Pascal Lessel

dblp:139/2420 · DBLP profile ↗
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18ranked-venue papers
5as first author
8since 2021 · last 2026
0000-0001-5117-6928ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 17 · 5 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Train the Spire: An ML-Driven Single Player GWAP for Image Annotation
abstract
Training image classification models requires large labelled datasets, which is particularly challenging in specialised domains where manual expert annotation remains the default, such as eye tracking. To address this challenge, we present Train the Spire, a single-player game with a purpose (GWAP) that embeds image annotation within turn-based card game mechanics for crowdsourcing data annotations. The system uses a few-shot deep learning classifier to validate player-generated labels, providing immediate feedback through rewards and penalties. The game incorporates elements, such as progression systems, a companion agent for system transparency, and balanced difficulty, to maintain player engagement while ensuring annotation accuracy. In this paper, we present the system design, implementation details, and evaluation study design for comparing Train the Spire against a baseline annotation tool using the VISUS mobile eye-tracking dataset in an online user study measuring effectiveness, usability, and enjoyment.
Keno Nanninga, Abdulrahman Mohamed Selim, Sara-Jane Bittner, Pascal Lessel, Michael Barz, Daniel Sonntag
ETRA4
2024 Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task
abstract
In gamification users show increased motivation and engagement towards tasks. So far, this effect has mostly been empirically tested based on the visual depiction of game elements, while research on the use and addition of auditory aspects is sparse. In this work we investigate the effect of different modalities of game elements (auditory, visual, audiovisual) on user experience, perception and performance in a gamified image-tagging task. We approached this via an online validation survey to find suitable sound effects (N=50), a main quantitative study (N=109) and a qualitative semi-structured interview (N=9). Our results show that while visual gamification increases performance, auditory and audiovisual gamification had no effect. However, they were shown to have an influence on the user's flow state. Our qualitative follow-up study shed light on underlying reasons and revealed each modality has its own drawbacks and advantages and that combining both visual and auditory aspects was preferred by participants.
Marc Schubhan, Maximilian Altmeyer, Katja Rogers, Donald Degraen, Pascal Lessel, Antonio Krüger
Proc. ACM Hum. Comput. Interact.5
2022 Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task
abstract
Sound effects (SFX) complement the visual feedback provided by gamification elements in gamified systems. However, the impact of SFX has not been systematically studied. To bridge this gap, we investigate the effects of SFX—supplementing points (as a gamification element)—on task performance and user experience in a gamified image classification task. We created 18 SFX, studied their impact on perceived valence and arousal (N = 49) and selected four suitable SFX to be used in a between-participants user study (N = 317). Our findings show that neither task performance, affect, immersion, nor enjoyment were significantly affected by the sounds. Only the pressure/tension factor differed significantly, indicating that low valence sounds should be avoided to accompany point rewards. Overall, our results suggest that SFX seem to have less impact than expected in gamified systems. Hence, using SFX in gamification should be a more informed choice and should receive more attention in gamification research.
Maximilian Altmeyer, Vladislav Hnatovskiy, Katja Rogers, Pascal Lessel, Lennart E. Nacke
CHI4
2022 Do Hexad User Types Matter? Effects of (Non-) Personalized Gamification on Task Performance and User Experience in an Image Tagging Task
abstract
The perception of gamification elements differs across users, which is why personalizing gamified systems is important. Past research showed that the Hexad user types model is particularly suitable for this purpose by demonstrating correlations between user types and gamification elements. However, previous studies were mostly survey-based, i.e. relied on participants' rating of gamification elements based on e.g. textual descriptions or storyboards. Thus, the question whether personalization based on Hexad user types provides benefits in implemented gameful systems was neglected. We contribute to this by investigating the effects of (contra-) tailoring the set of gamification elements to a user's Hexad type on performance and user experience, assessed with survey and physiological measures, in an image tagging context. In a lab study (N=29), we found that gamification increases performance and affects psychophysiological measures of arousal. Moreover, we demonstrate that personalization increases enjoyment, positively-valenced affective experiences and participants' absorption in the task at hand.
Maximilian Altmeyer, Berina Zenuni, Hanne Spelt, Thierry Jegen, Pascal Lessel, Antonio Krüger
Proc. ACM Hum. Comput. Interact.5
2022 Streamer's Hell - Investigating Audience Influence in Live-Streams Beyond the Game
abstract
In the context of game live-streams, we focus on whether audience influence options can be extended beyond the game, e.g., to the streamers' environment (e.g., controlling their room lighting), the streamers themselves (e.g., activating vibration feedback on their forearms) and the streamers' hardware and peripheral devices (e.g., switching key bindings). An online study (n=81) showed that viewers have mixed feelings and that the context matters, as only a few game genres are assessed as suitable for such an experience. In a lab-study six streamers experienced the idea while playing a horror game. They saw appeal in extending the influence space, but also again highlighted that context matters and customization options are necessary. The studies hint that although this interactivity is from a technical perspective independent of the content streamed, in practice it is not, as the perception is moderated by e.g., the game and why the streamer is playing it.
Pascal Lessel, Maximilian Altmeyer, Julian Sahner, Antonio Krüger
Proc. ACM Hum. Comput. Interact.1
2022 Viewer types in game live streams: questionnaire development and validation
abstract
Abstract Producing and consuming live-streamed content is a growing trend attracting many people today. While the actual content that is streamed is diverse, one especially popular context is games. Streamers of gaming content broadcast how they play digital or analog games, attracting several thousand viewers at once. Previous scientific work has revealed that different motivations drive people to become viewers, which apparently impacts how they interact with the offered features and which streamers’ behaviors they appreciate. In this paper, we wanted to understand whether viewers’ motivations can be formulated as viewer types and systematically measured. We present an exploratory factor analysis (followed by a validation study) with which we developed a 25-item questionnaire assessing five different viewer types. In addition, we analyzed the predictive validity of the viewer types for existing and potential live stream features. We were able to show that a relationship between the assessed viewer type and preferences for streamers’ behaviors and features in a stream exists, which can guide fellow researchers and streamers to understand viewers better and potentially provide more suitable experiences.
Patrick Schuck, Maximilian Altmeyer, Antonio Krüger, Pascal Lessel
User Model. User Adapt. Interact.4
2021 Understanding User Requirements for Self-Created IoT Health Assistant Systems
abstract
Over recent decades, with the fast growth of urbanization, new health-related issues have resulted from the changed lifestyles. People have become more sedentary. They suffer from fully-packed calendars, which does not give them enough time to care for their physical and psychological well-being. While this is a growing challenge, advancements made in internet of things (IoT) devices in the private context offer the chance to develop applications that tackle these issues. While many such applications have been envisioned, the user’s views and requirements for them remain unclear. To better understand this, we conducted a literature review in which we identified the four most common health-related scenarios in which such technologies are used. Next, we conducted an online survey (N=80), in which participants envisioned how smart home devices could realize these scenarios. Based on the results, we derive design implications that show that users value a high degree of customization and the ability to select a specific automation level through an all-in-one, easy-to-use platform.
Sarah Faltaous, Maximilian Altmeyer, Felix Kosmalla, Pascal Lessel, Florian Daiber, Stefan Schneegaß
MUM4
2021 Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types
abstract
Abstract Personalizing gameful applications is essential to account for interpersonal differences in the perception of gameful design elements. Considering that an increasing number of people lead sedentary lifestyles, using personalized gameful applications to encourage physical activity is a particularly relevant domain. In this article, we investigate behavior change intentions and Hexad user types as factors to personalize gameful fitness applications. We first explored the potential of these two factors by analyzing differences in the perceived persuasiveness of gameful design elements using a storyboards-based online study ( $$N=178$$ N=178 ). Our results show several significant effects regarding both factors and thus support the usefulness of them in explaining perceptual differences. Based on these findings, we implemented “Endless Universe,” a personalized gameful application encouraging physical activity on a treadmill. We used the system in a laboratory study ( $$N=20$$ N=20 ) to study actual effects of personalization on the users’ performance, enjoyment and affective experiences. While we did not find effects on the immediate performance of users, positive effects on user experience-related measures were found. The results of this study support the relevance of behavior change intentions and Hexad user types for personalizing gameful fitness systems further.
Maximilian Altmeyer, Pascal Lessel, Subhashini Jantwal, Linda Muller, Florian Daiber, Antonio Krüger
User Model. User Adapt. Interact.2
2020 Investigating User-Created Gamification in an Image Tagging Task
abstract
Commonly, gamification is designed by developers and not by end-users. In this paper we investigate an approach where users take control of this process. Firstly, users were asked to describe their own gamification concepts which would motivate them to put more effort into an image tagging task. We selected this task as gamification has already been shown to be effective here in previous work. Based on these descriptions, an implementation was made for each concept and given to the creator. In a between-subjects study (n=71), our approach was compared to a no-gamification condition and two conditions with fixed gamification settings. We found that providing participants with an implementation of their own concept significantly increased the amount of generated tags compared to the other conditions. Although the quality of tags was lower, the number of usable tags remained significantly higher in comparison, suggesting the usefulness of this approach.
Marc Schubhan, Maximilian Altmeyer, Dominic Buchheit, Pascal Lessel
CHI4
2019 Gamified Ads: Bridging the Gap Between User Enjoyment and the Effectiveness of Online Ads
abstract
While the use of ad blockers prevents negative impacts of advertising on user experience, it poses a serious threat to the business model of commercial web services and freely available content on the web. As an alternative, we investigate the user enjoyment and the advertising effectiveness of playfully deactivating online ads. We created eight game concepts, performed a pre-study assessing the users' perception of them (N=50) and implemented three well-perceived ones. In a lab study (N=72), we found that these game concepts are more enjoyable than deactivating ads without game elements. Additionally, one game concept was even preferred over using an ad blocker. Notably, playfully deactivating ads was shown to have a positive impact on users' brand and product memory, enhancing the advertising effectiveness. Thus, our results indicate that playfully deactivating ads is a promising way of bridging the gap between user enjoyment and effective advertising.
Maximilian Altmeyer, Kathrin Dernbecher, Vladislav Hnatovskiy, Marc Schubhan, Pascal Lessel, Antonio Krüger
CHI5
2019 "Enable or Disable Gamification?": Analyzing the Impact of Choice in a Gamified Image Tagging Task
abstract
This paper investigates a simple form of customization: giving users the choice to enable or disable gamification. We present a study (N=77) in the context of image tagging, in which a gamification approach was shown to be effective in previous work. In our case, some participants could enable or disable gamification after they had experienced the task with and without it. Other participants had no choice and did the task with or without game elements. The results indicate that those who are not attracted by the elements can be motivated to tag more through this choice. In contrast, those that like the elements are not affected by it. This suggests that systems should provide the option to disable gamification in the absence of more sophisticated tailoring.
Pascal Lessel, Maximilian Altmeyer, Lea Verena Schmeer, Antonio Krüger
CHI1
2019 Combining Behavior Change Intentions and User Types to Select Suitable Gamification Elements for Persuasive Fitness Systems
Maximilian Altmeyer, Pascal Lessel, Linda Muller, Antonio Krüger
PERSUASIVE2
2018 Investigating Gamification for Seniors Aged 75+
abstract
Gamification, the use of game elements in non-game contexts, has been successfully used to motivate people to reach their goals more efficiently or turn unpleasant tasks into fun ones. However, most gamified systems are conceptualized for a younger audience and do not account for age-specific changes in the motivation to play or the perception of game elements. To inform the design of gamified applications targeting elderly people (aged 75+), we investigated their gaming experiences, what affects them positively while playing and their attitudes towards the most commonly used game elements. We report findings from semi-structured interviews and a storyboard-based game element assessment (N=18, mean age=84.61), indicating that the main motivation to play is socializing, that participants avoid competition and prefer collaboration and care-taking as well as that badges and points are considered meaningless and provide a level of visibility that puts participants under pressure.
Maximilian Altmeyer, Pascal Lessel, Antonio Krüger
Conference on Designing Interactive Systems2
2017 Expanding Video Game Live-Streams with Enhanced Communication Channels: A Case Study
abstract
Live-streaming of video games is a recent phenomenon. One driving factor is the direct communication between the streamer and the audience. Currently, besides the platform-integrated options such as text chats, streamers often use external sources to let their community better articulate their opinions. In this paper we present a case study with our tool Helpstone, a live-streaming tool for the card game Hearthstone. Helpstone provides several new communication channels that allow for a better viewer-streamer interaction. We evaluated the tool within a live-streaming session with 23 viewers using Helpstone, and interviewed the streamer. The results indicate that not every implemented interactivity option is relevant. However, in general, new communication channels appear to be valuable and novel influence options are appreciated.
Pascal Lessel, Alexander Vielhauer, Antonio Krüger
CHI1
2016 "Don't Whip Me With Your Games": Investigating "Bottom-Up" Gamification
abstract
In this paper we investigate "bottom-up" gamification, i.e. providing users with the option to gamify an experience on their own. To this end, we review commonly used gamification elements in terms of their suitability for such an approach and present the results of an online questionnaire (N=75) complemented by semi-structured interviews with employees of a manufacturing company (N=8). In a twelve-day-long study (N=20) we investigated the usefulness of a task managing app implementing a "bottom-up" gamification concept. With these studies, we derived requirements "bottom-up" applications should fulfill. The study results reveal that people want to use such an approach and are open to the creation of their own gamified experience, thus suggesting that "bottom-up" can be an alternative to "top-down" gamification often used today.
Pascal Lessel, Maximilian Altmeyer, Marc Müller, Christian Wolff 0001, Antonio Krüger
CHI1
2016 Expense Control: A Gamified, Semi-Automated, Crowd-Based Approach For Receipt Capturing
abstract
We investigate a crowd-based approach to enhance the outcome of optical character recognition in the domain of receipt capturing to keep track of expenses. In contrast to existing work, our approach is capable of extracting single products and provides categorizations for both articles and expenses, through the use of microtasks which are delegated to an unpaid crowd. To evaluate our approach, we developed a smartphone application based on a receipt analysis and an online questionnaire in which users are able to track expenses by taking photos of receipts, and solve microtasks to enhance the recognition. To provide additional motivation to solve these tasks, we make use of gamification. In a three-week-long user study (N=12), we found that our system is appreciated, that our approach reduces the error rate of captured receipts significantly, and that the gamification provided additional motivation to contribute more and thereby enrich the database.
Maximilian Altmeyer, Pascal Lessel, Antonio Krüger
IUI2
2015 Analysis of Recycling Capabilities of Individuals and Crowds to Encourage and Educate People to Separate Their Garbage Playfully
abstract
Sorting garbage is a relevant topic in many countries as it contributes to environmental protection. Empirical evidence suggests that not all people separate waste, potentially because they do not know how to do it correctly or are simply not motivated enough. We present the results of an online study (N=184) investigating people's capabilities for classifying waste, their capabilities to improve in this task over time and their current garbage separation behavior. The study confirms that the Wisdom of Crowds is applicable in this context as the crowd produces only half as many errors as the individual and feedback helps participants to improve. Based on this, we introduce the idea of a crowd classifying waste in a game, with their classification result then being used as feedback on gamified public trash cans to educate both the crowd playing the game and people using the trash can playfully.
Pascal Lessel, Maximilian Altmeyer, Antonio Krüger
CHI1
2013 Is autostereoscopy useful for handheld AR?
abstract
Some recent mobile devices have autostereoscopic displays that enable users to perceive stereoscopic 3D without lenses or filters. This might be used to improve depth discrimination of objects overlaid to a camera viewfinder in augmented reality (AR). However, it is not known if autostereoscopy is useful in the viewing conditions typical to mobile AR. This paper investigates the use of autostereoscopic displays in an psychophysical experiment with twelve participants using a state-of-the-art commercial device. The main finding is that stereoscopy has a negligible if any effect on a small screen, even in favorable viewing conditions. Instead, the traditional depth cues, in particular object size, drive depth discrimination.
Frederic Kerber, Pascal Lessel, Michael Mauderer 0001, Florian Daiber, Antti Oulasvirta, Antonio Krüger
MUM2