Now showing 1 - 10 of 48
  • Publication
    Exploiting context information for identification of relevant experts in collaborative workplace-embedded e-learning environments
    ( 2007)
    Lokaiczyk, R.
    ;
    Godehardt, E.
    ;
    Faatz, A.
    ;
    Goertz, M.
    ;
    Kienle, A.
    ;
    Wessner, M.
    ;
    Ulbrich, A.
    This work introduces an approach to discover collaboration partners and adequate advising experts in a workplace-embedded collaborative e-learning environment. Based on existing papers dealing with work task and user context modelling, we propose the following steps towards a successful collaboration initiation. In the beginning, the user's current process task needs to be identified (1). Taking into account the knowledge about the current process, availability of experts as well as organizational and social distance, relevant experts regarding the actual work task of the learner are pre-selected by the environment (2). Depending on the pre-selection and users' preferences, the potential collaboration partners are displayed in an expert list (3). That way, the learner is able to initiate beneficial collaborations, whose transcripts are used to enhance the existing knowledge base of learning documents (4).
  • Publication
    User interfaces for pervasive games
    ( 2007)
    Röcker, C.
    ;
    Magerkurth, C.
    ;
    Haar, M.
  • Publication
    Third International Workshop on Pervasive Gaming Applications - PerGames 2006
    ( 2006)
    Magerkurth, C.
    ;
    Chalmers, M.
    ;
    Schäfer, L.
  • Publication
    The smart dice cup: A radio controlled sentient interaction device
    ( 2006)
    Magerkurth, C.
    ;
    Engelke, T.
    ;
    Röcker, C.
    In this paper, we present the Smart Dice Cup, a novel interaction device aimed at gaming applications in smart home environments. The Smart Dice Cup is used in a similar way as a traditional leather dice cup to generate random numbers. Integrated accelerometers relate the shaking of the device to the resulting rolls of the dice. In addition to an autonomous stand-alone mode, where the Smart Dice Cup serves as self-sustained gaming system, the device is also capable of communicating with its surrounding environment serving as an input device for other pervasive gaming applications.
  • Publication
    A component based architecture for distributed, pervasive gaming applications
    ( 2006)
    Magerkurth, C.
    ;
    Engelke, T.
    ;
    Grollman, D.
    In this paper, we describe a component based architecture for developing distributed, pervasive games that integrate tangible and graphical user interface components. We first discuss some of the interface components we have developed and then present a coordination infrastructure called Pegasus that allows flexibly coupling and reconfiguring components during runtime. On top of Pegasus we have created a language for describing pervasive games called DHG and briefly present a first sample application that is based on the component based architecture and defined with the game description language DHG.
  • Publication
    Large margin methods for structured and interdependent output variables
    ( 2005)
    Tsochantaridis, I.
    ;
    Joachims, T.
    ;
    Hofmann, T.
    ;
    Altun, Y.
    Learning general functional dependencies between arbitrary input and output spaces is one of the key challenges in computational intelligence. While recent progress in machine learning has mainly focused on designing flexible and powerful input representations, this paper addresses the complementary issue of designing classification algorithms that can deal with more complex outputs, such as trees, sequences, or sets. More generally, we consider problems involving multiple dependent output variables, structured output spaces, and classification problems with class attributes. In order to accomplish this, we propose to appropriately generalize the well-known notion of a separation margin and derive a corresponding maximum-margin formulation. While this leads to a quadratic program with a potentially prohibitive, i.e. exponential, number of constraints, we present a cutting plane algorithm that solves the optimization problem in polynomial time for a large class of problems. The proposed method has important applications in areas such as computational biology, natural language processing, information retrieval/extraction, and optical character recognition. Experiments from various domains involving different types of output spaces emphasize the breadth and generality of our approach.
  • Publication
    Shared data modeling with UML-G
    ( 2004)
    Rubart, J.
    ;
    Dawabi, P.
    Groupware is explicitly designed to support the cooperation among group members. The implementation of cooperation-aware groupware is supported by several object-oriented toolkits and frameworks, but there is no unified way to model applications built on top of these. We have proposed UML-G as an extensible UML profile for modeling groupware and are in the process of turning it into a community effort. In this article, we identify modeling needs specific to shared data modeling. Shared data is a prerequisite to supporting cooperating users. We present UML extensions to address the identified needs as a part of UML-G. Usage scenarios demonstrate how UML-G can be used to assist shared data modeling. UML-G provides explicit modeling of shared data related aspects. In addition, it supports a shared understanding between developers, which is independent of, and thus abstracts from, the latter implementation. CASE tool support for UML-G strengthens its practical relevance.
  • Publication
    The disappearing computer
    ( 2004)
    Streitz, N.