@book{ubo:27380,
  editor = {Budweg, Steffen and Draxler, Sebastian and Lohmann, Steffen and Rashid, Asarnusch and Stevens, Gunnar},
  title = {Proceedings of the 2nd International Workshop on Open Design Spaces (ODS 2010)},
  series = {International reports on socio-informatics},
  year = {2010},
  publisher = {Internationales Institut für Sozio-Informatik},
  address = {Bonn}
}


@inproceedings{ubo:26020,
  author = {Lohmann, Steffen and Tomanek, Katrin and Ziegler, Jürgen and Hahn, Udo},
  editor = {Ohlsson, Stellan and Catrambone, Richard},
  chapter = {},
  title = {Getting at the Cognitive Complexity of Linguistic Metadata Annotation: A Pilot Study Using Eye-Tracking},
  year = {2010},
  publisher = {Cognitive Science Society},
  address = {Austin, TX},
  abstract = {We report on an experiment where the decision behavior of annotators issuing linguistic metadata is observed with an eye-tracking device. As experimental conditions we consider the role of textual context and linguistic complexity classes. Still preliminary in nature, our data suggests that semantic complexity is much harder to deal with than syntactic one, and that full-scale textual context is negligible for annotation, with the exception of semantic high-complexity cases. We claim that such observational data might lay the foundation for empirically grounded annotation cost models and the design of cognitively adequate annotation user interfaces.},
  url = {http://palm.mindmodeling.org/cogsci2010/papers/0508/paper0508.pdf},
  booktitle = {Proceedings of the 32nd Annual Meeting of the Cognitive Science Society (CogSci 2010)}
}


@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:26427,
  author = {Nacke, E. Lennart and Niesenhaus, Jörg and Engl, Stephan and Canossa, Alessandro and Kuikkaniemi, Kai and Immich, Thomas},
  editor = {Niesenhaus, Jörg and Rauterberg, Matthias and Masuch, Maic},
  chapter = {},
  title = {Bringing Digital Games to User Research and User Experience},
  year = {2010},
  edition = {Vol-634},
  publisher = {CEUR Workshop Proceedings},
  abstract = {In recent years, the gaming industry has grown up and digital games have become more complex products. With this maturity comes an increasing need for formal playtesting methods from user research and scientific methods from academia. Employing user research methods in game development, especially combined qualitative (e.g., questionnaires, interviews) and quantitative (e.g., EEG, EMG, game metrics) methods lead to a better understanding of the relationship and interactions between players and games. This panel gathers game user research industry and academic experts for discussing current methodological advancements and future challenges in playtesting, usability, playability evaluation, and general game user research.},
  url = {http://ceur-ws.org/Vol-634},
  booktitle = {Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010}
}


@inproceedings{ubo:26019,
  author = {Tomanek, Katrin and Hahn, Udo and Lohmann, Steffen and Ziegler, Jürgen},
  editor = {Linguistics, Association for Computational},
  chapter = {},
  title = {A Cognitive Cost Model of Annotations Based on Eye-Tracking Data},
  year = {2010},
  publisher = {ACL},
  address = {Uppsala},
  abstract = {We report on an experiment where the decision behavior of annotators issuing linguistic metadata is observed with an eyetracking device. As experimental conditions we consider the role of textual context and linguistic complexity classes. Still preliminary in nature, our data suggests that semantic complexity is much harder to deal with than syntactic one, and that full-scale textual context is negligible for annotation, with the exception of semantic high-complexity cases. We claim that such observational data might lay the foundation for empirically grounded annotation cost models and the design of cognitively adequate annotation user interfaces.},
  isbn = {978-1-932432-66-4},
  url = {http://www.aclweb.org/anthology-new/P/P10/P10-1118.pdf},
  booktitle = {Proceedings of the 48th Annual Meeting of the Association for Computational Linguistics (ACL 2010)}
}


@inproceedings{ubo:27688,
  author = {Hussein, Tim and Gaulke, Werner and Hartmann, Anabell and Ziegler, Jürgen},
  editor = {Ziegler, Jürgen and Schmidt, Albrecht},
  chapter = {},
  title = {Wahrnehmung und Akzeptanz von systemgenerierten Produktempfehlungen},
  year = {2010},
  edition = {1},
  publisher = {Oldenbourg},
  address = {München},
  abstract = {Seit mehr als einem Jahrzehnt werden Empfehlungssysteme (Recommender Systems) in Webshops, Nachrichtenportalen und anderen Bereichen eingesetzt, um die Nutzer zielgerichtet zu potenziell interessanten Produkten und Inhalten zu führen. Während seit vielen Jahren intensiv an der Verbesserung der Algorithmen zur Empfehlungsgenerierung geforscht wird, ist jedoch wenig darüber bekannt, welche Faktoren – neben der Qualität der Empfehlungen an sich – für die Wahrnehmung und Akzeptanz systemgenerierter Empfehlungen verantwortlich sind. Dieser Beitrag präsentiert die Ergebnisse einer Studie, in der der Einfluss von Faktoren wie Kenntnis der durchsuchten Produktdomäne, Preisniveau der Produkte und Zeitdruck untersucht werden. Die Ergebnisse der Studie zeigen, dass Kenntnis der Produktdomäne sowie der Preisbereich der Produkte Einfluss auf die oben angesprochenen Größen hatten. Zeitdruck hingegen erwies sich nicht als relevanter Faktor.},
  isbn = {978-3-486-70408-2},
  booktitle = {Mensch &amp; Computer 2010}
}


@inproceedings{ubo:27395,
  author = {Budweg, Steffen and Draxler, Sebastian and Lohmann, Steffen and Rashid, Asarnusch and Stevens, Gunnar},
  chapter = {},
  title = {Open design spaces: socially crafting interactive experiences},
  year = {2010},
  abstract = {Engaging end-users and user communities to take an active part in the co-creation, evolution, and appropriation of modern, interactive systems has become an increasingly important issue over the last years. Bringing together existing research and experiences as well as new challenges such as long-term, large-scale, or highly distributed stakeholders has led to the notion of Open Design Spaces (ODS) to frame and reflect current developments of distributed codesign. Several, formerly often separated strands of research covering different aspects of these challenges have emerged and led to a growing community of researchers and practitioners building on concepts such as Participatory Design, Meta-Design, and End-User Development. Building on two successful predecessors on the topic with more than 50 international researchers and practitioners, the workshop at DIS 2010 focuses particularly on social aspects and community co-creation in Open Design Spaces.},
  url = {http://doi.acm.org/10.1145/1858171.1858261},
  booktitle = {DIS ’10: Proceedings of the 8th ACM Conference on Designing Interactive Systems}
}


