All Stories

  1. Probabilistic Closed-Loop Active Grasping
  2. Play with my Expectations: Players Implicitly Anticipate Game Events Based on In-Game Time-Event Correlations
  3. Validating virtual reality for time perception research: Virtual reality changes expectations about the duration of physical processes, but not the sense of time
  4. Robotic Support for Haptic Dementia Exercises
  5. Looking fear in the eye: Gamified virtual reality exposure towards spiders for children using attention based feedback
  6. Computational emotion classification for genre corpora of German tragedies and comedies from 17th to early 19th century
  7. From Difficulties to Functional Requirements - Deriving Requirements from Literature about Tool-supported Teaching of UML Diagrams in Software Engineering Education
  8. Qualitative Requirements Elicitation of Student Requirements for Tool-supported Teaching of UML Diagrams
  9. Distant Listening für Hörfunkspots
  10. Looking Fear in the Eye: Gamified Virtual Reality Exposure towards Spiders for Children Using Attention Based Feedback
  11. Interaction Concepts for an Adaptable Dementia Therapy Robot
  12. Knowledge Sharing Between Higher Educational Institutions: Evaluation of a Transfer Platform
  13. Technikakzeptanz für Legal Tech am Beispiel des Basisdokumentes für den strukturierten Parteivortrag
  14. Das Basisdokument geht ins Reallabor: zur Evaluation des Einsatzes bei Gericht
  15. The Rubber Hand Illusion in Virtual Reality and the Real World - Comparable but Different
  16. SpEYEders: Adults’ and children’s affective responses during immersive playful gaze interactions transforming virtual spiders
  17. Investigating Barriers for the Adoption of the German Contact-Tracing App and the Influence of a Video Intervention on User Acceptance
  18. Physiological and Perceptual Responses to Athletic Avatars while Cycling in Virtual Reality
  19. The Effects of Self- and External Perception of Avatars on Cognitive Task Performance in Virtual Reality
  20. Investigating the Relationship Between Emotion Recognition Software and Usability Metrics
  21. The Mood Game - How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and Boredom
  22. SentiBooks
  23. Attention Guidance in Second Screen Applications
  24. The Influence of Participants' Personality on Quantitative and Qualitative Metrics in Usability Testing
  25. Towards a Comprehensive Definition of Second Screen
  26. gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games
  27. A Heuristic Checklist for Second Screen Applications
  28. Emendo – A Toolchain for Creating Gamified Learning Arrangements for Online Learning Settings
  29. The Influence of User Interface Attributes on Aesthetics
  30. Mixed Reality-Based Process Control of Automatic Printed Circuit Board Assembly Lines
  31. Tagungsbericht Mensch und Computer 2017, Regensburg
  32. Informationsverhalten als Forschungsgegenstand
  33. Genderspezifische Unterschiede im Informationsverhalten am Beispiel E-Commerce
  34. Informationsinfrastruktur und informationswissenschaftliche Methoden in den digitalen Geisteswissenschaften
  35. Informationswissenschaft und Digital Humanities
  36. Zentren für Digital Humanities in Deutschland
  37. Service oriented approach for multi backend retrieval in medical systems
  38. An MDA-Based Environment for Generating Access Control Policies
  39. A decision model for managing and communicating resource restrictions in embedded systems design
  40. Tree, funny, to_read, google
  41. Editorial
  42. Editorial
  43. Einleitung: Perspektiven und Positionen des Text Mining
  44. Editorial
  45. Medienanalyse und Visualisierung – Auswertung von Online-Pressetexten durch Text Mining