All Stories

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