Publikationen

Hier finden Sie von Know-Center MitarbeiterInnen verfasste wissenschaftliche Publikationen

2017

Breitfuß Gert, Kaiser René, Kern Roman, Kowald Dominik, Lex Elisabeth, Pammer-Schindler Viktoria, Veas Eduardo Enrique

i-Know Workshops 2017

CEUR Workshop Proceedings for i-know 2017 conference, CEUR , CEUR, Graz, Austria, 2017

Buch
Proceedings of the Workshop Papers of i-Know 2017, co-located with International Conference on Knowledge Technologies and Data-Driven Business 2017 (i-Know 2017), Graz, Austria, October 11-12, 2017.
2017

Thalmann Stefan, Pammer-Schindler Viktoria

Die Rolle des Mitarbeiters in der Smart Factory

Wissensmanagement, 2017

Journal
Aktuelle Untersuchungen zeigen einerseits auf, dass der Mensch weiterhin eine zentrale Rolle in der Industrie spielt. Andererseits ist aber auch klar, dass die Zahl der direkt in der Produktion beschäftigten Mitarbeter sinken wird. Die Veränderung wird dahin gehen, dass der Mensch weniger gleichförmige Prozese bearbeitet, stattdessen aber in der Lage sein muss, sich schnell ändernden Arbeitstätigkeiten azupassen und individualisierte Fertigungsprozesse zu steuern. Die Reduktion der Mitarbeiter hat jedoch auch eine Reduktion von Redunanzen zur Folge. Dies führt dazu, dass dem Einzelnen mehr Verantwortung übertragen wird. Als Folge haben Fehlentscheidungen eine görßere Tragweite und bedeuten somit auch ein höheres Risikio. Der Erfolg einer Industrie 4.0 Kampagne wird daher im Wesentlichen von den Anpassungsfähigkeiten der Mitarbeiter abhängen.
2017

Luzhnica Granit, Veas Eduardo Enrique, Stein Sebastian, Pammer-Schindler Viktoria, Williamson John, Murray Smith Roderick

Personalising Vibrotactile Displays through Perceptual Sensitivity Adjustment

Proceedings of the 2017 ACM International Symposium on Wearable Computing, ACM, Maui, Hawai, USA, 2017

Konferenz
Haptic displays are commonly limited to transmitting a dis- crete set of tactile motives. In this paper, we explore the transmission of real-valued information through vibrotactile displays. We simulate spatial continuity with three perceptual models commonly used to create phantom sensations: the lin- ear, logarithmic and power model. We show that these generic models lead to limited decoding precision, and propose a method for model personalization adjusting to idiosyncratic and spatial variations in perceptual sensitivity. We evaluate this approach using two haptic display layouts: circular, worn around the wrist and the upper arm, and straight, worn along the forearm. Results of a user study measuring continuous value decoding precision show that users were able to decode continuous values with relatively high accuracy (4.4% mean error), circular layouts performed particularly well, and per- sonalisation through sensitivity adjustment increased decoding precision.
2017

Barreiros Carla, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Can a green thumb make the difference? Using a Nature Metaphor to Communicate Sensor Information of a Coffee Machine

IEEE Consumers Electronics Magazine, 2017

Journal
This paper describes a novel visual metaphor to communicate sensor information of a connected device. The Internet of Things aims to extend every device with sensing and computing capabilities. A byproduct is that even domestic machines become increasingly complex, tedious to understand and maintain. This paper presents a prototype instrumenting a coffee machine with sensors. The machine streams the sensor data, which is picked up by an augmented reality application serving a nature metaphor. The nature metaphor, BioAR, represents the status derived from the coffee machine sensors in the features of a 3D virtual tree. The tree is meant to pass for a living proxy of the machine it represents. The metaphor, shown either with AR or a simple holographic display, reacts to the user manipulation of the machine and its workings. A first user study validates that the representation is correctly understood, and that it inspires affect for the machine. A second user study validates that the metaphor scales to a large number of machines.
2017

Barreiros Carla, Veas Eduardo Enrique, Pammer-Schindler Viktoria

BioIoT: Communicating Sensory Information of a Coffee Machine Using a Nature Metaphor

CHI '17 CHI Conference on Human Factors in Computing Systems, ACM, ACM, Denver, Colorado, USA, 2017

Konferenz
In our research we explore representing the state of production machines using a new nature metaphor, called BioIoT. The underlying rationale is to represent relevant information in an agreeable manner and to increase machines’ appeal to operators. In this paper we describe a study with twelve participants in which sensory information of a coffee machine is encoded in a virtual tree. All participants considered the interaction with the BioIoT pleasant; and most reported to feel more inclined to perform machine maintenance, take “care” for the machine, than given classic state representation. The study highlights as directions for follow-up research personalization, intelligibility vs representational power, limits of the metaphor, and immersive visualization.
2017

Thalmann Stefan, Larrazábal Jorge, Pammer-Schindler Viktoria, Kreuzthaler Armin, Fessl Angela

Fast Language Learning: Being Able to Manage Projects in a Foreign Language within Two Month

EdMedia: World Conference on Educational Media and Technology, Association for the Advancement of Computing in Education (AACE, Washington, DC, United States, 2017

Konferenz
n times of globalization, also workforce needs to be able to go global. This holds true especially for technical experts holding an exclusive expertise. Together with a global manufacturing company, we addressed the challenge of being able to send staff into foreign countries for managing technical projects in the foreign language. We developed a language learning concept that combines a language learning platform with conventional individual but virtually conducted coaching sessions. In our use case, we developed this ...
2017

Pammer-Schindler Viktoria, Fessl Angela, Weghofer Franz, Thalmann Stefan

Lernen 4.0 Herausforderungen für Menschen in der Industrie 4.0 erfolgreich meistern.

Productivity, 2017

Journal
Die Digitalisierung der Industrie wird aktuell sehr stark aus technoogischer Sicht betrachtet. Aber auch für den Menschen ergebn sich vielfältige Herausforderungen in dieser veränderten Arbeitsumgebung. Sie betreffen hautsächlich das Lernen von benötigtem Wissen.
2016

Fessl Angela, Pammer-Schindler Viktoria, Blunk Oliver, Prilla Michael

The known universe of reflection guidance: a literature review

International Journal of Technology Enhanced Learning, Inderscience Enterprises Ltd., 2016

Journal
Reflective learning has been established as a process that deepenslearning in both educational and work-related settings. We present a literaturereview on various approaches and tools (e.g., prompts, journals, visuals)providing guidance for facilitating reflective learning. Research consideredin this review coincides common understanding of reflective learning, hasapplied and evaluated a tool supporting reflection and presents correspondingresults. Literature was analysed with respect to timing of reflection, reflectionparticipants, type of reflection guidance, and results achieved regardingreflection. From this analysis, we were able to derive insights, guidelinesand recommendations for the design of reflection guidance functionality incomputing systems: (i) ensure that learners understand the purpose of reflectivelearning, (ii) combine reflective learning tools with reflective questions either inform of prompts or with peer-to-peer or group discussions, (iii) for work-relatedsettings consider the time with regard to when and how to motivate to reflect.
2016

Simon Jörg Peter, Schmidt Peter, Pammer-Schindler Viktoria

Analysis of Differential Synchronisation's Energy Consumption on Mobile Devices

EAI Collaborative Computing, CoRR (2016), EAI, 2016

Journal
Synchronisation algorithms are central to collaborative editing software. As collaboration is increasingly mediated by mobile devices, the energy efficiency for such algorithms is interest to a wide community of application developers. In this paper we explore the differential synchronisation (diffsync) algorithm with respect to energy consumption on mobile devices. Discussions within this paper are based on real usage data of PDF annotations via the Mendeley iOS app, which requires realtime synchronisation. We identify three areas for optimising diffsync: a.) Empty cycles in which no changes need to be processed b.) tail energy by adapting cycle intervals and c.) computational complexity. Following these considerations, we propose a push-based diffsync strategy in which synchronisation cycles are triggered when a device connects to the network or when a device is notified of changes.
2016

Luzhnica Granit, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Gamehoices for Implementing a Tangible Version of the Sokoban Game

2016 IEEE International Symposium on Mixed and Augmented Reality Adjunct Proceedings ISMAR 2016, 2016

Konferenz
This paper presents and discusses the technical concept of a virtualreality version of the Sokoban game with a tangible interface. Theunderlying rationale is to provide spinal-cord injury patients whoare learning to use a neuroprosthesis to restore their capability ofgrasping with a game environment for training. We describe as rel-evant elements to be considered in such a gaming concept: input,output, virtual objects, physical objects, activity tracking and per-sonalised level recommender. Finally, we also describe our experi-ences with instantiating the overall concept with hand-held mobilephones, smart glasses and a head mounted cardboard setup.Index Terms: H.5.2 [HCI]: User Interfaces—Input devicesand strategies; H.5.1 [HCI]: Multimedia Information Systems—Artificial, augmented, and virtual realities
2016

Barreiros Carla, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Pre-attentive Features in Natural Augmented Reality Visualizations

2016 IEEE International Symposium on Mixed and Augmented Reality Adjunct Proceedings ISMAR, 2016 IEEE International Symposium on Mixed and Augmented Reality Adjunct Proceedings, Merida, Yucatan, Mexico, 2016

Konferenz
The movement towards cyberphysical systems and Industry 4.0promises to imbue each and every stage of production with a myr-iad of sensors. The open question is how people are to comprehendand interact with data originating from industrial machinery. Wepropose a metaphor that compares machines with natural beingsthat appeal to people by representing machine states with patternsoccurring in nature. Our approach uses augmented reality (AR)to represent machine states as trees of different shapes and col-ors (BioAR). We performed a study on pre-attentive processing ofvisual features in AR to determine if our BioAR metaphor con-veys fast changes unambiguously and accurately. Our results indi-cate that the visual features in our BioAR metaphor are processedpre-attentively. In contrast to previous research, for the BioARmetaphor, variations in form induced less errors than variations inhue in the target detection task.
2016

Luzhnica Granit, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Skin Reading: Encoding Text in a 6-Channel Haptic Display

ISWC '16, ACM, Heidelberg, 2016

Konferenz
This paper investigates the communication of natural lan-guage messages using a wearable haptic display. Our re-search spans both the design of the haptic display, as wellas the methods for communication that use it. First, threewearable configurations are proposed basing on haptic per-ception fundamentals. To encode symbols, we devise an over-lapping spatiotemporal stimulation (OST) method, that dis-tributes stimuli spatially and temporally with a minima gap.An empirical study shows that, compared with spatial stimu-lation, OST is preferred in terms of recall. Second, we pro-pose an encoding for the entire English alphabet and a train-ing method for letters, words and phrases. A second study in-vestigates communication accuracy. It puts four participantsthrough five sessions, for an overall training time of approx-imately 5 hours per participant. Results reveal that after onehour of training, participants were able to discern 16 letters,and identify two- and three-letter words. They could discernthe full English alphabet (26letters,92%accuracy) after ap-proximately three hours of training, and after five hours par-ticipants were able to interpret words transmitted at an aver-age duration of0.6s per word
2016

Luzhnica Granit, Pammer-Schindler Viktoria, Fessl Angela, Mutlu Belgin, Veas Eduardo Enrique

Designing Generic Visualisations for Activity Log Data

Workshop on Awareness and Reflection in Technology Enhanced Learning (ARTEL16), CEUR-WS, Lyon, 2016

Konferenz
Especially in lifelong or professional learning, the picture of a continuous learning analytics process emerges. In this proces s, het- erogeneous and changing data source applications provide data relevant to learning, at the same time as questions of learners to data cha nge. This reality challenges designers of analytics tools, as it req uires ana- lytics tools to deal with data and analytics tasks that are unk nown at application design time. In this paper, we describe a generic vi sualiza- tion tool that addresses these challenges by enabling the vis ualization of any activity log data. Furthermore, we evaluate how well parti cipants can answer questions about underlying data given such generic versus custom visualizations. Study participants performed better in 5 out of 10 tasks with the generic visualization tool, worse in 1 out of 1 0 tasks, and without significant difference when compared to the visuali zations within the data-source applications in the remaining 4 of 10 ta sks. The experiment clearly showcases that overall, generic, standalon e visualiza- tion tools have the potential to support analytical tasks suffi ciently well
2016

Fessl Angela, Wesiak Gudrun, Pammer-Schindler Viktoria

A Reflective Quiz in a Professional Qualification Program for Stroke Nurses: A Field Trial

EC-TEL 2016 Proceedings, Springer Link, Springer-Verlag, Cham, 2016

Konferenz
Reflective learning is an important strategy to keep the vast body of theoretical knowledge fresh, stay up-to-date with new knowledge, and to relate theoretical knowledge to practical experience. In this work, we present a study situated in a qualification program for stroke nurses in Germany. In the seven-week study, $21$ stroke nurses used a quiz on medical knowledge as additional learning instrument. The quiz contained typical quiz questions (``content questions'') as well as reflective questions that aimed at stimulating nurses to reflect on the practical relevance of the learned knowledge.We particularly looked at how reflective questions can support the transfer of theoretical knowledge to practice.The results show that by playful learning and presenting reflective questions at the right time, participants were motivated to reflect, deepened their knowledge and related theoretical knowledge to practical experience. Subsequently, they were able to better understand patient treatments and increased their self-confidence.
2016

Luzhnica Granit, Öjeling Christoffer, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game

Mixed and Augmented Reality (ISMAR-Adjunct), 2016 IEEE International Symposium on, IEEE, Merida, Mexico, 2016

Konferenz
This paper presents and discusses the technical concept of a virtualreality version of the Sokoban game with a tangible interface. Theunderlying rationale is to provide spinal-cord injury patients whoare learning to use a neuroprosthesis to restore their capability ofgrasping with a game environment for training. We describe as rel-evant elements to be considered in such a gaming concept: input,output, virtual objects, physical objects, activity tracking and per-sonalised level recommender. Finally, we also describe our experi-ences with instantiating the overall concept with hand-held mobilephones, smart glasses and a head mounted cardboard setup
2016

Luzhnica Granit, Simon Jörg Peter, Lex Elisabeth, Pammer-Schindler Viktoria

A Sliding Window Approach to Natural Hand Gesture Recognition using a Custom Data Glove

Proceedings of the IEEE 3DUI 2016 Symposium on 3D User Interfaces, IEEE, Greenville, SC, USA, 2016

Konferenz
This paper explores the recognition of hand gestures based on a data glove equipped with motion, bending and pressure sensors. We se- lected 31 natural and interaction-oriented hand gestures that can be adopted for general-purpose control of and communication with computing systems. The data glove is custom-built, and contains 13 bend sensors, 7 motion sensors, 5 pressure sensors and a magne- tometer. We present the data collection experiment, as well as the design, selection and evaluation of a classification algorithm. As we use a sliding window approach to data processing, our algorithm is suitable for stream data processing. Algorithm selection and feature engineering resulted in a combination of linear discriminant anal- ysis and logistic regression with which we achieve an accuracy of over 98. 5% on a continuous data stream scenario. When removing the computationally expensive FFT-based features, we still achieve an accuracy of 98. 2%.
2015

Simon Jörg Peter, Pammer-Schindler Viktoria, Schmidt, P.

An Energy Efficient Implementation of Differential Synchronization on Mobile Devices

Proceedings of 11th International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services, ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering) , London, 2015

Konferenz
Synchronisation algorithms are central components of collab- orative editing software. The energy efficiency for such algo- rithms becomes of interest to a wide community of mobile application developers. In this paper we explore the differen- tial synchronisation (diffsync) algorithm with respect to en- ergy consumption on mobile devices.We identify three areas for optimisation: a.) Empty cycles where diffsync is executed although no changes need to be processed b.) tail energy by adapting cycle intervals and c.) computational complexity. We propose a push-based diffsync strategy in which synchronisation cycles are triggered when a device connects to the network or when a device is notified of changes. Discussions within this paper are based on real usage data of PDF annotations via the Mendeley iOS app.
2015

Wertner Alfred, Czech Paul, Pammer-Schindler Viktoria

An Open Labelled Dataset for Mobile Phone Sensing Based Fall Detection

12th International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services, 2015

Konferenz
Fall detection is a classical use case for mobile phone sensing.Nonetheless, no open dataset exists that could be used totrain, test and compare fall detection algorithms.We present a dataset for mobile phone sensing-based fall detection.The dataset contains both accelerometer and gyroscopedata. Data were labelled with four types of falls(e.g., “stumbling”) and ten types of non-fall activities (e.g.,“sit down”). The dataset was collected with martial artistswho simulated falls. We used five different state-of-the-artAndroid smartphone models worn on the hip in a small bag.Due to the datasets properties of using multiple devices andbeing labelled with multiple fall- and non-fall categories, weargue that it is suitable to serve as benchmark dataset.
2015

Fessl Angela, Feyertag Sandra, Pammer-Schindler Viktoria

Designing Innovative Digital Technologies for Knowledge Management and Data-driven Business: A Case Study

In Proceeding of 15th International Conference on Knowledge Technologies and Data-driven Business, 2015

Konferenz
This paper presents a case study on co-designing digitaltechnologies for knowledge management and data-driven businessfor an SME. The goal of the case study was to analysethe status quo of technology usage and to develop designsuggestions in form of mock-ups tailored to the company’sneeds. We used both requirements engineering and interactivesystem design methods such as interviews, workshops,and mock-ups for work analysis and system design. The casestudy illustrates step-by-step the processes of knowledge extractionand combination (analysis) and innovation creation(design). These processes resulted in non-functional mockups,which are planned to be implemented within the SME.
2015

Scherer Reinhold, Schwarz Andreas , Müller Putz Gernot , Pammer-Schindler Viktoria, Lloria Garcia Mariano

Game-based BCI training: Interactive design for individuals with cerebral palsy

IEEE International Conference on Systems, Man, Cybernetics 2015, 2015

Konferenz
Mutual brain-machine co-adaptation is the mostcommon approach used to gain control over spontaneouselectroencephalogram (EEG) based brain-computer interfaces(BCIs). Co-adaptation means the concurrent or alternating useof machine learning and the brain’s reinforcement learningmechanisms. Results from the literature, however, suggest thatcurrent implementations of this approach does not lead todesired results (“BCI inefficiency”). In this paper, we proposean alternative strategy that implements some recommendationsfrom educational psychology and instructional design. We presenta jigsaw puzzle game for Android devices developed to train theBCI skill in individuals with cerebral palsy (CP). Preliminaryresults of a supporting study in four CP users suggest high useracceptance. Three out of the four users achieved better thanchance accuracy in arranging pieces to form the puzzle.Index Terms—Brain-Computer Interface, Electroencephalo-gram, Human-Computer Interaction, Game-based learning,Cerebral palsy.
2015

Pammer-Schindler Viktoria, Bratic Marina, Feyertag Sandra, Faltin Nils

The Value of Self-tracking and the Added Value of Coaching in the Case of Improving Time Management

Proceedings of the10th European Conference on Technology Enhanced Learning (ECTEL 2015), 2015

Konferenz
We report two 6-week studies, each with 10 participants, on improving time management. In each study a different interventions was administered, in parallel to otherwise regular work: In the self-tracking setting, participants used only an activity logging tool to track their time use and a reflective practice, namely daily review of time use, to improve time management. In the coaching setting, participants did the same, but additionally received weekly bilateral coaching. In both settings, participants reported learning about time management. This is encouraging, as such self-directed learning is clearly cheaper than coaching. Only participants in the coaching setting however improved their self-assessment with respect to predefined time management best practices. The Value of Self-tracking and the Added Value of Coaching in the Case of Improving Time Management. Available from: https://www.researchgate.net/publication/300259607_The_Value_of_Self-tracking_and_the_Added_Value_of_Coaching_in_the_Case_of_Improving_Time_Management [accessed Oct 24 2017].
2015

Kravcik Milos, Mikroyannidis Alexander, Pammer-Schindler Viktoria, Prilla Michael , Ullmann Thomas Daniel

Proceedings of the 5th Workshop on Awareness and Reflection in Technology Enhanced Learning.  In conjunction with the 10th European Conference on Technology Enhanced Learning: Design for Teaching and Learning in a Networked World

ARTEL 2015 Awareness and Reflection in Technology Enhanced Learning , 2015

Buch
2014

Pammer-Schindler Viktoria, Simon Jörg Peter, Wilding Karin, Keller Stephan, Scherer Reinhold

Designing for Engaging BCI Training: A Jigsaw Puzzle

Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI Play 2015), 2014

Konferenz
Brain-computer interface (BCI) technology translatesbrain activity to machine-intelligible patterns, thusserving as input “device” to computers. BCI traininggames make the process of acquiring training data forthe machine learning more engaging for the users. Inthis work, we discuss the design space for BCI traininggames based on existing literature, and a traininggame in form of a Jigsaw Puzzle. The game wastrialled with four cerebral palsy patients. All patientswere very acceptant of the involved technology, which,we argue, relates back to the concept of BCI traininggames plus the adaptations we made. On the otherhand, the data quality was unsatisfactory. Hence, infuture work both concept and implementation need tobe finetuned to achieve a balance between useracceptance and data quality.
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