@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{13337,
  abstract     = {{In manufacturing systems with a job shop organization, queues between workstations create an intermittent process flow, allowing workers to schedule tasks entering the queue based on their needs and preferences. The resulting scheduling autonomy of individual workers often leads to inefficiencies in the overall production process due to the loss of control. Companies are therefore increasingly using algorithmic scheduling systems to assign task sequences to workers, thereby drastically reducing their autonomy and negatively affecting their job performance and well-being. This paper extends the existing flexible job shop scheduling problem by sequencing preferences (FJSPSP) to incorporate a human-centered perspective by predicting workers’ task sequencing decisions using learning-to-rank (LTR) methods. By learning workers’ individual task sequencing preferences, it becomes possible to predict the processing sequence based on task characteristics. The scheduling algorithm for the FJSPSP presented in the paper incorporates workers’ learned sequencing preferences as constraints. Considering workers’ learned task sequencing decisions, the FJSPSP optimizes only task assignments to maintain workers’ autonomy over task sequences. The contributions of this paper are fourfold, namely, (1) presenting an approach to elicit sequencing decision datasets from workers, (2) demonstrating the successful prediction of humans’ and an actual worker’s task sequencing decisions with LTR, (3) formulating the FJSPSP variant that integrates workers’ sequencing preferences as constraints and proving its effectiveness in a simulation study, and (4) consolidating these steps into an explainable artificial intelligence (XAI)- and LTR-enabled sociotechnical system design framework. The paper closes with a discussion of the overall methodology and future research perspectives.}},
  author       = {{Herrmann, Jan-Phillip and Tackenberg, Sven and Srirajan, Tharsika Pakeerathan and Nitsch, Verena}},
  booktitle    = {{Journal of Manufacturing Systems}},
  issn         = {{0278-6125}},
  keywords     = {{Human-centered scheduling, Job autonomy, Learning-to-rank, Flexible job shop scheduling, Human decision-making, Explainable artificial intelligence}},
  number       = {{2}},
  pages        = {{541--560}},
  publisher    = {{Elsevier BV}},
  title        = {{{Incorporating scheduling autonomy of workers into flexible job shop scheduling: Learning and balancing decentralized task sequencing decisions with overall scheduling performance}}},
  doi          = {{10.1016/j.jmsy.2025.12.020}},
  volume       = {{84}},
  year         = {{2026}},
}

@misc{12719,
  abstract     = {{A human digital twin (HDT) is a virtual representation of a worker in cyberspace. Nevertheless, current research focusses mainly on HDTs for motoric work types, such as assembly. To fully integrate an HDT for workers in production, it is necessary that an HDT also displays cognitive processes like memorizing, thinking or reasoning. Such a concept can be used in information-based work, for example monitoring highly automated production systems, and contribute to the planning and control of production. Due to the high proportion of planning and decision-making processes, the efficiency of information-based work is determined in particular by the inner processes of the worker. An HDT can therefore help to describe current and future states of socio-technical work systems. Therefore, this paper presents a systematic literature review to explicitly derive the relevant components of an HDT for information-based work types. The elements of such an HDT and its environment are defined. Further, the current gaps in literature are identified. There are currently no real-world applications of such an HDT. Additionally, the value of multi-HDT systems must be evaluated more extensively.}},
  author       = {{Mordaschew, Viktoria and Latos, Benedikt and Tackenberg, Sven}},
  booktitle    = {{Procedia Computer Science}},
  issn         = {{1877-0509}},
  keywords     = {{Human-centric Production, Digital Twin, Systematic Literature Review}},
  pages        = {{2137--2146}},
  publisher    = {{Elsevier}},
  title        = {{{A Human Digital Twin for Worker-Centric Production}}},
  doi          = {{https://doi.org/10.1016/j.procs.2025.01.274}},
  volume       = {{253}},
  year         = {{2025}},
}

@misc{13301,
  abstract     = {{Production environments are characterized by an increasingly diverse workforce caused by demographic change, globalization, and the rising demand for inclusion and equality. To ensure employee satisfaction for such a diverse workforce, gamification is a promising method. However, one-size-fits-all approaches are not sufficient, and more user-adaptive and inclusive gamified systems are needed. Therefore, this systematic literature review aims to answer the question of which user-adaptive gamified systems exist for manufacturing and how they provide inclusivity for individuals in their everyday work. Following PRISMA guidelines, a search of five electronic databases retrieved 22 relevant articles. Analysis of the literature revealed a lack of user-centered and inclusive gamified systems. Further, limited empirical evaluations in real production environments, limited application scenarios, and the need for more diverse research were identified. Based on the results, this study identifies key research gaps and provides recommendations for future research.}},
  author       = {{Mordaschew, Viktoria and Latos, Benedikt and Rubart, Jessica and Röcker, Carsten}},
  booktitle    = {{International Journal of Human–Computer Interaction}},
  issn         = {{1532-7590}},
  keywords     = {{Gamification, manufacturing, inclusivity : human-centered systems : literature review}},
  pages        = {{1--28}},
  publisher    = {{Taylor & Francis}},
  title        = {{{User-Centered Gamification in Manufacturing: A Systematic Literature Review}}},
  doi          = {{10.1080/10447318.2025.2578390}},
  volume       = {{41}},
  year         = {{2025}},
}

@misc{13349,
  abstract     = {{In weakly-structured work processes, workers are free to decide in which sequence to process their tasks. Predicting their decision-making helps plan production more accurately while preserving workers’ autonomy. The factors that influence workers’ decision-making depend on the manufacturing process and person considered, and they must be newly collected for each use case. This paper identifies the factors influencing workers when deciding in which sequence to process manufacturing tasks in a medium-sized hydraulic cylinder manufacturer. Five workers and two lead workers were observed and interviewed during several work shifts about influencing factors. The authors propose a new interview technique called indifference testing to overcome subjects’ difficulty articulating their decision-making process. Collected factors were categorized using inductive category formation and context analysis. The analyses identified 75 influencing factors comprising 37 decision attributes and 38 decision rules. The identified decision attributes indicate that worker preferences are influenced by attributes from the classical scheduling literature and attributes related to worker well-being, circadian rhythms, and ergonomics. The identified decision rules are useful constituents of more complex preference functions. The decision attributes and rules enable the construction of machine learning models to predict workers’ task sequencing decisions in job shops. Potential applications include systematically eliminating or controlling influencing factors through workplace design measures to increase worker well-being and optimality of their decisions.}},
  author       = {{Herrmann, Jan-Phillip and Tackenberg, Sven and Burgert, Florens and Nitsch, Verena}},
  booktitle    = {{Procedia Computer Science}},
  issn         = {{1877-0509}},
  keywords     = {{Task Sequencing, Manufacturing, Learning To Rank, Scheduling Human Factors, Case Study}},
  pages        = {{1820--1829}},
  publisher    = {{Elsevier BV}},
  title        = {{{Influencing factors on worker task sequencing decisions in a medium-sized hydraulic cylinder manufacturer}}},
  doi          = {{10.1016/j.procs.2025.01.244}},
  volume       = {{253}},
  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{11915,
  abstract     = {{With the human factor being identified as the weakest link in the chain of information security, we investigate the effects of the COVID-19 pandemic on approaches to develop awareness trainings. Following the literature approach of vom Brocke, we identify five focus areas in recent literature which we are able to divide further into supporting effects and human factors for information security awareness trainings. Furthermore, we identify research gaps in current literature which can inspire future investigations.}},
  author       = {{Meister, Robin and Guhr, Nadine}},
  booktitle    = {{Wirtschaftsinformatik 2024 Proceedings}},
  keywords     = {{Information Security, Literature Review, Human Factor, Education, Awareness}},
  location     = {{Würzburg}},
  pages        = {{16}},
  publisher    = {{WI}},
  title        = {{{Recent Insights in Information Security Awareness Training: A Systematic Literature Review }}},
  year         = {{2024}},
}

@misc{12009,
  abstract     = {{<jats:title>Abstract</jats:title><jats:p>Traditional work models often need more flexibility and time autonomy for employees, especially in manufacturing. Quantitative approaches and Artificial Intelligence (AI) applications offer the potential to improve work design. However, current research does not entirely focus on human-centric criteria that enable time autonomy. This paper addresses this gap by developing a set of criteria to evaluate intelligent personnel planning approaches based on their ability to enhance time autonomy for employees. Existing quantitative approaches are not sufficient to fully integrate the developed criteria.</jats:p><jats:p>Consequently, a novel model approach is proposed in an attempt to bridge the gap between current practices and the newly developed criteria. This two-stage planning approach fosters democratization of time autonomy on the shopfloor, moving beyond traditional top-down scheduling. The paper concludes by outlining the implementation process and discusses future developments with respect to AI for this model approach.</jats:p><jats:p><jats:italic>Practical Relevance</jats:italic>: In order to make working conditions on the shopfloor in high-wage countries more attractive, an alternative organization of shift work is needed. Intelligent planning approaches that combine traditional operations research methods with artificial intelligence approaches can democratize shift organization regarding time autonomy. Planning that takes both employee and employer preferences into account in a balanced way will strengthen the long-term competitiveness of manufacturing companies in high-wage countries and counteract the shortage of skilled labor.</jats:p>}},
  author       = {{Latos, Benedikt and Buckhorst, Armin and Kalantar, Peyman and Bentler, Dominik and Gabriel, Stefan and Dumitrescu, Roman and Minge, Michael and Steinmann, Barbara and Guhr, Nadine}},
  booktitle    = {{Zeitschrift für Arbeitswissenschaft}},
  issn         = {{2366-4681}},
  keywords     = {{Personnel Planning, Time Autonomy, Human-Centric Optimization, Artificial Intelligence, Manufacturing}},
  number       = {{3}},
  pages        = {{277--298}},
  publisher    = {{Springer-Verlag GmbH}},
  title        = {{{Time autonomy in personnel planning: Requirements and solution approaches in the context of intelligent scheduling from a holistic organizational perspective }}},
  doi          = {{10.1007/s41449-024-00432-7}},
  volume       = {{78}},
  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{12795,
  abstract     = {{Including disabled workers in value-creating work processes is a fundamental and guaranteed human right and is, therefore, an essential goal of society. In Germany, sheltered workshops create the conditions for this inclusion since they are essential to companies' value chains. A central challenge is the inclusion of disabled workers in the value-creation processes, such as in manufacturing or assembly areas. The skills of disabled workers vary since they have individual impairments. Therefore, this paper presents a digital human model, a Human Digital Twin (HDT), for disabled workers. The model maps their skills and supports the production planning and assembly processes. (C) 2024 The Authors. Published by Elsevier B.V.}},
  author       = {{Mordaschew, Viktoria and Duckwitz, Sönke and Tackenberg, Sven}},
  booktitle    = {{5th International Conference on Industry 4.0 and Smart Manufacturing (ISM)}},
  editor       = {{Longo, F. and Shen, W. and Padovano, A.}},
  issn         = {{1877-0509}},
  keywords     = {{Human Digital Twin, Industry 4.0, Sheltered Workshops, Production Planning}},
  location     = {{Lisbon, PORTUGAL}},
  pages        = {{745--751}},
  publisher    = {{Elsevier BV}},
  title        = {{{A Human Digital Twin of Disabled Workers for Production Planning}}},
  doi          = {{10.1016/j.procs.2024.01.074}},
  volume       = {{232}},
  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{11445,
  abstract     = {{Predicting human decisions is a central challenge for planning and controlling production with weakly structured processes. Thus, workers’ decisions regarding the processing strategies and the temporal sequence of tasks to be processed are to be determined prospectively. Accordingly, there is a need to review methods for preference elicitation to develop individual predictive decision models. This paper presents a systematic literature review and discussion of 42 publications on predictive decision models and decision attributes. Methods for eliciting decision-making knowledge from manufacturing workers as part of the modeling process and decision model validation methods are reviewed and discussed in light of their predictive validity for individual task selection. The article synthesizes the recent literature for predicting human decision-making in manufacturing using artificial intelligence methods. Along with the review results, a future research agenda is proposed for modeling and simulating human decision-making in manufacturing. Knowledge about human preferences and the successful prediction of workers’ decision-making in manufacturing helps companies predict manufacturing objectives and derive organizational and work design measures.}},
  author       = {{Herrmann, Jan-Phillip and Tackenberg, Sven and Nitsch, Verena}},
  booktitle    = {{IEEE Access}},
  issn         = {{2169-3536}},
  keywords     = {{Artificial intelligence, assistance system, human decision-making, manufacturing}},
  pages        = {{141172--141191}},
  publisher    = {{IEEE}},
  title        = {{{Predicting Human Decision-Making for Task Selection in Manufacturing: A Systematic Literature Review}}},
  doi          = {{10.1109/access.2023.3340626}},
  volume       = {{11}},
  year         = {{2023}},
}

@misc{9358,
  abstract     = {{Real-time human-centered assistance in industrial processes depends on the individual history of the work person’s activities in the work system and requires adequate methods for tracking the person’s actions. Most research in human activity recognition is based on recognizing actions from video data using computer vision methods. Digital equipment, standardized machine data interfaces, and smart wearable devices extend the possibilities to describe the current state of the work system. Petri nets have already been applied to human activity recognition, however, without the requirement of detecting actions in real-time. This paper proposes a Petri net architecture that enables hierarchical description-based human activity recognition in industrial work processes. We present an extension, a Partitioned Colored Petri Net, based on the colored Petri net formalism that infers activities from state transitions of the work system in real-time. In a case study, we demonstrate the Petri net’s application for an error-based learning system that visualizes error consequences in augmented reality using experimentable digital twins.}},
  author       = {{Herrmann, Jan-Phillip and Atanasyan, Alexander and Casser, Felix and Tackenberg, Sven}},
  booktitle    = {{Procedia Computer Science}},
  issn         = {{1877-0509}},
  keywords     = {{Colored Petri net, Human-centered Assistance, Experimentable Digital Twins}},
  location     = {{Österreich}},
  pages        = {{1188--199}},
  publisher    = {{Elsevier}},
  title        = {{{A Petri Net Architecture for Real-Time Human Activity Recognition in Work Systems}}},
  doi          = {{https://doi.org/10.1016/j.procs.2022.12.317}},
  volume       = {{217}},
  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}},
}

@misc{12994,
  abstract     = {{HUMAN 2023 is the 6th workshop of a series for the ACM Hypertext conferences. The HUMAN workshop has a strong focus on the user and thus is complementary to the strong machine analytics research direction that could be experienced in previous conferences.The user-centric view on hypertext not only includes user interfaces and interaction, but also discussions about hypertext application domains as well as human-centered AI. Furthermore, the workshop raises the question of how original hypertext ideas (e. g., Doug Engelbart’s "augmenting human intellect" [7] or Jeff Conklin’s "hypertext as a computer-based medium for thinking and communication" [6]) can improve today’s hypertext systems.}},
  author       = {{Rubart, Jessica and Atzenbeck, Claus}},
  booktitle    = {{Proceedings of the 34th ACM Conference on Hypertext and Social Media}},
  isbn         = {{979-8-4007-0232-7}},
  keywords     = {{user interfaces, information structuring, decision making, human-centered AI, cognitive aspects, scientific community, digital humanities, user interaction, human factors, user-centric, annotation, adaptive hypertext, hypermedia, collaboration, information systems, augmentation, hypertext, communication, intercultural aspects}},
  location     = {{Rome, Italy}},
  publisher    = {{ACM}},
  title        = {{{HUMAN’23: 6th Workshop on Human Factors in Hypertext}}},
  doi          = {{10.1145/3603163.3610576}},
  year         = {{2023}},
}

@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}},
}

@article{10645,
  abstract     = {{Artificial Intelligence (AI)-based applications promise great potential benefits for companies. However, an isolated consideration of the technical system is not sufficient for the design. Rather, it is necessary to design the entire work system taking into account the socio-technical system approach. This enables the combination of the strengths of people and intelligent systems. This paper presents an approach for a socio-technical requirements elicitation in the design of AI-based systems by adapting the HTO-analysis. First, a mission statement is developed. Based on a detailed process modelling, existing data and systems are recorded. In addition, all relevant stakeholder groups are included by conducting interviews and surveys. Thus, the procedure enables the derivation of a comprehensive catalogue of requirements. The application of the approach is illustrated by using an example from industrial practice, the design of an intelligent workforce planning system.}},
  author       = {{Gabriel, Stefan and Bentler, Dominik and Grote, Eva-Maria and Junker, Caroline and Wendischhoff, David Meyer zu and Bansmann, Michael and Latos, Benedikt and Hobscheidt, Daniela and Kühn, Arno and Dumitrescu, Roman}},
  issn         = {{2212-8271}},
  journal      = {{Procedia CIRP}},
  keywords     = {{socio-technial design socio-technial design, requirements elicitation, AI-human-collaboration, work design : workforce planning requirements elicitation AI-human-collaboration work design workforce planning}},
  pages        = {{431--436}},
  publisher    = {{Elsevier BV}},
  title        = {{{Requirements analysis for an intelligent workforce planning system: a socio-technical approach to design AI-based systems}}},
  doi          = {{10.1016/j.procir.2022.05.274}},
  volume       = {{109}},
  year         = {{2022}},
}

@misc{12810,
  abstract     = {{Recent studies on assistance systems show that adaptive support for users is becoming increasingly important, as this is a promising approach to ensure acceptance, learning support, and appropriate assistance in the long term. Developers of assistance systems are therefore faced with the challenge of designing various dimensions of adaptivity in such a way that they are conducive to acceptance and support. In this paper, we consider the different dimensions and options for the adaptation of assembly assistance and present the results of a first survey to investigate users' expectations regarding the adaptability of assembly assistance systems. Our evaluation shows that users have clear preferences concerning the control over adaptation and adaptation goals, while other aspects of adaptation assistance do not indicate a clear tendency. The results of this survey should serve as a decision support in the design phase of adaptive assistance systems to choose between different implementation options and concepts.}},
  author       = {{Heinz-Jakobs, Mario and Oestreich, Hendrik and Wrede, Sebastian and Röcker, Carsten}},
  booktitle    = {{2022 15th International Conference on Human System Interaction (HSI)}},
  editor       = {{De Silva, Daswin and Ruminski , Jacek  and Manic, Milos }},
  issn         = {{978-1-6654-6823-7}},
  keywords     = {{adaptivity, assistance systems, survey, human-centred design, interaction design, self-adaptive systems}},
  location     = {{Melbourne, AUSTRALIA}},
  publisher    = {{IEEE}},
  title        = {{{User Expectations Regarding Design Dimensions of Adapative Assistance Systems}}},
  doi          = {{10.1109/hsi55341.2022.9869509}},
  year         = {{2022}},
}

@misc{6885,
  abstract     = {{Seit 2016 erscheint das urbanLab Magazin jährlich als Fachzeitschrift für Stadt- und Quartiersplanung mit dem Anspruch Forschung, Lehre und der Praxis in den Planungsdisziplinen des Spannungsfeldes Stadt und Quartier anhand konkreter Themencluster besser zu vernetzen. Wir geben zukunftsweisenden Ideen, Fachbeiträgen, Publikationen und kontroversen Diskussionen eine Plattform und bringen sie unterstützt durch Erkenntnisse aus unserer Forschung auf den Punkt. }},
  booktitle    = {{The Human Habitat in Times of TRANSFORMATION}},
  editor       = {{Hall, Oliver and Cardinali, Marcel and Dorf, Johanna Julia}},
  issn         = {{2566-8900}},
  keywords     = {{Regenerative Design, Human Centered Design, Data Driven Design}},
  number       = {{7}},
  publisher    = {{Technische Hochschule Ostwestfalen-Lippe}},
  title        = {{{urbanLab Magazin - Fachzeitschrift für Stadt- & Quartiersplanung}}},
  year         = {{2021}},
}

@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}},
}

@inbook{6918,
  abstract     = {{Manual assembly is shaped by increasing product complexity with higher scope of work and fluctuating demands. To cope with these changes, employees need to collect and process more information. Companies, therefore, face a wide range of challenges, particularly in terms of information supply. Informational assistance systems provide employees with cognitive support, helping to manage complexity. To evaluate the potentials of such systems a laboratory study is accomplished at the Laboratory for Industrial Engineering of the Ostwestfalen-Lippe University of Applied Sciences and Arts. In this paper, selected results of the laboratory study are presented and recommendations for a configuration of assembly assistance systems are derived from the results.}},
  author       = {{Bendzioch, Sven and Hinrichsen, Sven}},
  booktitle    = {{Advances in Intelligent Systems and Computing}},
  editor       = {{Nunes, I.}},
  isbn         = {{9783030513689}},
  issn         = {{2194-5357}},
  keywords     = {{Informational assistance systems, Manual assembly, Human-machine interaction, Laboratory studies}},
  pages        = {{25--31}},
  publisher    = {{Springer}},
  title        = {{{How to Configure Assembly Assistance Systems – Results of a Laboratory Study}}},
  doi          = {{10.1007/978-3-030-51369-6_4}},
  volume       = {{1207}},
  year         = {{2020}},
}

@inproceedings{1902,
  abstract     = {{The Toyota Production System became well-known in the 90s and stands for highly efficient processes. The success of the production system stems from its methods and its focus on human factors. For some years, production research has focused on the topic of digital manufacturing. This technology-oriented approach is pursued quite independently of the Toyota Production System. As a result, technical solutions may prove incompatible with the Lean philosophy. Therefore, operational practice must link the Lean philosophy with new technologies in order to make work processes and material flows productive and ergonomic simultaneously. As a part of their education in industrial engineering at the Ostwestfalen-Lippe University of Applied Sciences and Arts, students learn all current Lean methods by means of business games. One of these has been supplemented with information technology components. The objective of this article is to introduce this business game and to explain its didactic concept.}},
  author       = {{Adrian, Benjamin and Hinrichsen, Sven and Nikolenko, Alexander and Meyer, Frederic}},
  booktitle    = {{Advances in Human Factors and Systems Interaction}},
  editor       = {{Nunes, Isabel L.}},
  isbn         = {{978-3-030-20039-8}},
  issn         = {{2194-5357}},
  keywords     = {{Lean, Human factors, Digital manufacturing, Business game, Evaluation, Questionnaire}},
  location     = {{Washington D.C., USA}},
  pages        = {{45--55}},
  publisher    = {{Springer}},
  title        = {{{How to Combine Lean, Human Factors and Digital Manufacturing – A Teaching Concept}}},
  doi          = {{https://doi.org/10.1007/978-3-030-20040-4_5}},
  volume       = {{959}},
  year         = {{2020}},
}

@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}},
}

@inproceedings{4095,
  abstract     = {{Using remote control transmitters is a common way to control a drone. For the future, we envision drones that are intuitively controllable with new input devices. One possibility could be the use of one-hand controllers. Here, we present an exploration of using a 3-D mouse as a controller for human-drone interaction. We ran a pre-study that investigated the users’ natural spatial mapping between controller and drone dimensions. Based on these results we developed our prototype that shows the feasibility of our concept. A series of flight tests were conducted and the mapping between controller and flight movements were iteratively improved. In this paper, we present our development process and the implementation of our prototype.}},
  author       = {{Büttner, Sebastian and Zaitoon, Rami and Heinz, Mario and Röcker, Carsten}},
  booktitle    = {{22nd International Conference on Human-Computer Interaction}},
  isbn         = {{978-3-030-49061-4}},
  keywords     = {{Human-Drone Interaction, Unmanned Aerial Vehicle, 3-D mouse, Spatial mapping, Prototyping}},
  location     = {{Copenhagen, Denmark}},
  pages        = {{ 535--548}},
  publisher    = {{Springer}},
  title        = {{{One-hand Controller for Human-Drone Interaction – a Human-centered Prototype Development}}},
  doi          = {{https://doi.org/10.1007/978-3-030-49062-1_36}},
  volume       = {{12203}},
  year         = {{2020}},
}

@inproceedings{4096,
  abstract     = {{Projection-based assistive systems have shown to be a promising technology to support workers during manual assembly processes in industrial manufacturing by projecting instructions into the working area. While existing studies have investigated various aspects of these systems, little research has been conducted regarding the way in which the user accesses the provided instructions. In this paper we analyze the eye movements of users during the repeated execution of an assembly task at a projection-based assistive system in order to gain insights into the utilization of the presented instructions. For this purpose, we analyzed eye tracking recordings from a user study with 15 participants to investigate the sequences in which the respective instructions are observed by the users. The results show a significantly lower number of nonlinear gaze sequences as well as a significantly higher number of steps without observing the instructions during the repeated use of the assistive system. In addition, there was a significantly lower task completion time during repeated use of the assistive system.}},
  author       = {{Heinz, Mario and Büttner, Sebastian and Röcker, Carsten}},
  booktitle    = {{22nd International Conference on Human-Computer Interaction}},
  isbn         = {{978-3-030-50343-7}},
  keywords     = {{Assistive systems, Eye tracking, Human behavior}},
  location     = {{Copenhagen, Denmark}},
  pages        = {{259--272}},
  publisher    = {{Springer}},
  title        = {{{Exploring Users' Eye Movements When Using Projection-based Assembly Assistive Systems}}},
  doi          = {{https://doi.org/10.1007/978-3-030-50344-4_19}},
  volume       = {{12203}},
  year         = {{2020}},
}

@inproceedings{1900,
  abstract     = {{More and more complex products are being fitted in small batches in manual assembly. Because of this, more information needs to be collected from employees and implemented in appropriate actions. At the same time, the informational design of assembly systems often shows deficits in operational practice. Manual assembly processes can be made more economical, reliable, and human-oriented with the help of informational assistance systems. Testing was carried out in the Laboratory for Industrial Engineering at the Ostwestfalen-Lippe University of Applied Sciences and Arts to verify this potential. Initial results on the use of augmented reality (AR) glasses in comparison to providing information in a paper-based format are presented.}},
  author       = {{Bendzioch, Sven and Bläsing, Dominic and Hinrichsen, Sven}},
  booktitle    = {{Human Systems Engineering and Design II Proceedings of the 2nd International Conference on Human Systems Engineering and Design (IHSED2019)}},
  editor       = {{Ahram, T. and Karwowski, W. and Pickl, S. and Taiar, R.}},
  isbn         = {{978-3-030-27927-1}},
  keywords     = {{Worker assistance system, Manual assembly, Human-machine interaction, Informational complexity}},
  location     = {{Universität der Bundeswehr, München}},
  pages        = {{20--25}},
  publisher    = {{Springer Nature}},
  title        = {{{Comparison of Different Assembly Assistance Systems Under Ergonomic and Economic Aspects}}},
  doi          = {{https://doi.org/10.1007/978-3-030-27928-8_4}},
  volume       = {{1026}},
  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}},
}

@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}},
}

@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{4318,
  abstract     = {{Recent advances in the field of industrial digitization and automation lead to an increasing need for assistance systems to support workers in various fields of activity, such as assembly, logistics and maintenance. Current assistance systems for the maintenance area are usually based on a single visualization technology. However, in our view, this is not practicable in terms of real activities, as these operations involve various subtasks for which different interaction concepts would be advantageous. Therefore, in this paper, we propose a concept for a multi-device assistive system, which combines multiple devices to provide workers with relevant information over different subtasks of a maintenance operation and present our first prototype for such a system.}},
  author       = {{Heinz, Mario and Dhiman, Hitesh and Röcker, Carsten}},
  booktitle    = {{Machine Learning and Knowledge Extraction :Second IFIP TC 5, TC 8/WG 8.4, 8.9, TC 12/WG 12.9 International Cross-Domain Conference, CD-MAKE 2018}},
  editor       = {{Holzinger, Andreas and Kieseberg, Peter and Tjoa, A Min and Weippl, Edgar}},
  isbn         = {{978-3-319-99739-1}},
  keywords     = {{Human-machine-interaction, Multimodal feedback, Assistive systems, Augmented-reality, Smart factory}},
  location     = {{Hamburg}},
  pages        = {{239 -- 247}},
  publisher    = {{Springer}},
  title        = {{{A Multi-Device Assistive System for Industrial Maintenance Operations}}},
  doi          = {{10.1007/978-3-319-99740-7_16}},
  volume       = {{11015}},
  year         = {{2018}},
}

@inproceedings{4319,
  abstract     = {{With the introduction of intelligent and autonomous systems into factory environments, workplaces where human employees work alongside digital counterparts will become increasingly informational. We develop a generic framework for hypothetical workplaces to investigate how complexities create to uncertainties. Complexity may be explained through the Level of Abstractions used to model a system, and it is encountered in its dynamic form as an alteration of information flow between agents in a phenomenological relationship. Analyzing these systems as ‘information flows’ brings to light the uncertainity(ies) the workers of the future will have to cope with. We develop first concepts that can be used to develop heuristics to manage these uncertainties in complex manufacturing environments. These heuristics may also be useful in creating optimized workplaces that combine the individual abilities of both humans and machines. The framework proposed in this paper may be subject for an empirical validation of these heuristics in the future.}},
  author       = {{Dhiman, Hitesh and Plewe, D. A. and Röcker, Carsten}},
  booktitle    = {{Advances in Manufacturing, Production Management and Process Control}},
  editor       = {{Karwowski, Waldemar and Trzcielinski, Stefan and Mrugalska, Beata and Di Nicolantonio, Massimo}},
  isbn         = {{978-3-319-94195-0}},
  keywords     = {{Uncertainties, Complexity, Human-machine interaction}},
  location     = {{Orlando, Florida, USA}},
  pages        = {{103+114}},
  publisher    = {{Springer}},
  title        = {{{Addressing Uncertainties in Complex Manufacturing Environments: A Multidisciplinary Approach}}},
  doi          = {{10.1007/978-3-319-94196-7_10}},
  volume       = {{793}},
  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{4323,
  abstract     = {{The latest generation of head-mounted displays such as HoloLens pro- vide mixed reality capabilities that claim to better integrate the real and virtual worlds. In this paper, we would like the share our experiences in implementing a user interface for an assembly assistance system using the HoloLens. We carried out a preliminary evaluation of the applicability of mixed reality using the per- spective of developers and expert users in an assembly scenario that allows us to operate and compare two interfaces - a state-of-the-art projector display system and the HoloLens. We believe our findings may contribute towards a better un- derstanding of the effects of new display technologies such as the HoloLens in developing and using assistance systems in other fields as well. Areas that may be of future research are also highlighted.}},
  author       = {{Dhiman, Hitesh and Martinez, Sascha and Paelke, Volker and Röcker, Carsten}},
  booktitle    = {{HCI in Business, Government, and Organizations}},
  editor       = {{Fui-Hoon Nah, Fiona and Sophia Xiao, Bo}},
  isbn         = {{978-3-319-91715-3}},
  keywords     = {{Human machine interaction, Assembly assistance system, Qualitative study, HoloLens}},
  location     = {{Las Vegas, NV, USA}},
  pages        = {{67--78}},
  publisher    = {{Springer}},
  title        = {{{Head-Mounted Displays in Industrial AR-Applications: Ready for Prime Time?}}},
  doi          = {{10.1007/978-3-319-91716-0_6}},
  volume       = {{10923}},
  year         = {{2018}},
}

@inproceedings{4324,
  abstract     = {{On the long term, the current wave of digitization and automation in the industrial environment will result in a progressively higher complexity and heterogeneity in the industrial environment. In this context, a growing need arises for the development of digital assistance systems to support workers in various fields of activities. Current systems are generally limited to visualizations and visual feedback. Therefore, in the scope of this paper, we take a look at the major challenges and opportunities for the integration of multimodal feedback systems in today’s and future industrial environments. It shows that the integration of multimodal feedback is subject to a complex combination of technical, user-cenric and legal aspects.}},
  author       = {{Heinz, Mario and Röcker, Carsten}},
  booktitle    = {{Machine Learning and Knowledge Extraction :Second IFIP TC 5, TC 8/WG 8.4, 8.9, TC 12/WG 12.9 International Cross-Domain Conference, CD-MAKE 2018}},
  editor       = {{Holzinger, Andreas and  Kieseberg, Peter and Tjoa, A Min and Weippl, Edgar}},
  isbn         = {{978-3-319-99739-1}},
  keywords     = {{Human-machine-interaction, Multimodal feedback, Assistive systems, Augmented-reality, Smart factory}},
  location     = {{Hamburg}},
  publisher    = {{Springer}},
  title        = {{{Feedback Presentation for Workers in Industrial Environments–Challenges and Opportunities}}},
  doi          = {{10.1007/978-3-319-99740-7_17}},
  volume       = {{11015}},
  year         = {{2018}},
}

@inproceedings{4325,
  abstract     = {{With the introduction of intelligent and autonomous systems into factory environments, workplaces where human employees work alongside digital counterparts will become increasingly informational. We develop a generic framework for hypothetical workplaces to investigate how complexities create to uncertainties. Complexity may be explained through the Level of Abstractions used to model a system, and it is encountered in its dynamic form as an alteration of information flow between agents in a phenomenological relationship. Analyzing these systems as ‘information flows’ brings to light the uncertainity(ies) the workers of the future will have to cope with. We develop first concepts that can be used to develop heuristics to manage these uncertainties in complex manufacturing environments. These heuristics may also be useful in creating optimized workplaces that combine the individual abilities of both humans and machines. The framework proposed in this paper may be subject for an empirical validation of these heuristics in the future. }},
  author       = {{Dhiman, Hitesh and Plewe, D. A. and Röcker, Carsten}},
  booktitle    = {{International Conference on Applied Human Factors and Ergonomics}},
  isbn         = {{978-3-319-94195-0}},
  keywords     = {{Uncertainties, Complexity, Human-machine interaction}},
  location     = {{Orlando, Florida, USA}},
  pages        = {{ 103--114}},
  publisher    = {{Springer}},
  title        = {{{Addressing Uncertainties in Complex Manufacturing Environments: A Multidisciplinary Approach}}},
  doi          = {{10.1007/978-3-319-94196-7_10}},
  volume       = {{793}},
  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}},
}

@article{4500,
  abstract     = {{This paper identifies social and technological concerns, which are likely to emerge through the integration of Ubiquitous Computing technologies in future work environments. The concerns presented in this paper were collected by reviewing relevant literature from different research domains and are clustered into two groups. The first group of concerns concentrates on the violation of individual user privacy and the consequences, which arise from these privacy breaches. The second group addresses environmental and societal transformation processes caused by a large-scale penetration of future information and communication technologies into everyday life. }},
  author       = {{Röcker, Carsten}},
  issn         = {{1529-7314 }},
  journal      = {{Issues in information systems : IIS / International Association für Computer Information Systems, IACIS }},
  keywords     = {{Ubiquitous and Pervasive Computing, Ambient Intelligence, Human Factors, Technology Acceptance, User Requirements}},
  number       = {{1}},
  pages        = {{pp. 61 -- 68}},
  title        = {{{Social and Technological Concerns Associated with the Usage of Ubiquitous Computing Technologies}}},
  doi          = {{10.48009/1_iis_2010_61-68}},
  volume       = {{11}},
  year         = {{2010}},
}

@inproceedings{2082,
  abstract     = {{A robust vision system for the counterfeit detection of bank ATM keyboards is presented. The approach is based on the continuous inspection of a keyboard surface by the authenticity verification of coded covert surface features. For the surface coding suitable visual patterns on the keyboard are selected while considering constraints from the visual imperceptibility, robustness and geometrical disturbances to be encountered from the aging effects. The system’s robustness against varying camera-keyboard distances, lighting conditions and dirt-and-scratches effects is investigated. Finally, a demonstrator working in real-time is developed in order to publicly demonstrate the surface authentication process.}},
  author       = {{Iqbal, Taswar and Le, Dinh Khoi and Nolte, Michael and Lohweg, Volker}},
  booktitle    = {{32nd Annual Conference on Artificial Intelligence Paderborn | September 15 – 18, 2009, accepted for Publication}},
  isbn         = {{978-3-642-04616-2}},
  keywords     = {{ATMs, human perception, counterfeit resistance, digital authentication, surface coding, pattern recognition}},
  pages        = {{347--354}},
  publisher    = {{Springer}},
  title        = {{{Human Perception Based Counterfeit Detection for Automated Teller Machines, KI 2009, Artificial Intelligence and Automation }}},
  doi          = {{https://doi.org/10.1007/978-3-642-04617-9_44}},
  volume       = {{5803}},
  year         = {{2009}},
}

@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}},
}

@misc{4822,
  author       = {{Streitz, Norbert and Magerkurth, Carsten and Prante, Thorsten and Röcker, Carsten}},
  booktitle    = {{Interactions : IX / Association of Computing Machinery }},
  issn         = {{1558-3449}},
  keywords     = {{Applied computing, Computers in other domains, Human-centered computing}},
  number       = {{4}},
  pages        = {{ 21 – 25}},
  publisher    = {{ACM Press}},
  title        = {{{From Information Design to Experience Design: Smart Artefacts and the Disappearing Computer}}},
  doi          = {{10.1145/1070960.1070979}},
  volume       = {{12}},
  year         = {{2005}},
}

@inproceedings{4828,
  abstract     = {{This demonstration reports results from the EU-funded project Ambient Agoras, investigating future applications of ubiquitous and ambient computing in workspaces. Instead of presenting underlying system technologies or evaluation findings, this demonstration will focus on three running prototypes that emerged from the project: InfoRiver, SIAM, and Hello.Wall. The systems are meant to support work-related processes in office buildings while at the same time fostering informal communication. The InfoRiver implements the information river metaphor for information flow through a building or an organization. SIAM is a task-management system enriched with collaboration support to foster group communication and awareness. Hello.Wall is a new ambient display that can "borrow" mobile artefacts. All prototypes are multi-user and multi-device systems enabling coherent and engaging interaction experiences with a variety of sensor-enhanced smart artefacts.}},
  author       = {{Prante, Thorsten and Stenzel, Richard and Röcker, Carsten and Streitz, Norbert and Magerkurth, Carsten}},
  booktitle    = {{HI EA '04: CHI '04 Extended Abstracts on Human Factors in Computing Systems}},
  editor       = {{Dykstra-Erickson, Elizabeth   and Tscheligi, Manfred }},
  isbn         = {{978-1-58113-703-3}},
  keywords     = {{Hardware, Human-centered computing}},
  location     = {{Vienna, Austria}},
  pages        = {{763--764}},
  publisher    = {{ACM}},
  title        = {{{Ambient Agoras – InfoRiver, SIAM, Hello.Wall}}},
  doi          = {{10.1145/985921.985924}},
  year         = {{2004}},
}

