VLDB 2026 Research / reviewers in the wild / expert
Oliver Korn
dblp:32/11001
· DBLP profile ↗
10ranked-venue papers
3as first author
4since 2021 · last 2024
0000-0002-2482-6945ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 3 first-author · 3 since 2021Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | A best practice for gamification in large companies: An extensive study focusing inter-generational acceptanceabstractAbstract Gamification is increasingly successful in the field of education and health. However, beyond call-centers and applications in human resources, its utilization within companies remains limited. In this paper, we examine the acceptance of gamification in a large company (with over 17,000 employees) across three generations, namely X, Y, and Z. Furthermore, we investigate which gamification elements are suited for business contexts, such as the dissemination of company principles and facts, or the organization of work tasks. To this end, we conducted focus group discussions, developed the prototype of a gamified company app, and performed a large-scale evaluation with 367 company employees. The results reveal statistically significant intergenerational disparities in the acceptance of gamification: younger employees, especially those belonging to Generation Z, enjoy gamification more than older employees and are most likely to engage with a gamified app in the workplace. The results further show a nuanced range of preferences regarding gamification elements: avatars are popular among all generations, badges are predominantly appreciated by Generations Z and Y, while leaderboards are solely liked by Generation Z. Drawing upon these insights, we provide recommendations for future gamification projects within business contexts. We hope that the results of our study regarding the preferences of the gamification elements and understanding generational differences in acceptance and usage of gamification will help to create more engaging and effective apps, especially within the corporate landscape. Polona Caserman, Kim Annabell Baumgartner, Stefan Göbel 0001, Oliver Korn |
Multim. Tools Appl. | 4 |
| 2024 | Prototyping a Zoomorphic Interactive Robot Companion with Emotion Recognition and Affective Voice Interaction for Elderly PeopleabstractAn aging society paired with a skilled labor shortage, particularly in European countries, requires a rethinking of deprecated structures. Intelligent assistive technologies, specifically socially assistive robots, addressing the gap between caretakers and elderly people in need of care have moved into the focus of debate due to their potentials to reduce costs, improve independence, and eventually raise quality of life. In this work, we outline the potentials of zoomorphic robot companions combining intelligent conversational abilities and emotion recognition. We then describe the prototyping of an emotion-sensing zoomorphic interactive robot companion including the development and implementation of a multimodal emotion recognition framework. This framework uses speech emotion recognition, sentiment analysis, and affective voice interaction based on a large language model. The prototyping has been accompanied by two studies on elderly peoples' design preferences regarding the proposed feature set as well as different embodiments to find the appropriate casing for the robot companion. This work provides valuable insights into the prototyping and can thus support future research endeavors in this area. Benjamin Schnitzer, Umut Can Vural, Bastian Schnitzer, Muhammad Usman Sardar, Oren Fuerst, Oliver Korn |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2024 | Designing Socially Assistive Robots Exploring Israeli and German Designers' PerceptionsabstractSocially assistive robots (SARs) are becoming more prevalent in everyday life, emphasizing the need to make them socially acceptable and aligned with users’ expectations. Robots’ appearance impacts users’ behaviors and attitudes toward them. Therefore, product designers choose visual qualities to give the robot a character and to imply its functionality and personality. In this work, we sought to investigate the effect of cultural differences on Israeli and German designers’ perceptions of SARs’ roles and appearance in four different contexts: a service robot for an assisted living/retirement residence facility, a medical assistant robot for a hospital environment, a COVID-19 officer robot, and a personal assistant robot for domestic use. The key insight is that although Israeli and German designers share similar perceptions of visual qualities for most of the robotics roles, we found differences in the perception of the COVID-19 officer robot’s role and, by that, its most suitable visual design. This work indicates that context and culture play a role in users’ perceptions and expectations; therefore, they should be taken into account when designing new SARs for diverse contexts. Ela Liberman-Pincu, Oliver Korn, Jonas Grund, Elmer D. van Grondelle, Tal Oron-Gilad |
ACM Trans. Hum. Robot Interact. | 2 |
| 2021 | Understanding Cultural Preferences for Social Robots: A Study in German and Arab CommunitiesabstractThis article presents a study of cultural differences affecting the acceptance and design preferences of social robots. Based on a survey with 794 participants from Germany and the three Arab countries of Egypt, Jordan, and Saudi Arabia, we discuss how culture influences the preferences for certain attributes. We look at social roles, abilities and appearance, emotional awareness and interactivity of social robots, as well as the attitude toward automation. Preferences were found to differ not only across cultures, but also within countries with similar cultural backgrounds. Our findings also show a nuanced picture of the impact of previously identified culturally variable factors, such as attitudes toward traditions and innovations. While the participants’ perspectives toward traditions and innovations varied, these factors did not fully account for the cultural variations in their perceptions of social robots. In conclusion, we believe that more real-life practices emerging from the situated use of robots should be investigated. Besides focusing on the impact of broader cultural values such as those associated with religion and traditions, future studies should examine how users interact, or avoid interaction, with robots within specific contexts of use. Oliver Korn, Neziha Akalin, Rúben Gouveia 0001 |
ACM Trans. Hum. Robot Interact. | 1 |
| 2020 | Exploring Low-Cost Materials to Make Pattern-Based Lock-Screens Accessible for Users with Visual Impairments or DeafblindnessabstractNowadays, the wide majority of Europeans uses smartphones. However, touch displays are still not accessible by everyone. Individuals with deafblindness, for example, often face difficulties in accessing vision-based touchscreens. Moreover, they typically have few financial resources which increases the need for customizable, low-cost assistive devices. In this work-in-progress, we present four prototypes made from low-cost, every-day materials, that make modern pattern lock mechanisms more accessible to individuals with vision impairments or even with deafblindness. Two out of four prototypes turned out to be functional tactile overlays for accessing digital 4-by-4 grids that are regularly used to encode dynamic dot patterns. In future work, we will conduct a user study investigating whether these two prototypes can make dot-based pattern lock mechanisms more accessible for individuals with visual impairments or deafblindness. Lea Buchweitz, Arthur Theil, James Gay, Oliver Korn |
ASSETS | 4 |
| 2020 | Keep Your Distance: A Playful Haptic Navigation Wearable for Individuals with DeafblindnessabstractDeafblindness, a form of dual sensory impairment, significantly impacts communication, access to information and mobility. Independent navigation and wayfinding are main challenges faced by individuals living with combined hearing and visual impairments. We developed a haptic wearable that provides sensory substitution and navigational cues for users with deafblindness by conveying vibrotactile signals onto the body. Vibrotactile signals on the waist area convey directional and proximity information collected via a fisheye camera attached to the garment, while semantic information is provided with a tapping system on the shoulders. A playful scenario called “Keep Your Distance” was designed to test the navigation system: individuals with deafblindness were “secret agents” that needed to follow a “suspect”, but they should keep an optimal distance of 1.5 meters from the other person to win the game. Preliminary findings suggest that individuals with deafblindness enjoyed the experience and were generally able to follow the directional cues. James Gay, Moritz Umfahrer, Arthur Theil, Lea Buchweitz, Eva Lindell, Li Guo 0017, Nils-Krister Persson, Oliver Korn |
ASSETS | 8 |
| 2020 | Wow, You Are Terrible at This!: An Intercultural Study on Virtual Agents Giving Mixed FeedbackabstractWhile the effects of virtual agents in terms of likeability, uncanniness, etc. are well explored, it is unclear how their appearance and the feedback they give affects people's reactions. Is critical feedback from an agent embodied as a mouse or a robot taken less serious than from a human agent? In an intercultural study with 120 participants from Germany and the US, participants had to find hidden objects in a game and received feedback on their performance by virtual agents with different appearances. As some levels were designed to be unsolvable, critical feedback was unavoidable. We hypothesized that feedback would be taken more serious, the more human the agent looked. Also, we expected the subjects from the US to react more sensitively to criticism. Surprisingly, our results showed that the agents' appearance did not significantly change the participants' perception. Also, while we found highly significant differences in inspirational and motivational effects as well as in perceived task load between the two cultures, the reactions to criticism were contrary to expectations based on established cultural models. This work improves our understanding on how affective virtual agents are to be designed, both with respect to culture and to dialogue strategies. Isaac Wang, Lea Buchweitz, Jesse Smith, Lara-Sophie Bornholdt, Jonas Grund, Jaime Ruiz 0002, Oliver Korn |
IVA | 7 |
| 2020 | Tactile Board: A Multimodal Augmentative and Alternative Communication Device for Individuals with DeafblindnessabstractDeafblindness, also known as dual sensory loss, is the combination of sight and hearing impairments of such extent that it becomes difficult for one sense to compensate for the other. Communication issues are a key concern for the Deafblind community. We present the design and technical implementation of the Tactile Board: a mobile Augmentative and Alternative Communication (AAC) device for individuals with deafblindness. The Tactile Board allows text and speech to be translated into vibrotactile signs that are displayed real-time to the user via a haptic wearable. Our aim is to facilitate communication for the deafblind community, creating opportunities for these individuals to initiate and engage in social interactions with other people without the direct need of an intervener. Arthur Theil, Lea Buchweitz, James Gay, Eva Lindell, Li Guo 0017, Nils-Krister Persson, Oliver Korn |
MUM | 7 |
| 2017 | Designing Authentic Emotions for Non-Human Characters: A Study Evaluating Virtual Affective BehaviorabstractWhile human emotions have been researched for decades, designing authentic emotional behavior for non-human characters has received less attention. However, virtual behavior not only affects game design, but also allows creating authentic avatars or robotic companions. Oliver Korn, Lukas Stamm, Gerd Moeckl |
Conference on Designing Interactive Systems | 1 |
| 2012 | Assistive system experiment designer ASED: a toolkit for the quantitative evaluation of enhanced assistive systems for impaired persons in productionabstractThis 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. With the help of ASED we are able to quantify and rank their effects on work quality and performance. The ASED toolkit, however, is not confined to the design tested but can be used for the experimental analysis of every kind of manual process. Oliver Korn, Albrecht Schmidt 0001, Thomas Hörz, Daniel Kaupp |
ASSETS | 1 |