Philipp Niklas Müller

Mr. Philipp Niklas Müller

orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

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

Representative Publications

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24 July 2020 in JMIR Serious Games
Verified
Journal Article
Open access
PCPolona Caserman
Polona Caserman
KHKatrin Hoffmann
Katrin Hoffmann
PMPhilipp Niklas Müller
Philipp Niklas Müller
MSMarcel Schaub
Marcel Schaub
KSKatharina Straßburg
Katharina Straßburg
SGStefan Göbel
Stefan Göbel
Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies have explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double mission of serious games, that is, simultaneous achievement of intended effects (serious part) and entertainment (game part), is not adequately considered in these studies. This paper aims to identify essential quality criteria for serious games. The fundamental goal of our research is to identify important factors of serious games and to adapt the existing principles and requirements from game-related literature to effective and attractive serious games. In addition to the review of the relevant literature, we also include workshop results. Furthermore, we analyzed and summarized 22 state-of-the-art serious games for education and health. The selected best-practice serious games either prove their effectiveness through scientific studies or by winning game awards. For the analysis of these games, we refer to “DIN SPEC 91380 Serious Games Metadata Format.” A summarized text states quality criteria for both the serious and the game part, and especially the balance between them. We provide guidelines for high-quality serious games drawn from literature analysis and in close cooperation with domain experts.

23 January 2024 in Sensors
Verified
Journal Article
Open access
PDF file
PMPhilipp Niklas Müller
Philipp Niklas Müller
AMAlexander Josef Müller
Alexander Josef Müller
PAPhilipp Achenbach
Philipp Achenbach
SGStefan Göbel
Stefan Göbel
Mobile fitness applications provide the opportunity to show users real-time feedback on their current fitness activity. For such applications, it is essential to accurately track the user’s current fitness activity using available mobile sensors, such as inertial measurement units (IMUs). Convolutional neural networks (CNNs) have been shown to produce strong results in different time series classification tasks, including the recognition of daily living activities. However, fitness activities can present unique challenges to the human activity recognition task (HAR), including greater similarity between individual activities and fewer available data for model training. In this paper, we evaluate the applicability of CNNs to the fitness activity recognition task (FAR) using IMU data and determine the impact of input data size and sensor count on performance. For this purpose, we adapted three existing CNN architectures to the FAR task and designed a fourth CNN variant, which we call the scaling fully convolutional network (Scaling-FCN). We designed a preprocessing pipeline and recorded a running exercise data set with 20 participants, in which we evaluated the respective recognition performances of the four networks, comparing them with three traditional machine learning (ML) methods commonly used in HAR. Although CNN architectures achieve at least 94% test accuracy in all scenarios, two traditional ML architectures surpass them in the default scenario, with support vector machines (SVMs) achieving 99.00 ± 0.34% test accuracy. The removal of all sensors except one foot sensor reduced the performance of traditional ML architectures but improved the performance of CNN architectures on our data set, with our Scaling-FCN reaching the highest accuracy of 99.86 ± 0.11% on the test set. Our results suggest that CNNs are generally well suited for fitness activity recognition, and noticeable performance improvements can be achieved if sensors are dropped selectively, although traditional ML architectures can still compete with or even surpass CNNs when favorable input data are utilized.

15 December 2023 in Sensors
Verified
Journal Article
Open access
PDF file
PAPhilipp Achenbach
Philipp Achenbach
SLSebastian Laux
Sebastian Laux
DPDennis Purdack
Dennis Purdack
PMPhilipp Niklas Müller
Philipp Niklas Müller
SGStefan Göbel
Stefan Göbel
Human-to-human communication via the computer is mainly carried out using a keyboard or microphone. In the field of virtual reality (VR), where the most immersive experience possible is desired, the use of a keyboard contradicts this goal, while the use of a microphone is not always desirable (e.g., silent commands during task-force training) or simply not possible (e.g., if the user has hearing loss). Data gloves help to increase immersion within VR, as they correspond to our natural interaction. At the same time, they offer the possibility of accurately capturing hand shapes, such as those used in non-verbal communication (e.g., thumbs up, okay gesture, …) and in sign language. In this paper, we present a hand-shape recognition system using Manus Prime X data gloves, including data acquisition, data preprocessing, and data classification to enable nonverbal communication within VR. We investigate the impact on accuracy and classification time of using an outlier detection and a feature selection approach in our data preprocessing. To obtain a more generalized approach, we also studied the impact of artificial data augmentation, i.e., we created new artificial data from the recorded and filtered data to augment the training data set. With our approach, 56 different hand shapes could be distinguished with an accuracy of up to 93.28%. With a reduced number of 27 hand shapes, an accuracy of up to 95.55% could be achieved. The voting meta-classifier (VL2) proved to be the most accurate, albeit slowest, classifier. A good alternative is random forest (RF), which was even able to achieve better accuracy values in a few cases and was generally somewhat faster. outlier detection was proven to be an effective approach, especially in improving the classification time. Overall, we have shown that our hand-shape recognition system using data gloves is suitable for communication within VR.

5 November 2024 in JMIR Serious Games
Verified
Journal Article
Open access
SDSebastian Dill
Sebastian Dill
PMPhilipp Niklas Müller
Philipp Niklas Müller
PCPolona Caserman
Polona Caserman
SGStefan Göbel
Stefan Göbel
Christoph Hoog AntinkChristoph Hoog Antink
Christoph Hoog Antink
TTThomas Tregel
Thomas Tregel
Background: Many studies have shown a direct relationship between physical activity and health. It has also been shown that the average fitness level in Western societies is lower than recommended by the World Health Organization. One tool that can be used to increase physical activity for individual people is exergaming, that is, serious games that motivate players to do physical exercises. Objective: This scoping review of recent studies regarding exergame efficacy aims to evaluate which sensing modalities are used to assess exergame efficacy as well as motion quality. We also analyze how the collected motion sensing data is being leveraged with respect to exergame efficacy and motion quality assessment. Methods: We conducted 2 extensive and systematic searches of the ACM Digital Library and the PubMed database, as well as a single search of the IEEE Xplore database, all according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement. Overall, 343 studies were assessed for eligibility by the following criteria: The study should be peer-reviewed; the year of publication should be between 2015 and 2023; the study should be available in English or German; the study evaluates the efficacy of at least 1 exergame; sensor data is recorded during the study and is used for evaluation; and the study is sufficiently described to extract information on the exergames, sensors, metrics, and results. Results: We found 67 eligible studies, which we analyzed with regard to sensor usage for both efficacy evaluation and motion analysis. Overall, heart rate (HR) was the most commonly used vital sign to evaluate efficacy (n=52), while the Microsoft Kinect was the most commonly used exergame sensor (n=26). The results of the analysis show that the sensors used in the exergames and the sensors used in the evaluation are, in most cases, mutually exclusive, with motion quality rarely being considered as a metric. Conclusions: The lack of motion quality assessment is identified as a problem both for the studies and the exergames themselves since incorrectly executed motions can reduce an exergame’s effectiveness and increase the risk of injury. Here we propose how to use the same sensors both as input for the exergame and to assess motion quality by presenting recent developments in motion recognition and sensing.

22 November 2023 in Preprints.org
Verified
Preprint
Open access
PDF file
PAPhilipp Achenbach
Philipp Achenbach
SLSebastian Laux
Sebastian Laux
DPDennis Purdack
Dennis Purdack
PMPhilipp Niklas Müller
Philipp Niklas Müller
SGStefan Göbel
Stefan Göbel
Human-to-human communication via the computer is mainly done using a keyboard or microphone. In the field of Virtual Reality (VR), where the most immersive experience possible is desired, the use of a keyboard contradicts this goal, while the use of a microphone is not always desirable (e.g. silent commands during task force training) or simply not possible (e.g. if the user has a hearing loss). Data gloves help to increase immersion within the VR as they correspond to our natural interaction. At the same time, they offer the possibility to accurately capture hand shapes, such as those used in non-verbal communication (e.g. thumbs up, okay gesture, ...) and in sign language. In this paper, we present a hand shape recognition system using Manus Prime X data gloves, including data acquisition, data preprocessing, and data classification to enable nonverbal communication within VR. We investigate the impact on accuracy and classification time of using an Outlier Detection and a Feature Selection approach in our data preprocessing. To obtain a more generalized approach, we also studied the impact of artificial Data Augmentation, i.e., we create new artificial data from the recorded and filtered data to augment the training dataset. With our approach, 56 different hand shapes could be distinguished with an accuracy of up to 93.28%. With a reduced number of 27 hand shapes, an accuracy of up to 95.55% could be achieved. Voting Meta-Classifier (VL2) has proven to be the most accurate, albeit slowest, classifier. A good alternative is Random Forest (RF), which was even able to achieve better accuracy values in a few cases and was generally somewhat faster. Outlier Detection has proven to be a effective approach, especially in improving classification time. Overall, we have shown that our hand shape recognition system using data gloves is suitable for communication within VR.

14 October 2023
Verified
Book Chapter
Closed access
PDF file
PCPolona Caserman
Polona Caserman
PMPhilipp Niklas Müller
Philipp Niklas Müller
TGThorsten Göbel
Thorsten Göbel
PTPascal Tonecker
Pascal Tonecker
SYSavas Yildirim
Savas Yildirim
SGStefan Göbel
Stefan Göbel