Matthias Rauterberg
Biographic Data
| ID | 5122728 |
|---|---|
| NAME | Matthias Rauterberg |
| GIVEN NAMES | Matthias |
| FAMILY NAME | Rauterberg |
| SIGNATURE | RAUTERBERG M |
| AFFILIATIONS | Eindhoven University of Technology |
| ORCID | 0000-0002-2596-395X |
| VERIFIED | Yes |
| TOTAL WORKS | 14 |
| TOTAL CITATIONS | 6 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 6 |
| FIRST PUBLICATION YEAR | 2002 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Is adding tangible augmentation contributing to virtual sensory engagement of people with dementia? Assessment on user engagement, agitation, and apathy
The conceptualisation and deployment of immersive sensory environments for therapeutic purposes have attracted a growing interest within the field of dementia care. In contrast to virtual immersions, tangible augmented virtual experiences offer a promising avenue to foster the self-engagement of people with dementia (PWD) through intuitive and multisensory interactions. However, empirical exploration of the added value conferred by tangible augme…
Can blindfolded users replace blind ones in product testing? an empirical study
During the design, it is important to evaluate the user experience of representative users in many human product interactions. But, in some cases, it is difficult or even impossible to recruit representative users because they have disabilities that do not allow them to take part in such investigations. Thus, alternative populations are widely studied. The most common way to replace real blind people is to use sighted but blindfolded users when s…
The Significance of Aristotle's Four Causes in Design Research
In this article we demonstrate that and why Aristotle's four causes are essential for a scientific articulation of designerly knowledge. We show that properly understood, Aristotle's notion of a cause, including the final cause, is not in conflict with modern science. Rather, when it comes to understanding living beings as such, all of the four Aristotelian causes are still crucial. We argue that this implies that design research, too, must appea…
Context-Enhanced Human-Robot Interaction: Exploring the Role of System Interactivity and Multimodal Stimuli on the Engagement of People with Dementia
Engaging people with dementia (PWD) in meaningful activities is the key to promote their quality of life. Design towards a higher level of user engagement has been extensively studied within the human-computer interaction community, however, few extend to PWD. It is generally considered that increased richness of experiences can lead to enhanced engagement. Therefore, this paper explores the effects of rich interaction in terms of the role of sys…
A comprehensive value framework for design
The significance of human values in everyday life highlights the integral role of this concept in any design that aims to improve the quality of human life. By emphasizing the need for a comprehensive value framework for design, the present study explores a new value framework to be used as a common ground in design. For this purpose, we empirically investigate how different people group human values. By spreading the link of our Human Values Sur…
Directing Attention Through Gaze Hints Improves Task Solving in Human–Humanoid Interaction
In this paper, we report an experimental study designed to examine how participants perceive and interpret social hints from gaze exhibited by either a robot or a human tutor when carrying out a matching task. The underlying notion is that knowing where an agent is looking at provides cues that can direct attention to an object of interest during the activity. In this regard, we asked human participants to play a card matching game in the presenc…
Handbook of Digital Games and Entertainment Technologies
Handbook of Digital Games and Entertainment Technologies
Designing Internet-Based Payment Systems: Guidelines and Empirical Basis
This article describes research into online electronic payment systems, focusing on the aspects of payment systems that are critical for their acceptance by end users. Based on our earlier research and a diary study of payments with an online payment system and with online banking systems of a reputable bank, we proposed a set of 12 interaction design guidelines. The guidelines have been applied during the implementation and redesign of a new pay…
New Frontiers for Entertainment Computing: Recent Quantum Treatments
Entertainment Computing – Icec 2007: 6Th International Conference, Shanghai, China, September 15-17, 2007. Proceedings
Entertainment Computing - Icec 2006: 5Th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings (Lecture Notes in Computer Science)
Entertainment Computing – Icec 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings
Physical and Virtual Tools: Activity Theory Applied to the Design of Groupware
A comprehensive value framework for design
The significance of human values in everyday life highlights the integral role of this concept in any design that aims to improve the quality of human life. By emphasizing the need for a comprehensive value framework for design, the present study explores a new value framework to be used as a common ground in design. For this purpose, we empirically investigate how different people group human values. By spreading the link of our Human Values Sur…
Context-Enhanced Human-Robot Interaction: Exploring the Role of System Interactivity and Multimodal Stimuli on the Engagement of People with Dementia
Engaging people with dementia (PWD) in meaningful activities is the key to promote their quality of life. Design towards a higher level of user engagement has been extensively studied within the human-computer interaction community, however, few extend to PWD. It is generally considered that increased richness of experiences can lead to enhanced engagement. Therefore, this paper explores the effects of rich interaction in terms of the role of sys…
Physical and Virtual Tools: Activity Theory Applied to the Design of Groupware
Entertainment Computing – Icec 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings
Entertainment Computing - Icec 2006: 5Th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings (Lecture Notes in Computer Science)
Entertainment Computing – Icec 2007: 6Th International Conference, Shanghai, China, September 15-17, 2007. Proceedings
New Frontiers for Entertainment Computing: Recent Quantum Treatments
Designing Internet-Based Payment Systems: Guidelines and Empirical Basis
This article describes research into online electronic payment systems, focusing on the aspects of payment systems that are critical for their acceptance by end users. Based on our earlier research and a diary study of payments with an online payment system and with online banking systems of a reputable bank, we proposed a set of 12 interaction design guidelines. The guidelines have been applied during the implementation and redesign of a new pay…
Handbook of Digital Games and Entertainment Technologies
Handbook of Digital Games and Entertainment Technologies
Directing Attention Through Gaze Hints Improves Task Solving in Human–Humanoid Interaction
In this paper, we report an experimental study designed to examine how participants perceive and interpret social hints from gaze exhibited by either a robot or a human tutor when carrying out a matching task. The underlying notion is that knowing where an agent is looking at provides cues that can direct attention to an object of interest during the activity. In this regard, we asked human participants to play a card matching game in the presenc…
A comprehensive value framework for design
The significance of human values in everyday life highlights the integral role of this concept in any design that aims to improve the quality of human life. By emphasizing the need for a comprehensive value framework for design, the present study explores a new value framework to be used as a common ground in design. For this purpose, we empirically investigate how different people group human values. By spreading the link of our Human Values Sur…
Context-Enhanced Human-Robot Interaction: Exploring the Role of System Interactivity and Multimodal Stimuli on the Engagement of People with Dementia
Engaging people with dementia (PWD) in meaningful activities is the key to promote their quality of life. Design towards a higher level of user engagement has been extensively studied within the human-computer interaction community, however, few extend to PWD. It is generally considered that increased richness of experiences can lead to enhanced engagement. Therefore, this paper explores the effects of rich interaction in terms of the role of sys…
The Significance of Aristotle's Four Causes in Design Research
In this article we demonstrate that and why Aristotle's four causes are essential for a scientific articulation of designerly knowledge. We show that properly understood, Aristotle's notion of a cause, including the final cause, is not in conflict with modern science. Rather, when it comes to understanding living beings as such, all of the four Aristotelian causes are still crucial. We argue that this implies that design research, too, must appea…
Can blindfolded users replace blind ones in product testing? an empirical study
During the design, it is important to evaluate the user experience of representative users in many human product interactions. But, in some cases, it is difficult or even impossible to recruit representative users because they have disabilities that do not allow them to take part in such investigations. Thus, alternative populations are widely studied. The most common way to replace real blind people is to use sighted but blindfolded users when s…
Is adding tangible augmentation contributing to virtual sensory engagement of people with dementia? Assessment on user engagement, agitation, and apathy
The conceptualisation and deployment of immersive sensory environments for therapeutic purposes have attracted a growing interest within the field of dementia care. In contrast to virtual immersions, tangible augmented virtual experiences offer a promising avenue to foster the self-engagement of people with dementia (PWD) through intuitive and multisensory interactions. However, empirical exploration of the added value conferred by tangible augme…
Computer Science (13 works) · Engineering (6 works) · Entertainment (6 works) · Psychology (6 works) · Art (5 works) · Digital Games and Media (5 works) · Human–computer interaction (5 works) · Visual arts (5 works) · Congresses (4 works) · Entertainment computing (4 works)