@book{13336,
  abstract     = {{Das Lehr- und Arbeitsbuch entspricht der Einführungsvorlesung der Elektrotechnik an Hochschulen und ist explizit für das Selbststudium konzipiert.
Von den physikalischen Grundlagen, elektrotechnischen Grundbegriffen und elektromagnetischen Feldern bis hin zu Fourier-Reihen und transienten Vorgängen werden in 22 Kapiteln grundlegende und vertiefende Vorlesungsinhalte der Elektrotechnik wiedergegeben. Aufgaben, Lösungen und kleinere Zusammenfassungen am Ende jedes Kapitels unterstützen beim selbstständigen Lernen und Erarbeiten der Inhalte.
Das Buch führt als Selbststudium leicht lesbar durch die Basis der Elektrotechnik. Das Lernen mit diesem Arbeitsbuch ist in einem Bachelor-Fernstudiengang Elektrotechnik erprobt.}},
  author       = {{Meier, Uwe and Stübbe, Oliver}},
  isbn         = {{978-3-658-49183-3}},
  keywords     = {{Automotive Engineering, Computer Engineering and Networks, Electrical and Electronic Engineering, Marine Engineering, Mechanical Engineering, Civil Engineering}},
  pages        = {{587}},
  publisher    = {{Springer Vieweg}},
  title        = {{{Elektrotechnik zum Selbststudium : Grundlagen und Vertiefung}}},
  year         = {{2026}},
}

@misc{14047,
  abstract     = {{Die Entwicklung dreidimensionaler Spielwelten vervielfachte die erforderlichen Produktionskapazitäten gegenüber zweidimensionalen Vorgängern. Die vorliegende praxisbasierte Masterarbeit untersucht, inwieweit aktuelle KI-gestützte Werkzeuge einer einzelnen Person die Pre-Production eines Fantasy-Computer-Rollenspiels ermöglichen. Die Arbeit legt die technologischen Grundlagen der eingesetzten Werkzeuge (Large Language Models, Multi-Agenten-Systeme und Diffusionsmodelle zur Bildgenerierung) dar und erprobt diese in einer integrierten Pipeline. Ein systematischer Vergleich von elf Bildgenerierungsmodellen etabliert zunächst eine visuelle Referenzbasis; die evaluierten Modelle werden anschließend einer Multi-Agenten-Simulation als Werkzeug zur Verfügung gestellt. In dieser Simulation produziert ein Studio aus sieben KI-Agenten ein Game Design Document und eine Worldbuilding Bible für ein fiktives Fantasy-Computer-Rollenspiel. Die Ergebnisse werden anhand definierter Kriterien für Vollständigkeit, Visionstreue, Verwendbarkeit und Workflow-Tauglichkeit bewertet. Die Ergebnisse zeigen, dass eine einzelne Person mit den untersuchten Werkzeugen die Pre-Production substanziell beschleunigen kann, kreative Originalität jedoch menschliche Steuerung voraussetzt. Als zentrale Grenzen erweisen sich die ästhetische Konvergenz der Bildgenerierung und die strukturelle Instabilität von Multi-Agenten-Workflows ohne formale Schemaspezifikation. Die Pre-Production gelingt, bleibt jedoch auf kontinuierliche menschliche Kuration angewiesen.}},
  author       = {{Meier, Jennifer}},
  keywords     = {{Generative KI, Spieleentwicklung, Worldbuilding, Computer-Rollenspiel, Multi-Agenten-Workflow, Bildgenerierung, Game Design Document, Worldbuilding Bible}},
  pages        = {{102}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{KI in der Entwicklung von Computer-Rollenspielen: Bildgenerierungs- und Multi-Agenten-Workflows in der Praxis}}},
  year         = {{2026}},
}

@misc{14036,
  abstract     = {{This paper presents a robotic system developed to enhance
automation in construction workflows through advanced AI
and computer vision technologies. The system integrates
a robotic arm with a 3D point cloud camera and state-
of-the-art 2D pre-trained Deep Learning models, such as
GroundingDINO and SegmentAnything, to detect and seg-
ment construction elements in 3D dynamic, unstructured
environments. By processing point cloud data from the cam-
era and aligning it with real-world coordinates, the system
achieves precise object localization, enabling tasks such as
element handling and assembly. Designed to address chal-
lenges like clutter, occlusion, and variability in construction
sites, this system bridges the gap between controlled labora-
tory conditions and real-world applications. Experimental
evaluations highlight its potential to improve efficiency and
adaptability in construction tasks.}},
  author       = {{Aykin, Yusuf and Sachs, Hans and Gerzen, Nikolai}},
  booktitle    = {{Proceedings of the International Symposium on Automation and Robotics in Construction (IAARC)}},
  editor       = {{Sachs, Hans}},
  issn         = {{2413-5844}},
  keywords     = {{Computer Vision, Architecture, Building Construction, Robotics in Construction}},
  publisher    = {{International Association for Automation and Robotics in Construction (IAARC)}},
  title        = {{{Enhancing Robotic Vision through Deep Learning Techniques: From Detection to Construction}}},
  doi          = {{10.22260/isarc2025/0026}},
  year         = {{2025}},
}

@proceedings{11874,
  abstract     = {{Der neueste Stand der Forschung und Entwicklung auf dem Gebiet der Umweltinformatik (UI) und umweltbezogener IT-Anwendungsbereiche wird in diesem Tagungsband präsentiert und kritisch diskutiert. Dies umfasst sowohl Konzepte und Anwendungen von Umweltinformationssystemen als auch Technologien, die moderne Umweltinformationssysteme unterstützen und ermöglichen.}},
  editor       = {{Fuchs-Kittowski, Frank and Abecker, Andreas and Hosenfeld, Friedhelm and Reineke, Anja and Jolk, Christian}},
  isbn         = {{978-3-658-43734-3}},
  keywords     = {{Computer Science, Informatics, Conference Proceedings, Research, Applications, Visualisierung von Umweltdaten, Datenanalyse mit Umweltinformationssystemen, Umweltbezogene Daten}},
  location     = {{Höxter}},
  pages        = {{302}},
  publisher    = {{Springer}},
  title        = {{{Umweltinformationssysteme - Digitalisierung im Zeichen des Klimawandels und der Energiewende (UIS 2023) }}},
  doi          = {{10.1007/978-3-658-43735-0}},
  year         = {{2024}},
}

@misc{12167,
  abstract     = {{Deployment of Level 3 and Level 4 autonomous vehicles (AVs) in urban environments is significantly constrained by adverse weather conditions, limiting their operation to clear weather due to safety concerns. Ensuring that AVs remain within their designated Operational Design Domain (ODD) is a formidable challenge, making boundary monitoring strategies essential for safe navigation. This study explores the critical role of an ODD monitoring system (OMS) in addressing these challenges. It reviews various methodologies for designing an OMS and presents a comprehensive visualization framework incorporating trigger points for ODD exits. These trigger points serve as essential references for effective OMS design. The study also delves into a specific use case concerning ODD exits: the reduction in road friction due to adverse weather conditions. It emphasizes the importance of contactless computer vision-based methods for road condition estimation (RCE), particularly using vision sensors such as cameras. The study details a timeline of methods involving classical machine learning and deep learning feature extraction techniques, identifying contemporary challenges such as class imbalance, lack of comprehensive datasets, annotation methods, and the scarcity of generalization techniques. Furthermore, it provides a factual comparison of two state-of-the-art RCE datasets. In essence, the study aims to address and explore ODD exits due to weather-induced road conditions, decoding the practical solutions and directions for future research in the realm of AVs.}},
  author       = {{Subramanian, Ramakrishnan and Büker, Ulrich}},
  booktitle    = {{Eng : advances in engineering}},
  issn         = {{2673-4117}},
  keywords     = {{autonomous vehicles, operational design domain, computer vision, machine learning, road surface detection}},
  number       = {{4}},
  pages        = {{2778--2804}},
  publisher    = {{MDPI AG}},
  title        = {{{Study of Contactless Computer Vision-Based Road Condition Estimation Methods Within the Framework of an Operational Design Domain Monitoring System}}},
  doi          = {{10.3390/eng5040145}},
  volume       = {{5}},
  year         = {{2024}},
}

@misc{13003,
  abstract     = {{In light of the rising importance of data transparency and open data guidelines (e.g. OGP Local1), Open Data Portals became standard in Smart City strategies (Van Oosterhout et al. 2020). While it is clear that these tools can serve as a valuable way for internal administration processes, at the same time it is critical that data is not only openly available following standard formats limited to computer-readability but above all also largely understandable for average citizens. For this reason, it is researched how open data can not only be made available but also visualized in an accessible way to all citizens. Moreover, the aim is to simultaneously boost private behavior changes which are inevitable to achieve locally-set goals in sustainability (Barr et al. 2011, TWI 2050 2018). To do so, we draw on the principle of nudging. Following
the tradition of behavioral economics, nudging is defined as a positive intervention that induces a voluntary change in behavior without resulting in external (negative) consequences (Thaler & Sunstein 2008) and thus contrasting interventions like commands or bans because freedom of choice is maintained (Mongin & Cozic 2020, Ranchordás 2020).
This paper discusses an installation that explored the potential of combining nudging and situated visualization to improve data transparency and support individual decision-making in urban public spaces. During the Detmold Design Week 2023, an event showcasing creative works in various locations, the visitor numbers at nine locations were captured using computer vision. Visitors then received on-site suggestions in real-time for the next place to visit based on the occupancy. A survey was conducted to evaluate visitors’ willingness to follow these data-informed suggestions. Findings highlight the importance of balancing between simplicity, relevance and privacy in data visualization. The results of the field test provide the foundation for the installation of interactive interfaces in Detmold's public spaces in the next years, in particular for communicating smart city topics focusing on mobility and urban climate protection.}},
  author       = {{Licht, Mareile and Barbosa Jardim, Amanda and Müh, Maximilian and Häusler, Axel}},
  booktitle    = {{Keep on Planning for the Real World. Climate Change calls for Nature-based Solutions and Smart Technologies : Proceedings of REAL CORP 2024, 29th International Conference on Urban Development, Regional Planning and Information Society }},
  editor       = {{Schrenk, Manfred and Popovich, Tatiana and Zeile,  Peter and Elisei, Pietro and Beyer, Clemens and Ryser, Judith and Kaufmann, Hans Rüdiger}},
  issn         = {{2521-3938}},
  keywords     = {{Situated Visualisation, Nudging, Planning, Computer Vision, Human-computer interaction}},
  location     = {{Mannheim}},
  pages        = {{645--653}},
  publisher    = {{CORP - Competence Center of Urban and Regional Planning }},
  title        = {{{The Use of Situated Visualized Data to Nudge Visitor’s Paths: a Case Study at the Detmold Design Week 2023}}},
  doi          = {{10.48494/REALCORP2024.9052}},
  year         = {{2024}},
}

@misc{13016,
  abstract     = {{Zusammenfassung</jats:title><jats:p>Die Möglichkeit zur Teilnahme an Online-Prüfungen ist generell bedingt durch die Stabilität und Geschwindigkeit der Internetverbindung der Prüfungsteilnehmer sowie die Zuverlässigkeit der Computer und Server, über welche die Prüfung bereitgestellt wird. Insbesondere bei großen Teilnehmerzahlen können hohe Serverlasten zu Beginn und Ende der Prüfung auftreten, wenn viele Teilnehmer zur selben Zeit größere Dateien herunter- oder hochladen. Im Folgenden wird eine Prüfungsmethode vorgestellt, die diese beiden Hürden für eine Prüfungsteilnahme reduziert. Hierbei sind die zu übertragenden Datenmengen gering, betragen insgesamt weniger als ein halbes Megabyte je Teilnehmer und müssen nur zu Beginn und Ende der Prüfung einmalig übermittelt werden. Die Prüfungsmethode eignet sich insbesondere für Programmierprüfungen, ist aber auch für andere Fachgebiete anwendbar. Es stehen verschiedene Fragentypen zur Auswahl. Die Aufgaben werden zufällig auf die Teilnehmer verteilt, können lokal bearbeitet sowie anschließend größtenteils automatisiert korrigiert und ausgewertet werden.}},
  author       = {{Beckmann, Nils}},
  booktitle    = {{Informatik Spektrum}},
  issn         = {{0170-6012}},
  keywords     = {{Computer Science Applications, Information Systems}},
  number       = {{2}},
  pages        = {{104--111}},
  publisher    = {{Springer Science and Business Media LLC}},
  title        = {{{Automatisierte, randomisierte Online-Programmierprüfung mit geringem, kurzzeitigem Datenverkehr}}},
  doi          = {{10.1007/s00287-023-01534-y}},
  volume       = {{46}},
  year         = {{2023}},
}

@misc{10267,
  abstract     = {{Im Rahmen dieser Bachelorarbeit werden die cineastisch visuelle Gestaltung und die visuelle 
Narration in der Game-Engine Unreal untersucht. Das zentrale Ziel ist die Entwicklung einer 
eigenen Bildsprache und Bildästhetik durch eine umfassende Analyse von Kriegsdramen 
und der Anwendung von Filmstock Emulation und Compositing-Methoden. In diesem 
Kontext wird ein Anti-Kriegskurzfilm erstellt, der die erworbenen Techniken in die Praxis 
umsetzt und die Möglichkeiten und Limitationen der cineastischen Erzählweise in der 
Unreal Engine aufzeigt. Die Arbeit befasst sich zunächst mit der aktuellen Entwicklung in 
der Filmindustrie, insbesondere in Bezug auf neue Technologien wie künstlicher Intelligenz 
und der fortschreitenden Automatisierung in der Film- und Medienproduktion. Es wird sich 
darauffolgend mit den Herausforderungen von Echtzeitrendering-Engines beschäftigt. 
Anschließend erfolgt eine kurze historische Einordnung des Mediums Film, eine 
differenzierte Betrachtung der Unterschiede zwischen analogem und digitalem Film sowie 
der Funktionsweise von Filmkameras. Ein besonderer Fokus wird in diesem Zusammenhang 
auf die Nachstellung von Kameralinseneffekten und Filmstock Emulation gelegt. 
}},
  author       = {{Letmathe, Thilo}},
  keywords     = {{Unreal Engine, Game Engine, Echtzeitrendering, Prozedural, Automatisierung, Künstliche Intelligenz (KI), Virtual Film Production (VFP), Computer-Generated Imagery (CGI), Visual Effect (VFX), Filmstock Emulation, DaVinci Resolve, Compositing, Kameralinseneffekte, analoger Film, visuelles Erzählen, Kinematographie, Filmografie, Bildsprache, Bildgestaltung, Artdirecting, Cineastik, Realismus, Environmental design, Krieg, Film, Kurzfilm, Filmanalyse und Filmhistorie}},
  pages        = {{124}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe }},
  title        = {{{Die Macht des Bewegtbildes}}},
  year         = {{2023}},
}

@article{4897,
  abstract     = {{Assistance is becoming increasingly relevant in carrying out industrial work in the context of cyber-physical production systems (CPPSs) and Industry 4.0. While assistance in a single task via a single interaction modality has been explored previously, crossdevice interaction could improve the quality of assistance, especially given the concurrent and distributed nature of work in CPPSs. In this paper, we present the theoretical foundations and implementation of MiWSICx (Middleware for Work Support in Industrial Contexts), a middleware that showcases how multiple interactive computing devices such as tablets, smartphones, augmented/virtual reality glasses, and wearables could be combined to provide crossdevice industrial assistance. Based on activity theory, MiWSICx models human work as activities combining multiple users, artifacts, and cyber-physical objects. MiWSICx is developed using the actor model for deployment on a variety of hardware alongside a CPPS to provide multiuser, crossdevice, multiactivity assistance.}},
  author       = {{Dhiman, Hitesh and Röcker, Carsten}},
  issn         = {{2288-4300 }},
  journal      = {{Journal of Computational Design and Engineering}},
  keywords     = {{human–technology interaction, human–computer interaction, crossdevice interaction, cyber-physical systems, assistance, smart factory, middleware, actor model, information system design, industry 4.0}},
  number       = {{1}},
  pages        = {{428--451}},
  publisher    = {{Oxford University Press}},
  title        = {{{Middleware for providing activity-driven assistance in cyber-physical production systems}}},
  doi          = {{10.1093/jcde/qwaa088}},
  volume       = {{8}},
  year         = {{2021}},
}

@inproceedings{4094,
  abstract     = {{Projection-based assitive systems that guide users through assembly work are on their way to industrial application. Previous research work investigated how people can be supported with such systems. However, there has been little work on the question on how to generate and author sequential instructions for assitive systems. In this paper, we present a new concept and a prototypical implementation of an assitive system that can be taught by demonstrating an assembly process. By using a combination of RGB and depth cameras, we can generate an assembly instruction of Lego Duplo bricks based on the demonstration of a user. This generated manual can later on be used for assisting other users in the assembly process. By our prototype system, we show the technological feasibility of assistive systems that can learn from users.}},
  author       = {{Büttner, Sebastian and Peda, Andreas and Heinz, Mario and Röcker, Carsten}},
  booktitle    = {{22nd International Conference on Human-Computer Interaction}},
  isbn         = {{978-3-030-50343-7}},
  keywords     = {{Assitive system, Authoring, Instruction generation, Computer vision, Teaching by demonstration}},
  location     = {{Copenhagen, Denmark}},
  pages        = {{153--163}},
  publisher    = {{Springer}},
  title        = {{{Teaching by Demonstrating – How Smart Assistive Systems Can Learn from Users}}},
  doi          = {{https://doi.org/10.1007/978-3-030-50344-4_12}},
  volume       = {{12203}},
  year         = {{2020}},
}

@misc{12834,
  abstract     = {{In the context of Industry 4.0, extensive deployment and application of advanced manufacturing equipment and various sensors is leading to a growing demand for data exchange between different devices. In smart factories, network transmission has multiprotocol features of wired/wireless communication, and different data flows have different real-time requirements. In this article, a heterogeneous network architecture based on software-defined network is proposed for realizing cross-network flexible forwarding of multisource manufacturing data and optimized utilization of network resources. Subsequently, the mechanism of cross-network fusion and scheduling (CNFS) is analyzed from the perspective of high dynamic characteristics and different delay requirements of data flows. Based on this analysis, a route-aware data flow dynamic reconstruction algorithm is proposed. The proposed algorithm improves the efficiency of manufacturing data cross-network fusion, especially for multivariety and small-batch intelligent manufacturing systems. Furthermore, for meeting the bandwidth requirements of different delay flows, a delay-sensitive network bandwidth scheduling algorithm is proposed. Finally, the effectiveness of the proposed CNFS mechanism is verified using a candy packaging intelligent production line prototype platform.}},
  author       = {{Wan, Jiafu and Yang, Jun and Wang, Shiyong and Li, Di and Li, Peng and Xia, Min}},
  booktitle    = {{IEEE Transactions on Industrial Informatics}},
  issn         = {{1941-0050}},
  keywords     = {{Heterogeneous networks, Real-time systems, Bandwidth, Job shop scheduling, Smart manufacturing, Computer architecture, Cross-network fusion, heterogeneous networks, network resource}},
  number       = {{9}},
  pages        = {{6059--6068}},
  publisher    = {{Institute of Electrical and Electronics Engineers (IEEE)}},
  title        = {{{Cross-Network Fusion and Scheduling for Heterogeneous Networks in Smart Factory}}},
  doi          = {{10.1109/tii.2019.2952669}},
  volume       = {{16}},
  year         = {{2019}},
}

@inbook{4312,
  abstract     = {{Computer-aided assistance systems are entering the world of work and production. Such systems utilize augmented- and virtual-reality for operator training and live guidance as well as mobile maintenance and support. This is particularly important in the modern production reality of ever-changing products and `lot size one' customization of production.This paper focuses on the application of machine learning approach to extend the functionality of assistance systems. Machine learning provides tools to analyse large amounts of data and extract meaningful information. The goal here is to recognize the movement of an operator which would enable automatic display of instructions relevant to them.We present the challenges facing machine learning applications in human-centered assistance systems and a framework to assess machine learning approaches feasible for this scenario. The approach is assessed on a historical data set and then deployed in a work station for live testing. The post-hoc, or historical, analysis yields promising results. The ad-hoc, or live, analysis is a complex task and the results are affected by multiple factors, most of which are introduced by the human influence.The contribution of this paper is an approach to adapt state- of-the-art machine learning to operator movement recognition with a special focus on approaches to spatial time series data pre-processing. Presented experiment results validate the approach and show that it performs well in a real-world scenario.}},
  author       = {{Fullen, Marta and Maier, Alexander and Nazarenko, Arthur and Jenderny, Sascha and Röcker, Carsten}},
  booktitle    = {{2019 IEEE 17th International Conference on Industrial Informatics (INDIN)}},
  isbn         = {{978-1-7281-2927-3}},
  issn         = {{2378-363X}},
  keywords     = {{augmented reality, computer based training, data handling, industrial training, learning (artificial intelligence), time series}},
  location     = {{Helsinki, Finland,}},
  pages        = {{296 -- 302}},
  publisher    = {{IEEE}},
  title        = {{{Machine Learning for Assistance Systems: Pattern-Based Approach to Online Step Recognition}}},
  doi          = {{10.1109/INDIN41052.2019.8972122}},
  year         = {{2019}},
}

@article{4317,
  abstract     = {{Digital products and services are commonplace in our personal lives where software and its algorithms provide assistance and amenities. However, interactive systems within industrial settings have yet to catch up with consumer products, especially with regard to the quality of interaction and user experience. With the rise of automation and data exchange on massive scales, the role of human work is challenged and the importance of cooperation emphasized. New concepts of smart factories in which machines and software are doing parts of the work tasks emerge, drastically altering the nature of work in industrial settings from manual labor to increasingly complex tasks. HCI and especially CSCW offer concepts, technical tools and methods to cope with this disruptive shift towards an Industrial Internet of Things (IIoT). Networked assistive systems, for instance, are capable of individually addressing and satisfying the diverse needs of a heterogeneous workforce. We propose this workshop to discuss new perspectives on HCI and CSCW in industrial contexts with regard to the emerging IIoT. The goal of the workshop is to explore the design space of IIoT applications, its implications on cooperative work and to formulate new research opportunities to current challenges.}},
  author       = {{Mucha, Henrik and Röcker, Carsten and Ludwig, Mark and Stein, Benno and Robert, Sebastian and Galla, Lukas and Hill, Martin and Wulf, Volker and Ogonowski, Corinna}},
  isbn         = {{978-1-4503-6018-0}},
  journal      = {{CSCW '18: Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing}},
  keywords     = {{Social and professional topics, Professional topics, Computing and business, Computer supported cooperative work}},
  location     = {{Jersey City, NJ USA}},
  pages        = {{393–400}},
  publisher    = {{ACM}},
  title        = {{{The Industrial Internet of Things: New Perspectives on HCI and CSCW within Industry Settings}}},
  doi          = {{10.1145/3272973.3273009}},
  year         = {{2018}},
}

@inproceedings{4320,
  abstract     = {{The use of Assistive Technology (AT) plays a significant role in the advancement of greater independence for individuals with disabilities in their work life. In particular, digital step-by-step support can enable people to perform production tasks that were formerly difficult to accomplish. In this paper, we focused on finding a solution for a specific production process. To this end, we set up a prototype assistive system for performing a cutting task which provides step-by-step support for people with disabilities. In an evaluation study with impaired people, we investigated how our assistive system affects the task efficiency as well as participants’ subjective evaluation of perceived mental effort and system usability. Results show advantages for step-by-step support with regard to users’ task efficiency and subjective evaluation.}},
  author       = {{Aksu, Volkan and Jenderny, Sascha and Martinez, Sascha and Röcker, Carsten}},
  booktitle    = {{Advances in Usability, User Experience and Assistive Technology}},
  editor       = {{Ahram, Tareq Z. and Falcão, Christianne}},
  isbn         = {{978-3-319-94946-8}},
  keywords     = {{Assistive Technology, People with disabilities, User-centered, Design, Human-computer-interaction, Production Step-by-step instructions}},
  location     = {{Orlando, Florida, USA}},
  pages        = {{775--785}},
  publisher    = {{Springer}},
  title        = {{{A Digital Assistance System Providing Step-by-Step Support for People with Disabilities in Production Tasks}}},
  doi          = {{10.1007/978-3-319-94947-5_76}},
  volume       = {{794}},
  year         = {{2018}},
}

@inproceedings{4321,
  abstract     = {{Recent research has shown that computer-based Assistive Technology (AT) has the potential to support individuals with disabilities in production environments. At the same time, step-by-step instructions enable workers to be successful in their performance of industrial tasks that were formerly difficult to accomplish. We merged these two types of intervention and developed an application running on a mobile device that can assist disabled workers working more independently. In an evaluation study, we investigated how our assistive system affects the task efficiency as well as participants’ subjective evaluation. Results show advantages when using the assistive prototype with regard to users’ task efficiency and subjective evaluations.}},
  author       = {{Aksu, Volkan and Jenderny, Sascha and Martinez, Sascha and Röcker, Carsten}},
  booktitle    = {{Providing Context-Sensitive Mobile Assistance for People with Disabilities in the Workplace}},
  editor       = {{Di Bucchianico, Giuseppe }},
  isbn         = {{978-3-319-94621-4}},
  keywords     = {{Assistive technology, People with disabilities : Human computer interaction : Industry 4.0, Inclusion, Context-sensitive assistance, Step-by-step instructions, Production, Mobile assistance}},
  location     = {{Orlando, Florida, USA}},
  pages        = {{3--14}},
  publisher    = {{Springer}},
  title        = {{{Providing Context-Sensitive Mobile Assistance for People with Disabilities in the Workplace}}},
  doi          = {{10.1007/978-3-319-94622-1_1}},
  volume       = {{776}},
  year         = {{2018}},
}

@inproceedings{4326,
  abstract     = {{The mechanical engineering and related industries are increasingly being dominated by information and communication technology, leading to the development of cyber-physical systems. However, these systems have to be seen from a broader angle, incorporating several other environmental factors such as the organizational structure or human factors. For this reason, the technology cannot be seen as solitary system, but should rather be included in the context of a scenario of work 4.0. These scenarios can help to classify new technologies, their advantages and constraints in order to provide guidance for the digital development of organizations. While several frameworks have been proposed in terms of technological guidance, most of them focus heavily on technology, neglecting their organizational- and human factors. In order to form a uniform understanding of the construct of industry 4.0, we developed an instrument for rating scenarios of work 4.0 on the relevant dimensions 'technology', 'human' and 'organization'. This paper describes the chosen relevant criteria including possible constraints we encountered. Future work on this topic will include the creation of profiles of scenarios of work 4.0, further validation of the criteria.}},
  author       = {{Jenderny, Sascha and Foullois, Marc and Kato-Beiderwieden, Anna-Lena and Bansmann, Michael and Wöste, Lars and Lamß, Josefine and Maier, Günter W. and Röcker, Carsten}},
  booktitle    = {{Proceedings of the International Conference on Pervasive Technologies Related to Assistive Environments (PETRA'18). ACM, New York, NY, USA, pp. 319 - 326}},
  isbn         = {{978-1-4503-6390-7}},
  keywords     = {{Human-centered computing, Human computer interaction (HCI), HCI theory, concepts and models}},
  location     = {{Corfu, Greece}},
  pages        = {{319–326}},
  publisher    = {{ACM}},
  title        = {{{Development of an Instrument for the Assessment of Scenarios of Work 4.0 Based on Socio-Technical Criteria}}},
  doi          = {{10.1145/3197768.3201566}},
  year         = {{2018}},
}

@misc{11444,
  abstract     = {{Generation Y marks the transition between a world with and without fully implemented Internet: A new kind of virtual space is formed and is impacting the way we live in this world, the way we perceive it, and the way we interact with it. Mobile devices, such as phones, build a new form of electronic technology type we interact with. This thesis investigates how this new form of relation can give insights to the way we are situated in this world with all its complexities and levels.
In a case study, the author focuses on the relationship with mobile devices in the context of memory (making and recalling), materiality (haptic and metaphoric) and the human body itself (perception and sensory system). By developing a practice and contextualizing it in terms of space-theoretical and phenomenological concepts, this thesis aims to start a discourse on our human, (un-)conscious relation to mobile devices in place and time. Is it time for an imperfect, humane view towards the era of information from a Millennial perspective?}},
  author       = {{Pusch, Lisa}},
  keywords     = {{Memory Making, Generation Y, Millenials, Human-Computer-Relationship, Mobile Phone, Spatial Theory, Perception}},
  pages        = {{264}},
  publisher    = {{ProQuest}},
  title        = {{{On memory: Body, devices, material. Towards a new practice of MediaArchitecture}}},
  year         = {{2017}},
}

@inproceedings{4257,
  abstract     = {{The selection of suitable display technologies for industrial augmented reality (AR) applications is becoming increasingly relevant as such applications move from the proof-of-concept to the application stage. To support project managers, designers and developers in the critical selection process we have developed a checklist of important aspects and related evaluation hints that helps to speed up and improve the selection process. The checklist presented in this paper was designed to be useful for both researchers and practitioners. It combines pertinent information from relevant standards like ISO 9241-210 with results from current research literature and experience from several AR projects in industrial contexts. It can be applied both in collaboration with AR experts, where it helps to prepare relevant information for the collaboration and thus streamlines the process, or stand-alone, as a guideline for the evaluation of different options by a design team. }},
  author       = {{Paelke, Volker and Büttner, Sebastian and Mucha, Henrik and Röcker, Carsten}},
  booktitle    = {{Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future.}},
  editor       = {{Trzcielinski, Stefan}},
  isbn         = {{978-3-319-60473-2}},
  issn         = {{2194-5365}},
  keywords     = {{Augmented reality, Displays, Evaluation, Checklist, Context of use, Human-Computer interaction}},
  location     = {{Los Angeles, California, USA}},
  pages        = {{225--234}},
  publisher    = {{Springer}},
  title        = {{{A Checklist-Based Approach for Evaluating Augmented Reality Displays in Industrial Applications}}},
  doi          = {{10.1007/978-3-319-60474-9_21}},
  volume       = {{606}},
  year         = {{2017}},
}

@inproceedings{4258,
  abstract     = {{Research on how to take advantage of Augmented Reality and Virtual Reality applications and technologies in the domain of manufacturing has brought forward a great number of concepts, prototypes, and working systems. Although comprehensive surveys have taken account of the state of the art, the design space of industrial augmented and virtual reality keeps diversifying. We propose a visual approach towards assessing this space and present an interactive, community-driven tool which supports interested researchers and practitioners in gaining an overview of the aforementioned design space. Using such a framework we collected and classified relevant publications in terms of application areas and technology platforms. This tool shall facilitate initial research activities as well as the identification of research opportunities. Thus, we lay the groundwork, forthcoming workshops and discussions shall address the refinement.}},
  author       = {{Büttner, Sebastian and Mucha, Henrik and Funk, Markus and Kosch, Thomas and Aehnelt, Mario and Robert, Sebastian and Röcker, Carsten}},
  booktitle    = {{10th ACM International Conference on PErvasive Technologies Related to Assistive Environments (PETRA '17) }},
  keywords     = {{Applied computing, Operations research, Operations research, Human-centered computing, Human computer interaction (HCI), Interaction paradigms}},
  location     = {{Rhodes,  Greece}},
  pages        = {{433440}},
  publisher    = {{ACM}},
  title        = {{{The Design Space of Augmented and Virtual Reality Applications for Assistive Environments in Manufacturing: A Visual Approach}}},
  doi          = {{10.1145/3056540.3076193}},
  year         = {{2017}},
}

@inproceedings{4299,
  abstract     = {{With the advances of technology, intelligent assistive systems that adapt to individual humans will become feasible. However, application areas of such systems are rarely discussed within the Industry 4.0 community. Most assistive systems that have been presented have been developed for specific task, such as assembly support or warehouse picking, but there might be a huge uncovered design space to be explored. With this work, we want to step back from existing systems and analyze the design opportunities of assistive systems especially for small and medium-size enterprises (SME). To achieve this goal we conducted a study in four SME, consisting of observations and interviews. Here we present our findings about the potential future application areas of human-centered assistive systems.}},
  author       = {{Mucha, Henrik and Büttner, Sebastian and Röcker, Carsten}},
  booktitle    = {{Human-Computer Interaction – Perspectives on Industry 4.0. Workshop at i-KNOW 2016 }},
  keywords     = {{Industry 4.0, Assistive Systems, Small and Medium-Sized Enterprises, SME, Human-Centered Design, Human-Computer Interaction for Industry}},
  location     = {{Graz, Austria}},
  publisher    = {{TU}},
  title        = {{{Application Areas for Human-Centered Assistive Systems}}},
  year         = {{2016}},
}

@inproceedings{4300,
  abstract     = {{Human-centered design methods are nowadays widely used in the design of consumer products. These methods aim at designing products with a high usability and a positive user experience (UX). However, in the domain of the design of industrial machines, design is often driven by functional requirements mostly neglecting the usability and user experience of products. Together with a medium-sized manufacturer of industrial laundry machines we applied the human-centered design process in an industrial context. In this field report, we describe the human-centered design methods applied in the project, the adaptations we had to make in the process and the challenges and opportunities for applying human-centered design in an industrial environment in general. }},
  author       = {{Büttner, Sebastian and Röcker, Carsten}},
  booktitle    = {{Human-Computer Interaction – Perspectives on Industry 4.0. Workshop at i-KNOW 2016}},
  keywords     = {{Design Methods, Human-Centered Design, Industrial Human-Computer Interaction, Industry 4.0}},
  location     = {{Graz, Austria}},
  publisher    = {{TU}},
  title        = {{{Applying Human-Centered Design Methods in Industry – a Field Report}}},
  year         = {{2016}},
}

@inproceedings{472,
  abstract     = {{In the context of Industrie 4.0 respectively direct digital manufacturing, seamless process chains are an important factor. The objective is to shorten the time between quoting for individually designed products and their production and delivery. Therefore, reliable automated and fast evaluation procedures are needed to ensure the quality of the individually designed products in terms of product safety and reliability. This paper aims 
to demonstrate how a metamodel, generated on simulated data, adapts to the type of product and delivers the required quality and evaluation procedure. The metamodel guarantees the requested characteristics of the final product without the consultation of human expert knowledge. As proof of concept, a simple, well-documented  task from the field of construction has been chosen. The estimation from of the metamodel will meet all safety  requirements, is based on the individual input variables and is confirmed without expert interaction. Fast, reliable prediction models deriving from complex simulation models are indispensable conditions for direct digital manufacturing. Using metamodels in automation contexts will be a foundation of manufacturing in future.}},
  author       = {{Scheideler, Eva and Ahlemeyer-Stubbe, Andrea}},
  booktitle    = {{Production engineering and management : proceedings 6th international conference, September 29 and 30, 2016 Lemgo, Germany }},
  editor       = {{Villmer, Franz-Josef and Padoano, Elio}},
  keywords     = {{Simulation, Metamodel, Computer experiment, Design of experiments}},
  location     = {{Lemgo}},
  number       = {{1}},
  pages        = {{269--280}},
  publisher    = {{Hochschule Ostwestfalen-Lippe}},
  title        = {{{Expert Knowledge Systems to Ensure Quality and Reliability in Direct Digital Manufacturing Enviroments}}},
  volume       = {{2016}},
  year         = {{2016}},
}

@inproceedings{4395,
  abstract     = {{This paper presents the evaluation of a mixed reality communication system for the home domain, called roomXT. The system uses a wall-sized display that is seamlessly integrated into a living lab, to create a 'life-like' video communication experience. In order to demonstrate the potential of this approach, we conducted a living lab study comparing the developed prototype with a desktop-based system. A special video communication application, which enables spatially separated users to have a joint dinner experience, served as a common basis for the different test conditions. Results of the study show that the overall concept of roomXT was well eceived by users of a wide age range and that the developed prototype system seems to be preferred to commercially available video communication solutions with respect to the tested quality dimensions.}},
  author       = {{Kasugai, Kai and Heidrich, Felix and Röcker, Carsten and Russell, Peter and Ziefle, Martina}},
  booktitle    = {{Proceedings of the 2012 International Symposium on Pervasive Displays}},
  editor       = {{José, Rui}},
  isbn         = {{978-145-031-414-5 }},
  keywords     = {{human-computer interaction, mixed-reality, large displays, co-dining, interactive media, family communication, co-presence, architecture}},
  location     = {{Porto, Portugal }},
  pages        = {{1--6}},
  publisher    = {{ACM}},
  title        = {{{Perspective Views in Video Communication Systems: An Analysis of Fundamental User Requirements}}},
  doi          = {{10.1145/2307798.2307811}},
  year         = {{2012}},
}

@inproceedings{4491,
  abstract     = {{This paper reports on a cross-national user study exploring the influence of the social work situation on the preferred level of control over IT services in smart office environments. The acceptance of different control mechanisms was tested for representative functionalities with participants from Germany and the USA. The results of the questionnaire-based study show, that the social situation, in which a certain application is used, has a significant effect on the preferred level of user control.}},
  author       = {{Röcker, Carsten}},
  booktitle    = {{2nd International Conference on Mechanical and Electrical Technology (ICMET), 2010 }},
  isbn         = {{9781424481002}},
  keywords     = {{Ambient Intelligence, Ubiquitous and Pervasive Computing, User Interface, Intelligent Environments, Human-Computer Interaction, User Study, Evaluation}},
  location     = {{Singapore}},
  pages        = {{314  --  318}},
  publisher    = {{IEEE}},
  title        = {{{Socially Dependent Interaction in Smart Spaces: How the Social Situation Influences the Interaction Style in Computer-Enhanced Environments}}},
  doi          = {{10.1109/ICMET.2010.5598371}},
  year         = {{2010}},
}

@inproceedings{4492,
  abstract     = {{In most countries demographic developments tend towards more and more elderly people in single households. Improving the quality of life for elderly people is an emerging issue within our information society. Good user interfaces have tremendous implications for appropriate accessibility. Though, user interfaces should not only be easily accessible, they should also be useful, usable and most of all enjoyable and a benefit for people. Traditionally, Human–Computer Interaction (HCI) bridges Natural Sciences (Psychology) and Engineering (Informatics/Computer Science), whilst Usability Engineering (UE) is anchored in Software Technology and supports the actual implemen-tation. Together, HCI and UE have a powerful potential to help towards making technology a little bit more accessible, useful, useable and enjoyable for everybody.}},
  author       = {{Holzinger, Andreas and Ziefle, Martina and Röcker, Carsten}},
  booktitle    = {{Computers Helping People with Special Needs, Part II}},
  editor       = {{ Miesenberger, K. and Klaus, J. and Zagler, W. and Karshmer, A.}},
  isbn         = {{978-3-642-14099-0}},
  keywords     = {{Human–Computer Interaction, Usability Engineering, User Interfaces, Elderly People, Older Adults}},
  location     = {{Vienna, Austria}},
  pages        = {{556--559}},
  publisher    = {{Springer}},
  title        = {{{Human-Computer Interaction and Usability Engineering for Elderly (HCI4AGING): Introduction to the Special Thematic Session}}},
  doi          = {{10.1007/978-3-642-14100-3_83}},
  volume       = {{6180}},
  year         = {{2010}},
}

@inbook{4766,
  abstract     = {{This chapter presents a formative multi-method evaluation on future gaming systems. Following a scenario-driven approach, quantitative and qualitative methods are employed to elicit feedback from different target user populations. Based on the results of the different evaluation parts, a set of design requirements for future home entertainment systems is derived.}},
  author       = {{Röcker, Carsten and Magerkurth, Carsten and Hinske, Steve and Lampe, Matthias}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  isbn         = {{978-3-8322-6224-2}},
  keywords     = {{User Interfaces, Pervasive Games, Evaluation, Human Computer  Interaction, User Requirements, Design Guidelines, Interface Design}},
  publisher    = {{Shaker}},
  title        = {{{Designing User-Friendly Interfaces for Pervasive Gaming Applications}}},
  volume       = {{67-83}},
  year         = {{2007}},
}

@inproceedings{4769,
  abstract     = {{In this paper a music-based awareness system called 'Social Radio' is presented. The system focuses on small intimate groups and enables multiple persons to stay in touch using smart artifacts and tangible interaction mechanisms.}},
  author       = {{Etter, Richard and Röcker, Carsten}},
  booktitle    = {{Proceedings of the International Conference on Tangible and Embedded Interaction (TEI'07)}},
  editor       = {{Ullmer, Brygg  and Schmidt, Albrecht}},
  isbn         = {{978-1-59593-619-6}},
  keywords     = {{Applied computing, Operations research, Human-centered computing, Human computer interaction (HCI)}},
  location     = {{Baton Rouge, Louisiana, USA}},
  pages        = {{11--12}},
  publisher    = {{ACM}},
  title        = {{{A Tangible User Interface for Multi-User Interaction}}},
  doi          = {{10.1145/1226969.1226972}},
  year         = {{2007}},
}

@inproceedings{4770,
  abstract     = {{This paper presents a novel approach for mediating awareness in small intimate groups. Instead of traditional communication media, music is used to inform users about the presence and mood of multiple remote peers. Based on this conceptual idea, an awareness system called 'Social Radio' was developed. The system consists of several smart artifacts and an underlying multi-user communication infrastructure.}},
  author       = {{Röcker, Carsten and Etter, Richard}},
  booktitle    = {{Proceedings of the International Conferences on Intelligent User Interfaces (IUI’07)}},
  isbn         = {{1-59593-481-2 }},
  keywords     = {{Applied computing, Operations research, Human-centered computing, Human computer interaction (HCI)}},
  location     = {{Honolulu Hawaii USA }},
  pages        = {{286--289}},
  publisher    = {{ACM}},
  title        = {{{Social Radio – A Music-Based Approach to Emotional Awareness Mediation}}},
  doi          = {{10.1145/1216295.1216348}},
  year         = {{2007}},
}

@inbook{4774,
  abstract     = {{The manifolds of spaces and places we are entering, populating, transiently crossing and eventually leaving (only to immerse in another subsequent context) as part of our daily activities in our personal, public and professional lives are undergoing a dramatic change. Although this change is taking place we are aware of it only in a limited fashion due to its unobtrusive character as illustrated in the statement by Streitz and Nixon (2005): “It seems like a paradox but it will soon become reality: The rate at which computers disappear will be matched by the rate at which information technology will increasingly permeate our environment and our lives”.}},
  author       = {{Streitz, Norbert and Prante, Thorsten and Röcker, Carsten and van Alphen, Daniel and Stenzel, Richard and Magerkurth, Carsten and Lahlou, Saadi and Nosulenko, Valery and Jegou, Francois and Sonder, Frank and Plewe, Daniela}},
  booktitle    = {{The Disappearing Computer : Interaction Design, System Infrastructures and Applications for Smart Environments}},
  editor       = {{Streitz, Norbert  and Kameas, Achilles  and Mavrommati, Irene}},
  isbn         = {{978-3-540-72725-5}},
  keywords     = {{Informal Communication, Local Mobility, Computer Support Cooperative Work, Smart Environment, Smart Space}},
  pages        = {{3--29}},
  publisher    = {{Springer}},
  title        = {{{Smart Artefacts as Affordances for Awareness in Distributed Teams}}},
  doi          = {{10.1007/978-3-540-72727-9_1}},
  volume       = {{4500}},
  year         = {{2007}},
}

@inproceedings{4813,
  abstract     = {{This paper presents a formative multi-method evaluation on future gaming systems. Following a scenario-driven approach, quantitative and qualitative methods are employed to elicit feedback from different target user populations. Based on the results of the different evaluation parts, a set of design requirements for future home entertainment systems is derived. These requirements are then used to guide the development process of a ubiquitous computing gaming platform. To demonstrate the usefulness of the gaming platform, a sample application is discussed, which is described in the last section of this paper.}},
  author       = {{Röcker, Carsten and Magerkurth, Carsten and Haar, Maral}},
  booktitle    = {{Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All}},
  editor       = {{Stephanidis, Constantine and Pieper, Michael}},
  isbn         = {{978-3-540-71024-0}},
  keywords     = {{User Interfaces, Pervasive Games, Evaluation, System Development, Tangible User Interfaces, Human Computer Interaction}},
  location     = {{Königswinter (Bonn), Germany}},
  pages        = {{352--368}},
  publisher    = {{Springer}},
  title        = {{{User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development}}},
  doi          = {{10.1007/978-3-540-71025-7_23}},
  volume       = {{4397}},
  year         = {{2006}},
}

@inproceedings{4816,
  abstract     = {{This paper presents a novel concept for personalized privacy support on large public displays in intelligent home environments. In order to validate the conceptual approach a system called SPIROS was developed. The SPIROS system automatically adapts the information visible on public displays according to the current social situation and the individual privacy preferences of the user working at the display.}},
  author       = {{Röcker, Carsten and Hinske, Steve and Magerkurth, Carsten}},
  booktitle    = {{Proceedings of the 2nd IET International Conference on Intelligent Environments : IE 06}},
  isbn         = {{978-0-86341-663-7}},
  issn         = {{0537-9989}},
  keywords     = {{computer displays, home automation, data privacy, user interfaces, home computing}},
  location     = {{Athens, Greece}},
  pages        = {{267--274}},
  publisher    = {{IEEE}},
  title        = {{{SPIROS - A System for Privacy-Enhanced Information Representation in Smart Home Environments}}},
  doi          = {{10.1049/cp:20060651}},
  year         = {{2006}},
}

@inproceedings{4819,
  abstract     = {{This paper presents the results of an empirical cross-cultural study conducted at six different sites in five European countries in the context of the EU IST-IP project AMIGO, Ambient Intelligence for the Networked Home Environment [1]. The study employed a scenario-driven approach and used quantitative and qualitative methods to elicit feedback from the target user population on concepts for intelligent home environments. The results are clustered and transformed in prioritized design guidelines.}},
  author       = {{Röcker, Carsten and Janse, Maddy D. and Portolan, Nathalie and Streitz, Norbert}},
  booktitle    = {{sOc-EUSAI '05: Proceedings of the 2005 joint conference on Smart objects and ambient intelligence: innovative context-aware services: usages and technologies}},
  isbn         = {{978-1-59593-304-1}},
  keywords     = {{Human-centered computing, Human computer interaction (HCI)}},
  location     = {{Grenoble, France}},
  pages        = {{111--116}},
  publisher    = {{ACM}},
  title        = {{{User Requirements for Intelligent Home Environments: A Scenario-Driven Approach and Empirical Cross-Cultural Study}}},
  doi          = {{10.1145/1107548.1107581}},
  volume       = {{121}},
  year         = {{2005}},
}

