Stephan Lukosch

Prof. Stephan Lukosch

HIT Lab NZ, University of Canterbury, Christchurch, Canterbury, New Zealand
orcid

Research Focus & Metrics

Academic Career Length

28Years (1999-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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16 July 2018 in Innovation: The European Journal of Social Science Research
Verified
Journal Article
Open access
Xavier FonsecaXavier Fonseca
Xavier Fonseca
Stephan LukoschStephan Lukosch
Stephan Lukosch
FBFrances Brazier
Frances Brazier
This paper provides a general overview on different perspectives and studies on social cohesion, offers a definition of social cohesion that is deeply rooted in current literature, and provides a framework that can be used to characterize social cohesion and help support resilient cities. The framework highlights the factors that play a substantial role in enabling social cohesion, and shows from which perspectives it can be fostered.

6 November 2015 in Computer Supported Cooperative Work (CSCW)
Verified
Journal Article
Open access
PDF file
Stephan LukoschStephan Lukosch
Stephan Lukosch
Mark BillinghurstMark Billinghurst
Mark Billinghurst
LALeila Alem
Leila Alem
KKKiyoshi Kiyokawa
Kiyoshi Kiyokawa
Augmented Reality (AR) is a technology that allows users to view and interact in real time with virtual images seamlessly superimposed over the real world. AR systems can be used to create unique collaborative experiences. For example, co-located users can see shared 3D virtual objects that they interact with, or a user can annotate the live video view of a remote worker, enabling them to collaborate at a distance. The overall goal is to augment the face-to-face collaborative experience, or to enable remote people to feel that they are virtually co-located. In this special issue on collaboration in augmented reality, we begin with the visions of science fiction authors of future technologies that might significantly improve collaboration, then introduce research articles which describe progress towards these visions, finally we outline a research agenda discussing the work still to be done.

11 February 2012
Verified
Conference Paper
Open access
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RPRonald Poelman
Ronald Poelman
OAOytun Akman
Oytun Akman
Stephan LukoschStephan Lukosch
Stephan Lukosch
PJPieter Jonker
Pieter Jonker
This paper presents a novel mediated reality system designed to support collaboration between crime scene investigators during a first analysis on a crime scene, remotely supported by expert colleagues. Requirements elicited from interviews and interactive sessions with practicing crime scene investigators, provided the design criteria for a head mounted display capable of real-time map-making for spatial collaboration. The resulting system is evaluated in a staged crime scene experiment in which lay investigators collaboratively solve a spatial problem with remote experts. The results show that our novel approach to remote spatial interaction with the physical scene enables investigators to tackle current issues on site in collaboration with experts at a distance.

10 October 2016 in Journal of Knowledge Management
Verified
Journal Article
Closed access
MSMohammad Sedighi
Mohammad Sedighi
SSSander van Splunter
Sander van Splunter
FBFrances Brazier
Frances Brazier
CBCees van Beers
Cees van Beers
Stephan LukoschStephan Lukosch
Stephan Lukosch
Purpose: This paper aims to explore participants’ perceived benefits and costs that influence the quantity and the quality of voluntary participation in knowledge networks in a resources-constrained economy. Design/methodology/approach: A conceptual model of perceived benefits and costs of knowledge sharing is designed on the basis of literature. The influence of perceived benefit and cost on perceived quantity and quality of knowledge sharing are assessed on the basis of a survey with 283 participants in a business context within a resource-restrained economy. Findings: The results indicate that reputation, reciprocity and altruism are perceived to benefit quantity of participation, whereas reciprocity, altruism and knowledge self-efficacy are perceived to benefit the quality of participation in knowledge networks. Effort and time have a negative impact on both quantity and quality of participation in knowledge sharing. Research limitations/implications: This study provides insights into the factors that influence acceptance and use of knowledge networks and can thus influence business policies. Originality/value: This exploratory study explores both perceived benefits and costs of participation in knowledge sharing in a resource-constrained economy.

8 May 2018 in Simulation & Gaming
Verified
Journal Article
Open access
PDF file
HLHeide Lukosch
Heide Lukosch
GBGeertje Bekebrede
Geertje Bekebrede
SKShalini Kurapati
Shalini Kurapati
Stephan LukoschStephan Lukosch
Stephan Lukosch
Background. The use of simulation games for complex systems analysis and design has been acknowledged about 50 years ago. However, articles do not combine all salient factors for successful simulation games, and often stem from a clear view of one particular field of science only. With combining multiple disciplines, connect analysis and design as well as research and practice, we provide deep insights in design and use of simulation games. Aim. This article analyzes the design and evaluation process of a variety of game-based projects and activities, using existing scientific concepts and approaches, in order to establish games as a valid research tool. Our focus lies on the approach towards the use of games as design instrument; using them as an intervention in a larger, complex context, in order to design this context. With our contribution, we aim at providing insights and recommendations on the design and use of games as valid research tools, the limitations of this use, possible pitfalls, but also best practices. Method. We carried out a literature review of related work to identify the most important scientific concepts related to our approach of game design. Further use of combined quantitative and qualitative case study analyses highlights the design process and results of our own game studies. Results. The analyses yielded a consolidated conceptualization of simulation games as research instruments in complex systems analysis and design. The results also include methods for the evaluation of simulation games, additional evaluation methods, and limitations to use simulation games as research instruments. Conclusions. We propose guidelines for using simulation games as research instruments that may be of value to practitioners and scientists alike. Recommendation. We recommend practitioners and scientists to apply the guidelines presented here in their efforts to analyze and design complex systems.

30 October 2018 in Journal of Medical Systems
Verified
Journal Article
Open access
PDF file
PBPaulina J. M. Bank
Paulina J. M. Bank
MCMarina A. Cidota
Marina A. Cidota
POP. (Elma) W. Ouwehand
P. (Elma) W. Ouwehand
Stephan LukoschStephan Lukosch
Stephan Lukosch
In clinical practice, upper extremity motor impairments are commonly assessed with disease-specific, subjectively scored and low-resolution rating scales that often do not consider the variations in tasks and environment that are essential aspects of daily life. Augmented reality (AR) systems with contactless tracking of the hand and upper body offer opportunities for objective quantification of motor (dys)function in a challenging, engaging and patient-tailored environment. In this study, we explore the potential of AR for evaluating 1) speed and goal-directedness of movements within the individually determined interaction space, 2) adaptation of hand opening to objects of different sizes, and 3) obstacle avoidance in healthy individuals (N = 10) and two highly prevalent neurological conditions (N = 10 patients with Parkinson’s Disease and N = 10 stroke patients). We successfully implemented three AR games to evaluate these key aspects of motor function. As expected, PD patients moved slower than controls and needed more time for task completion. No differences were observed between stroke patients and controls, perhaps because motor impairments in this patient group were relatively mild. Importantly, usability of our AR system was good and considerably improved compared to our previous study due to more natural and patient-tailored interaction. Although our findings testify to the potential of AR for assessing motor impairments in patients with neurological conditions and provide starting points for further improvement, there are still many steps to be taken towards application in clinical practice.