy support on large public displays in intelligent home environments. In order to validate the conceptual approach a system called SPIROS was developed. The SPIROS system automatically adapts the information visible on public displays according to the current social situation and the individual privacy preferences of the user working at the display.}},
  author       = {{Röcker, Carsten and Hinske, Steve and Magerkurth, Carsten}},
  booktitle    = {{Proceedings of the 2nd IET International Conference on Intelligent Environments : IE 06}},
  isbn         = {{978-0-86341-663-7}},
  issn         = {{0537-9989}},
  keywords     = {{computer displays, home automation, data privacy, user interfaces, home computing}},
  location     = {{Athens, Greece}},
  pages        = {{267--274}},
  publisher    = {{IEEE}},
  title        = {{{SPIROS - A System for Privacy-Enhanced Information Representation in Smart Home Environments}}},
  doi          = {{10.1049/cp:20060651}},
  year         = {{2006}},
}

@inproceedings{4818,
  abstract     = {{In this paper we present a system that provides personalized privacy support for large public displays based on the current social situation and individual privacy profiles. We first present the results of a user study that was conducted to derive the requirements for the design of the system. In the second part of the paper, we describe the developed system consisting of a program for privacy-enhancing information management and a small personal artefact for an easy adaptation of the privacy settings to the local context. }},
  author       = {{Röcker, Carsten}},
  booktitle    = {{Privacy, Security, Trust 2005 : proceedings of Third Annual Conference on Privacy, Security and Trust}},
  editor       = {{Ghorbani, Ali A. and Marsh, Stephen }},
  keywords     = {{Large Public Displays, Active User Support, Privacy Enhancing information Managemen}},
  location     = {{St. Andrews, New Brunswick, Canada}},
  pages        = {{217--220}},
  publisher    = {{Privacy, Security and Trust}},
  title        = {{{Providing Personalized Privacy Support in Public Places}}},
  year         = {{2005}},
}

@inproceedings{4819,
  abstract     = {{This paper presents the results of an empirical cross-cultural study conducted at six different sites in five European countries in the context of the EU IST-IP project AMIGO, Ambient Intelligence for the Networked Home Environment [1]. The study employed a scenario-driven approach and used quantitative and qualitative methods to elicit feedback from the target user population on concepts for intelligent home environments. The results are clustered and transformed in prioritized design guidelines.}},
  author       = {{Röcker, Carsten and Janse, Maddy D. and Portolan, Nathalie and Streitz, Norbert}},
  booktitle    = {{sOc-EUSAI '05: Proceedings of the 2005 joint conference on Smart objects and ambient intelligence: innovative context-aware services: usages and technologies}},
  isbn         = {{978-1-59593-304-1}},
  keywords     = {{Human-centered computing, Human computer interaction (HCI)}},
  location     = {{Grenoble, France}},
  pages        = {{111--116}},
  publisher    = {{ACM}},
  title        = {{{User Requirements for Intelligent Home Environments: A Scenario-Driven Approach and Empirical Cross-Cultural Study}}},
  doi          = {{10.1145/1107548.1107581}},
  volume       = {{121}},
  year         = {{2005}},
}

@misc{4822,
  author       = {{Streitz, Norbert and Magerkurth, Carsten and Prante, Thorsten and Röcker, Carsten}},
  booktitle    = {{Interactions : IX / Association of Computing Machinery }},
  issn         = {{1558-3449}},
  keywords     = {{Applied computing, Computers in other domains, Human-centered computing}},
  number       = {{4}},
  pages        = {{ 21 – 25}},
  publisher    = {{ACM Press}},
  title        = {{{From Information Design to Experience Design: Smart Artefacts and the Disappearing Computer}}},
  doi          = {{10.1145/1070960.1070979}},
  volume       = {{12}},
  year         = {{2005}},
}

@inproceedings{4828,
  abstract     = {{This demonstration reports results from the EU-funded project Ambient Agoras, investigating future applications of ubiquitous and ambient computing in workspaces. Instead of presenting underlying system technologies or evaluation findings, this demonstration will focus on three running prototypes that emerged from the project: InfoRiver, SIAM, and Hello.Wall. The systems are meant to support work-related processes in office buildings while at the same time fostering informal communication. The InfoRiver implements the information river metaphor for information flow through a building or an organization. SIAM is a task-management system enriched with collaboration support to foster group communication and awareness. Hello.Wall is a new ambient display that can "borrow" mobile artefacts. All prototypes are multi-user and multi-device systems enabling coherent and engaging interaction experiences with a variety of sensor-enhanced smart artefacts.}},
  author       = {{Prante, Thorsten and Stenzel, Richard and Röcker, Carsten and Streitz, Norbert and Magerkurth, Carsten}},
  booktitle    = {{HI EA '04: CHI '04 Extended Abstracts on Human Factors in Computing Systems}},
  editor       = {{Dykstra-Erickson, Elizabeth   and Tscheligi, Manfred }},
  isbn         = {{978-1-58113-703-3}},
  keywords     = {{Hardware, Human-centered computing}},
  location     = {{Vienna, Austria}},
  pages        = {{763--764}},
  publisher    = {{ACM}},
  title        = {{{Ambient Agoras – InfoRiver, SIAM, Hello.Wall}}},
  doi          = {{10.1145/985921.985924}},
  year         = {{2004}},
}

