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This paper introduces an approach for implementing motivating mechanics from game design to production environments by integrating them in a new kind of computer-based assistive system. This process can be called "gamification". By using motion recognition, the work processes becomes transparent and can be visualized in real-time. This allows representing(More)
OBJECTIVE In the treatment of diabetic patients, the long-acting insulin analog insulin detemir is less prone to induce weight gain than other insulin formulations. Assuming that because of its pharmacologic properties, detemir displays stronger central nervous anorexigenic efficacy than human insulin, we compared acute effects of human insulin and detemir(More)
Interactive projections have been around for more than a decade. We measured their potentials for augmented workplaces in production. For this purpose we built the prototype of an assistive system projecting instructions directly into the workspace (in situ). While it can be applied in every production environment, the system was first implemented and(More)
In this paper we share our experiences with the design and use of motion recognition for assistive systems in production environments (ASiPE) and introduce a concept for gamification. While simple manual production tasks have been widely replaced by automation, more complex assembly tasks still use manual production. We expect that the need for manual(More)
With projectors and depth cameras getting cheaper, assistive systems in industrial manufacturing are becoming increasingly ubiquitous. As these systems are able to continuously provide feedback using in-situ projection, they are perfectly suited for supporting impaired workers in assembling products. However, so far little research has been conducted to(More)
This paper introduces the toolkit ASED: Assistive System Experiment Designer. Combining a specially constructed assembly table and new software it allows measuring the performance of impaired persons when using assistive systems for production environments (ASiPE). The ASiPE design tested using ASED transgresses the state of the art by three enhancements.(More)
Reviews of the literature show that computer-animated games are ascribed a potential in motivating home-based exercise. In order to develop such " exergames " for sedentary seniors, three main tasks are identified and performed in this paper from a sport science point of view: First, a training target and physical exercises must be conceptualized, suitable(More)
In this work, we introduce a novel setup for an augmented workplace, which allows for defining and interacting with user-defined tangibles. State-of-the-art tangible user interface systems equip both the underlying surface and the tangible control with sensors or markers. At the workplace, having one unique tangible for each available action results in(More)
Gamification is an ever more popular method to increase motivation and user experience in real-world settings. It is widely used in the areas of marketing, health and education. However, in production environments, it is a new concept. To be accepted in the industrial domain, it has to be seamlessly integrated in the regular work processes. In this work we(More)
Context-aware assistive systems (CAAS) have become ubiquitous in cars or smartphones but not in industrial work contexts: while there are systems controlling work results, context-specific assistance during the processes is hardly offered. As a result production workers still have to rely on their skills and expertise. While un-impaired workers may cope(More)