Auflistung nach Autor:in "Masuch, Maic"
1 - 10 von 13
Treffer pro Seite
Sortieroptionen
- KonferenzbeitragCroquet als Plattform für gemeinsam gestaltete Welten(Informatik 2004 – Informatik verbindet – Band 1, Beiträge der 34. Jahrestagung der Gesellschaft für Informatik e.V. (GI), 2004) Schneider, Jochen; Masuch, MaicCroquet ist eine neue 3D-Plattform für kooperative Welten. Sie wird mit der textbasierten MOO-Plattform verglichen. Es wird argumentiert, dass vor allem die Erfahrung des gegenseitigen Verstärkens von Konstruktion und Zusammenarbeit und die Existenz öffentlicher und privater Bereiche die weitere Entwicklung von Croquet inspirieren kann.
- WorkshopbeitragDeveloping a Framework for Designing Augmentations of Social Touch in Multiuser Virtual Reality(Mensch und Computer 2021 - Workshopband, 2021) Sykownik, Philipp; Masuch, MaicWe align with current academic tendencies to think of virtual social interaction beyond replicating physical reality and propose a design systematization for a guided conceptualization and evaluation of augmented virtual social touch. By augmenting social touch, we refer to stimuli accompanying virtual avatar-avatar collisions, e.g., particle effects, sounds, or vibrations. Further, we share impressions of first prototypical implementations focusing on visual augmentations and define future research directions.
- KonferenzbeitragDeveloping Software for Children: Experiences from Creating a 3D Drawing Application(Mensch und Computer 2007: Interaktion im Plural, 2007) Masuch, Maic; Yatim, Maizatul H. M.; Gadegast, PattyThe creation of good software for children poses a particular challenge to interface designers. This paper explores lessons learned during the design and development of a 3D drawing application for children with children. It focuses on the user-centered design approach especially towards childrendesigner experiences in conducting the evaluation process throughout different development stages with children of a broad range of ages. We argue that developers can optimize their software with children as design partner, especially in the evaluation process by seizing the children’s abilities and directness in criticism. By enabling children to become partners—according to their capabilities—in the design and evaluation process, they can give relevant input not only to improve the product but also to contribute to best practice examples for children software.
- KonferenzbeitragExergaming for Elderly Persons: Analyzing Player Experience and Performance(Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011) Gerling, Kathrin Maria; Schild, Jonas; Masuch, MaicAlthough research results suggest that playing physically exerting games has a positive impact on senior citizens’ overall well-being, commercially available products are rarely designed with senior users in mind. In this paper, we present an evaluation including Nintendo Wii Fit balance games and our own interaction prototype SilverBalance aimed to examine the accessibility and overall feasibility of the Nintendo Balance Board as input device among elderly players. In this context, we compared the gaming performance of active senior citizens and members of a full-care nursing home who require extensive care and are dependent on assistive devices when walking. While the results show that age-related impairments do have an impact on the use of video games among frail elderly in terms of player performance, they also suggest that the individual enjoyment of engaging in games is not affected by age and may therefore represent a promising opportunity for future game design efforts.
- KonferenzbeitragIntergenerational Play: Exploring the Needs of Children and Elderly(Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen, 2011) Othlinghaus, Julia; Gerling, Kathrin Maria; Masuch, MaicDesigners of intergenerational video games face distinctive challenges due to particularly diverse target audiences - many design principles and guidelines used for one target group cannot be applied to the other, and vice versa, because needs and cognitive or physical abilities of children, adults and senior citizens differ substantially. In this paper, we analyze characteristics of children and senior citizens to summarize similarities, and examine existing approaches towards intergenerational play to provide an overview of design opportunities to suit the needs of children and older adults.
- KonferenzbeitragPlaying in virtual nature: improving mood of elderly people using VR technology(Mensch und Computer 2020 - Tagungsband, 2020) Graf, Linda; Liszio, Stefan; Masuch, MaicAge-related physical, mental, and social limitations can severely reduce the quality of life of elderly people. Research has shown that virtual reality (VR) can provide stimulating experiences, elicit positive emotions, and provoke relaxation. In this paper, we present an approach that integrates cognitive stimulating tasks, playful elements and virtual natural environments in one VR app tailored for elderly people. We developed a virtual walk in the forest where the players can solve cognitive tasks in two mini-games. To support a feeling of social presence and to reduce loneliness, we integrated a virtual dog as a companion who accompanies the players. We conducted an evaluation with 14 participants aged 66 to 84 years. The results show a change of positive and negative affect scores after using the VR experience. That supports our assumption, even though the differences were not significant. The participants enjoyed the VR app and were especially impressed by the experience of presence. Despite their inexperience in using VR technology, the participants behaved naturally and were interested in using the technology again. Our results support the assumption that elderly people can benefit from VR games in their everyday lives.
- TextdokumentPreface(Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Niesenhaus, Jörg; Malaka, Rainer; Masuch, Maic
- TextdokumentPreface(Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011) Masuch, Maic; Rauterberg, Matthias; Niesenhaus, Jörg
- KonferenzbeitragSerious Interface Design for Dental Health: WiiMote-based Tangible Interaction for School Children(Mensch & Computer 2010 Entertainment Interfaces Track, 2010) Gerling, Kathrin Maria; Klauser, Matthias; Masuch, MaicThis paper describes a camera-based approach towards creating a tangible interface for serious games. We introduce our game for dental health targeted at school children which implements the Nintendo WiiMote as infrared camera. Paired with a gesture-recognition system, this combination allows us to apply real-world items as input devices. Thereby, the game tries to address different aspects of dental hygiene along with the improvement of children’s motor skills. In our focus group test, we found that tangible interfaces offer great potential for educational purposes and can be used to engage kids in a playful learning process by addressing their childlike curiosity and fostering implicit learning.
- KonferenzbeitragTowards a Game-Based Programming Learning Environment for Kids(Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011) Schmidt, Ralf; Masuch, Maic; Othlinghaus, JuliaIn this paper we describe our vision of an engaging, game-based programming learning environment for novice learners aged 10 to 13. We aim to support class teaching situations until pupils reach an advanced level of knowledge, allowing for a smooth transition to general purpose languages. As a first hands-on approach, the prototype “Plumps” is presented, which features scenarios with goal-based didactics as well as selected aspects of a comprehensive game-based motivational concept. We further discuss the positive and constructive feedback of an informal evaluation carried out among 21 secondary school children to assess the general acceptance. Finally, we conclude with a reflection and discuss next steps towards a further multidisciplinary research and development.