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Dive into the research topics where Elke E. Mattheiss is active.

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Featured researches published by Elke E. Mattheiss.


Pervasive Advertising | 2011

Attentional Behavior of Users on the Move Towards Pervasive Advertising Media

Johann Schrammel; Elke E. Mattheiss; Susen Döbelt; Lucas Paletta; Alexander Almer; Manfred Tscheligi

In this chapter we analyze the attention of users on the move towards pervasive advertising media. We report the findings of two multi-sensor eye tracking studies designed to provide a better understanding of the actual attentional behavior of users on the move in different public environments. In the first study 106 participants were equipped with eye tracking technology and asked to use public transportation vehicles equipped with information and advertising screens. In a second study 16 participants were asked to stroll through a shopping street for about 15 min, and during this time different indicators for their behavior and focus of attention (eye tracking, movement and pose tracking) were captured. Motion and pose data was correlated with eye tracking data to identify typical patterns of attention. We report the results of these studies, then discuss the implications of the main findings for pervasive advertising and finally reflect on the used research methodology.


international conference on persuasive technology | 2016

More than Sex: The Role of Femininity and Masculinity in the Design of Personalized Persuasive Games

Marc Busch; Elke E. Mattheiss; Michaela Reisinger; Rita Orji; Peter Fröhlich; Manfred Tscheligi

The goal of persuasive games is to change behavior and attitudes in a desirable manner, e.g., to promote physical activity. Research has shown that personalized persuasive approaches are more successful than one-size-fits-all approaches. As a means for personalization, sex has been investigated with results showing that women are overall more persuadable than men. We argue that considering only a dichotomous sex-type categorization may not be able to fully capture the differences in the persuasiveness of persuasion strategies. To that end we apply a dimensional approach of capturing gender identity --- femininity and masculinity. We investigate the relationship between masculinity, femininity, sex and the persuasiveness of ten persuasion strategies in an online study ni?ź=i?ź592. Results show that femininity is significantly associated with seven of the ten strategies, while sex does only show differences for two strategies, suggesting gender identity could be a reliable variable for personalizing persuasive games.


human factors in computing systems | 2016

Player Type Models: Towards Empirical Validation

Marc Busch; Elke E. Mattheiss; Rita Orji; Peter Fröhlich; Michael Lankes; Manfred Tscheligi

Player type models -- such as the BrainHex model -- are popular approaches for personalizing digital games towards individual preferences of players. Although several player type models have been developed and are currently used in game design projects, there is still a lack of data on their validity. To close this research gap we currently investigate the psychometric properties (factor structure, reliability, stability) and predictive validity (if player type scores can predict player experience) of the player type model BrainHex in an ongoing project. Results of two online studies (n1=592, n2=243) show that the psychometric properties of the BrainHex model could be improved. We suggest to improve the according questionnaire and sketch how the predictive validity could be investigated in future studies.


Journal of Assistive Technologies | 2015

EdgeBraille: Braille-based text input for touch devices

Elke E. Mattheiss; Georg Regal; Johann Schrammel; Markus Garschall; Manfred Tscheligi

Purpose – The purpose of this paper is to discuss the issue of tailored text input methods for visually impaired and blind users that are needed on touchscreen devices to support their accessibility. Previous approaches still have issues related to the necessity of searching for characters, slow entry speeds or cumbersome handling. Design/methodology/approach – The authors developed a new Braille-based text input method named EdgeBraille, which allows entering six-point Braille characters by swiping one finger along the edges of the touchscreen in an arbitrary sequence. The approach was compared with the current standard method of a talking keyboard, first in a short-term lab study (14 participants) and then during two weeks of daily training (seven participants). Findings – Overall EdgeBraille was perceived well by the users and possesses favourable handling characteristics. In terms of user performance (words per minute and error rate) the authors found no significant differences between the two methods...


international conference on computers for handicapped persons | 2014

Dots and Letters: Accessible Braille-Based Text Input for Visually Impaired People on Mobile Touchscreen Devices

Elke E. Mattheiss; Georg Regal; Johann Schrammel; Markus Garschall; Manfred Tscheligi

Tailored text input methods for visually impaired and blind users are needed on touchscreen devices to support their accessibility. Therefore, we de-veloped a new Braille-based text input method named EdgeBraille, which allows entering Braille characters by swiping one finger along the edges of the touchscreen. The approach was compared with the current standard method of a talking keyboard, first in a short-term lab study (14 participants) and then during two weeks of daily training (7 participants). Overall EdgeBraille was perceived well by the users. In terms of user performance we found no significant differences between the two methods. Based on the evaluation results and the feedback of our participants, we discuss advantages and disadvantages of Braille-based methods in general and EdgeBraille in particular, as well as possibilities for improvements.


USAB'11 Proceedings of the 7th conference on Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society: information Quality in e-Health | 2011

Added value of in-situ methods in usability evaluation of a self-service ticketing machine with a view on elderly users: a case study

Elke E. Mattheiss; Johann Schrammel; Manfred Tscheligi

Self-service systems are very common in the public space and usability plays a crucial role for user acceptance. We describe the evaluation of a self-service ticketing machine installed in trams in the city of Graz. Two in-situ methods (behavior observation, contextual interview) and an online survey were used. We discuss advantages of the different methods experienced in the present study according to effort and output. Unsurprisingly online survey was advantageous in terms of time effort. Concerning output, behavior observation identified the most issues with specific interface objects of all methods. Furthermore we were able to identify usage information about the user group of elderlies. Online survey provided a higher number of general issues with the machine and recommendations for change than the two in-situ methods. Further results are discussed and limitations of the study are described in the paper.


annual symposium on computer-human interaction in play | 2015

From Classes to Mechanics: Player Type Driven Persuasive Game Development

Michael Lankes; Wolfgang Hochleitner; Daniel Rammer; Marc Busch; Elke E. Mattheiss; Manfred Tscheligi

Research findings indicate that player types may serve as a theoretical basis for the design of persuasive games. However, until now no proof of concept is available that shows the applicability of this approach for tailoring games to player characteristics. We suggest a solution by formulating design concepts and by creating game prototypes that are driven by player types. Our strategies are composed of the three characteristics: first, design choices are based on the BrainHex player type model. Secondly, the concepts consider individual player styles and mechanics tailored to the various player types. Third, these individual game elements are combined into one game world. In order to evaluate our concepts we created two mobile game prototypes that foster physical activity. These prototypes are based on the Seeker and the Mastermind player type of the BrainHex model. First findings reveal that the usage of player types appears to be effective. Our efforts should enable designers to create persuasive games that are both engaging for individual players and allow the integration of several player types.


international conference on persuasive technology | 2017

Deconstructing Pokémon Go – An Empirical Study on Player Personality Characteristics

Elke E. Mattheiss; Christina Hochleitner; Marc Busch; Rita Orji; Manfred Tscheligi

Pokemon Go can be considered a successful persuasive game to promote physical activity. This study provides an in-depth analysis of Pokemon Go players’ characteristics that relate to adoption and continued play of the game. Based on online studies at two different points in time (at the initial release and three months later) we analyzed differences in personality traits between players and non-players, as well as between players who continued playing the game and those who stopped playing. The results show that people who played the game score lower in “Conscientiousness” and higher in “Player Motivation” than non-players. Furthermore, people who continued playing the game three months later have a lower score in “Neuroticism” than those who stopped playing. Insights into player characteristics from our empirical analysis of Pokemon Go contribute to answering the key research question regarding to which personality characteristics the persuasive game experience should be personalized.


international conference on persuasive technology | 2015

Using Individual and Collaborative Challenges in Behavior Change Support Systems: Findings from a Two-Month Field Trial of a Trip Planner Application

Johann Schrammel; Sebastian Prost; Elke E. Mattheiss; Efthimios Bothos; Manfred Tscheligi

Besides other popular strategies, such as feedback and (social) comparisons, challenges have been proposed and used to influence people’s behavior towards a targeted goal. However, only very limited data on the effectiveness of such approaches and how to best design them is available yet. In this work we report the findings of a two months field study analyzing the effectiveness and perception of challenges in the context of influencing personal mobility. Individual and collaborative approaches towards challenges were studied, and specific focus was laid on what aspect makes users willing to participate in these challenges. Our findings suggest that both individual and collaborative challenges have the potential to sustain the interest of users in using behavior change support systems, that collaborative and individual challenges seem to not attract different types of users, that individual challenges in general are preferred, and that challenges are only a useful means for a subset of users. Also, ICT-competence seems to be an important aspect of being willing to participate in electronically organized challenges.


human computer interaction with mobile devices and services | 2018

Mobile location-based games to support orientation & mobility training for visually impaired students

Georg Regal; Elke E. Mattheiss; David Sellitsch; Manfred Tscheligi

Orientation and Mobility (O&M) training is an important aspect in the education of visually impaired students. In this work we present a scavenger hunt-like location-based game to support O&M training. In two comparative studies with blind and partially sighted students and interviews with teachers we investigate if a mobile game played in the real world is a suitable approach to support O&M training and if a mobile location-based O&M training game is preferred over a game played in a virtual world. Our results show that a mobile location-based game is a fruitful approach to support O&M training for visually impaired students, and that a mobile location based game is preferred over playing in a virtual world. Based on the gathered insights we discuss implications for using mobile location-based games in O&M training.

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Manfred Tscheligi

Austrian Institute of Technology

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Marc Busch

Austrian Institute of Technology

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Georg Regal

Austrian Institute of Technology

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David Sellitsch

Austrian Institute of Technology

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Johann Schrammel

Austrian Institute of Technology

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Peter Fröhlich

Austrian Institute of Technology

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Christina Hochleitner

Austrian Institute of Technology

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Markus Garschall

Austrian Institute of Technology

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