Korn, Marc Oliver

Korn, Marc Oliver

Prof. Dr. phil. 
Human Computer Interaction; Context-Aware Systems; Affective Computing; Game Design
  • Raum: D302
  • Badstraße 24, 77652 Offenburg

Lehrveranstaltungen (aktuelles und vorhergehendes Semester)

  • Wissenschaftliches Arbeiten und Studien, M019
  • Wissenschaftliches Arbeiten, M+I319
  • Studien in der HCI. Qualitative und quantitative Methoden der MCI, M+I336
  • Multimodale HCI. Perspektiven der Mensch-Computer-Interaktion (MCI), M+I335
  • Game Studies und Game Science, M1000
  • Serious Games und Gamification, M+I337
  • Kontextbewusste Systeme, M+I733
  • Game Development, M+I294
  • Produktion AR / VR / Games, M183
  • HCI Studien Seminar, M+I735
  • Grundlagen Games + XR, M067
  • Quantifying the Effects of Media Lab, M+I417
  • Quantifying the Effects of Media, M+I416
  • HCI in Computerspielen, M+I736
  • Prototypen erstellen für Serious Games und Gamification, M+I299
  • Seminar Game Development, M+I293
  • Konzeption AR / VR / Games, M182
  • Human Computer Interaction und Ergonomie, M1031
  • Prototypen für Serious Games und Gamification, M181
  • Perspektiven der HCI, M+I734
  • Game Konzeption, M293
  • Aspekte der Mensch-Computer- Interaktion, M+I129
  • Human-Computer-Interaction, M+I658w

Lebenslauf

Akademischer Werdegang

Prof. Dr. Oliver Korn ist Professor für Human Computer Interaction an der Hochschule Offenburg und Direktor des Affective & Cognitive Institute (ACI). Er ist Senior Member der Association of Computing Machinery (ACM), Professional Member des Institute of Electrical and Electronics Engineers (IEEE) und zertifizierter Projektmanager (IHK). Er ist Mitgründer der KORION GmbH, eines Spin-Offs der Fraunhofer Gesellschaft.

Seine Forschungs- und Arbeitsschwerpunkte sind:

  • Assistive Technologies & Robotik
  • Affective Computing
  • Augmented, Virtual and Mixed Reality
  • Gaming & Gamification

Im ACI bündelt er diese Felder gemeinsam mit einem interdisziplinären Forschungs­team. Übergreifende Vision ist die Anreicherung der Umgebung mit intuitiven Schnittstellen – Systemen, die den Kontext und im Idealfall auch den mentalen und emotionalen Zustand der Anwender erkennen und darauf adaptieren. Besondere Bedeutung haben dabei Spaß oder Freude: Gerade wenn körperliche oder geistige Einschränkungen vorliegen, sollten interaktive Assistenzsysteme reizvoll gestaltet sein.

Korn leitete mehrere Forschungsprojekte für das Bundesministerium für Wirtschaft (BMWi) und das Bundesforschungsministerium (BMBF). Insgesamt warb er seit 2010 Drittmittel in Höhe von ca. 20 M€ ein. Derzeit leitet er die Forschungsprojekte OGFLab, KomIn2Assist, und LLMpraxis (letzteres mit dem Kollegen Janis Keuper).

Forschungsschwerpunkte

Forschungsprojekte

  • LLMpraxis (2024-2028)
    Intelliggente Chatpots auf Basis firmenspezifisch adaptierter LLMs
    Träger: Bundesministerium für Bildung und Forschung (BMBF)
    http://www.llm-praxis.de/
  • KomIn2Assist (2023-2026)
    Assistenzsysstem mit "intelligentem" Agenten und Gamification
    Träger: Bundesministerium für Bildung und Forschung (BMBF):Innovative Arbeitswelten
    https://www.komin2assist.de/
  • OGFLab Open Game und Fablab (2021-2026)
    Existenzgründerprogramm für studentische Teams
    Träger: Bundesministerium für Bildung und Forschung (BMBF): StartUpLab@FH
    https://ogflab.hs-offenburg.de/
  • SUITCEYES (2018-2021)
    Intelligente Kleidungsstücke für Menschen mit Taubblindheit
    Träger: Europäische Union (EU), Horizon 2020
    http://suitceyes.eu/
  • incluMOVE (2017-2020)
    Assistenzsysteme für Menschen mit Behinderungen bei der beruflichen Wiedereingliederung
    Träger: Bundesministerium für Bildung und Forschung (BMBF)
    http://inclumove.de 
  • KoBeLU (2016-2019)
    Kontextbewusste Lernumgebung für Aus- und Weiterbildung, besonders Lernende in MINT-Fächern
    Träger: Bundesministerium für Bildung und Forschung (BMBF): Erfahrbares Lernen
    http://www.kobelu.de/ 
  • motionEAP (2013-2016)
    Assistenzsysteme für Produktionsprozesse mit Projektion und Gamification-Elementen
    Träger: Bundesministerium für Wirtschaft und Technologie (BMWi): Konvergente IKT

Publikationen

2025

Benjamin Schnitzer, Polona Caserman, Oliver Korn Sky Dash: Evaluating the Effects of a Serious Low-Threshold Mobile Game on Learning Efficacy and User Experience in a Repetitive Learning Task

2024

Ela Liberman-Pincu, Oliver Korn, Jonas Grund, Elmer D. Van Grondelle, Tal Oron-Gilad Designing Socially Assistive Robots ; Exploring Israeli and German Designers' Perceptions
Benjamin Schnitzer, Umut Can Vural, Bastian Schnitzer, Muhammad Usman Sardar, Oren Fuerst, Oliver Korn Prototyping a Zoomorphic Interactive Robot Companion with Emotion Recognition and Affective Voice Interaction for Elderly People
Polona Caserman, Stefan Göbel, Oliver Korn Serious Games in der Schulbildung: Qualität durch Zertifizierung
Benjamin Schnitzer, Polona Caserman, Oliver Korn Shaken, not stirred: Effects of Minimal Rotational Motion Cues on Cybersickness in a VR Flying Experience
Oliver Korn, Matteo Zallio, Benjamin Schnitzer Young skeptics: exploring the perceptions of virtual worlds and the metaverse in generations Y and Z

2023

Polona Caserman, Kim Annabell Baumgartner, Stefan Göbel, Oliver Korn A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance
Oliver Korn Gamification in Industrial Production: An Overview, Best Practices, and Design Recommendations
Matteo Zallio, Oliver Korn Perceptions on Digital, Virtual Environments and the Metaverse. An Exploratory Study with Younger Users
Ela Liberman-Pincu, Oliver Korn, Jonas Grund, Elmer D. van Grondelle, Tal Oron-Gilad Preprint: Designing Socially Assistive Robots: Exploring Israeli and German Designers' Perceptions

2022

Jacqueline Ruth, Steffen Willwacher, Oliver Korn Acceptance of Digital Sports: A Study Showing the Rising Acceptance of Digital Health Activities Due to the SARS-CoV-19 Pandemic
Rogério Augusto Bordini, Oliver Korn Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults
Oliver Korn, Annika Sabrina Schulz, Belinda Janine Hagley Gamification: Grundlagen, Methoden und Anwendungsbeispiele
Annebeth Demaeght, Christina Miclau, Julia Hartmann, Janina Markwardt, Oliver Korn Multimodal Emotion Analysis of Robotic Assistance in Elderly Care
Oliver Korn, Matteo Zallio Perspectives on Social Health Robots: How Experts’ Views Improved from 2017 to 2021
Oliver Korn, Steffen Willwacher Smarte Systeme in Rehabilitation und Prävention. Wie künstliche Intelligenz und Gamification das Bewegungstraining individualisieren
Francesca Fracasso, Lea Buchweitz, Arthur Theil, Amedeo Cesta, Oliver Korn Social Robots Acceptance and Marketability in Italy and Germany: A Cross-National Study Focusing on Assisted Living for Older Adults
Rogério Augusto Bordini, Oliver Korn Strengthening Invisible Ties: Decreasing Loneliness Indices of University Students Through a Gamified Mobile App
Arthur Theil, Lea Buchweitz, Annika Sabrina Schulz, Oliver Korn Understanding the perceptions and experiences of the deafblind community about digital games

2021

Rogério Augusto Bordini, Oliver Korn A Mobile App to Combat Loneliness and Social Isolation Among University Students ; Extended Abstract
Oliver Korn, Lea Buchweitz, Arthur Theil, Francesca Fracasso, Amedeo Cesta Akzeptanz und Marktfähigkeit sozialer Roboter ; Eine Studie mit älteren Menschen aus Italien und Deutschland
Steffen Willwacher, Oliver Korn Gamification of Movement Exercises in Rehabilitation and Prevention: A Framework for Smart Training in AI-Based Exergames
Rogério Augusto Bordini, Oliver Korn Noneliness: A Gamified Mobile App to Reduce Loneliness Among University Students
Rogério Augusto Bordini, Johann-Christoph Münscher, Kim Annabell Baumgartner, Sara Hagos, Jennifer Hornig, Stefano Gampe, Berkay Yaman, Oliver Korn, Philipp Yorck Herzberg Strangers in a Strange Land: Designing a Mobile Application to Combat Loneliness and Isolation Among Foreign University Students
Oliver Korn, Neziha Akalin, Ruben Gouveia Understanding Cultural Preferences for Social Robots: A Study in German and Arab Communities

2020

Jonas Grund, Moritz Umfahrer, Lea Buchweitz, James Gay, Arthur Theil, Oliver Korn A Gamified and Adaptive Learning System for Neurodivergent Workers in Electronic Assembling Tasks
Kai Israel, Lea Buchweitz, Dieter K. Tscheulin, Christopher Zerres, Oliver Korn Captivating Product Experiences: How Virtual Reality Creates Flow and Thereby Optimize Product Presentations
Arthur Theil, Lea Buchweitz, Mauricio Fuentes, Oliver Korn Co-Designing Assistive Tools to Support Social Interactions by Individuals Living with Deafblindness
Lea Buchweitz, Arthur Theil, James Gay, Oliver Korn Exploring Low-Cost Materials to Make Pattern-Based Lock-Screens Accessible for Users with Visual Impairments or Deafblindness
James Gay, Moritz Umfahrer, Arthur Theil, Lea Buchweitz, Eva Lindell, Li Guo, Nils-Krister Persson, Oliver Korn Keep Your Distance: A Playful Haptic Navigation Wearable for Individuals with Deafblindness
Eva Lindell, Arthur Theil, Li Guo, Nasrine Olson, Oliver Korn, Nils-Krister Persson Physical Add-Ons for Haptic Human-Surrounding Interaction and Sensorial Augmentation
Jonas Grund, Oliver Korn Social Robots - A Science Comic
Jonas Grund, Oliver Korn Soziale Roboter - Ein Science Comic
Arthur Theil, Lea Buchweitz, James Gay, Eva Lindell, Li Guo, Nils-Krister Persson, Oliver Korn Tactile Board: A Multimodal Augmentative and Alternative Communication Device for Individuals with Deafblindness
Oliver Korn, James Gay, Ruben Gouveia, Lea Buchweitz, Annika Sabrina Schulz, Moritz Umfahrer Tactile Navigation with Checkpoints as Progress Indicators?: Only when Walking Longer Straight Paths
Karan Nandkumar, Annika Sabrina Schulz, Oliver Korn Wearable or HMD?: How to Support Tactile Navigation
Isaac Wang, Lea Buchweitz, Jesse Smith, Lara-Sophie Bornholdt, Jonas Grund, Jaime Ruiz, Oliver Korn Wow, You Are Terrible at This!: An Intercultural Study on Virtual Agents Giving Mixed Feedback

2019

Christian Fron, Oliver Korn A Short History of the Perception of Robots and Automata from Antiquity to Modern Times
Oliver Korn, Adrian Rees Affective Effects of Gamification: Using Biosignals to Measure the Effects on Working and Learning Users
Oliver Korn, Michael Blatz, Adrian Rees Endbericht zum Projekt KoBeLu ; KoBeLU: Kontextbewusste Lernumgebungen in der Aus- und Weiterbildung, Teilvorhaben: Affective Learning & Gamification
Louisa Heimburger, Lea Buchweitz, Ruben Gouveia, Oliver Korn Gamifying Onboarding: How to Increase Both Engagement and Integration of New Employees
Andrea Müller, Alexander Feldberger, Christina Miclau, Philipp Koch, Lena Walter, Sarah Feige, Nicolas Schmidt, Moritz Neth, Oliver Korn Hidden Champions: A Study on Recruiting Top-Level Staff in Rural Areas
Kai Israel, Christopher Zerres, Dieter K. Tscheulin, Lea Buchweitz, Oliver Korn Presenting Your Products in Virtual Reality: Do not Underestimate Cybersickness
Oliver Korn (Ed.) Social Robots: Technological, Societal and Ethical Aspects of Human-Robot Interaction
Oliver Korn Soziale Roboter – Einführung und Potenziale für Pflege und Gesundheit

2018

Konstantinos Tsiakas, Maria Kyrarini, Vangelis Karkaletsis, Fillia Makedon, Oliver Korn A Taxonomy in Robot-Assisted Training: Current Trends, Needs and Challenges
Oliver Korn Autonomie beim Einsatz kontextbewusster Systeme: Der Weg zum Emotionsbewusstsein
Annika Sabrina Schulz, Franziska Schulz, Ruben Gouveia, Oliver Korn Branded Gamification in Technical Education
Oliver Korn, Raymond Holt, Efstratios Kontopoulos, Astrid Kappers, Nils-Krister Persson, Nasrine Olson Empowering Persons with Deafblindness: Designing an Intelligent Assistive Wearable in the SUITCEYES Project
Andrea Müller, Oliver Korn, Christina Miclau, Selina Anke, Sabrina Herrmann, Pia Katz, Christina Leuchtweis, Sandra Wörner Measuring the Influence of User Experience on Banking Customers’ Trust
Oliver Korn, Gerald Bieber, Christian Fron Perspectives on Social Robots: From the Historic Background to an Experts' View on Future Developments
Oliver Korn, Lea Buchweitz, Adrian Rees, Gerald Bieber, Christian Werner, Klaus Hauer Using Augmented Reality and Gamification to Empower Rehabilitation Activities and Elderly Persons. A Study Applying Design Thinking

2017

Michael Blatz, Oliver Korn A Very Short History of Dynamic and Procedural Content Generation
Oliver Korn, Florian Brenner, Julian Börsig, Fabio Lalli, Maik Mattmüller, Andrea Müller Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources
Oliver Korn, Lukas Stamm, Gerd Möckl Designing Authentic Emotions for Non-Human Characters. A Study Evaluating Virtual Affective Behavior
Oliver Korn, Adrian Rees, Alan Dix Designing a System for Playful Coached Learning in the STEM Curriculum
Oliver Korn, Damian Gerbaulet Do Zenware Applications Reduce the Digital Distraction of Knowledge Workers? A Qualitative Study Based on Expert Interviews
Oliver Korn (Ed.), Newton Lee (Ed.) Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation
Oliver Korn, Oliver Vauderwange Gamification in der Produktion – Anforderungen und Potenziale
Oliver Korn, Michael Blatz, Adrian Rees, Jakob Schaal, Valentin Schwind, Daniel Görlich Procedural Content Generation for Game Props? A Study on the Effects on User Experience
Oliver Korn, Stefan Tietz Strategies for Playful Design when Gamifying Rehabilitation. A Study on User Experience

2016

Oliver Korn, Leslie Tso, Cristos Papagrigoriou, Yannic Sowoidnich, Robert Konrad, Albrecht Schmidt Computerized Assessment of the Skills of Impaired and Elderly Workers. A Tool Survey and Comparative Study
Oliver Korn, Alan Dix Educational Playgrounds : How Context-Aware Systems Enable Playful Coached Learning
Oliver Korn, Peter Muschick, Albrecht Schmidt Gamification of Production? A Study on the Acceptance of Gamified Work Processes in the Automotive Industry
Oliver Korn, Johannes Lang, Andreas Korge, Haris Causegic, Albert Schmidt Gamification of a Workday: A Study on the Effects in Sheltered Employment
Markus Funk, Thomas Kosch, Romina Kettner, Oliver Korn, Albert Schmidt motionEAP: An Overview of 4 Years of Combining Industrial Assembly with Augmented Reality for Industry 4.0

2015

Oliver Korn, Markus Funk, Albrecht Schmidt Assistive Systems for the Workplace: Towards Context-Aware Assistance
Markus Funk, Andreas Bächler, Liane Bächler, Oliver Korn, Christoph Krieger, Thomas Heidenreich, Albrecht Schmidt Comparing projected in-situ feedback at the manual assembly workplace with impaired workers
Oliver Korn, Markus Funk, Albrecht Schmidt Design approaches for the gamification of production environments: a study focusing on acceptance
Valentin Schwind, Katrin Wolf, Niels Henze, Oliver Korn Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator
Hauke Behrendt, Markus Funk, Oliver Korn Ethical Implications Regarding Assistive Technology at Workplaces
Oliver Korn, Albrecht Schmidt Gamification of Business Processes: Re-designing Work in Production and Service Industry
Oliver Korn, Adrian Rees, Uwe Schulz Small-Scale Cross Media Productions: A Case Study of a Documentary Game
Oliver Korn, Sandra Boffo, Albrecht Schmidt The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns
Oliver Korn, Markus Funk, Albrecht Schmidt Towards a gamification of industrial production: a comparative study in sheltered work environments

Sonstiges

Fachorganisationen

  • ACM Association for Computing Machinery: Senior Member
  • IEEE Institute of Electrical and Electronics Engineers: Professional Member
  • GI – Deutsche Gesellschaft für Informatik
  • ACM PETRA, PErvasive Technologies Related to Assistive Environments,
    Programm-Komitee (PC), 2015-2017 Co-Chair, 2018-2020 PC Chair

 

Gutachter

2024

  • Twin Transition, EC, Brussels/remote: Expert Evaluator (CL4-2024)
  • DIGITAL-2023-SKILLS-05-SPECIAL-PROGEDU, Brussels/remote: Expert Evaluator

2023

  • EIC-2023-ACCELERATOR-01, EC, Brüssel/remote: Expert Evaluator

2022

  • Human and Digital Emerging, EC, Brüssel/remote: Expert Evaluator (CL4-2022)
  • Twin Transition, EC, Brüssel/remote: Expert Evaluator (CL4-2022)

2021

  • Human and Digital Emerging, EC, Brüssel/remote: Expert Evaluator (CL4-2021)
  • Twin Transition and Resilience, EC, Brüssel/remote: Expert Evaluator (CL4-2021)
  • Industry 4.0 for Hydroponics, EC BlueInvest-Coaching, Gloasis, Germany/Mexico

2020

  • Secure Societies, EC, Brüssel: Expert Evaluator (FCT02)
  • Artificial Intelligence for Manufacturing, EC, Brüssel: Expert Evaluator (ICT 38)
  • Uptake of Digital Game Changers, EC, Brüssel: Expert Evaluator (DT-ICT-03: I4MS)

2019

  • Cyber-Physical Systems of Systems, EC, Brüssel: Expert Evaluator (ICT-01)

2018

  • Digital Manufacturing Platforms for Smart Factories, EC, Brüssel: Expert Evaluator (DT-ICT-06-07)

2016

  • Smart Cyber-Physical Systems, EC, Brüssel: Expert Evaluator (ICT1-2016)
  • Factories of the Future: Digital Automation, EC, Brüssel: Expert Evaluator (FoF 11)

2015

  • Factories of the Future: ICT-Enabled Modelling, Simulation, & Forecasting; ICT Innovation for Manufacturing SMEs, EC, Brüssel: Expert Evaluator (FoF 8-9)