Michael Lankes
University of Salzburg
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Publication
Featured researches published by Michael Lankes.
ubiquitous computing | 2008
Alexander Meschtscherjakov; Wolfgang Reitberger; Michael Lankes; Manfred Tscheligi
This article investigates the prototypical implementation of a dynamic map of a retail store and the results of an empirical study in the shopping environment. Due to the distinct characteristics of the context of shopping (e.g. openness to the public, preexisting technologies), this context is particularly fruitful for UbiComp technologies. The prototype consists of a display showing an enhanced store map, which combines the dynamic visualization of customer activity (e.g. hot-spots, sales ranks) with conventional map elements (e.g. product locations, promotions). The results of our three-day in-situ study indicate the relevance and the usefulness of UbiComp technologies for shopping environments.
human-robot interaction | 2009
Astrid Weiss; Daniela Wurhofer; Michael Lankes; Manfred Tscheligi
Effective collaboration between robots and humans is not only a question of interface design and usability, but also of user experience and social acceptance. To investigate these aspects for Human-Robot Collaboration with the HRP-2 robot, two video-based focus groups enhanced with “creative stimuli” were conducted. The following research question was addressed: “Is the HRP-2 robot perceived differently in an autonomous collaboration condition compared to a tele-operated collaboration condition, in terms of social acceptance and user experience?” The results show that participants in general are open to a humanoid robot as working partner as long as there is a clear distinction between a human and a robot, in terms of tasks and working procedures. Furthermore, participants stated a positive attitude toward the remotely-controlled HRP-2 robot.
international conference on entertainment computing | 2016
Bernhard Maurer; Michael Lankes; Barbara Stiglbauer; Manfred Tscheligi
This paper investigates the effects of a shared gaze approach on social presence in an online cooperative game. We explored how a shared gaze visualization changes how players work together and form collaborative strategies based on different combinations of gaze interaction and verbal communication. Our study findings highlight the positive influence of a shared gaze visualization on team cohesion and involvement towards increased perceived social presence among cooperating team members. With our findings we want to inform game designers with insights on the inclusion of gaze-based interaction in remote gaming settings and whether this can strengthen the social bond between players. Our approach aims at fostering social couplings in remote collaborative gaming and investigates their potential to increase the connectedness between players.
annual symposium on computer human interaction in play | 2014
Michael Lankes; Thomas Mirlacher; Stefan Wagner; Wolfgang Hochleitner
In this paper, we investigate the influence of different loci of manipulation relations (position of the players ability to assert control) on presence. Novel game input devices (such as Microsoft Kinect or PlayStation Move) contribute to presence, and allow a broad range of game interactions, such as using facial expressions, gaze or head movement. This increase of complexity has led to some interesting design challenges: in a typical game design the setup of the locus of manipulation is quite simple as there is only one. For instance, the player uses a gamepad to move a game character through an obstacle course. However, design decisions get more complicated, when a game design includes more than just one input device and a second locus of manipulation. Does the relation of the two loci of manipulation have an impact on the perceived presence? To address this topic we utilized eye tracking technology, and carried out a comparative study consisting of four scenarios based on a 2D platform game. Three scenarios are controlled using an eye tracking device and a gamepad. They differ in their relation between the player character and the avatar. The 4th scenario is solely controlled with the gamepad. Results revealed that the inclusion of gaze input to investigate this issue proved to be very effective. It was discovered that the relation between the loci of manipulation has a strong influence on the perceived presence and its sub-dimensions.
Evaluating User Experience in Games | 2010
Michael Lankes; Regina Bernhaupt; Manfred Tscheligi
There is an ongoing debate on what kind of factors contribute to the general positive user experience while playing a game. The following chapter introduces an experimental setting to measure user experience aroused by facial expression of embodied conversational agents (ECAs). The experimental setup enables to measure the implications of ECAs in three contextual settings called “still,” “animated,” and “interaction.” Within the experiment, artificially generated facial expressions are combined with emotion-eliciting situations and are presented via different presentation platforms. Stimuli (facial expressions/emotion-eliciting situations) are assembled in either consonant (for example, facial expression: “joy,” emotion-eliciting situation: “joy”) or dissonant (for example, facial expression: “joy,” emotion-eliciting situation: “anger”) constellations. The contextual setting called “interaction” is derived from the video games domain, granting an interactive experience of a given emotional situation. The aim of the study is to establish a comparative experimental framework to analyze subjects’ user experience on emotional stimuli in different context dimensions. This comparative experimental framework utilizes theoretical models of emotion theory along with approaches from human–computer interaction to close a gap in the intersection of affective computing and research on facial expressions. Results showed that the interaction situation is rated as providing a better user experience, independent of showing consonant or dissonant contextual descriptions. The “still” setting is given a higher user experience rating than the “animated” setting.
human factors in computing systems | 2016
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.
advances in computer entertainment technology | 2016
Michael Lankes; Bernhard Maurer; Barbara Stiglbauer
This paper investigates the effects of a shared gaze visualization regarding social presence in an online competitive game setting. We investigate if the incorporation of gaze interaction among different competitive game genres would influence the perceived social presence for the players. To find answers to our research question we created an experimental setting that is based on two game genres that require strategic skills (i.e., a turn-based strategy game) and motoric skills (i.e., a real-time first person shooter). Our study findings highlight the positive influence of a shared gaze visualization on competitive play. Further, the studied game genres have a significant influence on the perceived social presence. With our findings we want to provide insights for game designers and researchers regarding the inclusion of gaze-based interaction in remote gaming settings.
annual symposium on computer-human interaction in play | 2015
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.
advances in computer entertainment technology | 2005
Manfred Eckschlager; Michael Lankes; Regina Bernhaupt
This paper sketches a setup to perform user experience tests on game characters which act emotionally based on their personality and situation. The test setting is primarily designed to benchmark Nemesys, a system designed to elicit emotions based on an artificial neural network that is able to learn six basic emotional states. Nemesys is based on models drawn from the state of the art in modeling emotions in the field of psychology and also includes the Five-Factor Model of Personality to represent different personalities.The test and application scenario employs the commercial 3D game engine from Unreal Tournament 2003, a stereoscopic projecting of the scene and biofeedback measurements of the affective state of the player.
Entertainment Computing | 2018
Bernhard Maurer; Michael Lankes; Manfred Tscheligi
Abstract This article reflects on the effects of shared gaze visualizations on perceived social presence and non-verbal communication in online gameplay. We report on two case studies that employed shared gaze-based interaction in cooperative and competitive settings. These two case studies explored how players appropriate and utilize various gaze communication behaviors. In Study 1 we explored how a shared gaze visualization changes social behavior among players and collaborative strategies based on different combinations of gaze interaction and verbal communication. Study 2 followed a similar shared gaze approach but investigated its usage in different competitive game genres. Our study findings highlight the positive impact of shared gaze on collaboration and perceived social presence among players in both cooperative and competitive settings. This article presents a reanalysis and synthesis of the study findings, with the aim to identify differences and commonalities between cooperative and competitive use of shared gaze in games. To provide insights for designers and researchers, we discuss lessons learned of incorporating shared gaze visualizations in multiplayer games and illustrate related design potentials and pitfalls.