@inproceedings{ubo_mods_00117943,
  author = {Kizina, Anna and Kunkel, Johannes and Ziegler, Jürgen},
  title = {Ein kollaboratives Task-Management-System mit spielerischen Elementen},
  booktitle = {Mensch und Computer 2018: Workshopband},
  year = {2018},
  publisher = {Gesellschaft für Informatik e.V.},
  address = {Bonn},
  keywords = {Kollaboration},
  issn = {2510-2672},
  doi = {10.18420/muc2018-ws03-0477}
}


@inproceedings{ubo:80745,
  author = {Kunkel, Johannes and Loepp, Benedikt and Ziegler, Jürgen},
  chapter = {},
  title = {A 3D Item Space Visualization for Presenting and Manipulating User Preferences in Collaborative Filtering},
  year = {2017},
  publisher = {ACM},
  address = {New York, NY, USA},
  pages = {3–15},
  keywords = {3D Visualizations},
  doi = {10.1145/3025171.3025189},
  url = {https://dl.acm.org/doi/10.1145/3025171.3025189?cid=87958660357},
  abstract = {While conventional Recommender Systems perform well in automatically generating personalized suggestions, it is often difficult for users to understand why certain items are recommended and which parts of the item space are covered by the recommendations. Also, the available means to influence the process of generating results are usually very limited. To alleviate these problems, we suggest a 3D map-based visualization of the entire item space in which we position and present sample items along with recommendations. The map is produced by mapping latent factors obtained from Collaborative Filtering data onto a 2D surface through Multidimensional Scaling. Then, areas that contain items relevant with respect to the current user’s preferences are shown as elevations on the map, areas of low interest as valleys. In addition to the presentation of his or her preferences, the user may interactively manipulate the underlying profile by raising or lowering parts of the landscape, also at cold-start. Each change may lead to an immediate update of the recommendations. Using a demonstrator, we conducted a user study that, among others, yielded promising results regarding the usefulness of our approach.},
  booktitle = {Proceedings of the 22nd International Conference on Intelligent User Interfaces (IUI ’17)}
}


@inproceedings{ubo:57124,
  author = {Kunkel, Johannes and Loepp, Benedikt and Ziegler, Jürgen},
  chapter = {},
  title = {3D-Visualisierung zur Eingabe von  Präferenzen in Empfehlungssystemen},
  year = {2015},
  pages = {123–132},
  publisher = {De Gruyter Oldenbourg},
  address = {Berlin},
  abstract = {In diesem Beitrag stellen wir ein interaktives Empfehlungssystem vor, bei dem Nutzer ihre Präferenzen in einer dreidimensionalen Visualisierung des Produktraums eingeben können. Die Darstellung in Form einer Landschaft spiegelt dabei das Profil des aktuellen Nutzers wider, und ermöglicht diesem sowohl in Kaltstartsituationen als auch bei der späteren Anpassung eines existierenden Profils interaktiv seine Präferenzen anzugeben. Die Methode basiert auf den von allen Nutzern abgegebenen Bewertungen und benötigt kein inhaltliches Wissen über die Produkte. Die durchgeführte Nutzerstudie zeigt, dass die Visualisierung nachvollziehbar und hilfreich erscheint. Bezüglich der Eingabe von Präferenzen durch Modellierung der Landschaft ergaben sich ebenfalls vielversprechende Ergebnisse, u. a. auch im Hinblick auf User Experience und Empfehlungsqualität.},
  doi = {10.1515/9783110443929-014},
  url = {http://dx.doi.org/10.1515/9783110443929-014},
  booktitle = {Mensch und Computer 2015 – Tagungsband}
}


@inproceedings{ubo:26371,
  author = {Nacke, E. Lennart and Schild, Jonas and Niesenhaus, Jörg},
  editor = {Calvi, Licia and Gualeni, Stefano and Nuijten, Koos and Nacke, E. Lennart and Poels, Karolien},
  chapter = {},
  title = {Gameplay experience testing with playability and usability surveys – An experimental pilot study},
  year = {2010},
  publisher = {NHTV Expertise Series},
  address = {Breda},
  url = {http://www.acagamic.com/uploads/2007/09/Playability-submission.final_.submission.pdf},
  abstract = {This pilot study investigates an experimental methodology for gathering data to create correlations between experiential factors measured by a gameplay experience questionnaire and player quality measures, such as playing frequency, choice of game, and playing time. The characteristics of two distinct games were examined concerning the aspects of game experience, subjective game quality, and game usability. Interactions within the three aspects were identified. The results suggest that gameplay experience dimensions flow and immersion are similarly motivating in different game genres, which however might not be equally enjoyable. On the one hand, usability ratings may be positively influenced when a game provides immersion and flow or on the other hand, flow and immersion may be negatively influenced by poor usability ratings. These results emphasize the need for an approach to classify games based on correlation patterns involving game experience, quality, and usability.},
  booktitle = {Playability and player experience: Proceedings of the Fun and Games 2010 Workshop}
}


@inproceedings{ubo:22061,
  author = {Lohmann, Steffen and Schielke, Kathrin and Niesenhaus, Jörg},
  editor = {Fähnrich, Klaus-Peter and Schumacher, Frank},
  chapter = {},
  title = {Untersuchung des Einflusses rationaler und emotionaler Faktoren bei der Entscheidungsfindung in virtuellen Spielwelten},
  year = {2009},
  address = {Leipzig},
  abstract = {Nicht nur Entscheidungen in der Realwelt, sondern auch Entscheidungen in virtuellen Spielwelten sind von einer Vielzahl von Faktoren abhängig. In diesem Beitrag wird eine Nutzerstudie vorgestellt, die den Einfluss rationaler und emotionaler Faktoren bei der Wahl von Spielfigur und Ausrüstungsgegenständen für ein Online-Rollenspiel untersucht. Die Ergebnisse der Studie deuten darauf hin, dass die optische Präsentation und eine klangvolle Namensgebung den Einfluss emotionaler Faktoren bei der Entscheidungsfindung verstärken. Über eine Blickbewegungsanalyse werden die Ergebnisse bewertet und zusätzliche Erkenntnisse abgeleitet},
  isbn = {9783941608009},
  booktitle = {Digitale Spiele in Forschung und Lehre: Beiträge zum Games Summer Camp 2008}
}


@article{ubo:22487,
  author = {Niesenhaus, Jörg},
  title = {Challenges and Potentials of User Involvement in the Process of Creating Games},
  journal = {International Reports on Socio-Informatics: Open Design Spaces Supporting User Innovation},
  year = {2009},
  volume = {2/2009},
  number = {volume 6},
  pages = {56–68},
  abstract = {This article gives a short overview about the history of user involvement in the  area of digital games and describes the speci?c challenges and potentials of the participation and motivation of users in this application area. It speci?es the different degrees and types of user involvement and outlines the current state of the art. Moreover, the article discusses the implications of user involvement for game companies and users with a special regard to user-generated content and gives an outlook on future development.}
}


@inproceedings{ubo:24670,
  author = {Nacke, E. Lennart and Drachen, Anders and Kuikkaniemi, Kai and Niesenhaus, Jörg and Korhohnen, J. Hannu and Hoogen, den Wouter van and Ijsselsteijn, Wijnand and Kort, de Yvonne},
  editor = {DiGRA},
  chapter = {},
  title = {Playability and Player Experience Research},
  year = {2009},
  address = {London, UK},
  abstract = {As the game industry matures and games become more and more complex, there is an increasing need to develop scientific methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.},
  url = {http://www.bth.se/fou/forskinfo.nsf/17e96a0dab8ab6a1c1257457004d59ab/e0a8cdd8cfc0c7e6c125762c005557c0/$file/Nacke-etal-Panel%20Playability%20and%20Player%20Experience.pdf},
  booktitle = {Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory.}
}


@inproceedings{ubo:19291,
  author = {Lohmann, Steffen and Niesenhaus, Jörg},
  editor = {Tochtermann, Klaus and Maurer, Hermann},
  chapter = {},
  title = {Towards Continuous Integration of Knowledge Management into Game Development},
  year = {2008},
  publisher = {J.UCS},
  address = {Graz},
  booktitle = {Proceedings of the 8th International Conference on Knowledge Management (I-KNOW 08)}
}


@inproceedings{ubo:18193,
  author = {Ziegler, Jürgen and Strobl, Armin and Wolsing, Ansgar and Mohr, Christina and Lotze, Rouven and Lang, Eike},
  editor = {Heinecke, M. Andreas and Paul, Hansjürgen},
  chapter = {},
  title = {ARTierchen - Augmented Reality in Touch},
  year = {2006},
  publisher = {Oldenburg},
  address = {München},
  abstract = {Augmented Reality (AR) ist eine Technik, welche die reale Welt um virtuelle Objekte erweitert. Unter  Nutzung von mobilen Geräten und speziellen AR-Displays können auch virtuelle Spielwelten in räum-  liche Umgebungen eingebettet werden. Im vorliegenden Beitrag sollen am Beispiel des Augmented-  Reality-Spiels ?ARTierchen“ die Möglichkeiten dargestellt werden, die sich dem Entwickler durch die  computergerenderte visuelle Erweiterung einer zugrunde liegenden natürlichen Spielwelt für interakti-  ve 3D-Spiele bieten.},
  isbn = {978-3486581294},
  url = {http://mc.informatik.uni-hamburg.de/konferenzbaende/mc2006/konferenzband/muc2006_46_strobl_etal.pdf},
  booktitle = {Mensch und Computer 2006: Mensch und Computer im Strukturwandel}
}


