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Björn Schuller, Ian Dunwell, Felix Weninger, Lucas Paletta
Pervasive Serious Gaming for Behavior Change –
The State of Play
ABSTRACT
Digital Games can change the way we behave – be it explicitly or implicitly, and whether
we are aware of it or not. This bears great potential for Serious Gaming, where behavior
change can be guided so as to be targeted, meaningful, and helpful for the player.
Particularly effective is the analysis of the human in every-day situations to provide an
immediate feedback loop. This, however, requires mobile behavior and affect analysis
“on the road” – a challenge in its own right. We summarize the current state-of-play in
this field and provide two selected show-cases: The ASC-Inclusion project aims to
improve affective and social behavior of children with Autism Spectrum Condition by
multimodal analysis and feedback. The MASELTOV project is designed as playful
pervasive aid for migrants to ease their daily-life interaction with locals.
Keywords: Introductory and Survey, Affective computing applications, Affect sensing
and analysis
s Richard Lindgard put it, “If you would read a man’s Disposition, see him
Game; you will then learn more of him in one hour, than in seven Years
Conversation.” In this sense, serious games hold great promises for affect and
behavior analysis of human players. Moreover, they allow changing behavior in a
positive way playful and pleasant to the user. A major lack, however, is often
generalization to the real-world, where the changed behavior needs to be applied.
Pervasive computing holds the promise to overcome this gap, as behavior can be partly
learnt in the environment where it needs to be applied. Furthermore, in current serious
games for behavior change the area of human-human interaction is rarely addressed,
although it bears great application potential in the inclusion of individuals on the autistic
A
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spectrum or other target groups that experience difficulties in human-human
communication. In order to implement serious games for behavior change in the context
of human-human interaction, a holistic approach is needed that takes into account
behavioral cues from multi-sensory input, possibly including speech, video (facial
expressions and gestures), and physiological sensors. In this light, let us first give a
definition of serious games and then reflect the state of play in affect and behavior
analysis in these games, before taking a short glimpse at two exemplary case studies from
the context of teaching appropriate behavior in human-human interaction. Then, to fill in
the last piece of the puzzle, we will discuss ‘going mobile’ in automatic multi-modal
analysis of human behavior.
SERIOUS GAMES
The concept of “serious gaming” is often used to describe the use of digital gaming
technology to address a specific set of learning objectives, or behavioral goals. As such,
they often seek to build upon the increasingly pervasive role games play as an
entertainment medium to provide an engaging and entertaining way to communicate
educational content, and in turn, an efficient way of behavior analysis.
In this article, we focus particularly on the case of using games to induce a change in the
behavior of players, an objective which games have sought to achieve through a range of
means. Common to all these methods is the central role the game plays as either a
medium for conveying educational messages, or encouraging certain activities through
game-based elements such as competition or rewards. In the following section, these
underlying methods are examined in more detail, with the roles and potentials knowledge
transfer, gamification, and social learning may hold as tools for inducing behavioral
change explored.
BEHAVIOR ANALYSIS AND FEEDBACK IN SERIOUS GAMES
Two unique traits of games make them particularly interesting as tools for analyzing and
changing affect and behavior of players. The first is their universal appeal, coupled with
their ability to reach certain demographics traditionally resistant to other forms of direct
messaging or intervention, such as adolescents. The second is the ability games hold to
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capture and retain a user’s attention for a significant period of time; consider, for
example, the average 90-minute usage of the online serious game Code of Everand
amongst its 100,000 players when compared to the 3-minute visit duration shown for
many static websites [1]. Yet, how to fully utilize this contact time to achieve a
behavioral outcome without compromising the ‘fun’ element of the game remains a
demanding task, particularly as behavioral outcomes can prove difficult to measure: self-
reported planned behavior can often deviate from that observed [2], and observation of
large samples over an extended period of time is seldom practical. However, it may be
possible to glean some insight into the behavioral impact of a serious game through the
analysis of player’s interactions within the game itself. The notion of video games as
research instruments is well established [3]; yet, how to understand the unique data that
can be captured through play remains a central topic of research.
As players might adopt an “intuitive” approach to play, whereby they willfully explore
wrong choices and worst cases as well as correct actions, understanding their level of
knowledge or attitude is likely not as simple as equating this to the “correctness” of their
in-game actions [4]. Indeed, a behaviorist paradigm in which a game attempts to replicate
intended behaviors in a virtual or gaming context has been argued as ineffective in many
cases, as players seek to defeat the game by circumventing rather than attaining its
intended behavioral outcomes [5]. Hence, it is important to explore how large-scale
capture of data from players might be ethically achieved, and used to more effectively
identify behavioral and attitudinal trends amongst them. Subsequently, games might be
adapted either to individual users [6], or in response to large-scale understanding of
efficacy.
Several models have been employed in serious games seeking to invoke a change in the
behaviors of players. The first is based upon knowledge transfer, conveying educational
content to learners so as to better inform their decision-making based on knowledge of
the consequences of certain behavior. Particularly amongst younger audiences, this can
prove effective: A positive behavioral outcome in young cancer sufferers who played the
game Re-Mission was observed in a randomized control trial when compared to an
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entertainment game serving as a placebo [7]. In this case, the game sought to educate
players in the nature of their cancers and treatment, to support them in adherence to
treatment programs with short-term negative side-effects but long-term benefits. Hence,
the behavioral model underpinning this game was one of information transfer, exploiting
the engaging and entertaining medium of the game to appeal to a young audience who
may be more resistant to less immersive materials. A similar route has been taken with
games tackling childhood obesity [8], with the emergence of gaming hardware enabling a
more active user experience also being explored as a means of encouraging exercise
through gaming [9]. Whilst the benefits in terms of energy expenditure might not be
greater than other activities away from the confines of a digital gaming environment,
mobile devices and alternate-reality based gaming are increasingly allowing novel
approaches to combining gaming with active lifestyles [10, 11].
However, in some areas, knowledge transfer alone is unlikely to result in significant
changes in behavior. One example here is road safety, in which studies have shown that
in developed countries such as the UK, the problem does not stem from a lack of
knowledge, but failure to routinely apply it in practice [12]. There are multiple causal
factors behind this, such as social pressure, perception of risk, and negative reinforcement
cycles, where unsafe behavior goes unpunished until a serious accident occurs [13]. More
generally, these can be applied to a wide range of public health issues, such as smoking
and obesity. Environmental concerns also can be related to scenarios where individuals
know the correct behavior, but fail to apply it, leading to effects such as the “tragedy of
the commons”, whereby an individual’s knowledge of the long-term consequences of
their collective actions is outweighed by their short-term individual gain [14]. A range of
projects have sought to encourage individuals to lower their consumption through either
transferring information through play [15], use of location-based services [16], or
pervasive approaches which link consumption monitoring to game mechanics [17]. As
with healthcare, younger audiences have seen particular attention as a target audience for
serious games, with a range of games tackling power consumption explicitly developed
with such an audience in mind. Further, public engagement has also seen attention as a
key area in which games might be used [18].
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More generally, gamification might serve as a means to create incentivization without
actual cost, rewarding people with virtual trophies, achievements, or other rewards given
intrinsic value through peer-recognition. Many online communities reward positive
behaviors with such awards, and the interface between real and virtual community may
prove a fertile ground for exploring how virtual rewards might be used to influence real-
world behaviors. A study of gamification in a mobile context for university students
demonstrated both the potential of the approach to engage students, but also several
drawbacks [19]. Game-based approaches are not universally welcomed, and in this case
could be perceived as making a resource less valued as a learning resource. The
“strictness” of game rules and level of difficulty are also noted as challenging to effect
without leading to usability issues. Given the recognized importance of usefulness and
ease-of-use in technology acceptance [20], these findings suggest gamification must be
carefully and selectively applied to avoid a negative outcome. This could be achieved by
adaptivity on an individual level, for example giving users the choice between the initial
resource and its gamified form, though this assumes users would be able to
introspectively select the ideal resource for their learning needs, a theory partly
contradicted by a number of studies [21]. A more comprehensive solution, therefore,
should seek to understand the learner more fully and provide them with the optimum
resource based on this understanding, a task which is the subject of continued research
[22].
Across sectors, an important next step is in understanding how to use the rich data
collected during play to adapt, personalize, and enhance the impact of serious games with
respect to specified behavioral objectives. Effective feedback is noted as central to the
efficacy of learning and behavioral outcomes in a range of studies, for example a minor
adjustment to the implementation of feedback during the development of the serious
game Triage Trainer showed a significant impact on overall efficacy [23]. From these
findings, a model was created which expresses the multiple levels of game-based
feedback based on an established generic framework, noting that whilst games can
readily support immediate, evaluatory feedback to learners, higher levels of interpretive,
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probing, and supportive feedback either require sophisticated machine-driven analysis
techniques, or the involvement of a training professional. Supporting such professionals,
and adopting a tutor-centric as well as a learner-centric view of serious games, can prove
a key component of an effective development methodology [24]. An experiential
viewpoint based on Kolb’s established, cyclic model of learning in which action and
experience are met with reflection and conceptualization [25] can be complicated by the
level of abstraction introduced by a game; to address this feedback one must recognize
and adapt to the learner’s capacity to learn independently, as well as ensure a continued
match between learner ability and task difficulty, hence inducing a “flow” experience in
which the learner exclusively focuses on task [26].
A wide range of studies have sought to examine and identify behaviors unique to social
networks constructed in online games. Relationships formed in gaming communities may
prove shorter term and less stable than those in non-gaming environments, though they
may also prove more task-centric and engaging [27]. Peer or e-leader driven gaming
communities may offer another avenue for engendering behavioral change through social
learning principles and paradigms [28]. As social networks are increasingly used, how
these networks might best be understood and utilized to create models for social change
is a topic of ongoing research for the deployment of games.
TWO EXAMPLES
Let us now exemplify by two currently developed serious games how the next generation
of serious games can be used for improving the quality of life of individuals experiencing
difficulties in human-human interaction – by that, the focus will be on automatic analysis
of (affective) behavior: teaching individuals to ‘hit the right note’ in their verbal and non-
verbal expressions including emotional expressivity, speaking style, and body language.
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Figure 1: Screenshots from the two projects. Top-row ASC-Inclusion: the virtual game
world (a research camp in which the children play a scientist researching on emotion,
left-most), one of the contained mini-games (the child players have to match facial
expression and speech by emotion, left of middle), karaoke-style emotion training (right
of middle), and a reward item (collectible card with one of several planets and its
description). Bottom-row MASELTOV: the virtual world where players first train in a
playful way (left two images) and the pervasive embedding of real-world interactions and
tasks that are evaluated for assignments of coins in the virtual world (right two images).
Autism Spectrum Condition Inclusion
The first example aims to help individuals with Autism Spectrum Conditions (ASC) that
often have social communication difficulties and restricted and repetitive behavior
patterns. Their affinity for computerized environment has led to several attempts to teach
emotion recognition and expression, and social problem solving using computer-based
training. As intervention is more effective early in life, a playful serious game approach
for the support of younger individuals with ASC could significantly promote their social
inclusion. The European ASC-Inclusion project1 creates and evaluates the effectiveness
of such an internet-based gaming platform. It combines a virtual game world with affect
and behavior analysis by users’ gestures, facial and vocal expressions using a standard
microphone and webcam for affective and social behavior training through mini-games
(cf. Figure 1, top-row). The exercises are partly “karaoke”-style imitation tasks of audio
and video clips that display target emotions from private and social categories. Feedback
1 http://www.asc-inclusion.eu
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is given and in free exercises, the children’s affect is measured and information is given
to them in a dimensional emotion space.
Obviously, a particular potential is given by a mobile distributed approach: The children
can receive feedback in every-day life situations and the game can give tasks for real-life
social situations. In addition, parents and therapists can be offered on-line update and
feedback by distribution of the affect and behavior analysis. A first step into this direction
is currently the distribution of the vocal affect analysis – this allows playing “on the road”
on smart phone devices, as the game itself runs via internet browser.
Mobile Assistance for Social Inclusion and Empowerment of Immigrants with
Persuasive Learning Technologies and Social Network Services
As a second example, the European MASELTOV project2 recognizes the major risks for
social exclusion of immigrants from the local information society and identifies the huge
potential of mobile services for promoting integration and cultural diversity:
Everywhere/everytime – pervasive assistance is crucial for more efficient and sustainable
support of immigrants. Language understanding, local community building, and
consciousness and knowledge for the bridging of cultural differences shall be fostered via
the development of innovative social computing services that motivate and support
informal learning for the appropriation of highly relevant daily skills. A mobile assistant
embeds these novel information and learning services such as ubiquitous language
translation, navigation, administrative and emergency health services that address
activities towards the social inclusion of immigrants in a pervasive and playful manner:
Besides a virtual world, MASELTOV develops a mixed reality game (cf. Figure 1,
bottom-row) in which the user is applying her language skills in various, critical
situations, such as, during shopping, and for navigation in the urban environment. The
mobile service supports her in the situation as well as receives feedback from the user in
order to measure and estimate performance success. The success of an applied dialogue
in terms of the emotion and frustration of the user is sensed with the smartphone in situ,
using recent computational audio-based affective computing. Advanced human factors
2http://www.maseltov.eu
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studies with wearable interfaces are further applied to extract the decisive parameters of
affective and attention oriented content in audio. Next, wearable eye-tracking glasses data
are interpreted with semantic 3D mapping of attention [29], bio-signal sensing, and
classification to automatically extract from a huge data analysis the decisive parameters
for dialogue evaluation. In practicing dialogue communication, the user can gain credits
in the serious game.
MASELTOV embeds an easily scalable context recognition framework [30] that receives
contributions from various context feature generating services; it evaluates the user
behavior and from this maps to appropriately motivating actions in the form of
recommendations. From long-term dialogue assessments with multimodal mobile context
awareness on the basis of affect and attention sensitive services it classifies the language
learning behavior of the recent migrant. The recommender system then instantiates –
according to the individual human factors profile and the measured performance –
personalized motivating games, in order to change the behavior of the user. For example,
to reinforce the training on interaction with local citizen, the rewarding of dialogue
supporting activities will be increased, such as, by doubling virtual credits in return for
dialogue specific language learning and measured communication in shopping scenarios.
GETTING GAME BEHAVIOR ANALYSIS MOBILE
Let us now sketch the challenges and opportunities of serious gaming enabling affect and
behavior analysis in mobile and pervasive environments. As is evident from the case
studies above, analyzing players’ behavior, basic emotions, and more subtle “states” such
as interest, confusion, frustration, or stress, can be of vital importance in a serious game.
Besides the voice, video from a smart phone camera [31] or physiological measurement
from mobile sensors [32] can be exploited.
A particularly engaging form of player’s behavior analysis is to blend the game with real-
world events. This does, however, require the games to be able to perform players’
(affective) behavior analysis “in the wild” [33]. In particular, it concerns real-time and
incremental analysis to provide low-latency system responses to changes in the user’s
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state. A prototype of such real-time, incremental human behavior analysis has been
successfully implemented in the SEMAINE system3.
Mobile behavior analysis may also foster increased usage: For example automatic speech
recognition has been massively spread by deployment in mobile services. In a virtuous
circle, its usage in daily life has increased the availability of realistic data for research and
development of improved recognition technology, and even self-improvement of systems
[34]. Thus, implementing mobile behavior analysis applications opens an avenue to
remedy the scarcity of labeled, realistic data from the target domain and target users.
Ready-to-use mobile affect recognition services are currently emerging. Figure 2 shows a
simplified view of a human affect or behavior recognition system enhanced by a
distribution for shared mobile and server processing as used in the ASC-Inclusion and
MASELTOV projects. Components present in a standalone recognizer are depicted in
blue color while additional components required for a distributed client-server
architecture oriented on the ETSI standard for distributed speech recognition are shown
in green color. Let us first discuss the parts of a state-of-the-art affect and behavior
recognizer: The input signals such as voice (as is increasingly featured in games since
N64's Voice Recognition Unit as used in “Hey You, Pikachu!”, and more recently in
“Truth or Lie” or “Rainbow Six: Vegas”, Nintendo DS’s “Mario Party 6” and several
singing and Microsoft Kinect games), text, video or physiological data are captured,
typically from according sensors, and (optionally) preprocessed, including enhancement
of the signal of interest in noisy and disturbed conditions. Low-level descriptors (e.g.,
spectral bands or symbols) are extracted on a time frame-by-frame basis [35]. Chunking
(segmentation) then refers to the process of grouping frames into meaningful units, such
as words or connected movements, etc. This process is optional, if dynamic or recurrent
modeling is used in the recognition step. Otherwise, after grouping frames into chunks,
functionals such as statistical moments, percentiles, or peaks, can be applied. Semantic
features such as lexical or action units and other behavioral events can be converted to a
vector space representation, generally resulting in frequencies of occurrence features such
as “Bag-of-Words” vectors, or are related to open-domain on-line knowledge sources,
e.g., to determine their semantic distance from affective or behavioral concepts. In real-
3 http://www.semaine-project.eu
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time systems, the chunking has to be applied based on human activity detection, which
can be already a challenging problem in adverse environments.
Figure 2: Schema of a mobile affect or behavior analysis system. s(k) represents the signal at
discrete time step k, x the feature vector, and y the gold standard label.
A database of feature-vector-label pairs is used to train the affect or behavior model and
potentially a temporal context model used in classification or regression. First results with
affect recognition on autistic children’s speech from the ASC-Inclusion project suggest
that binary classification of arousal and valence can be achieved with over 80% accuracy
while there is still room for improvement if a more fine-grained emotion categorization is
desired (43% accuracy on nine classes). In the context of serious gaming for therapy
purposes, these results highlight the necessity of appropriate confidence measures given
by the system in order to prevent inappropriate interventions taken by the system.
Ultimately, the information is forwarded to the game: In the ASC-Inclusion and
MASELTOV examples, gaming is centered around emotion analysis. In other games, the
entry point may be at the control of the dynamic difficulty setting [36] or the reaction of
non-player characters. The other way round, the game state can also be forwarded to the
recognition engine as contextual knowledge provision, e.g., if a stress-full or particularly
emotional sequence is started.
Moving to a distributed architecture, one aims to reduce the required transmission
bandwidth, and decrease storage cost. Information reduction also ensures privacy, as not
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all (feature) information, e.g., from a microphone or camera is transmitted. This is
important considering the rather private nature of affect and behavior. In [35],
compression rates of 20 to 40 were found feasible without expecting significant decreases
in accuracy applying a sub vector quantization algorithm. In Figure 2, we can observe an
important feedback loop from result encoding to feature encoding, as the distributed
architecture allows future mobile services to rely on existing mobile services, generating
behavioral features and sending them to a server performing affect and behavior
recognition or vice versa.
Ideally, affective end user systems should be free in their choice of a server-side
recognition engine. While there are already standards for distributed speech recognition
and generic communication protocols such as web services widely used, there is a need
for standardization of feature extraction for affect and behavior recognition in general.
Standardization of recognition results to be sent to the client side for interpretation – here
the serious game management unit – is currently achieved by markup languages for
description of behaviour or affective states such as the W3C’s Emotion Markup
Language (EmotionML).
Pursuing affect and behavior recognition ‘on the go’ further immediately implies the
requirement of environmental robustness, particularly against (generally) non-stationary
noise sources and reverberation in the case of audio analysis or rotation, low lighting
conditions, and occlusions in the case of video analysis, etc. Besides compensation of
such disturbances, distributed recognition will need to cope with various transmission
channels and potential package loss.
There is another important feedback loop found in this system architecture, which allows
continuous improvement of the system by semi-supervised and active learning to collect
better suited data from the target group for labeling by the system or, e.g., crowd-
sourcing.
While a system like that in Figure 2 is not implemented so far, several parts are already:
semi-supervised learning, evaluation of transmission noise, and noise-robust processing
[37] leading to first mobile engines such as in [38].
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LESSONS LEARNED AND FUTURE AVENUES
Summarizing, this review showed the great promises that serious gaming for behavior
change holds for the society – be it for inclusion and empowerment of minorities such as
autistic children or migrants, or for training on the job or cases of emergency [39]. It
further made it evident that behavior and affect analysis of the users’ can lead to
provision of corrective feedback along-side adapting the progress of the game’s difficulty
in a motivational way. Fully automatic affective and behavioral analysis and fully
automatic in-game-feedback are possible with today’s technology as long as used in
‘less’ serious games or with care-takers and professionals kept in the loop at regular
intervals. In particular pervasive solutions can train the user in a playful way in every-day
life standard situations and allow close-to-real-life simulations. This requires to bring
affect and behavior analysis “on the road” – best by distribution as demonstrated and
ensuring of sufficient robustness to face “out-of-the-lab” conditions.
This will lead to new research questions in this field such as low energy consumption or
situational context knowledge exploitation, e.g., based on location sensitivity, besides
optimal game integration. The rapid growth of social networks then increasingly offers a
platform for deploying games to large numbers of users. Ethical methods for data capture
from these users, coupled with analysis techniques which seek to interpret the resultant
“Big Data” on their affect and behavior and subsequently adapt the game in response will
play an increasing role in delivering more efficient and targeted solutions. In parallel,
going from mobile to pervasive computing will in particular address the questions of
localized scalability. In the long run, “invisibility” can then be reached in the sense that
the gaming blends into the real-world in a positive sense – the game stops unnoticed and
the learnt behavior persists.
ACKNOWLEDGEMENT:
The research leading to these results has received funding from the European
Community’s Seventh Framework Programme (FP7/2007-2013) under grant agreements
No. 289021 (ASC-Inclusion) and No. 288587 (MASELTOV).
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AUTHORS:
Björn W. Schuller (M’05) s a visiting key researcher at JOANNEUM RESEARCH in
Graz/Austria and a tenured senior lecturer at Technische Universität München (TUM) in
Munich/Germany. His research focuses on Affective Computing and Computer Audition.
He received the habilitation, doctoral, and diploma degrees in Electrical Engineering and
Information Technology from TUM, and was with the CNRS-LIMSI in Orsay/France
(2009-2010) and visitor in the Imperial College London’s Department of Computing
(2010). He is president-elect of the HUMAINE Association and coordinator of the
European ASC-Inclusion project and the European Cluster for Digital Games for
Empowerment and Inclusion. (JOANNEUM RESEARCH Forschungsgesellschaft mbH,
DIGITAL - Institute for Information and Communication Technologies, Steyrergasse 17,
8010 Graz, Austria, [email protected] )
Ian Dunwell Ian Dunwell is a Senior Researcher at Coventry University’s Serious Games
Institute. His research principally focuses on the development and application of effective
design and evaluation methods for serious games. Having obtained his BSc in Physics
from Imperial College London, he holds an MSc and Doctorate awarded by The
University of Hull and is an Associate of the Royal College of Science. (Serious Games
Institute, Coventry Innovation Village, Cheetah Road, Coventry, West Midlands, CV1
2TL, UK, [email protected] )
Page 18
Felix Weninger (M'11) is a researcher in the Intelligent Audio Analysis Group at TUM's
Institute for Human-Machine Communication. His research focuses on environmental
robustness and software engineering of real-world speech analysis applications. He
received his diploma in computer science from Technische Universität München (TUM),
Germany. (Technische Universität München, Institute for Human-Machine
Communication, Arcisstrasse 21, 80333 München, Germany, [email protected] )
Lucas Paletta is a key researcher at JOANNEUM RESEARCH in Graz/Austria, leading
a research studio on human factors technologies and services. His research focuses on
mobile/wearable context awareness and computational attention. He received the doctoral
and diploma degrees in Computer Science from Graz University of Technology, and was
visiting researcher at The Johns Hopkins University (1995) as well as Fraunhofer IAIS
(1998-2000). He is the coordinator of the European MASELTOV project. (JOANNEUM
RESEARCH Forschungsgesellschaft mbH, DIGITAL - Institute for Information and
Communication Technologies, Steyrergasse 17, 8010 Graz, Austria,
[email protected] )