@misc{12063,
  author       = {{Kutz, Gerd}},
  location     = {{Nürnberg}},
  title        = {{{Galenical Characterisation of Skin Care Products}}},
  year         = {{2006}},
}

@misc{12065,
  author       = {{Kutz, Gerd and Salzmann, Volker and Bruns, Christina and Lewandrowski, A.}},
  location     = {{Genf}},
  title        = {{{Comparative studies on processing facilities with special regard to the new Co-Twister System }}},
  year         = {{2006}},
}

@misc{12067,
  author       = {{Bruns, Christina and Müller, R. H.  and Prinz, D. and Kutz, Gerd}},
  location     = {{Genf}},
  title        = {{{Identification of topical excipients with high performance spreadabilit}}},
  year         = {{2006}},
}

@misc{9445,
  author       = {{Wilhelm, Patrick}},
  booktitle    = {{Lebensmitteltechnik}},
  issn         = {{0047-4290}},
  number       = {{11}},
  pages        = {{44 -- 45}},
  publisher    = {{LT Food Medien-Verlag GmbH}},
  title        = {{{Ressourcen im Blick. Ein Bericht von den GVC/Dechema Jahrestagungen 2006 in Wiesbaden.}}},
  year         = {{2006}},
}

@misc{9770,
  author       = {{Mülder, Jochen and Stemmer, Boris}},
  booktitle    = {{CORP 2006: Sustainable Solutions for the Information Society : Proceedings of 11th international conference on Urban Planning and Spatial Development in the Information Society}},
  editor       = {{Schrenk, Manfred}},
  isbn         = {{978-3-9502139-0-4}},
  location     = {{Wien}},
  pages        = {{435–442}},
  publisher    = {{CORP - Competence Center of Urban and Regional Planning }},
  title        = {{{Unterstützung nachhaltiger Planung durch 3- und 4D Visualisierung mit World Construction Set und Visual Nature Studio}}},
  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{4817,
  abstract     = {{Over the last years, a variety of pervasive games was developed. Although some of these applications were quite successful in bringing digital games back to the real world, very little is known about their successful integration into smart environments. When developing video games, developers can make use of abroad variety of heuristics. Using these heuristics to guide the development process of applications for intelligent environments could significantly increase their functional quality. This paper addresses the question, whether existing heuristics can be used by pervasive game developers, or if specific design guidelines for smart home environments are required. In order to give an answer, the transferability of video game heuristics was evaluated in a two-step process. In a first step, a set of validated heuristics was analyzed to identify platform-dependent elements. In a second step, the transferability of those elements was assessed in a focus group study.}},
  author       = {{Röcker, Carsten and Haar, Maral}},
  booktitle    = {{Third International Workshop on Pervasive Gaming Applications (PerGames’06)}},
  editor       = {{Strang , Thomas}},
  isbn         = {{978-3-00-018411-6}},
  keywords     = {{Ubiquitous Computing, Ambient intelligence, videogame}},
  location     = {{Dublin, Ireland}},
  pages        = {{124--131}},
  publisher    = {{Deutsches Zentrum für Luft- und Raumfahrt}},
  title        = {{{Exploring the Usability of Video Game Heuristics for Pervasive Game Development in Smart Home Environments}}},
  year         = {{2006}},
}

@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{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{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}},
}

