All Stories

  1. Exploring Large-Scale Social Media Data Using Sentiment Analysis and Topic Modeling - A Case Study of Instagram Posts in Context of the 2024 German Government Crisis
  2. Leveraging Fine-Tuning of Large Language Models for Aspect-Based Sentiment Analysis in Resource-Scarce Environments
  3. GPT-4o for Visual Political Communication: Toward Automated Image Type Analysis
  4. Cognitive Integration of Delays: Anticipated System Delays Slow Down User Actions
  5. Exploring large language models for the generation of synthetic training samples for aspect-based sentiment analysis in low resource settings
  6. I've Got the Data in My Pocket! - Exploring Interaction Techniques with Everyday Objects for Cross-Device Data Transfer
  7. Observers predict actions from facial emotional expressions during real-time social interactions
  8. On Eye Tracking in Software Engineering
  9. Towards an Automated Classification of Software Libraries
  10. Multimodal Interaction in an Adaptive Dementia Exercise Robot
  11. Probabilistic Closed-Loop Active Grasping
  12. Verständliche Rechtstexte mit Hilfe grosser Sprachmodelle?
  13. Von Legal Design Thinking bis Virtual Reality
  14. Play with my Expectations: Players Implicitly Anticipate Game Events Based on In-Game Time-Event Correlations
  15. Validating virtual reality for time perception research: Virtual reality changes expectations about the duration of physical processes, but not the sense of time
  16. Robotic Support for Haptic Dementia Exercises
  17. Looking fear in the eye: Gamified virtual reality exposure towards spiders for children using attention based feedback
  18. Computational emotion classification for genre corpora of German tragedies and comedies from 17th to early 19th century
  19. From Difficulties to Functional Requirements - Deriving Requirements from Literature about Tool-supported Teaching of UML Diagrams in Software Engineering Education
  20. Qualitative Requirements Elicitation of Student Requirements for Tool-supported Teaching of UML Diagrams
  21. Distant Listening für Hörfunkspots
  22. Looking Fear in the Eye: Gamified Virtual Reality Exposure towards Spiders for Children Using Attention Based Feedback
  23. Interaction Concepts for an Adaptable Dementia Therapy Robot
  24. Knowledge Sharing Between Higher Educational Institutions: Evaluation of a Transfer Platform
  25. Technikakzeptanz für Legal Tech am Beispiel des Basisdokumentes für den strukturierten Parteivortrag
  26. Das Basisdokument geht ins Reallabor: zur Evaluation des Einsatzes bei Gericht
  27. The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different
  28. Distant Viewing of the Harry Potter Movies via Computer Vision
  29. Which Factors Play a Role in CoCo Issuance? Evidence from European Banks
  30. Entwicklung eines digitalen Basisdokuments
  31. Der strukturierte Parteivortrag im Zivilprozess
  32. P.0648 Functional consequences of a single nucleotide polymorphism in the oxytocin receptor gene (rs4686302)
  33. SpEYEders: Adults’ and children’s affective responses during immersive playful gaze interactions transforming virtual spiders
  34. Investigating Barriers for the Adoption of the German Contact-Tracing App and the Influence of a Video Intervention on User Acceptance
  35. Angry facial expressions bias towards aversive actions
  36. Computer-Assisted Avatar-Based Treatment for Dysfunctional Beliefs in Depressive Inpatients: A Pilot Study
  37. Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual Reality
  38. Clustering Moving Object Trajectories: Integration in CROSS-CPP Analytic Toolbox
  39. Korpuslinguistik in der Rechtswissenschaft. Eine webbasierte Analyseplattform für EuGH-Entscheidungen
  40. Wieviel Tech steckt in Legal Tech? Überlegungen zur automatisierten Rechtsdurchsetzung
  41. Similarity of Software Libraries: A Tag-based Classification Approach
  42. Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance
  43. The Effects of Self- and External Perception of Avatars on Cognitive Task Performance in Virtual Reality
  44. Tutorial on Software Engineering Education in Co-Located Multi-User Eye-Tracking-Environments
  45. Similarity-based analyses on software applications: A systematic literature review
  46. Utilizing HTML‐analysis and computer vision on a corpus of website screenshots to investigate design developments on the web
  47. Investigating the Relationship Between Emotion Recognition Software and Usability Metrics
  48. Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games
  49. Functional characterization of the antiepileptic drug candidate, padsevonil, on GABAA receptors
  50. Insights in Students’ Problems during UML Modeling
  51. Datenethik für verantwortungsvolle Digitalisierung: Probleme, Perspektiven, Politik
  52. Der lange Weg zum Studium der Rechtsinformatik: Wie gestaltet man ein Legal Tech-Curriculum?
  53. A field study to collect expert knowledge for the development of AR HUD navigation concepts
  54. Exploratory Analysis of the Research Literature on Evaluation of In-Vehicle Systems
  55. The Mood Game - How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and Boredom
  56. SentiBooks
  57. Attention Guidance in Second Screen Applications
  58. The Influence of Participants' Personality on Quantitative and Qualitative Metrics in Usability Testing
  59. Towards a Comprehensive Definition of Second Screen
  60. gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games
  61. A Heuristic Checklist for Second Screen Applications
  62. Emendo – A Toolchain for Creating Gamified Learning Arrangements for Online Learning Settings
  63. The Influence of User Interface Attributes on Aesthetics
  64. Mixed Reality-Based Process Control of Automatic Printed Circuit Board Assembly Lines
  65. Karel relearns c: teaching good software engineering practices in cs1 with karel the robot
  66. Accordance of Online Health Information on Prostate Cancer with the European Association of Urology Guidelines
  67. Tagungsbericht Mensch und Computer 2017, Regensburg
  68. Potential of virtual reality as a diagnostic tool for social anxiety: A pilot study
  69. Effective Integration of Gamification and Learning Management Systems for Creating Gamified Learning Arrangements
  70. Pattern oriented card game development: SOFTTY — A card game for academic learning of software testing
  71. Work in progress: Towards a generic platform for implementing gamified learning arrangements in engineering education
  72. Personalie
  73. 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
  74. Improving programming education through gameful, formative feedback
  75. personality and information behavior in web search
  76. Augmented reality-based training of the PCB assembly process
  77. Playful learning in academic software engineering education
  78. The case for teaching “tool science” taking software engineering and software engineering education beyond the confinements of traditional software development contexts
  79. Informationsverhalten als Forschungsgegenstand
  80. Genderspezifische Unterschiede im Informationsverhalten am Beispiel E-Commerce
  81. Informationsinfrastruktur und informationswissenschaftliche Methoden in den digitalen Geisteswissenschaften
  82. Informationswissenschaft und Digital Humanities
  83. Zentren für Digital Humanities in Deutschland
  84. Practice What We Preach – Checking the Usability of HCI Conference Websites
  85. An event processing approach to text stream analysis
  86. Monitoring students' mobile app coding behavior data analysis based on IDE and browser interaction logs
  87. Buchbesprechungen
  88. EyeDE
  89. A Review of Empirical Intercultural Usability Studies
  90. Changing Paradigm – Changing Experience?
  91. Developing UX for Collaborative Mobile Prototyping
  92. 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...
  93. Design Guidelines for Coffee Vending Machines
  94. Evaluating a Web-Based Tool for Crowdsourced Navigation Stress Tests
  95. TWORPUS – An Easy-to-Use Tool for the Creation of Tailored Twitter Corpora
  96. Tool-Based Requirement Traceability between Requirement and Design Artifacts
  97. Usability Guidelines for Desktop Search Engines
  98. Improving navigation support by taking care of drivers' situational needs
  99. Informationswissenschaft und Medieninformatik an der Universität Regensburg
  100. Informationswissenschaft und Medieninformatik aus Regensburg
  101. Human modeling in a driver analyzing context
  102. A Functional Driver Analyzing Concept
  103. Customized Usability Engineering for a Solar Control Unit: Adapting Traditional Methods to Domain and Project Constraints
  104. Smart Sol – Bringing User Experience to Facility Management: Designing the User Interaction of a Solar Control Unit
  105. The Dimension Architecture: A New Approach to Resource Access
  106. Service oriented approach for multi backend retrieval in medical systems
  107. Personal Information Management vs. Resource Sharing: Towards a Model of Information Behavior in Social Tagging Systems
  108. An MDA-Based Environment for Generating Access Control Policies
  109. Location Based Logistics Services and Event Driven Business Process Management
  110. A decision model for managing and communicating resource restrictions in embedded systems design
  111. Tree, funny, to_read, google
  112. Editorial
  113. Identification of suspicious, unknown event patterns in an event cloud
  114. An Integrated Decision Model For Efficient Requirement Traceability In SPICE Compliant Development
  115. A Pattern-Based Methodology for Multimodal Interaction Design
  116. Editorial
  117. Einleitung: Perspektiven und Positionen des Text Mining
  118. Editorial
  119. Language-Independent Methods for Compiling Monolingual Lexical Data
  120. Medienanalyse und Visualisierung – Auswertung von Online-Pressetexten durch Text Mining
  121. Linguistic Knowledge Services – Developing Web Services in Language Technology
  122. Automatic Analysis of Large Text Corpora - A Contribution to Structuring WEB Communities
  123. Bridging the Requirements to Design Traceability Gap