@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{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}},
}

@inproceedings{4332,
  abstract     = {{The core value proposition for most hospitality brands is to provide unique customer experiences; therefore we expect commercially viable opportunities for ambient intelligence systems in hospitality in general, and the high-end sector in particular. We believe that ambient intelligence systems paired with principles of Aesthetic Intelligence could facilitate such unique experiences and at the same time strengthen and differentiate the brands. This paper gives an overview of challenges in this field, reviews research and outlines future scenarios enhancing safety, economic optimisation and – especially - convenience for hotel guests.}},
  author       = {{Plewe, Daniela Alina and Ong, Rui An and Röcker, Carsten}},
  booktitle    = {{HCI in Business }},
  editor       = {{Fui-Hoon Nah, Fiona  and Tan, Chuan-Hoo}},
  isbn         = {{978-3-319-20894-7}},
  keywords     = {{Smart hospitality, Business applications for home/leisure, Technology and branding, Smart environments, Personalized services, Aesthetic intelligence, Ambient intelligence}},
  location     = {{Los Angeles, CA, USA}},
  pages        = {{739--747}},
  publisher    = {{Springer}},
  title        = {{{Ambient and Aesthetic Intelligence For High-End Hospitality}}},
  doi          = {{10.1007/978-3-319-20895-4_69}},
  volume       = {{9191}},
  year         = {{2015}},
}

@article{4390,
  abstract     = {{In recent years, we have seen an explosion of wellness interventions and technology applications focused on human's wellness with the intention of helping people avoid needing medical care. Given the increasing emergence of wellness applications, there is a need to integrate existing diverse research endeavors and discuss key challenges and opportunities for next generation wellness interventions and applications. We therefore conducted a workshop that brought together researchers and practitioners in the wellness field to develop a shared understanding of existing approaches and findings around the wellness interventions and applications and identify key synergies, opportunities, and challenges for future research that lead to successful wellbeing.}},
  author       = {{Meyer, Jochen and Boll, Susanne and S. Lee, Young and Mayora, Oscar and Siek, Katie and Röcker, Carsten}},
  issn         = {{2158-8813}},
  journal      = {{ACM SIGHIT Record}},
  keywords     = {{Wellness, interventions, applications, health promotion, preventive care, informatics}},
  number       = {{2}},
  pages        = {{51 -- 55}},
  publisher    = {{ACM}},
  title        = {{{Wellness interventions and HCI: theory, practice, and technology}}},
  doi          = {{10.1145/2384556.2384564}},
  volume       = {{2}},
  year         = {{2012}},
}

@article{4484,
  author       = {{Röcker, Carsten and Maeder, Anthony}},
  issn         = {{1446-4381}},
  journal      = {{Electronic Journal of Health Informatics}},
  keywords     = {{Healthcare Applications}},
  number       = {{2}},
  publisher    = {{Central Queensland Univ.}},
  title        = {{{User-Centered Design of Smart Healthcare Applications}}},
  volume       = {{6}},
  year         = {{2011}},
}

@article{4493,
  abstract     = {{This paper provides an introduction into the evolution of information and communication technology and illustrates its usage in the work domain. The paper is sub-divided into two parts. The first part gives an overview over the different phases of information processing in the work domain. It starts by charting the past and present usage of computers in work environments and shows current technological trends, which are likely to influence future business applications. The second part starts by briefly describing, how the usage of computers changed business processes in the past, and presents first Ambient Intelligence applications based on identification and localization information, which are already used in the production and retail sector. Based on current systems and prototype applications, the paper gives an outlook of how Ambient Intelligence technologies could change business processes in the future. }},
  author       = {{Röcker, Carsten}},
  issn         = {{1307-6892}},
  journal      = {{International Journal of Information and Communication Engineering}},
  keywords     = {{Ubiquitous Computing, Ambient intelligence, business applications, Radio Frequency Identification (RFID)}},
  number       = {{7}},
  pages        = {{1830 -- 1841}},
  publisher    = {{World Academy of Science, Engineering and Technology, WASET }},
  title        = {{{Chances and Challenges of Intelligent Technologies in the Production and Retail Sector}}},
  doi          = {{10.5281/zenodo.1063024}},
  volume       = {{4}},
  year         = {{2010}},
}

@inproceedings{4678,
  abstract     = {{This paper provides an introduction into the evolution of information and communication technology and illustrates its usage in the work domain. The paper is sub-divided into two parts. The first part gives an overview over the different phases of information processing in the work domain. It starts by charting the past and present usage of computers in work environments and shows current technological trends, which are likely to influence future business applications. The second part starts by briefly describing, how the usage of computers changed business processes in the past, and presents first Ambient Intelligence applications based on identification and localization information, which are already used in the production and retail sector. Based on current systems and prototype applications, the paper gives an outlook of how Ambient Intelligence technologies could change business processes in the future.}},
  author       = {{Röcker, Carsten}},
  booktitle    = {{Proceedings of the International Conference on Innovation, Management and Technology (ICIMT'09)}},
  issn         = {{1307-6892}},
  keywords     = {{Ambient Intelligence, Ubiquitous Computing, Business Applications, Radio Frequency Identification (RFID).}},
  location     = {{Tokyo, Japan}},
  number       = {{5}},
  pages        = {{592 -- 603}},
  publisher    = {{World Academy of Science, Engineering and Technology}},
  title        = {{{Ambient Intelligence in the Production and Retail Sector: Emerging Opportunities and Potential Pitfalls}}},
  doi          = {{10.5281/zenodo.1083085}},
  volume       = {{3}},
  year         = {{2009}},
}

@inbook{4765,
  abstract     = {{This book gives an introduction and overview of the field of Pervasive Gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world. We try to both inform about the developments and influential works in the fi eld of Pervasive Games, and also help laying the foundation for shaping the future of this application domain. Consequently, we focus on concepts and theoretical works that help understanding and sharpening the rationale behind the field (the "what") as well as on technological means of actually realizing working prototypes of Pervasive Games (the "how"). Both perspectives have their right and need to go hand in hand. The first four of the twelve chapters contributed by leading experts in the fi eld address the theoretical foundations. The individual authors' views sometimes complement each other, sometimes they express similar ideas and concepts, and sometimes they even contradict each other severely. Since we are currently far from having established a common ground about what this emerging genre clearly defi nes and separates from related fields, we suggest treating the individual chapters with equal respect and being prepared to contribute to the fi eld with one's own thoughts and ideas that might help further shape and clarify the important issues of Pervasive Games.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research ; Vol. 1., Concepts and technologies for pervasive games }},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  publisher    = {{Shaker}},
  title        = {{{Towards the Emergence of a New Application Domain}}},
  volume       = {{5-9}},
  year         = {{2007}},
}

@inbook{4771,
  abstract     = {{Pervasive Games have become popular in recent years. Their ambitious goal is to bring the computer into the world in order to augment existing games or to even come up with hitherto impossible or unthought-of forms of entertainment. This paper reflects on the various approaches to define what Pervasive Games consist of, how they relate to playing and games, and how different terms and views can be integrated. The paper contributes a unifying and integrating classification of the respective terms that relates different states of reality to the relevant dimensions and game elements.}},
  author       = {{Hinske, Steve and Lampe, Matthias and Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 1. Concepts and technologies for pervasive games}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{11--38}},
  title        = {{{Classifying Pervasive Games: On Pervasive Computing and Mixed Reality}}},
  year         = {{2007}},
}

@inbook{4772,
  abstract     = {{Pervasive Gaming Applications; User Interfaces; Smart Home Environments; Novel Gaming Applications; Mixed Reality; Social and Physical Entertainment Systems; Augmented Reality Games; Design Aspects; Pervasive Multiplayer Game; Mapping; Exertion Interfaces; REXplorer; Pervasive Games; Socially Adaptable Games}},
  author       = {{Magerkurth, Carsten and Engelke, Timo and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{85--106}},
  publisher    = {{Shaker}},
  title        = {{{Novel Gaming Applications for Smart Home Environments}}},
  year         = {{2007}},
}

@inbook{4773,
  abstract     = {{Welcome to the second volume of the reader on Pervasive Gaming Research! With this volume we focus mainly on actual implementations and prototypes of Pervasive Games. The foundations, both in technical and conceptual terms, were laid in the fi rst volume. Now, we apply these foundations to real Pervasive Games and explore the issues related to actually realizing such Pervasive Games. Clearly, the combination of virtual, physical, and social aspects in Pervasive Gaming contributes to a new complexity in game design, since games are no longer confi ned to the narrowness of a computer screen, but integrate with our real environments that consist of many things beyond our control.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{5--10}},
  publisher    = {{Shaker}},
  title        = {{{Prototyping Pervasive Games: A New Dimension of Complexity}}},
  volume       = {{5-10}},
  year         = {{2007}},
}

@inproceedings{4812,
  abstract     = {{In this paper, we present a component-based architecture for developing pervasive games that can flexibly integrate both graphical and tangible user interfaces. It allows for gradually augmenting purely virtual games with elements from the real world, thus transferring computer entertainment to our physical realities.
As a proof of concept, we have implemented a tabletop role playing game called Caves & Creatures that can be played with varying proportions of physical and graphical interface components and will provide a test bed for different interaction device ensembles.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten and Engelke, Timo}},
  booktitle    = {{Proceedings of Future Play 2006, October 10-12, London, Ontario, Canada, CD-ROM}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces}},
  location     = {{London, UK ; Ontario, Canada}},
  title        = {{{From the Virtual to the Physical: The Gradual Transgression to Pervasive Games}}},
  year         = {{2006}},
}

