In running, knee-related injuries are very common. The main cause are high impact forces when striking the ground with the
heel first. Mid- or forefoot running is generally known to reduce impact loads and to be a more efficient running style. In
this paper, we introduce a wearable running assistant, consisting of an electrical muscle stimulation (EMS) device and an
insole with force sensing resistors.
We define the concept of Dynamic Passive Haptic Feedback (DPHF) for virtual reality by introducing the weight-shifting
physical DPHF proxy object Shifty. This concept combines actuators known from active haptics and physical proxies known from
passive haptics to construct proxies that automatically adapt their passive haptic feedback. We investigate how Shifty can, by
automatically changing its internal weight distribution, enhance the user’s perception of virtual objects interacted with.
We investigate “bottom-up” gamification, i.e. providing users with the option to gamify an experience on
their own by an examination of the usefulness of a task managing app implementing a “bottom-up” gamification concept.
The WaterCoaster measures the amount drunk and reminds the user to consume more, if necessary. The app is designed as a game in which the user needs to take care of a virtual character.
We investigate a crowd-based approach to enhance the outcome of optical character recognition in the domain of receipt capturing to keep track of expenses. In contrast to existing work, our approach is capable of extracting single products and provides categorizations for both articles and expenses, through the use of microtasks which are delegated to an unpaid crowd.