@inproceedings{ubo_mods_00120479, author = {Hussein, Tim and Lukosch, Stephan and Ziegler, Jürgen and Paulheim, Heiko and Calvary, Gaëlle}, title = {2nd International Workshop on Semantic Models for Adaptive Interactive Systems (SEMAIS 2011)}, booktitle = {IUI 2011: Proceedings of the ACM International Conference on Intelligent User Interfaces}, year = {2011}, publisher = {ACM Press}, address = {New York}, pages = {467–468}, keywords = {User interface design}, isbn = {978-1-4503-0419-1}, doi = {10.1145/1943403.1943504} } @inproceedings{ubo_mods_00120477, author = {Heim, Philipp and Ziegler, Jürgen}, editor = {Ebert, Achim}, title = {Faceted Visual Exploration of Semantic Data}, booktitle = {Human Aspects of Visualization: Revised Selected Papers}, series = {Lecture Notes in Computer Science}, year = {2011}, publisher = {Springer Berlin Heidelberg}, address = {Berlin [u.a.]}, volume = {6431}, pages = {58–75}, keywords = {SPARQL}, isbn = {978-3-642-19641-6}, issn = {1611-3349}, doi = {10.1007/978-3-642-19641-6} } @inproceedings{ubo_mods_00120309, author = {Díaz, Paloma and Hussein, Tim and Lohmann, Steffen and Ziegler, Jürgen}, title = {Data-Centric Interactions on the Web}, booktitle = {Human-Computer Interaction – INTERACT 2011: Proceedings, Part IV}, year = {2011}, publisher = {Springer Berlin Heidelberg}, address = {Berlin}, pages = {726–727}, keywords = {Web interaction}, isbn = {978-3-642-23767-6}, issn = {1611-3349}, doi = {10.1007/978-3-642-23768-3} } @inproceedings{ubo_mods_00119994, author = {Muenter, Daniel and Hussein, Tim}, editor = {Hussein, Tim and Lukosch, Stephan and Paulheim, Heiko and Ziegler, Jürgen}, title = {Adaptive presentation of itineraries in navigation systems by means of semantic models}, booktitle = {Proceedings of the 2nd Workshop on Semantic Models for Adaptive Interactive Systems}, series = {CEUR Workshop Proceedings}, year = {2011}, publisher = {RWTH}, address = {Aachen}, volume = {747}, keywords = {Navigation support}, issn = {1613-0073}, url = {http://duepublico.uni-duisburg-essen.de/servlets/DocumentServlet?id=24034} } @inproceedings{ubo_mods_00119943, author = {Ziegler, Jürgen}, editor = {Dittmar, Anke}, title = {Semantic web meets UI: Context-adaptive interaction with semantic data}, booktitle = {Proceedings of the 29th Annual European Conference on Cognitive Ergonomics}, year = {2011}, publisher = {ACM Press}, address = {Rostock}, pages = {15–16}, keywords = {visualization}, isbn = {978-1-4503-1029-1}, doi = {10.1145/2074712.2074716} } @incollection{ubo_mods_00036411, author = {Fricke-Ernst, Christiane and Kluge, Annette and Kötteritzsch, Anna}, title = {Comparison of controller attention decrease during different break patterns in night shifts.}, booktitle = {Proceedings of the 55th Annual Meeting of the Human Factors and Ergonomics Society (HFES); September 19-23, 2011, Las Vegas, Nevada}, year = {2011}, publisher = {HFES}, address = {Santa Monica}, pages = {1195–1199}, abstract = {Night shifts result in a high pressure on employees’ health. Regarding air traffic control, they may also represent a safety issue. Research showed that cognitive performance is decreased at night (Monk 1996) and safety risks increase starting from the second working hour without a break (Folkard et al. 2005). Investigating a request to extend the middle part of a night shift due to little traffic, different break patterns are compared in terms of avoiding health and safety issues. 189 air traffic controllers (ATCOs) from the Eurocontrol Maastricht Upper Area Control Centre in the Netherlands were tested during night shifts lasting for 7.5 hours. During the night shift, two teams, each consisting of two air traffic controllers, were working: While one team was on break, the other took over. They were assigned to three break patterns, with four or five hours of break or a split of the night shift. Each team was tested three times during normal operation. They estimated their subjective sleepiness using a subjective measure, the Stanford Sleepiness Scale, and filled in an objective measure, the d2, to measure attention. Furthermore, one measurement took place during a regular day shift in order to control the night shift data. Results show that five hours of working without a break does not have a negative impact on attention compared to the two other work-break patterns. External validity is given, since the study was conducted during normal operation. However, it was not possible to control and evaluate all confounding variables, as this would have disturbed the ongoing safe working processes of the scheduled shifts. Therefore, future research that examines individual differences in attention and considers the different activities during the breaks of the ATCOs still needs to be conducted in order to clearly identify an optimal break pattern for night shifts.}, isbn = {978-0-945289-39-5} } @book{ubo:46058, author = {Dudenhöffer, Ferdinand and Schramm, Dieter and Heinzel, Angelika and Schulz, Christof and Hirsch, Holger and Dudenhöffer, Kathrin and Hause, Leonie and Ziegler, Jürgen and Schreckenberg, Michael and Mietzel, Thorsten}, title = {Ingenieurwissenschaften: Herausforderung Elektromobilität}, series = {Unikate}, year = {2011}, publisher = {Universität Duisburg-Essen SSC}, note = {Signatur: E10/01 Z 262}, isbn = {3934359396}, url = {https://www.uni-due.de/unikate/archiv.php?eu=039} } @inproceedings{ubo:34483, author = {Gerling, Kathrin and Klauser, Matthias and Niesenhaus, Jörg}, chapter = {}, title = {Measuring the impact of game controllers on player experience in FPS games}, year = {2011}, publisher = {ACM}, address = {New York}, abstract = {An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little research has addressed the influence of game controls on player experience. In this paper, we examine the impact of mouse and keyboard versus gamepad control in first-person shooters using the PC and PlayStation 3 versions of Battlefield: Bad Company 2. We conducted a study with 45 participants to compare player experience and game usability issues of participants who had previously played similar games on one of the respective gaming systems, while also exploring the effects of players being forced to switch to an unfamiliar platform. The results show that players switching to a new platform experience more usability issues and consider themselves more challenged, but report an equally positive overall experience as players on their comfort platform.}, isbn = {978-1-4503-0816-8}, url = {http://dx.doi.org/10.1145/2181037.2181052}, booktitle = {Proceedings of the 15th International Academic MindTrek Conference : Envisioning Future Media Environments (MindTrek ’11)} } @inproceedings{ubo:32508, author = {Stegemann, Timo and Hussein, Tim and Gaulke, Werner and Ziegler, Jürgen}, chapter = {}, title = {X3S: Eine Spezifikation zur Darstellung und interaktiven Exploration semantischer Daten}, year = {2011}, abstract = {Die zunehmenden Wandlung des Internets von einem dokumentenzentrierten hin zu einem datenorientierten Netz eröffnet für Nutzer wie Entwickler eine Fülle an Möglichkeiten. Allerdings stoßen traditionelle Ansätze des Web Engineerings bei der Fülle und Heterogenität der Daten häufig an ihre Grenzen. In diesem Beitrag wird mit X3S eine Spezifikation zur Filterung sowie zur Darstellung semantischer Inhalte des Daten-Webs vorgestellt, der das Anlegen und Wiederverwenden von Bausteinen zur Datenexploration und -visualisierung ermöglicht.}, url = {http://duepublico.uni-duisburg-essen.de/servlets/DocumentServlet?id=26874}, booktitle = {IVDW ’11: Interaktion und Visualisierung im Daten-Web} } @article{ubo:32815, author = {Fuchslocher, Alberto and Niesenhaus, Jörg and Krämer, Nicole}, title = {Serious games for health: An empirical study of the game “Balance” for teenagers with diabetes mellitus}, journal = {Entertainment Computing}, year = {2011}, volume = {2}, number = {2}, pages = {97–102}, abstract = {In addition to a broad range of different application areas, health games differ in the level of abstraction of the game’s message or goal and the way to achieve game benefits. Most games focus on teaching knowledge or prevention topics. Furthermore, some games focus on strengthening motivation of patients to attend a specific medication or to change their daily behavior in order to live healthier. In this paper we present the health game “Balance”, developed to optimize the self-management of teenagers with diabetes mellitus type-I. Two versions of the game were implemented: A version explicitly referring to diabetes and an implicit version of “Balance” with no diabetes content in order to reduce diabetes related reactance among juveniles. In a between-subjects experimental study with a clinical sample the two versions were compared. Results demonstrate, contrary to expectations, that the explicit game version yielded higher game enjoyment than the implicit version.}, url = {http://www.sciencedirect.com/science/article/pii/S1875952110000194} } @inproceedings{ubo:31878, author = {Richter, Alexander and Budweg, Steffen and Stocker, Alexander and Majcen, Kurt and Koch, Michael}, editor = {Eibl, Maximilian and Ritter, Marc}, chapter = {}, title = {Proceedings des Workshops "Senioren. Medien. Übermorgen."}, year = {2011}, publisher = {Universitätsverlag Chemnitz}, address = {Chemnitz}, url = {http://dl.mensch-und-computer.de/handle/123456789/1554}, booktitle = {Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen} } @inproceedings{ubo:32814, author = {Niesenhaus, Jörg and Münter, Daniel and Hussein, Tim and Ziegler, Jürgen}, editor = {DiGRA}, chapter = {}, title = {Playful Crowdsourcing for Energy-Efficient Automotive Navigation}, year = {2011}, abstract = {In this paper, we describe the work-in-progress state of a playful simulation using crowdsourcing to gather data of efficient routes for automotive navigation in the context of electro mobility. Users will contribute well-known routes of their local area by playing the simulation. The routes will be evaluated with regard to height structure, traffic volume, and traffic signal frequency in the context of the daytime, season, and further time-dependent events. Based on this data, the simulation will be able to calculate the most energy-efficient route.}, url = {http://www.digra.org/dl/db/11312.40252.pdf}, booktitle = {Think Design Play. Proceedings of the 5th International Conference of the Digital Games Research Association (DiGRA)} } @inproceedings{ubo:31651, author = {Münter, Daniel and Hussein, Tim and Linder, Timm and Hofmann, Jens and Ziegler, Jürgen}, editor = {Eibl, Maximilian}, chapter = {}, title = {Nutzeradaptive Routenführung in Navigationssystemen}, year = {2011}, publisher = {Oldenbourg}, address = {München}, abstract = {In diesem Beitrag stellen wir die Ergebnisse zweier Studien zur adaptiven Generierung von Fahranweisungen unter Berücksichtigung der Ortskenntnisse vor. Es konnte gezeigt werden, dass angepasste Anweisungen durch die Nutzer präferiert werden. Ein entwickelter Generator für personalisierte Anweisungen wurde zudem signifikant besser bewertet als ein etablierter Onlinedienst (Google Maps).}, isbn = {978-3-486-71235-3}, url = {http://www.oldenbourg-verlag.de/wissenschaftsverlag/mensch-computer-2011/9783486712353}, booktitle = {Mensch & Computer 2011} } @inproceedings{ubo:31825, author = {Klauser, Matthias and Schulte, P. Frank and Niesenhaus, Jörg and Grundmann, Manuel and Ziegler, Jürgen}, editor = {Eibl, Maximilian}, chapter = {}, title = {Merobrixx – Mental Rotation Bricks: A serious game for cognitive training}, year = {2011}, publisher = {Oldenbourg Verlag}, address = {München}, abstract = {In this paper we introduce the prototype of a cognitive training environment called “Merobrixx”. Merobrixx is a serious game for players of all ages, including children and elderly people, based on traditional mental rotation training methods. Players interact with the game by means of a Tangible User Interface (TUI), which consists of three-dimensional objects made of LEGO bricks. A first evaluation of the system confirms that the user’s performance in the game is positively related to his or her general mental rotation ability. Based on these findings further research regarding the conditions for a long term training effect is planned.}, isbn = {978-3-486-71235-3}, url = {http://dl.mensch-und-computer.de/handle/123456789/1548}, booktitle = {Mensch & Computer 2011, 11. fachübergreifende Konferenz für interaktive und kooperative Medien. überMEDIEN – ÜBERmorgen} } @article{ubo:32816, author = {Nacke, Lennart and Stellmach, Sophie and Sasse, Dennis and Niesenhaus, Jörg and Dachselt, Raimund}, title = {LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments}, journal = {Entertainment Computing}, year = {2011}, volume = {2}, number = {4}, pages = {265–273}, abstract = {Eye tracking is starting to be used for evaluation and interaction in virtual environments. Especially digital games can benefit from an integrated approach, using eye tracking technology for analysis and interaction. One benefit is faster development of gaze interaction games, which can be automatically evaluated in iterative development cycles. For this purpose, we present a framework of programming libraries that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is presented and highlights the framework’s capacity to create games and evaluate novel entertainment interfaces. \textcopyright 2010 International Federation for Information Processing.}, url = {http://www.sciencedirect.com/science/article/pii/S1875952110000091} } @inproceedings{ubo:32506, author = {Stegemann, Timo and Hussein, Tim and Gaulke, Werner and Ziegler, Jürgen}, editor = {Diaz, Paloma and Hussein, Tim and Lohmann, Steffen and Ziegler, Jürgen}, chapter = {}, title = {Interacting with semantic data by using X3S}, year = {2011}, url = {http://duepublico.uni-duisburg-essen.de/servlets/DocumentServlet?id=26869}, booktitle = {Proceedings of the 1st Workshop on Data-Centric Interactions on the Web} } @inproceedings{ubo:32507, author = {Ziegler, Jürgen and Hussein, Tim and Münter, Daniel and Hofmann, Jens and Linder, Timm}, chapter = {}, title = {Generating Route Instructions with Varying Levels of Detail}, year = {2011}, abstract = {In this paper, we present a technique for adaptive generation of personalized route instructions based on the driver’s knowledge of particular route sections. We evaluated the mechanism with two empirical studies, both attesting significant preference for the adaptively generated presentations over an established online service (Google Maps).}, url = {http://duepublico.uni-duisburg-essen.de/servlets/DocumentServlet?id=26873}, booktitle = {3rd International Conference on Automotive User Interfaces and Interactive Vehicular Applications (AutomotiveUI 2011)} } @article{ubo:32123, author = {Drobics, Mario and Zima, Matthias and Hrg, Dalibor and Bobeth, Jan and Budweg, Steffen}, title = {FoSIBLE: Design of an Integrated Environment for Social Interaction}, journal = {ERCIM News}, year = {2011}, volume = {87}, pages = {33–34}, issn = {0926-4981} } @inproceedings{ubo:31877, author = {Kötteritzsch, Anna and Budweg, Steffen and Klauser, Matthias}, editor = {Eibl, Maximilian and Ritter, Marc}, chapter = {}, title = {Förderung sozialer Interaktion durch Activity Communities für Senioren}, year = {2011}, publisher = {Universitätsverlag Chemnitz}, address = {Chemnitz}, abstract = {Das Altern in der eigenen Wohnumgebung kann für viele Senioren einen Anstieg an Lebensqualität bedeuten. Beim individuellen Wohnen bleiben die Einbindung in soziale Kontakte und Interaktionen sowie körperliche Bewegung und Aktivitäten wichtige Faktoren, die gefördert werden sollten. In einer Activity Community soll das Erleben sozialer Interaktion innerhalb einer Social TV Plattform durch den Einsatz von Daten aus Fitness- und Bewegungsspielen angereichert werden. Senioren sollen die Möglichkeit haben, Ziele in kleinen Gruppen gemeinsam zu setzen und durch unterschiedliche Aktivitäten zu erreichen. In diesem Beitrag werden Grenzen bisheriger Systeme zur Unterstützung von sozialer Interaktion und Aktivita?t diskutiert und das Konzept der Activity Community vorgestellt.}, url = {http://dl.mensch-und-computer.de/handle/123456789/1605}, booktitle = {Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen} } @inproceedings{ubo:31827, author = {Masuch, Maic and Rauterberg, Matthias and Niesenhaus, Jörg}, editor = {Eibl, Maximilian}, chapter = {}, title = {Entertainment Interfaces Track: Preface}, year = {2011}, publisher = {Oldenbourg Verlag}, address = {München}, isbn = {978-3-486-71235-3}, url = {http://dl.mensch-und-computer.de/handle/123456789/1545}, booktitle = {Mensch & Computer 2011: überMEDIEN|ÜBERmorgen} } @article{ubo:30161, author = {Budweg, Steffen and Schaffers, Hans and Ruland, Rudolf and Kristensen, Kjetil and Prinz, Wolfgang}, title = {Enhancing collaboration in communities of professionals using a Living Lab approach}, journal = {Production Planning & Control}, year = {2011}, volume = {22}, number = {5/6}, pages = {594 –609}, abstract = {The Living Lab approach within the multi-year integrated project ECOSPACE focused on community building and active user involvement in the process of developing, introducing and evaluating new collaboration concepts and tools. This paper reports about implementing and evaluating our adapted Living Labs framework to facilitate innovation in collaborative work environments to enhance professional communities. The pursued implementation approach is considered as a strategy for innovation, change and adoption. We use a perspective of socio-technical systems to explain the change-catalyzing role of our framework and findings.}, issn = {0953-7287}, url = {http://www.informaworld.com/smpp/content content=a936144670 db=all} } @inproceedings{ubo:27519, author = {Niesenhaus, Jörg}, editor = {von Hagen, Cornelia and Schwarz, Peter}, chapter = {}, title = {Einsatz von Serious Games zur Förderung des Selbstmanagements}, year = {2011}, edition = {1. Auflage}, publisher = {Kohlhammer}, address = {Stuttgart}, abstract = {Im Zuge der immer stärker wachsenden Bedeutung von Gesundheit in einer sich demographisch stark verändernden Gesellschaft ist es essenziell gesundheitsförderliche Verhaltensformen in allen Altersgruppen zu motivieren und zu unterstützen. Geeignet gestaltete und unterhaltungsorientierte Informationssysteme wie Serious Games bieten ein erhebliches Potenzial, solche Verhaltensänderungen gerade – aber nicht nur – bei jungen Zielgruppen zu fördern.}, isbn = {978-3-17-020840-7}, booktitle = {Selbstmanagement bei chronischen Erkrankungen im Kindes- und Jugendalter} } @article{ubo:28968, author = {Hussein, Tim and Ziegler, Jürgen}, title = {Situationsgerechtes Recommending – Kontextadaptive, hybride Empfehlungsgenerierung}, journal = {Informatik Spektrum}, year = {2011}, volume = {34}, number = {2}, pages = {143–152}, abstract = {Dieser Artikel untersucht die unterschiedlichen Paradigmen, die kontextadaptiven Empfehlungssystemen zugrunde liegen und schlägt einen neuen perspektivenorientierten Ansatz vor. Kontext kann demnach nicht nur als vorab festgelegte Menge vorliegender Gegebenheiten (repräsentationaler Ansatz) oder in Wechselwirkung zur aktuellen Tätigkeit (interaktionaler Ansatz) gesehen werden, sondern als eine sich dynamisch ändernde Perspektive, unter der eine vorliegende Situation zu beurteilen ist. Mit Context Views führen wir eine Methode ein, mit der auf diese Weise kontextsensitive Empfehlungen generiert werden können. Weiterhin wird ein Framework vorgestellt, das in flexibler Weise kontextabhängig unterschiedliche Strategien zur Empfehlungsgenerierung in einem hybriden Ansatz integrieren kann.}, url = {http://www.springerlink.com/content/g63v543125526334/} } @article{ubo:29666, author = {Ziegler, Jürgen and Münter, Daniel and Hussein, Tim}, title = {Elektromobilität braucht intelligente Navigation}, journal = {UNIKATE - Herausforderung Elektromobilität}, year = {2011}, volume = {39}, pages = {S. 62 –71}, abstract = {In-car navigation systems are increasingly evolving into powerful mobility assistants which, in addition to conventional functions such as routing and providing directions, can offer the driver manifold information resources and services. Through this, they will also become an important supportive technology for making mobility with electric vehicles more effective and acceptable. More intelligent methods of trip planning and routing will be required for e-cars due to the current constraints concerning charging time and availability of charging stations. Moreover, by flexibly integrating different information resources and services available on the Internet, trips can be better aligned with the driver’s tasks and needs, opening up opportunities for new business models for service providers and merchants. Primary methods for integrating heterogeneous services in a smart mobility assistant are provided by Semantic Web technologies and standards. This article discusses the different requirements for a mobility assistant, describes the underlying technologies, and presents a prototypical system that was developed in the colognE-mobil project.}, issn = {1869-3881}, url = {http://www.uni-due.de/unikate/archiv.php?eu=039} } @article{ubo:29668, author = {Münter, Daniel and Hussein, Tim}, title = {Adaptive Routenbeschreibungen für Navigationssysteme}, journal = {i-com – Zeitschrift für interaktive und kooperative Medien}, year = {2011}, volume = {10}, number = {1}, pages = {11 –17}, abstract = {In diesem Beitrag stellen wir ein Verfahren zur adaptiven Präsentation für Navigationsgeräte vor, welche auf semantischen Modellen basiert. Dabei reichern wir herkömmliche Routenbeschreibungen mit semantischen Informationen an und präsentieren dem Fahrer lediglich diejenigen Routenanweisungen, an denen er wirklich interessiert ist und blenden überflüssige Anweisungen aus.}, url = {http://duepublico.uni-duisburg-essen.de/servlets/DocumentServlet?id=25471} } @inproceedings{ubo:28374, author = {Münter, Daniel and Hussein, Tim}, chapter = {}, title = {Adaptive presentation of itineraries in navigation systems by means of semantic models}, year = {2011}, abstract = {In this paper, we introduce a technique for adaptive presentation of itineraries in navigation systems based on semantic models. We enrich waypoints with semantic information and display only those waypoints to the driver that he is really interested in, hiding information that will most probably be distracting.}, url = {http://duepublico.uni-duisburg-essen.de/servlets/DocumentServlet?id=24034}, booktitle = {SEMAIS ’11: Proceedings of the 2nd workshop on Semantic Models for Adaptive Interactive Systems (in conjunction with IUI 2011)} }