1,721,098 research outputs found
Model-driven engineering of self-adaptive user interfaces
Die Benutzungsschnittstelle (engl. User Interface, UI) ist eine Schlüsselkomponente jeder interaktiven Softwareanwendung und von entscheidender Bedeutung für die Akzeptanz der Gesamtanwendung. Es wird zunehmend erwartet, dass moderne UIs in dem Sinne plastisch sind, dass sie ein konstantes Maß an Benutzerfreundlichkeit behalten, selbst wenn sie zur Laufzeit Änderungen des Nutzungskontexts unterliegen. Selbst-adaptive UIs (SAUIs) wurden als Lösung für Kontextvariabilität eingeführt, da sie automatisch Kontextänderungen erkennen und sich zur Laufzeit an den aktuellen Nutzungskontext anpassen können. Das Engineering von SAUIs ist jedoch eine herausfordernde und komplexe Aufgabe. In Bezug auf die Entwicklung erhöhen Aspekte wie das Kontextmanagement und die Anpassung des UIs die Komplexität im Vergleich zur Entwicklung klassischer UIs. Daher ist ein integrierter Entwicklungsansatz erforderlich, der das Kontextmanagement und die Anpassung des UIs ermöglicht. In Bezug auf die Usability Evaluation spielt die Benutzerfreundlichkeit eine entscheidende Rolle für die Akzeptanz von SAUIs. Um die genannten Probleme anzugehen, führen wir einen modellgetriebenen Engineering-Ansatz für SAUIs mit zwei Beiträgen ein: Einerseits führen wir einen modellgetriebenen Entwicklungsansatz für SAUIs ein. Unser Entwicklungsansatz unterstützt die Modellierung, Transformation und Ausführung von SAUIs. Zum anderen präsentieren wir eine neuartigen Ansatz zum Testen der Benutzerfreundlichkeit von SAUIs, der als "On-the-Fly-Usability-Test" bezeichnet wird. Dieser ermöglicht die Bewertung der Nutzerzufriedenheit, indem die Kontextüberwachung mit der Erfassung von sofortigem Benutzerfeedback kombiniert wird.The user interface (UI) is a key component of any interactive software application and is crucial for the acceptance of the application as a whole. Modern UIs are increasingly expected to be plastic, in the sense that they retain a constant level of usability, even when subjected to context (user, platform, and environment) changes at runtime. Self-adaptive User Interfaces (SAUIs) have been promoted as a solution for context variability due to their ability to automatically detect context changes and adapt to the current context-of-use at runtime. However, engineering SAUIs is a challenging and complex task. Concerning development, aspects such as context management and UI adaptation further increase complexity compared to the development of classical UIs. Thus, an integrated development approach enabling context management and UI adaptation is required. Concerning evaluation, usability plays a crucial role for acceptance of SAUIs. Especially the usability aspect end-user satisfaction regarding UI adaptations at runtime is important to assess whether end-users accept the quality of use. As the UI and the context-of-use are both constantly changing, usability evaluation becomes more complex. To address the mentioned issues, we introduce a model-driven engineering approach for SAUIs with twofold contribution: On the one hand, we introduce a model-driven development approach for SAUIs. Our development approach supports modeling, transformation and execution of SAUIs. The development approach covers an integrated model-driven development solution where a classical model-driven development of UIs is coupled with a model-driven development of context-of-use and UI adaptation rules. Additionally, we present a novel on-the-fly usability testing solution for SAUIs. It allows to evaluate the end-user satisfaction of SAUIs by combining context monitoring together with ...Enes YigitbasTag der Verteidigung: 18.12.2019Universität Paderborn, Dissertation, 201
Virtual Reality in University Teaching: Experiences from a Computer Science Seminar
Due to the corona pandemic, numerous courses were held using digital
solutions in order to be able to continue teaching. Conventional collaboration
tools (Zoom, Big Blue Button, etc.) were used in particular to digitally map a
synchronous session for teaching and learning purposes. While these
conventional collaboration tools offer a solid basis for communication between
learners and teachers, aspects such as presence or a realistic type of
interaction are neglected. In this work, we report on the experiences from a
computer science seminar where virtual reality (VR) technology was used as an
alternative solution for teaching and group work. The benefits of VR compared
to conventional collaboration tools were examined using questionnaires and
interviews with the participants. On the one hand, the results show the high
potential of VR to increase the clarity and experienceability of learning
content and to promote cooperation through social presence. On the other hand,
the use of VR brings with it some technical and organizational difficulties
that should be taken into account in the didactic implementation.Comment: accepted as publication for "die hochschullehre", preprint of my
Scholarship of Teaching and Learning projec
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Prototyping Cross-Reality Escape Rooms
Part 1: Full Research PapersInternational audienceWith more and more applications exploring the possibilities of AR and VR, some applications do not stay inside one reality but operate cross-reality. We propose the concept of a cross-reality escape room, where one player is in the real world interacting with real objects and one player is in a virtual world. They have to work together to solve a series of puzzles to complete the game. The actions one player does on their side can directly affect the other player’s world. Besides the concept of cross-reality escape rooms, we also provide an end-user editor to create such games. The editor aims to enable non-technical users, like designers for conventional escape rooms, to create their own cross-reality escape room, including creating and positioning objects and integrating and configuring a logic flow that drives the application. This allows virtual objects to be configured as well as real-life objects.To evaluate the concept and editor, twelve participants in groups of two first played a demo escape room and used the editor to create part of a room themselves. They were asked to give quantitative and qualitative feedback for both parts. With a score of 55.17 out of possible 63 on the Game User Experience Satisfaction Scale (GUESS)-18, we can say, that players like the demo room, we created. Combined with results from open feedback sessions, the players liked the concept, and that cross-reality adds value to the concept of escape rooms. However, there is still potential to improve. For the editor, we received mixed results, that depend heavily on the individual users. During semi-structured interviews, we could also create a list of improvements for future versions
Flexible & Adaptive UIs for Self-Service Systems
Self-service systems are technically complex and provide products and services to end users. Due to the heterogeneity of the users of such systems and their short residence time, the usability of a system’s user interface (UI) is of great importance. Currently, an intuitive and flexible usage is often limited because of the monolithic architecture of existing self-service systems. Furthermore, today’s self-service systems represent the one-and-only endpoint of communication with a customer when process-sing a transaction. The integration of the customer’s personal computing devices, like desktop PC, notebook, and smartphone is not sufficiently covered yet. In order to tackle these problems, we have established a methodology for developing adaptive UIs for multi-channel self-services where a customer may, for example, start a transaction on a PC at home, modify it with the smartphone, and finally finish it at a self-service terminal. In this paper we describe our integrated model-based ap-proach for the development of adaptive user interfaces for distributed multi-channel self-service systems and show its applicability in practice based on an exemplary case study
Customized UI Development Through Context-Sensitive GUI Patterns
Developing highly flexible and easy to use user interfaces (UIs) for software applications that satisfy different usage contexts is a challenging task. Model-driven UI development (MDUID) approaches support the generation of multiple variants of a UI for different target users, platforms and environments. However, these approaches are not always sufficient because of usability issues which require manual changes for UI customizations. To overcome this deficit, we present a MDUID process that integrates context-sensitive GUI patterns to support the development of flexible and customized UIs. The integration and situation specific application of GUI patterns enable the creation of user tailored UIs and leverage a personalized interaction. For showing the feasibility of our approach, we formalized and implemented a set of context-sensitive GUI patterns based on the Interaction Flow Modeling Language (IFML). We demonstrate our pattern application concept and tool-support based on a customized MDUID process for generating the UI of a calendar management application
Enhancing Robot Programming through Digital Twin and Augmented Reality
Nowadays, robots are widespread across diverse application contexts. However, robot programming is a cumbersome and error-prone task that requires a high domain and programming expertise. To simplify the process of robot programming, we combine Augmented Reality (AR) with the concept of Digital Twin (DT). By combining them, the robot system can be simulated through a digital equivalent representation while the real environment is extended with useful virtual artifacts. To enable users to work in the robot space, reducing the amount of mentally taxing coordinate space conversions, we have developed the DT- and AR-based robot programming framework, called DART. DART supports users to program a robot through interactive gestures, offers AR in-place program simulation, and direct building of finished programs to the real robot. We evaluated our AR-based programming approach regarding usability compared to a web-based robot programming approach. The evaluation showed that our approach is more usable than the conventional method and has the potential to enrich and ease current robot programming processes
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Von datenbasierter zu datengetriebener Geschäftsmodellentwicklung: Ein Überblick über Software-Tools und deren Datennutzung
Die kontinuierliche Weiterentwicklung des eigenen Geschäftsmodells ist für eine Organisation von entscheidender Bedeutung, um wettbewerbsfähig und somit nachhaltig erfolgreich zu bleiben. Während für die Entwicklung neuer Geschäftsmodelle häufig Workshops und einfache Software-Tools zur Visualisierung genutzt werden, wurden in der Forschung bereits erste Ansätze von datengetriebener Geschäftsmodellentwicklung (GME) vorgestellt. Diese Ansätze nutzen dabei Daten, Informationen oder auch Wissen aus internen und externen Unternehmensquellen, um den GME-Prozess zu unterstützen. Innerhalb dieses Beitrags zeigen wir einige Ansätze aus der aktuellen Literatur und analysieren wie ihre Datennutzung den GME-Prozess unterstützt. Weiterhin stellen wir mit dem BMDL Feature Modeler ein Tool vor, welches den GME-Prozess mit Expertenwissen unterstützt
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