RESEARCH

My R&D work always follows an interdisciplinary, user-centered, needs-oriented, and often participatory R&D approach. Following, you find a selection of third-party funded R&D projects I initiated, acquired, managed, and implemented.

IMIC – Innovative Movement in Childhood

«IMIC» (Innovative Movement Therapies in Childhood) is a translational research and development project that focuses on creating a motivating and therefore more effective locomotion rehabilitation-setting for children with neurological disorders and cognitive limitations in an interdisciplinary context. The project’s main target is the expansion of pediatric robot-assisted rehabilitation of lower and upper extremities by using specifically designed RehabGames.

The project aimed to explore the user-centered design and evaluation of psychophysiological adaptive fitness game environments for children and young adolescents. We explore the potential of specifically developed exergame scenarios and full-body-motion-controller setups as motivating and effective fitness training method.

In this interdisciplinary project, the project partners target the field of neurorehabilitation with a playful cognitive-motor training by the development of user-centered exergames which were evaluated regarding their effects on cognitive and motor functions in multiple sclerosis patients.

The ExerGetic project aims to develop and examine an innovative digital training/therapy solution to individually improve physical and cognitive functions of the geriatric population. The ExerG solution is a user-centered video game-based physical exercise, a so-called exergame, providing an ecologically valid and safe training/therapy setting for the geriatric population. The ExerG solution is developed with concepts of modularity and extensibility to accommodate different usage scenarios, depending on the identified needs and business cases.

In this project, the focus is on advancing the ExerCube for sports rehabilitation. It will allow safe and motivating trainings of physical and cognitive aspects and ameliorate the return to sport of injured athletes. The efficacy of the new training regimen and use user-centered design principles to improve implementation will be evaluated.

Publications

Conference Papers and Contributions

Journal Papers

  • Ketelhut, S., Ketelhut, R., Kircher, E., Roeglin, L., Hottenrott, K., Martin-Niedecken, A. L., & Ketelhut, K. (2022). Gaming for better health? Comparison of cardiorespiratory and hemodynamic responses of exergaming with moderate endurance exercise. European Journal of Preventive Cardiology29(Supplement_1), zwac056-120.

 

  • Kriglstein, S., Martin-Niedecken, A.L., Spjut, J., Damen, N.B., Turkay, S., Drachen, A. (2022) Esports Meets Human Computer Interaction. ACM Interactions, 29(3), 42-47. 

 

  • Kircher, E., Ketelhut, S., Ketelhut, K., Röglin, L., Martin-Niedecken, A.L., Hottenrott, K. and Ketelhut, R.G. (2022). Acute Effects of Heart Rate-Controlled Exergaming on Vascular Function in Young Adults. Games for Health Journal Research, Development, and Clinical Applications, Volume 11, Number 1.

 

  • Ketelhut, S., Ketelhut, R.G., Kircher, E., Röglin, L., Hottenrott, K., Martin-Niedecken, A.L., and Ketelhut, K. (2022). Gaming instead of training? Exergaming induces high-intensity exercise stimulus and reduces cardiovascular reactivity to cold pressor test. Frontiers in Cardiovascular Medicine, section Hypertension.

 

  • Kircher, E., Ketelhut, S., Ketelhut, K., Röglin, L., Hottenrott, K., Martin-Niedecken, A. L., & Ketelhut, R. G. (2022). A Game-Based Approach to Lower Blood Pressure? Comparing Acute Hemodynamic Responses to Endurance Exercise and Exergaming: A Randomized Crossover Trial. International Journal of Environmental Research and Public Health, 19(3), 1349.

 

  • Nagel, N., Fannasch, P., Martin-Niedecken, A. L., Mühlbäck, K., Polfuß, J., & Hodeck, A. Digitales Trainingsmanagement–Eine kritische Analyse der Potentiale zur Aktivierung von Trainierenden in Fitnessstudios. Leipziger Sportwissenschaftliche Beiträge Jahrgang 63 (2022 Heft 1, 96)

 

  • Röglin, L. Ketelhut, S., Ketelhut, K., Kircher, E., Ketelhut, R., Martin-Niedecken, A.L., Hottenrott, K., and Stoll, O. (2021). Adaptive High-Intensity Exergaming – The More Enjoyable Alternative to Conventional Training Approaches Despite Working Harder. Games for Health Journal Research, Development, and Clinical Applications, Volume 10, Number 6.

 

  • Ketelhut, S., Martin-Niedecken, A.L., Zimmermann, P. and Nigg, C.R. (2021). Physical activity and health promotion in esports and gaming – discussing unique opportunities for an unprecedented cultural phenomenon. Front. Sports Act. Living – Movement Science and Sport Psychology

 

  • Martin-Niedecken, A.L., Schwarz, T. and Schättin, A. (2021). Comparing the Impact of Different Heart-Rate-Based In-Game Adaptations in an Exergame-Based Functional High-Intensity Interval Training on Training Intensity and Experience in Healthy Young Adults. Front. Psychol.

 

  • Ketelhut, S., Röglin, L., Kircher, E., Martin-Niedecken, A.L., Ketelhut, R., Hottenrott, K. and Ketelhut, K. (2021). The New Way to Exercise? Evaluating an Innovative Heart-rate-controlled Exergame. International Journal of Sports Medicine 2021, 42, pp. 1–6.

 

  • Schättin, A., Häfliger, St., Früh, B., Meyer, A., Böckler, S., Hungerbühler, Y., de Bruin, E.D., Frese, S., Steinlin Egli, R., Götz, U., Bauer, R., and Martin-Niedecken A.L. (2021). «Senso Exploria»: Design and Evaluation of User-Centered Exergames for Multiple Sclerosis Patients. JMIR Serious Games.

 

  • Martin-Niedecken A.L., Mahrer, A., Rogers, K., De Bruin, E.D., and Schättin, A. (2020). «HIIT» the ExerCube: Comparing the Effectiveness of Functional High-Intensity Interval Training in Conventional vs. Exergame-Based Training. Frontiers in Comp. Sci.

 

  • Martin-Niedecken A.L. and Schättin A. (2020) Let the Body’n’Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes. Front. Psychol. 11:138.

 

  • McCaskey, M.A., Schättin, A., Martin-Niedecken, A.L., and de Bruin, E.D. (2018). “Making More of IT: Enabling Intensive Motor Cognitive Rehabilitation Exercises in Geriatrics Using Information Technology Solutions,” BioMed Research International, vol. 2018, Article ID 4856146, 17 pages.

 

  • Florian «Floyd» Mueller, Josh Andres, Joe Marshall, Dag Svanæs, m. c. schraefel, Kathrin Gerling, Jakob Tholander, Anna Lisa Martin-Niedecken, Elena Márquez Segura, Elise van den Hoven, Nicholas Graham, Kristina Höök, and Corina Sas. 2018. Body-centric computing: results from a weeklong Dagstuhl seminar in a German castle. Interactions 25, 4 (June 2018), pp. 34-39.

 

  • Martin, A.L., Götz, U. & Bauer, R. (2014). “IMIC – Innovative Movement Therapies in Childhood”. In Neurologie & Rehabilitation, Dettmers, C., Schönle, P.W., Weiller, C. (Eds.) and Wiemeyer, J. (Guest Ed.), 20th ed., vol. 4, pp. 215-225, Hippocampus: Bad Honnef.

 

  • Martin, A.L. & Wiemeyer, J. (2012). Technology-mediated experience of space while playing digital sports games. International Journal of Computer Science in Sport, 11 (Special Edition 1: Serious Games – Theory, Technology & Practice), pp. 135-146.

Books

 
  • Martin-Niedecken, A.L. (2021). Towards Balancing Fun and Exertion in Exergames: Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings. PhD-Thesis. Technische Universität Darmstadt, https://tuprints.ulb.tu-darmstadt.de/id/eprint/14186

 

  • Göbel S, Caserman P, Hansen J, Bruder R, Abels S, Behrmann M, Hauge JB, Limpach O, Reichert M, Junge J, Vogt S, Raubold O, Nowarra N, Kruse R, Roller W, Streicher A, Walter T, Wacker M, Flory C, Hugo OA, Grimm P, Dörner R, Breitlauch L, Steinicke M, Bergmeyer W, Thiele-Schwez M, Althoff US, Wunsch H, Mildner P, Hofstaetter J, Kickmeier-Rust M, Rösch A, Schmoldt D, Stock R, Tackenberg S, Katzky U, Konrad R, Wiemeyer J, Kruse L, Hobmeier G, Herkersdorf M, Kalbe E, Brach M, Müller-Lietzkow J, Unger T, Martin-Niedecken, A.L. (2018). DIN SPEC 91380:2018-06 – Serious Games Metadata Format. 1. Ed, Berlin: Beuth Verlag.

Book Chapters

 
  • Ketelhut, S., Martin-Niedecken, A.L., Kubica, C., Nigg, C (2021). Stärkung physischer Leistungsressourcen im E-Sport. In Möckel, M. (Ed.). E-Sport Training: Lehrbuch für Trainerinnen und Trainer, Academia. ISBN 978-3-89665-960-6

 

  • Dörner, R., Martin-Niedecken, A.L., Kocher, M., Baranowski, T., Kickmeier-Rust, M., Göbel, S., Wiemeyer, J. & Gebelein, P. (2016). Contributing Disciplines. In Dörner, R., Göbel, S., Effelsberg, W. & Wiemeyer, J. (Eds.). Serious Games – Foundations, Concepts and Practice, pp. 35-55, Springerlink.