All Stories

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