Dr. Mareike Gabele
Publications
2022

Gabele, M
Development and design of software-based methods to promote motivation of patients in cognitive rehabilitation Miscellaneous
2022, (Artwork Size: 223 Seiten Pages: 223 Seiten).
@misc{gabele_development_2022,
title = {Development and design of software-based methods to promote motivation of patients in cognitive rehabilitation},
author = {M Gabele},
url = {https://opendata.uni-halle.de//handle/1981185920/103813},
doi = {10.25673/101862},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
publisher = {Universitäts- und Landesbibliothek Sachsen-Anhalt},
abstract = {Software-based cognitive training is used effectively for patients with acquired brain damage in cognitive rehabilitation. However, especially in the independent use at home, both motivation problems as well as an insufficient conduct of the training can occur. Motivation and conduct can be addressed by methods such as gamification or different usage and reminder mechanisms. For a user-centered implementation in the specific context of cognitive rehabilitation, detailed knowledge about design, development and effects is needed. For this purpose, three steps are presented in this work to complement existing softwarebased cognitive training: 1. First, the way gamification elements can be selected, designed and developed in a motivating way for patients will be considered. 2. Secondly, the effects of the implementation of (tailored) gamification on the motivation in perception and emotions, as well as on the training duration will be considered. 3. Finally, ways to externally complement training on the computer are considered. In regards to implementation, the results using Interactive Storytelling and Quest initially show the potential suitability of implementing gamification and patient interest in using it without additional exhaustion. Regarding feasibility, it is shown that complementary gamification can be developed and implemented independently from the cognitive training task without changing it. In depth, an orientation for the implementation of a Non-Player Character to accompany patients in software-based cognitive training is presented. Comprehensively, the request of patients for different gamification elements is analyzed in connection with the character type based on Marczewski‘s Player and User Types Hexad. This shows elements requested or rejected by all types, or considered mixed, depending on the type. Particularly requested are categories Progression, but also Assistance, which is more relevant for patients than for healthy players. The most requested element is ‘Meaning/Purpose‘. The least requested category is Socialization. To support the selection of gamification and implementation in practice, the following methods are presented: • A visual presentation of the connection in request between user type and elements. • A tool prototype for an interactive ‘Gamification Guide‘ that allows the selection of tailored elements according to an individually defined target group and can support a knowledge transfer between research and industry. • The application of a method to group user characteristics in the mean for the assignment to existing gamification implementations or selection of appropriate elements. In regards to the effect of (tailored) gamification, there is no significant difference between gamified and non-gamified trainings in the overall training duration. However, there were indications for the hypothesis that in the middle training durations, grouped tailored gamification might lead to a higher training duration. In addition, a more in-depth analysis revealed significant differences depending on the (non-)primary characteristics of the users. In regards to the perception, the results in the use of browser-based gamified training indicate different possible effects, such as: Partially higher fun or higher competence depending on the individual user type, or a higher belief in the effect of trainings on computers and smartphones. In regards to the external software complement, the addition of a serious game smartphone app to the (gamified) training on the coputer and the further development of a smart home reminder feedback object are considered. The high variance of usage needs shows the relevance of offering tailored usage variations. After connecting the feedback object to the training server for independent use, possibilities for tailoring to the user type are presented to support the feedback, which is described by users as primarily relevant. Based on the results of this work, future methods should consider using generally requested elements as a basis, and expanding additional elements targeted to effect and user type. This is intended to achieve a compromise between development effort in practice and the level of effect. The work contributes methods and deepening knowledge to support design and development for the application of software-based motivation-enhancing elements in cognitive training. Thereby, it provides, broadens and deepens possibilities for targeted selection in development to support users‘ motivation, emotions and adherence.},
note = {Artwork Size: 223 Seiten
Pages: 223 Seiten},
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Gabele, M; Thoms, A; Schröer, S; Hußlein, S; Hansen, C
Effects and Combination of Tailored Browser-Based and Mobile Cognitive Software Training Proceedings Article
In: Jónsson, B Þór; Gurrin, C; Tran, M; Dang-Nguyen, D; Hu, A; Thanh, B Huynh Thi; Huet, B (Ed.): MultiMedia Modeling, pp. 279–291, Springer International Publishing, Cham, 2022, ISBN: 978-3-030-98355-0.
@inproceedings{gabele_effects_2022,
title = {Effects and Combination of Tailored Browser-Based and Mobile Cognitive Software Training},
author = {M Gabele and A Thoms and S Schröer and S Hußlein and C Hansen},
editor = {B Þór Jónsson and C Gurrin and M Tran and D Dang-Nguyen and A Hu and B Huynh Thi Thanh and B Huet},
doi = {10.1007/978-3-030-98355-0_24},
isbn = {978-3-030-98355-0},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {MultiMedia Modeling},
pages = {279–291},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {Software-based training supports maintenance or recovery of cognitive abilities. However, regular use needs a high self-motivation. For this, the individual needs of users should be taken into account during the development process. Thus, in this work, two possibilities for tailoring in combination of application, and media devices in practice are investigated in an explorative between-subject design and hypothesis-generating study (N = 68). First, the effect of a browser-based training without gamification or with assignment of gamification appropriate to mean user characteristic on training duration is investigated. Second, the effect of this training and a subsequent serious game app on perception and possible combinations of different media is investigated. The results of behavior lead to the hypothesis that with tailored gamification in browsers, users may train longer in the middle range of training duration. The results of perception show a significant difference and higher perceived value/usefulness and overall rating, as well as the assumption of a higher effect in computer and mobile training in the group with tailored gamification. This could therefore provide a basis for combinations. A combination of both usage scenarios is perceived by users as most reasonable for a positive training effect. Nevertheless, there is a high variance for self-assessed usage. Thus, the results support developing multiple combinable scenarios, tailored to the user, in media devices and game integration to address intended effects, development and user needs to support the effect of cognitive software training in practice.},
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2021

Gabele, M; Weicker, J; Wagner, S; Thoms, A; Hußlein, S; Hansen, C
Effects and Ways of Tailored Gamification in Software-Based Training in Cognitive Rehabilitation Proceedings Article
In: Proceedings of the 29th ACM Conference on User Modeling, Adaptation and Personalization, pp. 158–168, Association for Computing Machinery, New York, NY, USA, 2021, ISBN: 978-1-4503-8366-0.
@inproceedings{gabele_effects_2021,
title = {Effects and Ways of Tailored Gamification in Software-Based Training in Cognitive Rehabilitation},
author = {M Gabele and J Weicker and S Wagner and A Thoms and S Hußlein and C Hansen},
url = {https://dl.acm.org/doi/10.1145/3450613.3456828},
doi = {10.1145/3450613.3456828},
isbn = {978-1-4503-8366-0},
year = {2021},
date = {2021-06-01},
urldate = {2021-06-01},
booktitle = {Proceedings of the 29th ACM Conference on User Modeling, Adaptation and Personalization},
pages = {158–168},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
series = {UMAP '21},
abstract = {A high level of motivation and frequent training are relevant in software-based rehabilitation to improve cognitive functioning after acquired brain injury. We evaluated the benefit of tailored user-centered gamification elements in a clinical study with N=83 outpatients undergoing three weeks of cognitive training in their home environment. The use of gamification in relation to the patient’s player type was explored in three steps. First, we determined the individual player types and related requests for specific game elements by means of questionnaires. Afterwards, we examined the effect of gamified training based on a non-player character and training progress within a metaphor. We considered secondly the individual perception and emotional effect and thirdly the performance based on training duration. 37 elements were requested by patients of all types, 18 elements were partially requested, and 4 elements were rejected. A comparison shows that the requested game elements partly differ between healthy persons and patients. Overall, gamification was perceived positively and gamified training leads to an increase in enjoyment compared to non-gamified training. In detail, however, there were different effects on the individual player types: socialisers experienced more enjoyment while achievers perceived higher competence throughout gamified cognitive training. Also, differences in performance in training duration were found. Within gamified training, socialisers trained significantly more than patients not primarily assigned to this type. In contrast, no significant difference was found for achievers. By showing modulating requests and effects in player types, our results support user-centered tailoring of game elements in the development of software-based cognitive training in rehabilitation.},
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Gabele, M; Fischer, V; Steinbrügge, M; Thiemke, D; Husslein, S; Hansen, C
Potentials of a web-based gamification guidance for knowledge transfer between research and industry Proceedings Article
In: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, pp. 301–307, Association for Computing Machinery, New York, NY, USA, 2021, ISBN: 978-1-4503-8356-1.
@inproceedings{gabele_potentials_2021,
title = {Potentials of a web-based gamification guidance for knowledge transfer between research and industry},
author = {M Gabele and V Fischer and M Steinbrügge and D Thiemke and S Husslein and C Hansen},
url = {https://doi.org/10.1145/3450337.3483458},
doi = {10.1145/3450337.3483458},
isbn = {978-1-4503-8356-1},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
booktitle = {Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play},
pages = {301–307},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
series = {CHI PLAY '21},
abstract = {Research results show that gamification can influence emotions, motivation and behavior. However, in order to apply the results in the software development in industry, they need to be easily accessible. To enable a knowledge transfer, a concept and a prototype for an interactive web-based tool were designed to summarize and visualize existing research results and practical examples in a simplified way regarding the use of gamification elements. Step by step, the user defines parameters such as context of use, age, gender and user type for the target group. Based on this, effects in research results are presented simplified and sorted in four categories in pie charts. This is intended to provide users in the industry with the competence to select appropriate gamification elements for their usage. The approach was developed in a user-centered way, including pre-study interviews with seven participants from research and / or industry, and then evaluated using a clickable prototype and qualitative open interviews. Potentials for industry and research were examined. The approach was perceived as supportive in selecting appropriate gamification elements for use in industry. It may lead to faster finding of research results, promote networking and may generate a kind of meta review. The elaboration of such tools may support the interconnection between research and industry, as well as the transfer and applicability of knowledge in gamification.},
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2020

Schott, D; Hatscher, B; Joeres, F; Gabele, M; Hußlein, S; Hansen, C
Lean-Interaction: passive image manipulation in concurrent multitasking Journal Article
In: 2020.
@article{schott_lean-interaction_2020,
title = {Lean-Interaction: passive image manipulation in concurrent multitasking},
author = {D Schott and B Hatscher and F Joeres and M Gabele and S Hußlein and C Hansen},
year = {2020},
date = {2020-01-01},
urldate = {2020-01-01},
abstract = {Complex bi-manual tasks often benefit from supporting visual information and guidance. Controlling the system that provides this information is a secondary task that forces the user to perform concurrent multitasking, which in turn may affect the main task performance. Interactions based on natural behavior are a promising solution to this challenge. We investigated the performance of these interactions in a hands-free image manipulation task during a primary manual task with an upright stance. Essential tasks were extracted from the example of clinical workflow and turned into an abstract simulation to gain general insights into how different interaction techniques impact the user’s performance and workload. The interaction techniques we compared were full-body movements, facial expression, gesture and speech input. We found that leaning as an interaction technique facilitates significantly faster image manipulation at lower subjective workloads than facial expression. Our results pave the way towards efficient, natural, hands-free interaction in a challenging multitasking environment.},
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2019

Wagner, S; Joeres, F; Gabele, M; Hansen, C; Preim, B; Saalfeld, P
Difficulty factors for VR cognitive rehabilitation training – Crossing a virtual road Journal Article
In: Computers & Graphics, vol. 83, pp. 11–22, 2019, ISSN: 0097-8493.
@article{wagner_difficulty_2019,
title = {Difficulty factors for VR cognitive rehabilitation training – Crossing a virtual road},
author = {S Wagner and F Joeres and M Gabele and C Hansen and B Preim and P Saalfeld},
url = {https://www.sciencedirect.com/science/article/pii/S0097849319301037},
doi = {10.1016/j.cag.2019.06.009},
issn = {0097-8493},
year = {2019},
date = {2019-10-01},
urldate = {2019-10-01},
journal = {Computers & Graphics},
volume = {83},
pages = {11–22},
abstract = {Patients with cognitive or visual impairments have problems in dealing with complex situations. During the rehabilitation process, it is important to confront the patient with (everyday) tasks that have increasing degrees of difficulty to improve their performance. Immersive virtual reality training offers the potential to create a better transfer to daily life than non-immersive computer training. In cooperation with two neuropsychologists, an immersive virtual environment (VE) was developed in which cognitive training in the form of safe road crossing decisions can be performed. We present the experimental exploration and evaluation of difficulty factors within such a VR-based cognitive rehabilitation program. Four difficulty factors were identified and compared (number of relevant traffic lanes, speed of vehicles, distance between vehicles, and number of vehicles). The combination of these difficulty factors resulted in 36 training scenarios. The impact of the factors on participant performance and subjective perception of scenario difficulty were evaluated with 60 healthy participants to estimate the impact of the four factors to a situation’s difficulty level. For the factors Relevant Lanes and Traffic Speed a clear influence on the perceived task difficulty could be determined. No clear influence could be found for the Gap Size. The Number of Vehicles had almost no effect on the perceived task difficulty. Finally, we asked two experienced neuropsychologists about the applicability of our developed system to patients, and they stated that the system is ready for a study on patients.},
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Gabele, M; Thoms, A; Schumacher, D; Hußlein, S; Hansen, C
LIGHT AS A LONG-TERM VISUALIZATION METHOD OF THE TRAINING STATUS FOR PATIENTS IN HOME TRAINING IN REHABILITATION Proceedings Article
In: Proceedings of the International Conferences Interfaces and Human Computer Interaction 2019 Game and Entertainment Technologies 2019 and Computer Graphics, Visualization, Computer Vision and Image Processing 2019, pp. 313–316, IADIS Press, 2019, ISBN: 978-989-8533-91-3.
@inproceedings{gabele_light_2019,
title = {LIGHT AS A LONG-TERM VISUALIZATION METHOD OF THE TRAINING STATUS FOR PATIENTS IN HOME TRAINING IN REHABILITATION},
author = {M Gabele and A Thoms and D Schumacher and S Hußlein and C Hansen},
url = {http://www.iadisportal.org/digital-library/light-as-a-long-term-visualization-method-of-the-training-status-for-patients-in-home-training-in-rehabilitation},
doi = {10.33965/ihci2019_201906C039},
isbn = {978-989-8533-91-3},
year = {2019},
date = {2019-07-01},
urldate = {2019-07-01},
booktitle = {Proceedings of the International Conferences Interfaces and Human Computer Interaction 2019 Game and Entertainment Technologies 2019 and Computer Graphics, Visualization, Computer Vision and Image Processing 2019},
pages = {313–316},
publisher = {IADIS Press},
abstract = {The continuation of training at home after a stay in a rehabilitation clinic requires motivation and personal responsibility. However, patients do often not achieve the required training frequency. In this work, we propose a method to visualize the training status based on light, which can be integrated into the rehabilitation process. Integrated into the personal environment, feedback is generated if training is necessary or not. Based on a first prototype, we evaluated the impact on a patient in a qualitative experimental pilot study over four weeks and the expected overall effect on patients by an expert interview. The results show an animating and rewarding impact on the patient, as well as an orientation for scheduled training days and supporting effect for regular training. This work provides a basis for further research to improve the integration of home training into the everyday life of patients and the use of feedback.},
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Batz, V; Riess, H; Gabele, M; Schumacher, D; Herzog, M A
Cuckoo–facilitating communication for people with mental and physical disabilities in residential communities Proceedings Article
In: International conference interfaces and human-computer interaction, 2019.
@inproceedings{batz2019cuckoo,
title = {Cuckoo–facilitating communication for people with mental and physical disabilities in residential communities},
author = {V Batz and H Riess and M Gabele and D Schumacher and M A Herzog},
url = {https://www.researchgate.net/profile/Michael-A-Herzog/publication/335438606_CUCKOO_-_FACILITATING_COMMUNICATION_FOR_PEOPLE_WITH_MENTAL_AND_PHYSICAL_DISABILITIES_IN_RESIDENTIAL_COMMUNITIES/links/5da46a4ea6fdcc8fc34fe27f/CUCKOO-FACILITATING-COMMUNICATION-FOR-PEOPLE-WITH-MENTAL-AND-PHYSICAL-DISABILITIES-IN-RESIDENTIAL-COMMUNITIES.pdf},
year = {2019},
date = {2019-01-01},
urldate = {2019-01-01},
booktitle = {International conference interfaces and human-computer interaction},
abstract = {Social interaction is a fundamental aspect of human needs. However, people with mental or physical disabilities often lack individual opportunities for socializing. For them, it is hard to initiate social contact in everyday life–even if they share flats and daily rituals. At the same time, digital media cannot be used to create a balance for missing interaction in real life, due to lack of interest and know how. This paper describes a human-centered design process leading to an experimental product solution to address the mentioned communication gap. At first qualitative user research studies including observations and interviews illustrate the social situation of people with disabilities in assisted shared living. Furthermore, it will be shown how user requirements are translated into an experimental interactive prototype that promotes social interaction between people with disabilities. A wall-mounted cuckoo clock represents the installation. The clock proposes either suggestions for shared free-time activities or even allows users to promote their ideas through a playful and intuitive physical user interface. Thereby, it supports the development of family-like welfare and independent decision-making. A subsequent expert survey underlines the relevance and need of the product in facilities for PWD. This interaction design study represents an essential basis for the development of further concepts for the improvement of social interactions. At the same time, long-term research results are to be achieved through the future implementation of the assistance system.},
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Gabele, M; Schröer, S; Husslein, S; Hansen, C
An AR Sandbox as a Collaborative Multiplayer Rehabilitation Tool for Children with ADHD Journal Article
In: 2019, (Publisher: Gesellschaft für Informatik e.V.).
@article{gabele_ar_2019,
title = {An AR Sandbox as a Collaborative Multiplayer Rehabilitation Tool for Children with ADHD},
author = {M Gabele and S Schröer and S Husslein and C Hansen},
url = {http://dl.gi.de/handle/20.500.12116/25249},
doi = {10.18420/MUC2019-WS-632},
year = {2019},
date = {2019-01-01},
urldate = {2019-01-01},
abstract = {Neurofeedback systems have been increasingly utilized in recent years for the treatment of ADHD. However, the disease-specific characteristics and the training motivation are only taken into account to a limited extent, especially for the therapy of children. Inspired by previous research in projector-based AR, we propose a new AR-based multiplayer game with BCI and haptic feedback for the therapy of children with ADHD. We evaluated our approach in an explorative user study with seven domain experts with different backgrounds related to the topic. The results show a harmonious combination of different technologies and that the multiplayer approach and the haptic aspects of the game are suitable and motivating to complement existing therapy methods. The results create an essential basis for further development of patient-oriented neurofeedback systems in ADHD therapy.},
note = {Publisher: Gesellschaft für Informatik e.V.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}

Gabele, M; Thoms, A; Alpers, J; Hußlein, S; Hansen, C
Effects of interactive storytelling and quests in cognitive rehabilitation for adults Journal Article
In: 2019.
@article{gabele_effects_2019,
title = {Effects of interactive storytelling and quests in cognitive rehabilitation for adults},
author = {M Gabele and A Thoms and J Alpers and S Hußlein and C Hansen},
year = {2019},
date = {2019-01-01},
urldate = {2019-01-01},
abstract = {Software-based training in cognitive rehabilitation is often perceived as boring when used over a longer period. This may negatively affect adherence and therefore reduce therapy success. Regular use is essential and should be continued after clinical stay. In this work, medically approved therapy software for cognitive training of divided attention in clinical use is extended with suitable gamification elements. Based on interactive storytelling, we created a main quest for single-player about two training sections and demonstrate a method by a prototype to wrap it around the therapy. Based on an exploratory study in Germany with patients (n=4) and a control group with healthy participants (n=6), we found a subjectively perceived motivational tendency for patients to use the software without being exhausted or losing concentration. Patients stated interest in further use. This work lays a basis to influence motivation, for further clinical evaluations, and shows important fields for future research.},
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Gabele, M; Thoms, A; Alpers, J; Hußlein, S; Hansen, C
Non-player character as a companion in cognitive rehabilitation for adults - Characteristics and representation Journal Article
In: 2019.
@article{gabele_non-player_2019,
title = {Non-player character as a companion in cognitive rehabilitation for adults - Characteristics and representation},
author = {M Gabele and A Thoms and J Alpers and S Hußlein and C Hansen},
year = {2019},
date = {2019-01-01},
urldate = {2019-01-01},
abstract = {A lack of social support reduces the chances of successful rehabilitation. However, the social environment changes considerably during this time. Therefore, fostering consistent social contacts is highly relevant. To address social relatedness in software-based cognitive therapy during rehabilitation we intend to use a non-player character as a companion. In this work we analyze possible forms of representation of the companion based on required characteristics, age and gender to achieve this goal. These were set in relation to age and gender of the user. Three female and three male companions in three age groups were created and subsequently tested in an explorative feasibility study with 40 participants. 50% of participants preferred a female middle-aged companion, 25% a younger male. Older companions were chosen only by women. Regarding the gender, 62.5% chose a female companion. We present an orientation for development of non-player characters as companion in software-based training for cognitive rehabilitation.},
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Arrambide, K; Cormier, L Freiman; Wehbe, R; Nacke, L; Gabele, M; Wagner, S; Hansen, C
The Development of "Orbit": The Collaborative BCI Game for Children with AD(H)D Proceedings Article
In: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pp. 341–348, Association for Computing Machinery, New York, NY, USA, 2019, ISBN: 978-1-4503-6871-1.
@inproceedings{arrambide_development_2019,
title = {The Development of "Orbit": The Collaborative BCI Game for Children with AD(H)D},
author = {K Arrambide and L Freiman Cormier and R Wehbe and L Nacke and M Gabele and S Wagner and C Hansen},
url = {https://doi.org/10.1145/3341215.3356301},
doi = {10.1145/3341215.3356301},
isbn = {978-1-4503-6871-1},
year = {2019},
date = {2019-01-01},
urldate = {2019-01-01},
booktitle = {Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts},
pages = {341–348},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
series = {CHI PLAY '19 Extended Abstracts},
abstract = {Children with Attention Deficit (Hyperactivity) Disorder or AD(H)D can require treatment for which they need to experience long-lasting neurofeedback sessions. Children might not adhere to at-home treatment activities because of the nature of these sessions; thus, not getting the benefits of the program. To increase adherence and effectiveness of the treatment itself, we propose neurofeedback gaming and social encouragement. Our hypothesis is that by playing a collaborative neurofeedback game, children will be more adherent to their treatment and therefore derive a stronger benefit. For this purpose we designed the game "Orbit", a first multiplayer prototype that was evaluated in a pilot study with five neuropsychologists. It was found that collaborative multiplayer games are suitable from a therapeutic standpoint and long-term use because of its higher social motivation and collaboration between children with AD(H)D; albeit there are some drawbacks including unreliability of electroencephalography (EEG) input and the risk for the collaborative environment to be distracting for the player.},
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