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Dive into the research topics where Ruth Mateus-Berr is active.

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Featured researches published by Ruth Mateus-Berr.


Joint International Conference on Serious Games | 2015

Participatory Game Design for the INTERACCT Serious Game for Health

Fares Kayali; Konrad Peters; Jens Kuczwara; Andrea Reithofer; Daniel Martinek; Rebecca Wölfle; Ruth Mateus-Berr; Zsuzsanna Lehner; Marisa Silbernagl; Manuel Sprung; Anita Lawitschka; Helmut Hlavacs

In this paper we present results from our user-centered and participative design approach using methods from design thinking and explorative design with school children aged 8 - 14 in context with a game created for children after cancer treatment. After stem-cell transplantation, pediatric patients must remain in aftercare due to a high risk of suffering from a plethora of life threatening organic problems. In this phase, communication with the clinicians is key for an increased survival probability. The multidisciplinary INTERACCT aims at developing a child friendly communication tool based on gamification principles in order to foster this important communication and should stimulate physiotherapy exercises and treatment compliance. Finally, through analyzing gaming scores, INTERACCT should also act as a sensor for detecting problematic phases children are going through. Since the design of INTERACCT is key to its success, the results presented here act as important guidelines for designing the game world. The results of the evaluation are are game characters and story lines, which will provide starting points for creating the INTERACCT game world and which shall be subject to a future validation with sick children.


Entertainment Computing | 2016

Design considerations for a serious game for children after hematopoietic stem cell transplantation

Fares Kayali; Marisa Silbernagl; Konrad Peters; Ruth Mateus-Berr; Andrea Reithofer; Daniel Martinek; Anita Lawitschka; Helmut Hlavacs

Abstract Children who are treated with hematopoietic stem cell transplantation (HSCT) are hospitalized for many weeks or even months. Discharge to home is important but sufficient home care is essential. Beside regular physical and laboratory checks in the outpatient clinic, information on the daily health status is mandatory for early detection of possible life threatening complication. The conventional practice is writing reports into a paper diary. This approach became unattractive for many computer-oriented children and often the compliance decreased over the long recovery time (more than 2xa0years). Thus we designed a game-based system to track medical data of these children. We present the results of a three-stage method where we compare the data from sick children with data from healthy children. We describe an explorative design approach and evaluate gaming preferences through a survey and an art-based drawing approach. The results show a preference of animal and fantasy characters and a majority of children illustrate a nature environment in their drawings. The most appealing game elements are “exploration”, “adventure”, “fighting” and “action”, partly with gender differences. We further reflect on the chosen array of design research methods and the use of proxies for sick children.


advances in computer entertainment technology | 2014

A Participatory Game Design Approach for Children After Cancer Treatment

Fares Kayali; Konrad Peters; Andrea Reithofer; Ruth Mateus-Berr; Zsuzsanna Lehner; Daniel Martinek; Manuel Sprung; Marisa Silbernagl; Rebecca Woelfle; Anita Lawitschka; Helmut Hlavacs

After stem-cell transplantation, pediatric patients must remain in aftercare due to a high risk of suffering from a plethora of life-threatening organic problems. In this phase, communication with the clinicians is key for an increased survival probability.n The multidisciplinary INTERACCT aims at developing a child friendly communication tool based on gamification principles in order to foster this important communication. Additionally, INTERACCT should stimulate exercises and treatment compliance. Finally, through analyzing gaming scores, INTERACCT should also act as a sensor for detecting problematic phases children are going through. Since the design of INTERACCT is key to its success, we present results from our user-centric and participative design approach using methods from design thinking and explorative design with school children aged 8-14. The results are game characters and story lines, which will inspire the game design of the INTERACCT computer games.


EAI Endorsed Transactions on Creative Technologies | 2018

Learnings from an Iterative Design Process for Technology-Mediated Audience Participation (TMAP) using Smartphones

Fares Kayali; Oliver Hödl; Christoph Bartmann; Ulrich Kühn; Thomas Wagensommerer; Ruth Mateus-Berr

We discuss a setup for technology-mediated audience participation (TMAP)in live music using smartphones and high-frequency sound IDs in a playful setting. The audience needs to install a smartphone app. Using high-frequency sound IDs music samples and colors can be triggered on the audience’s smartphones without the need to have an internet connection. The resulting soundscape is determined by the samples and parameters selected by the artist as well as by the location audience members choose in the performance space. We present the technical basis and iterative explorative design process of such a system for TMAP. The learnings from the perspective of musicians were technical requirements such as low latency, reliability, as well as increasing the number of possible sound samples and sound quality and we further present learnings on creating systems for TMAP from technical and creative perspectives.


annual symposium on computer human interaction in play | 2017

Playful Technology-Mediated Audience Participation in a Live Music Event

Fares Kayali; Oliver Hödl; Geraldine Fitzpatrick; Peter Purgathofer; Alexander Filipp; Ruth Mateus-Berr; Ulrich Kühn; Thomas Wagensommerer; Johannes Kretz; Susanne Kirchmayr

This paper presents the evaluation of playful technology-mediated audience participation (TMAP) during three music performances in a recent music event. It captures preliminary impressions from a wide range of perspectives and includes critical reflections of music artists, video analysis and qualitative interviews with audience members to cover hypotheses designed to capture both the artists and the audiences point of view. Results indicate a willingness from both sides to engage in playful TMAP, and a high potential for exploration and playful collaboration within the audience, but the experience is restricted by the need to retain control on the side of artists and the need for clear instructions, feedback and reliable technical systems on the side of the audience.


Archive | 2017

Usability and Fun of the INTERACCT Client

Helmut Hlavacs; Rebecca Wölfle; Konrad Peters; Daniel Martinek; Jens Kuczwara; Fares Kayali; Andrea Reithofer; Ruth Mateus-Berr; Barbara Brunmair; Zsuzsanna Lehner; Anita Lawitschka

We present the INTERACCT system, a smartphone app and a Web page for fostering communication between young patients in aftercare after a stem cell transplantation. In this phase of rehabilitation, daily communication between the patients and their clinicians is key for detecting upcoming possibly deadly crises as early as possible. The app consists of a communication part, a gaming part, a module for daily medicine, and a daily story for further motivation. We describe the system as well as an evaluation of the app with several healthy children.


intelligent technologies for interactive entertainment | 2016

Poème Numérique: Technology-Mediated Audience Participation (TMAP) Using Smartphones and High-Frequency Sound IDs

Fares Kayali; Christoph Bartmann; Oliver Hödl; Ruth Mateus-Berr; Martin Pichlmair

In this paper we discuss a setup for technology-mediated audience participation using smartphones and high-frequency sound IDs. Drawing from the insights of a research project on audience participation in live music we describe a setup for playful music interaction composed of smartphones. In this setup the audience needs to install a smartphone app. Using high-frequency sound IDs music samples and colors can be triggered on the audience’s smartphones without the need to have an internet connection. The resulting soundscape is determined by the samples and parameters selected by the artist as well as by the location audience members choose in the performance space.


Archive | 2015

Art and Design as Social Fabric

Ruth Mateus-Berr

This paper describes art and design and its capacities as inspiration for innovation processes and interference in societal affairs at times of crisis and change. In a form of a case study as an example, a general approach will be described, how art and design can engage with human needs and co-develop innovative solutions with specific target groups. Deriving from interdisciplinary approaches, students used design- (arts-) based research, art & design as social fabric. One of the main objectives was designing shelter for the human body and evoking emotion through material. Various layers of material were explored through subjective perception, exploration of different technologies, participatory and sensual research, problem solving strategies applied and analyzed by cultural and emotional codes in cooperation with inhabitants of Women’s Shelters. New textile objects were created as Ist-analysis of need and association of shelter, which can be considered as textile archive for future. Either interior design for inhabitants of Women’s Shelters or refugees can rely on outcomes or designing “survival kits” for target groups like women who have been victims of domestic violence a, refugees or victims of the global crisis a situation every one of us may wake up tomorrow. Education at tertiary level can facilitate new approaches and interdisciplinary teamwork. Collaboration with less well-off social groups, protection of users, consumers, environment and citizen participation allow students new experiences and empower societal responsibility. They develop tolerances and learn to negotiate. Through designing and documenting cooperative workshops as well as own artistic design work, arts and design-based research develops innovative insights and solutions for students and empower disadvantaged target groups.


medical informatics europe | 2015

Serious game scores as health condition indicator for cancer patients.

Konrad Peters; Fares Kayali; Andrea Reithofer; Rebecca Wölfle; Ruth Mateus-Berr; Jens Kuczwara; Zsuzsanna Lehner; Anita Lawitschka; Barbara Brunmaier; Daniel Martinek; Marisa Silbernagl; Helmut Hlavacs


Arte y Políticas de Identidad | 2016

Overview - Apreciación global

Ruth Mateus-Berr; M. A. Hann

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Fares Kayali

Vienna University of Technology

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Andrea Reithofer

University of Applied Arts Vienna

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Anita Lawitschka

Boston Children's Hospital

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Zsuzsanna Lehner

Boston Children's Hospital

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Jens Kuczwara

University of Applied Arts Vienna

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Oliver Hödl

Vienna University of Technology

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