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Dive into the research topics where Tim Dutz is active.

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Featured researches published by Tim Dutz.


Multimedia Tools and Applications | 2015

Framework for personalized and adaptive game-based training programs in health sport

Sandro Hardy; Tim Dutz; Josef Wiemeyer; Stefan Göbel; Ralf Steinmetz

This paper describes an interdisciplinary approach towards a framework for personalized, game-based training programs for elderly and handicapped people. Adaptation and personalization are proposed as a way to increase the physiological training effects of game-based training programs (exergames). Hereby, the diversity of users and a broad range of physiological handicaps are considered. The framework is based on scientific training programs enhanced by technical methods and concepts for personalized exergames. This includes an authoring environment (StoryTec) which supports game designers and domain experts (sport scientists, medical doctors, therapists, etc.) in the development process and the (personalized) configuration of such exergames. Two prototypically implemented applications (ErgoActive and BalanceFit) demonstrate the usability and adaptation of the underlying training and game concepts for different user groups and provide indicators of the effectiveness and efficiency of the generic framework for particular user groups. For instance, ErgoActive is applicable for people of all ages and both trained and untrained users by being able to provide personalized training levels to improve endurance. Similarly, BalanceFit is useful both for wheelchair and walking frame users in order to maintain and possibly even increase their balance, strength and muscular coordination.


Archive | 2014

Urban Exergames: How Architects and Serious Gaming Researchers Collaborate on the Design of Digital Games that Make You Move

Martin Knöll; Tim Dutz; Sandro Hardy; Stefan Göbel

This chapter presents a novel research collaboration between architects and computer scientists to investigate and develop mobile, context-sensitive serious games for sports and health (so-called exergames). Specifically, it describes a new approach that aims to design exergames which interact with the player’s built, topographic, and social environment in a meaningful way and presents strategies on how to integrate research on health-oriented urban design and planning to the design of such games. To that end, this chapter analyzes the state of the art of mobile context-sensitive exergames and introduces the reader to the basics of “Active Street Design”. After recapitulating how the built environment influences physical activity such as walking, cycling, and stair climbing in everyday situations, it is speculated on how to integrate best practices and guidelines from architecture into the game design process in order to create attractive and more effective exergames. The chapter is concluded with a discussion on strategies to validate the (positive) side-effects of urban exergames and an outline of future research directions.


international conference on human-computer interaction | 2014

User Interfaces of Mobile Exergames

Tim Dutz; Sandro Hardy; Martin Knöll; Stefan Göbel; Ralf Steinmetz

Exergames are video games that require the player to be physically active. They can be roughly grouped into two categories, namely indoor exergames that are usually being played in the confines of one’s living room, and mobile exergames, which run on a user’s smartphone and can be played outside. While indoor exergames have been able to establish themselves as a popular type of video game, mobile exergames are still far and few between. An explanation for this phenomenon may lie in the difficulty of designing user interfaces for mobile exergames. This contribution analyzes the user interfaces of various existing mobile exergames and fitness applications, and proposes a methodology for the creation of such games.


International Competition on Evaluating AAL Systems through Competitive Benchmarking | 2013

AmbiTrack - Marker-free Indoor Localization and Tracking of Multiple Users in Smart Environments with a Camera-based Approach

Andreas Braun; Tim Dutz

Systems providing tracking and localization of persons in an indoor environment have been continuously proposed in recent years, particularly for Pervasive Computing applications. AmbiTrack is a system that provides marker-free localization and tracking, i.e., it does not require the users to carry any tag with them in order to perform localization. This allows easy application in circumstances where wearing a tag is not viable, e.g. in typical Ambient Assisted Living scenarios, where users may not be well-versed technologically. In this work, we present the AmbiTrack system and its adaptation for the EvAAL competition 2013. We present a marker-free, camera-based system for usage in indoor environments designed for cost-effectiveness and reliability. We adapt our previously presented system to make it more reliable in tracking multiple persons, using context information for improving recognition rate and simplifying the installation.


Joint International Conference on Serious Games | 2015

ALFRED Back Trainer: Conceptualization of a Serious Game-Based Training System for Low Back Pain Rehabilitation Exercises

Sandro Hardy; Florian Feldwieser; Tim Dutz; Stefan Göbel; Ralf Steinmetz; Elisabeth Steinhagen-Thiessen

Low back pain is common medical problem and often recurrent. Within the EU-funded project ALFRED, a serious game-based exercise regime focusing on the prevention and rehabilitation of lower back pain is currently being developed. This Serious Game tries to combine high player motivation with high training effects while using low cost technology and commercial game controllers. The exercise goals and assessment metrics of the Serious Game are elaborated by medical experts to allow scientifically based training while the training effects shall be increased by using state of the art technology for the personalization and adaptation of the training process. In this contribution we describe a prototypical approach which combines the use of widespread physiotherapeutic exercises (bridging exercises) in combination with biofeedback training. This approach aims to improve symmetrical function of the paraspinal muscles and improve overall muscle coordination which is important for optimal functioning of the lower back area.


Informatik Spektrum | 2014

Erstellung, Steuerung und Evaluation von Serious Games

Stefan Göbel; Florian Mehm; Viktor Wendel; Johannes Konert; Sandro Hardy; Christian Reuter; Michael Gutjahr; Tim Dutz

ZusammenfassungSerious Games sind hochkomplex. Sie verbinden Game-Technologien und spielerische Konzepte mit weiteren Technologien und relevanten Konzepten für die verschiedenen Einsatzgebiete von Serious Games. Im Beitrag werden wissenschaftlich-technische Methoden, Konzepte und Software-Lösungen zur Erstellung, Steuerung und Evaluation von Serious Games vorgestellt, die in der Gruppe Serious Games am Fachgebiet Multimedia Kommunikation der TU Darmstadt entwickelt wurden. Praxisbeispiele umfassen die Bereiche Bildung und Training sowie Sport und Gesundheit.


Joint International Conference on Serious Games | 2017

Sliced Serious Games: Conceptual Approach Towards Environment-Friendly Mobility Behavior

Stefan Göbel; Isabel Maschik; Jan Schröder; Denis Krcmar; Fabian Bauer; Nicolas Vogt; Jannis Weil; Hendrik Würz; Maja Nöll; Tim Dutz; Ralf Steinmetz

This paper introduces the concept of Sliced Serious Games aiming to improve environment-friendly mobility behavior. The conceptual approach is motivated by two aspects: First, it is proven that Serious Games can help to learn or to change behavior in educational settings or games for health. Second, referring to climate and pollution, there is a strong need for environment-friendly mobility behavior.


international conference on distributed, ambient, and pervasive interactions | 2016

Towards Effective Interventive Health Applications: On the Problem of User Triggering

Tim Dutz; Augusto Garcia; Sandro Hardy; Stefan Göbel; Ralf Steinmetz

Extensive studies show that regular physical activity is one of the crucial factors to determine one’s prolonged health and wellbeing. But although this knowledge is fairly widespread, many people still fail to meet the WHO recommendations for the weekly average of physical activity. While the reasons for this shortcoming are manifold, a lack of motivation on the one hand and a lack of awareness on the other may be considered to be the two main culprits. Interventive fitness and health applications, being both pervasive and persuasive, may help to counteract this problem by assisting the user during her daily routine in finding both the required motivation and good opportunities for being physically active. This contribution focuses on one of the main challenges of such applications, namely the identification of situations which are suited for notifying (“triggering”) the user of a chance for physical activity.


international conference on optoelectronics and microelectronics | 2013

How Mobile Devices Could Change the Face of Serious Gaming

Tim Dutz; Martin Knöll; Sandro Hardy; Stefan Göbel

Zusammenfassung Der Erfolg von Smartphones und Tablet-PCs hat den Markt der mobile digitalen Spiele nachhaltig beeinflusst, sowohl auf Hardware- als auch auf Softwareebene. Aktuell findet ein Verdrängungsprozess statt, in dessen Rahmen Smartphones andere Geräte für mobiles Spielen vom Markt drängen. Gleichzeitig ermöglichen Smartphones aber auch eine ganz neue Art von digitalen Spielen. In diesem Beitrag betrachten wir die möglichen Implikationen dieser Tatsache auf den Bereich des Serious Gaming. Summary The rise of smartphones and tablet computers has changed the landscape of mobile gaming, both hardware and software-wise. Smartphones are squeezing other mobile gaming devices out of the market and their specific characteristics enable entirely new types of games and interfaces. In this contribution, we investigate the possible effects of these developments on the field of serious gaming.


Proceedings of the 2014 ACM International Workshop on Serious Games | 2014

What Makes Games Challenging?: Considerations on How to Determine the "Challenge" Posed by an Exergame for Balance Training

Sandro Hardy; Angelika Kern; Tim Dutz; Christoph Weber; Stefan Göbel; Ralf Steinmetz

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Stefan Göbel

Technische Universität Darmstadt

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Sandro Hardy

Technische Universität Darmstadt

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Ralf Steinmetz

Technische Universität Darmstadt

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Johannes Konert

Technische Universität Darmstadt

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Michael Gutjahr

Technische Universität Darmstadt

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Annette Rudolph-Cleff

Technische Universität Darmstadt

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Katrin Neuheuser

Technische Universität Darmstadt

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Angelika Kern

Technische Universität Darmstadt

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Augusto Garcia

Technische Universität Darmstadt

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