Digital Library of Gesellschaft für Informatik e.V.
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Improving Predictive Process Monitoring in IT Service Management Using Graph Modelling of Process Context
Predictions of process runtimes are pivotal for the planning and fulfillment of service level agreements in IT Service Management (ITSM). This paper introduces a novel approach that addresses the challenge of accurately predicting process runtimes and next activities in ITSM environments. The approach leverages a process context graph constructed from domain-specific data sources to improve the prediction of remaining times and next activities. We combine graph-based context data with heterogeneous node embeddings in a transformer neural network to achieve this. The initial evaluation shows improved performance in comparison to the baseline model
Wenn UX zu spät kommt: Strategien zur Überwindung struktureller Barrieren in agilen Organisationen
Dieser Beitrag dokumentiert einen Workshop zur kollaborativen Problemlösung im UX-Management. Anhand des realen Fallbeispiels SWIM, einem mittelständischen Softwareunternehmen mit typischen UX-Integrationsproblemen, erarbeiteten die Teilnehmenden unterschiedlicher Erfahrungsstufen Lösungsansätze mittels der Think-Pair-Share-Methodik. Das zentrale Problem des Falls lag in der zeitlichen Inkompatibilität zwischen 7-14-wöchigen UX-Research-Prozessen und zweiwöchigen agilen Entwicklungssprints, wodurch Erkenntnisse systematisch zu spät eintrafen und wirkungslos verpufften.
Die Workshop-Gruppen entwickelten 16 Lösungsvorschläge in vier Clustern: Kommunikationsoptimierung, prozessuale Integration, organisationale Verantwortungsstrukturen und technische Standardisierung. Die anschließende Konfrontation mit der tatsächlich implementierten Praxislösung zeigte entsprechende Differenzen: Während die Teilnehmenden primär auf strukturelle Optimierungen setzten, basierte der Praxiserfolg auf pragmatischen Maßnahmen wie dezentralisierten UX-Ansprechpartnern, kollaborativer Auswertung mit Entwicklungsteams, externen Rekrutierungsdienstleistern und einem kontinuierlichen Voice-of-Customer-System.
Die dokumentierten Lernerfahrungen der Teilnehmenden zeigten drei zentrale Erkenntnisse: erstens die Universalität von UX-Integrationsproblemen über Branchen hinweg, zweitens die Notwendigkeit eines Paradigmenwechsels von UX als Service zu UX als integriertem Teamprozess und drittens die Wirksamkeit der Planung von UX als Risikomanagement für die Management-Kommunikation. Der Workshop zeigte den Wert fallbasierten Lernens für die Entwicklung kontextsensitiver Problemlösungskompetenzen im UX-Management und unterstreicht, dass erfolgreiche UX-Integration weniger von methodischer Perfektion als von pragmatischer Anpassung an organisationale Realitäten abhängt
The Stability of Plausibility and Presence in Claustrophobic Virtual Reality Exposure Therapy
Virtual Reality Exposure Therapy (VRET) is an established method for treating specific phobias by providing controlled and immersive environments. While prior research has examined the role of presence in VRET, we looked at the influence of plausibility. In this exploratory study, we investigate how breaks in plausibility, introduced through object size manipulations, affect fear responses, perceived plausibility, and presence in a claustrophobic (fear of confined spaces) virtual reality (VR) environment. Using a 2×2 within-subjects design, 33 participants experienced high- and low-fear elevator environments with either congruent or incongruent object behaviors. Results indicate that while fear levels increased in high-fear conditions, incongruencies had no significant effect on fear responses or presence. These findings suggest that, in non-clinical samples, minor incongruencies may not undermine the emotional impact of virtual exposure scenarios, which may have implications for future therapeutic applications. This study contributes to a better understanding of how plausibility interacts with fear processing in VR, with implications for optimizing the design of VR environments aimed at simulating exposure scenarios
’Women Informatics Thesis Award‘ (WITA 2025) Verleihung der Preise für herausragende Abschlussarbeiten
Nach drei Preisvergaben in den Jahren 2019, 2021 und 2023 schrieb die Fachgruppe ‚Frauen und Informatik‘ 2025 erneut Preise für Absolventinnen mit herausragenden Abschlussarbeiten mit und Informatik-Schwerpunkt aus. Zusätzlich zu den beiden Preisen für eine Bachelorarbeit und eine Masterarbeit war wieder ein Sonderpreis für eine ausgezeichnete Arbeit eingeplant, die sich mit der gesellschaftlich verantwortlichen Gestaltung von Technologien und Anwendungen der Informatik befasst bzw. deren gesellschaftliche Folgen kritisch reflektier
The Limitations of the Quantified Self for Persuasive Self-Optimization Apps
This paper explores how the quantified self and the use of persuasive apps influence various activities, such as sports, cooking and eating, sleeping, and reading. We aim to find out how the experiencing self and remembering self differ in terms of considerations for these activities and how these differences could influence a person's expectations and experiences. We conducted a scenario-based survey, where a group of 51 participants was divided into two groups associated with both perspectives. The results show how these considerations align with those reported in the literature and those implemented in currently available persuasive apps. With this study, we provide insights in the use of current apps and for the design of future apps that are built upon the quantified self
Finding the Sweet Spot: Assessing Skill–Challenge Balance and Flow Using a Novel Game-based Task Paradigm
A custom-developed game, inspired by Overcooked!, was designed
to elicit varying levels of cognitive workload and flow. The game
required effective parallel control and goal-directed planning, and
task demands were manipulated by adjusting the available time
and the number of orders to be completed. Participants (N = 18 per
study) played through three diffculty levels: underload, optimal,
and overload. In Study 1, a static diffculty adjustment was applied
to the optimal level. While cognitive workload differed significantly
across conditions indicating a skill–challenge balance, there was no
variation in flow. In Study 2, an adaptive diffculty mechanism enabled
real-time adjustments of the optimal diffculty level based on
performance. Both workload and flow differed significantly across
conditions, with the optimal condition eliciting the highest flow.
We developed an ecologically valid, game-based paradigm capable
of inducing skill–challenge balance. Notably, adaptive diffculty
adjustment also successfully induced higher levels of flow
6. Workshop Künstliche Intelligenz in der Umweltinformatik
Im Rahmen des INFORMATIK FESTIVAL 2025 der Gesellschaft für Informatik (GI) e.V. im Herbst 2025 in Potsdam fand die sechste Auflage des Workshops KIU zur Nutzung von Methoden der Künstlichen Intelligenz in der Umweltinformatik statt. In der KIU-Workshopreihe werden seit 2020 anwendungsorientiert und interdisziplinär innovative Beiträge der KI für wichtige Fragen von Umweltschutz und Nachhaltigkeit vorgestellt und diskutiert. Auch dieser sechste Workshop soll dabei helfen, eine deutschsprachige Wissenschafts- und Anwendungscommunity zu diesen Themen zu etablieren und konsolidieren, um langfristig die Kreativität in diesem wichtigen Thema zu erhöhen und die Breitenwirkung der erzielten Forschungsergebnisse zu vergrößern
GenAI-Chatbots as Debriefers: Investigating the Role Conformity and Learner Interaction in Counseling Training
Debriefing is essential for the effectiveness of simulation-based training but is generally considered resource-intensive. Generative Artificial Intelligence (GenAI)-based debriefing can be an alternative to human debriefers. However, there is no research yet whether GenAI chatbots can take up this role and how learners react to them. This paper presents a qualitative analysis of a debriefing following a counseling training conducted in Virtual Reality (VR) with the support of a GenAI chatbot. The debriefing helped students to analyze their experiences and application of consulting techniques. The analysis of the chatlogs (n = 22) are focused on the role conformity of the bot and the students’ ability to reflect their behavior within VR. The results revealed the chatbot’s strong role conformity but also its tendency for overly complimentary answers. However, this bias does not seem to influence students’ self-reflection. Instead, they maintained a self-critical attitude. Future research on AI-assisted debriefing could expand on these findings in related areas
EASY: Energy-Efficient Analysis and Control Processes in the Dynamic Edge-Cloud Continuum for Industrial Manufacturing
According to the guiding principles of Industry 4.0, edge computing enables the data-sovereign and near-real-time processing of data directly at the point of origin. Using these edge devices in manufacturing organization will drive the use of industrial analysis, control, and Artificial Intelligence (AI) applications close to production. The goal of the EASY project is to make the added value of edge computing available by providing an easily usable Edge-Cloud Continuum with a runtime environment and services for the execution of AI-based Analysis and Control processes. Within this continuum, a dynamic, distributed, and optimized execution of services is automated across the entire spectrum from centralized cloud to decentralized edge instances to increase productivity and resource efficiency
Automated Security Assessment in Educational Environments: A Novel Approach to XSS Vulnerability Detection for Programming Assignments
In contemporary computing curricula, hands-on penetration testing has become indispensable for cybersecurity education. Students can only effectively secure systems by understanding how to exploit their vulnerabilities. Although prior work has concentrated on assessing the correctness and safety of student code submissions, there exists a significant gap in automated methods for evaluating students' offensive security skills. This paper introduces a lightweight, fully automated framework for grading web security assignments that require students to discover and exploit Cross-Site Scripting (XSS) vulnerabilities. Building upon an exercise adapted from Stanford's CS 253 Web Security course, our approach uses an XSS validator that automatically verifies exploit payloads against configurable target applications. We provide both the validation tool and the accompanying course configuration as open-source artifacts. The framework is currently being deployed in our undergraduate courses and we present initial evaluation results demonstrating its effectiveness and scalability