All Stories

  1. GPT-4o for Visual Political Communication: Toward Automated Image Type Analysis
  2. Cognitive Integration of Delays: Anticipated System Delays Slow Down User Actions
  3. Exploring large language models for the generation of synthetic training samples for aspect-based sentiment analysis in low resource settings
  4. I've Got the Data in My Pocket! - Exploring Interaction Techniques with Everyday Objects for Cross-Device Data Transfer
  5. On Eye Tracking in Software Engineering
  6. Towards an Automated Classification of Software Libraries
  7. Multimodal Interaction in an Adaptive Dementia Exercise Robot
  8. Probabilistic Closed-Loop Active Grasping
  9. Verständliche Rechtstexte mit Hilfe grosser Sprachmodelle?
  10. Von Legal Design Thinking bis Virtual Reality
  11. Play with my Expectations: Players Implicitly Anticipate Game Events Based on In-Game Time-Event Correlations
  12. Validating virtual reality for time perception research: Virtual reality changes expectations about the duration of physical processes, but not the sense of time
  13. Robotic Support for Haptic Dementia Exercises
  14. Looking fear in the eye: Gamified virtual reality exposure towards spiders for children using attention based feedback
  15. Computational emotion classification for genre corpora of German tragedies and comedies from 17th to early 19th century
  16. From Difficulties to Functional Requirements - Deriving Requirements from Literature about Tool-supported Teaching of UML Diagrams in Software Engineering Education
  17. Qualitative Requirements Elicitation of Student Requirements for Tool-supported Teaching of UML Diagrams
  18. Distant Listening für Hörfunkspots
  19. Looking Fear in the Eye: Gamified Virtual Reality Exposure towards Spiders for Children Using Attention Based Feedback
  20. Interaction Concepts for an Adaptable Dementia Therapy Robot
  21. Knowledge Sharing Between Higher Educational Institutions: Evaluation of a Transfer Platform
  22. Technikakzeptanz für Legal Tech am Beispiel des Basisdokumentes für den strukturierten Parteivortrag
  23. Das Basisdokument geht ins Reallabor: zur Evaluation des Einsatzes bei Gericht
  24. The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different
  25. Distant Viewing of the Harry Potter Movies via Computer Vision
  26. Entwicklung eines digitalen Basisdokuments
  27. Der strukturierte Parteivortrag im Zivilprozess
  28. SpEYEders: Adults’ and children’s affective responses during immersive playful gaze interactions transforming virtual spiders
  29. Investigating Barriers for the Adoption of the German Contact-Tracing App and the Influence of a Video Intervention on User Acceptance
  30. Angry facial expressions bias towards aversive actions
  31. Computer-Assisted Avatar-Based Treatment for Dysfunctional Beliefs in Depressive Inpatients: A Pilot Study
  32. Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual Reality
  33. Korpuslinguistik in der Rechtswissenschaft. Eine webbasierte Analyseplattform für EuGH-Entscheidungen
  34. Wieviel Tech steckt in Legal Tech? Überlegungen zur automatisierten Rechtsdurchsetzung
  35. Similarity of Software Libraries: A Tag-based Classification Approach
  36. Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance
  37. The Effects of Self- and External Perception of Avatars on Cognitive Task Performance in Virtual Reality
  38. Tutorial on Software Engineering Education in Co-Located Multi-User Eye-Tracking-Environments
  39. Similarity-based analyses on software applications: A systematic literature review
  40. Utilizing HTML‐analysis and computer vision on a corpus of website screenshots to investigate design developments on the web
  41. Investigating the Relationship Between Emotion Recognition Software and Usability Metrics
  42. Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games
  43. Insights in Students’ Problems during UML Modeling
  44. Datenethik für verantwortungsvolle Digitalisierung: Probleme, Perspektiven, Politik
  45. Der lange Weg zum Studium der Rechtsinformatik: Wie gestaltet man ein Legal Tech-Curriculum?
  46. A field study to collect expert knowledge for the development of AR HUD navigation concepts
  47. Exploratory Analysis of the Research Literature on Evaluation of In-Vehicle Systems
  48. The Mood Game - How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and Boredom
  49. SentiBooks
  50. Attention Guidance in Second Screen Applications
  51. The Influence of Participants' Personality on Quantitative and Qualitative Metrics in Usability Testing
  52. Towards a Comprehensive Definition of Second Screen
  53. gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games
  54. A Heuristic Checklist for Second Screen Applications
  55. Emendo – A Toolchain for Creating Gamified Learning Arrangements for Online Learning Settings
  56. The Influence of User Interface Attributes on Aesthetics
  57. Mixed Reality-Based Process Control of Automatic Printed Circuit Board Assembly Lines
  58. Karel relearns c: teaching good software engineering practices in cs1 with karel the robot
  59. Accordance of Online Health Information on Prostate Cancer with the European Association of Urology Guidelines
  60. Tagungsbericht Mensch und Computer 2017, Regensburg
  61. Potential of virtual reality as a diagnostic tool for social anxiety: A pilot study
  62. Pattern oriented card game development: SOFTTY — A card game for academic learning of software testing
  63. Work in progress: Towards a generic platform for implementing gamified learning arrangements in engineering education
  64. An experimental card game for software testing: Development, design and evaluation of a physical card game to deepen the knowledge of students in academic software testing education
  65. Improving programming education through gameful, formative feedback
  66. personality and information behavior in web search
  67. Augmented reality-based training of the PCB assembly process
  68. Playful learning in academic software engineering education
  69. The case for teaching “tool science” taking software engineering and software engineering education beyond the confinements of traditional software development contexts
  70. Informationsverhalten als Forschungsgegenstand
  71. Genderspezifische Unterschiede im Informationsverhalten am Beispiel E-Commerce
  72. Informationsinfrastruktur und informationswissenschaftliche Methoden in den digitalen Geisteswissenschaften
  73. Informationswissenschaft und Digital Humanities
  74. Zentren für Digital Humanities in Deutschland
  75. Practice What We Preach – Checking the Usability of HCI Conference Websites
  76. An event processing approach to text stream analysis
  77. Monitoring students' mobile app coding behavior data analysis based on IDE and browser interaction logs
  78. EyeDE
  79. A Review of Empirical Intercultural Usability Studies
  80. Changing Paradigm – Changing Experience?
  81. Developing UX for Collaborative Mobile Prototyping
  82. 3D-Visualisierungen – Potenziale in Forschung und Lehre im Kontext von Informationswissenschaft und Medieninformatik / Visualizations with 3D – its potential for research and education in information science and media informatics / Visualisations en 3D...
  83. Design Guidelines for Coffee Vending Machines
  84. Evaluating a Web-Based Tool for Crowdsourced Navigation Stress Tests
  85. TWORPUS – An Easy-to-Use Tool for the Creation of Tailored Twitter Corpora
  86. Tool-Based Requirement Traceability between Requirement and Design Artifacts
  87. Usability Guidelines for Desktop Search Engines
  88. Improving navigation support by taking care of drivers' situational needs
  89. Informationswissenschaft und Medieninformatik an der Universität Regensburg
  90. Informationswissenschaft und Medieninformatik aus Regensburg
  91. Human modeling in a driver analyzing context
  92. A Functional Driver Analyzing Concept
  93. Customized Usability Engineering for a Solar Control Unit: Adapting Traditional Methods to Domain and Project Constraints
  94. Smart Sol – Bringing User Experience to Facility Management: Designing the User Interaction of a Solar Control Unit
  95. The Dimension Architecture: A New Approach to Resource Access
  96. Service oriented approach for multi backend retrieval in medical systems
  97. Personal Information Management vs. Resource Sharing: Towards a Model of Information Behavior in Social Tagging Systems
  98. An MDA-Based Environment for Generating Access Control Policies
  99. Location Based Logistics Services and Event Driven Business Process Management
  100. A decision model for managing and communicating resource restrictions in embedded systems design
  101. Tree, funny, to_read, google
  102. Editorial
  103. Identification of suspicious, unknown event patterns in an event cloud
  104. An Integrated Decision Model For Efficient Requirement Traceability In SPICE Compliant Development
  105. A Pattern-Based Methodology for Multimodal Interaction Design
  106. Editorial
  107. Einleitung: Perspektiven und Positionen des Text Mining
  108. Editorial
  109. Language-Independent Methods for Compiling Monolingual Lexical Data
  110. Medienanalyse und Visualisierung – Auswertung von Online-Pressetexten durch Text Mining
  111. Linguistic Knowledge Services – Developing Web Services in Language Technology
  112. Automatic Analysis of Large Text Corpora - A Contribution to Structuring WEB Communities
  113. Bridging the Requirements to Design Traceability Gap