Prof. Dr. Maximilian Altmeyer
Alumni
The following information will not be updated anymore. Please find recent information on the following websites:- Publications: Google Scholar
- Teaching and contact: Profile at htw saar
Teaching
- Seminar: Games User Research (Winter 2022/2023)
- Seminar: Virtual Reality Game Development using a Rock Climbing Treadmill (Summer 2022)
- Proseminar: Interacting for Fun - Spiel und Spaß mit dem Computer (Summer 2022)
- Seminar: Developing Cloud Software using SAP Technology (Summer 2022)
- Seminar: Walk While Work - UX-Driven Development of Player Type-Centric Motion Games (Winter 2021/2022)
- Seminar: AI & HCI in Furniture Retail (Winter 2020/2021)
- Seminar: Rapid Game Development - Developing a Computer Game in an Interdisciplinary Team (Summer 2019)
- Course: Arduino for Beginners (Winter 2018/2019)
- Seminar: Games User Research (Summer 2018)
- Course: Web Development (Summer 2018)
- Course: Web Development (Winter 2017/2018)
- Lecture: Interactive Systems (Summer 2017) - Coordination
- Seminar: Livestreaming meets HCI (Summer 2017)
- Seminar: Designing the User Experience For Ubiquitous Computing Devices (Summer 2016) (in collaboration with centigrade)
Open B.Sc. / M.Sc. Thesis Topics
If you are interested in doing a Bachelor's or Master's thesis in my area of interest, feel free to contact me. Please check the open topics at the top of this page beforehand (if there are any).
Finished Supervised Theses
- Designing Persuasive Goals (Ongoing, Master)
- A Gamified Approach To Motivate Sport-Enthusiasts Even Further (Bachelor, Nikodemus Schmidt)
- The Role of Choice in Bottom-Up Gamification (Bachelor, Lea Verena Schmeer)
- Manipulation of the Hard- and Software of a Streamer During Live-Streams (Master, Julian Sahner)
- Gamified Ads: Enhancing User Experience and Product Recognition in Online Ads with Gamification (Master, Kathrin Dernbecher)
- Investigating Relevant Game Elements for Different Player Types and Stages of Change in the Health Domain (Bachelor, Linda Muller)
- The Encouragement of Walking with Gamified Mobile Applications - Development of a Research Prototype (Bachelor, Sarah Sterz)
- Investigating the Effect of a Gamified Public Display to Encourage Physical Activity (Bachelor, Tobias Sander)
- Implicit Assessment of Player Types (Bachelor, Marc Schubhan)
- Shared Game Control and Group Coordination Elements (Bachelor, Vlad Hnatovskiy)
- Users As Game Designers (Master, Dominic Buchheit)
- Silver Cycling: Evaluating the Effectiveness of Persuasive Strategies to Promote Physical Activity among Older Adults (Master, Seyedmostafa Hosseini)
- Nudging in Gamified Fitness Applications (Bachelor, Thierry Jegen)
- Gamified Microtasks (Master, Berina Zenuni)
- Tailoring Gamification to Encourage Physical Activity (Master, Subhashini Jantwal)
- Boosting self-efficacy with sabotaged gamification (Bachelor, Jan Larisch)
- Sound Feedback in Gameful Applications (Master, Vladislav Hnatovskiy)
- Tangible Gamification (Master, Tobias Sander, in collaboration with Donald Degraen)
- Order Picking in Smart Warehouses (Bachelor, Mohamad Saleh Al Mohamad, in collaboration with Frederic Kerber)
- Digital Receipts in Retail (Bachelor, Milan Conrad, in collaboration with Frederic Kerber)
Ongoing Supervised Theses
I am currenlty advising 2 Master's theses:
- Gamified Meditation (Ongoing, master)
- Customization vs Personalizsation (Ongoing, master)
Academic Service
Conference Chair
- Work In Progress Chair for CHI Play 2023
- Co-Chair for Game-based Learning Minitrack at Hawaii International Conference on System Sciences
- Web Chair for CHI PLAY 2022, Ubicomp 2016, PerDis 2015, KI 2014
- AC for CHI 2024, CHI Play 2023, CHI Play 2022 WiP, CHI Play 2021 WiP, CHI 2021 Late Breaking Work, CHI Play 2020 WiP, CHI 2020 Late Breaking Work, CHI 2019 Late Breaking Work
- PC Member for ICSE2022 within the GAS 2022-track, IEEE AIVR 2021 Papers, IEEE COG 2021, IEEE AIVR 2020 Papers, IEEE AIVR 2019 Papers, IUI 2018 Demo/Poster
Reviewer
- IEEE VR 2023, Interacting with Computers, CSCW 2023, CHI 2023 Papers, OzCHI 2022, Mindtrek 2022, StartPlay 2022, Behaviour & Information Technology, Information Processing and Management, FDG 2022, MuC 2022 Full Papers, CHI PLAY 2022 Full Papers, MobileHCI 2022 Papers, Electronic Commerce Research and Applications, CHI 2022 Papers, OzCHI 2021, CHI PLAY 2021, CSCW 2021, Entertainment Computing, CHI 2021 Papers, IEEE Transactions on Intelligent Transportation Systems, MDPI Multimodal Technologies and Interaction, CHI PLAY 2020 Papers (Special Recognition), DIS 2020 Papers, MobileHCI 2020 Papers, CHI 2020 Papers (Special Recognition), CHI 2020 Student Game Competition, CHI 2020 Late Breaking Work, IEEE Access, IMWUT, IEEE VR 2020 Conference Papers, IEEE AIVR 2019 Papers, International Journal of Human-Computer Studies (IJHCS), CHI PLAY 2019 (Special Recognition), Mobile-HCI 2019, CHI 2019 Late Breaking Work, IEEE VR 2019 Conference Papers, IEEE VR 2019 Journal Papers, CHI PLAY 2018 Papers, IUI 2018 Posters & Demos, CHI 2017 Papers and Notes, CHI PLAY 2017 Full Papers (Special Recognition), IMWUT (May 2017 round), IUI 2017 Long & Short Papers, IUI 2017 Posters & Demos
PDF Access to Selected Publications
- Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types (UMUAI 2021)
- Design Guidelines to Increase the Persuasiveness of Achievement Goals for Physical Activity (GamiFIN 2021)
- A Long-Term Investigation on the Effects of (Personalized) Gamification on Course Participation in a Gym (GamiFIN 2021)
- HexArcade: Predicting Hexad User Types By Using Gameful Applications (CHI Play 2020)
- Investigating User-Created Gamification in an Image Tagging Task (CHI 2020)
- Using Hexad User Types to Select Suitable Gamification Elements to Encourage Healthy Eating (CHI 2020 EA)
- Understanding and Empowering Interactions Between Streamer And Audience in Game Live Streams (ACM Interactions 2020)
- Germ Destroyer – A Gamified System to Increase the Hand Washing Duration in Shared Bathrooms (CHI Play 2019)
- Towards Predicting Hexad User Types from Smartphone Data (CHI Play 2019 Adjunct)
- Crowdjump: Investigating A Player-Driven Platform Game (CHI Play 2019)
- Gender Differences in the Perception of Gamification Elements for Fitness Systems (PERSUASIVE 2019 Adjunct)
- Combining Behavior Change Intentions and User Types to Select Suitable Gamification Elements for Persuasive Fitness Systems (PERSUASIVE 2019)
- Gamified Ads: Bridging the Gap Between User Enjoyment and the Effectiveness of Online Ads (CHI 2019)
- Eating Ads With a Monster: Introducing a Gamified Ad Blocker (CHI 2019 EA)
- “Enable or Disable Gamification?” – Analyzing the Impact of Choice in a Gamified Image Tagging Task (CHI 2019)
- Extending a Gamified Mobile App with a Public Display to Encourage Walking (Mindtrek 2018)
- Investigating Gamification for Seniors Aged 75+ (DIS 2018)
- SilverCycling: Evaluating Persuasive Strategies to Promote Physical Activity among Older Adults (DIS 2018)
- Viewers’ Perception of Elements Used in Game Live-Streams (Mindtrek 2018)
- Users As Game Designers: Analyzing Gamification Concepts in a “Bottom-Up” Setting (Mindtrek 2018)
- The Importance of Social Relations for Well-Being Change in Old Age – Do Game Preferences Change As Well? (CHI Play 2017, Workshop)
- Measuring the effect of bottom-up gamification in a microtask setting (Mindtrek 2017)
- Don't Whip Me With Your Games: Investigating Bottom-Up Gamification (CHI 2016)
- WaterCoaster: A Device to Encourage People in a Playful Fashion to Reach Their Daily Water Intake Level (CHI 2016)
- Expense control: a gamified, semi-automated, crowd-based approach for receipt capturing (IUI 2016)
- Using Microtasks to Enhance the Recognition of Receipt Entities to Keep Track Of Expenses (CHI 2016, Workshop)
- Analysis of Recycling Capabilities of Individuals and Crowds to Encourage and Educate People to Separate their Garbage Playfully (CHI 2015)
- Experiences with a Gamified Online Questionnaire for Crowdsourcing Human Recycling Capabilities (CHI 2015, Workshop)
- Towards a novel digital household account book (CHI 2014)