@misc{12994,
  abstract     = {{HUMAN 2023 is the 6th workshop of a series for the ACM Hypertext conferences. The HUMAN workshop has a strong focus on the user and thus is complementary to the strong machine analytics research direction that could be experienced in previous conferences.The user-centric view on hypertext not only includes user interfaces and interaction, but also discussions about hypertext application domains as well as human-centered AI. Furthermore, the workshop raises the question of how original hypertext ideas (e. g., Doug Engelbart’s "augmenting human intellect" [7] or Jeff Conklin’s "hypertext as a computer-based medium for thinking and communication" [6]) can improve today’s hypertext systems.}},
  author       = {{Rubart, Jessica and Atzenbeck, Claus}},
  booktitle    = {{Proceedings of the 34th ACM Conference on Hypertext and Social Media}},
  isbn         = {{979-8-4007-0232-7}},
  keywords     = {{user interfaces, information structuring, decision making, human-centered AI, cognitive aspects, scientific community, digital humanities, user interaction, human factors, user-centric, annotation, adaptive hypertext, hypermedia, collaboration, information systems, augmentation, hypertext, communication, intercultural aspects}},
  location     = {{Rome, Italy}},
  publisher    = {{ACM}},
  title        = {{{HUMAN’23: 6th Workshop on Human Factors in Hypertext}}},
  doi          = {{10.1145/3603163.3610576}},
  year         = {{2023}},
}

@article{688,
  abstract     = {{In this paper, we analyze the specific requirements of interacting with cyber-physical systems and propose a design approach that is driven by user needs and makes use of an expanded toolbox that contains state-of-the-art interaction technologies including Smart Glasses and Wearables. We present several examples of assistance systems in industrial production that use these interaction technologies and discuss the corresponding usability and implementation aspects. }},
  author       = {{Paelke, Volker  and Röcker, Carsten and Koch, Nils and Flatt, Holger and Büttner, Sebastian}},
  issn         = {{2196-677X}},
  journal      = {{at - Automatisierungstechnik}},
  keywords     = {{User centred design, user interfaces, user expe-rience, cyber-physical systems, smart glasses, wearables}},
  number       = {{10}},
  pages        = {{833--843}},
  publisher    = {{De Gryter Oldenbourg}},
  title        = {{{User Interfaces for Cyber-Physical Systems : Expanding the Designer’s Toolbox}}},
  doi          = {{10.1515/auto-2015-0016}},
  volume       = {{63}},
  year         = {{2015}},
}

@inproceedings{4330,
  abstract     = {{Catchwords such as “Cyber-Physical-Systems” and “Industry 4.0” describe the current development of systems with embedded intelligence. These systems can be characterized by an increasing technical complexity that must be addressed in the user interface. In this paper we analyze the specific requirements posed by the interaction with cyber-physical-systems, present a coordinated approach to these requirements and illustrate our approach with a practical example of an assistance system for assembly workers in an industrial production environment.}},
  author       = {{Paelke, Volker and Röcker, Carsten}},
  booktitle    = {{Design, User Experience, and Usability: Design Discourse}},
  isbn         = {{978-3-319-20885-5}},
  keywords     = {{Industrial IT, User-Centered design, Usability, User interfaces, Cyber-Physical-Systems, Industry 4.0, Augmented reality, Development processes and methods}},
  location     = {{Los Angeles, CA, USA}},
  pages        = {{75--85 }},
  publisher    = {{Springer}},
  title        = {{{User Interfaces for Cyber-Physical Systems: Challenges and Possible Approaches. }}},
  doi          = {{10.1007/978-3-319-20886-2_8}},
  volume       = {{9186}},
  year         = {{2015}},
}

@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}},
}

@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}},
}

@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}},
}

