Now showing 1 - 10 of 20
  • Publication
    Designing smart artifacts for smart environments
    ( 2005)
    Streitz, N.A.
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    Röcker, C.
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    Prante, T.
    ;
    Alphen, D. van
    ;
    Stenzel, R.
    ;
    Magerkurth, C.
    Smart artifacts promise to enhance the relationships among participants in distributed working groups, maintaining personal mobility while offering opportunities for the collaboration, informal communication, and social awareness that contribute to the synergy and cohesiveness inherent in collocated teams.
  • Publication
    Small groups learning synchronously online at the workplace: The interaction of factors determining outcome and acceptance
    ( 2005)
    Münzer, S.
    ;
    Xiao, B.
    E-learning at the workplace might be accomplished by synchronous cooperative learning sessions of small groups using net-based communication. This form of learning is suitable both for course-based e-learning as well as for knowledge transfer within the company. The small groups learn self-regulated, i.e. without the guidance of an instructor. However, the learning tasks are pre-defined and a specific learning process is precisely described. In the present study, the goal of the cooperative learning sessions is to deepen pre-existing declarative knowledge. During cooperative learning, group members are required to actively use, acquire, enrich and exchange their knowledge. In a field study carried out in a large software company, a software tool was used which supported the specific process by phase-specific delivering of instructions and learning materials as well as by means of process control (including turn-taking, role assignment, and coordination of task flow). Th e results of the empirical evaluation demonstrate a high amount of topic-oriented contributions and the realization of the expected learning activities. However, feedback data indicated a low acceptance of the software tool because of its restrictive process control. It is discussed that there might have been a non-optimal interaction between the factors technology and target group in the study.
  • Publication
    Pervasive games: Bringing computer entertainment back to the real world
    ( 2005)
    Magerkurth, C.
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    Cheok, A.D.
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    Mandryk, R.L.
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    Nilsen, T.
  • Publication
    Matchmaking for business processes based on choreographics
    ( 2004)
    Wombacher, A.
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    Frankhauser, P.
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    Mahleko, B.
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    Neuhold, E.J.
  • Publication
    P2P evolution: From file-sharing to decentralized workflows
    ( 2004)
    Risse, T.
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    Knezevic, P.
    ;
    Wombacher, A.
  • Publication
    Augmenting the virtual domain with physical and social elements: Towards a paradigm shift in computer entertainment technology
    ( 2004)
    Magerkurth, C.
    ;
    Engelke, T.
    ;
    Memisoglu, M.
    In this paper, means of enriching computer entertainment experiences by emphasizing physical and social game elements are discussed. A conceptual framework in which the relations between the virtual, the physical, and the social domains are modeled is presented. Interfaces that mediate between the domains are discussed along with a complementary software architecture that helps developing hybrid computer games. Finally, sample games that follow the approach of physical and social augmentation are presented.
  • Publication
    Configuration of distributed message converter systems
    ( 2004)
    Risse, T.
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    Aberer, K.
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    Wombacher, A.
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    Surridge, M.
    ;
    Taylor, S.
    Finding a configuration of a distributed system satisfying performance goals is a complex search problem that involves many design parameters, like hardware selection, job distribution and process configuration. Performance models are a powerful tool to analyze potential system configurations, however, their evaluation is expensive, such that only a limited number of possible configurations can be evaluated. In this paper we present a systematic method to find a satisfactory configuration with feasible effort, based on a two-step approach. First, performing a queuing network analysis a hardware configuration is determined and then a software configuration is incrementally optimized by simulating Layered Queuing Network models. We applied this method to the design of performant EDI converter systems in the financial domain, where increasing message volumes need to be handled due to the growing importance of B2B interaction.
  • Publication
    Roomware. Computers disappear and interaction evolves
    ( 2004)
    Prante, T.
    ;
    Streitz, N.A.
    ;
    Tandler, P.
    When engaging in brainstorming, strategic planning, and decision making, many people still use traditional media such as felt pens on whiteboards. Apparently, interacting with real physical objects feels easier than operating and interacting with computer monitors in these situations. Unfortunately, the information generated during such meetings cannot be captured immediately for digital postprocessing and can easily be lost altogether. Researchers at the Fraunhofer Integrated Publication and Information Systems Institute in Darmstadt seek to design environments that combine the affordances of real objects with computer-based support's potential in the virtual world. This combination generates hybrid worlds that have significant consequences for the design of human-computer interaction.
  • Publication
    Will distance learning create a global university
    ( 2003)
    Milutinovic, V.
    ;
    Skundric, N.
    It is predicted that the development whereby universities have campuses connected to the central site by telecom links will continue until there are very few universities in the world, and perhaps only one. An exception is that some countries may try to maintain national universities for certain areas of study. The article discusses the possible consequences of such a development and the likelihood that a country would be successful in protecting its national institution.
  • Publication
    Kein Patentrezept für die Speicherung
    ( 2002)
    Frankhauser, P.
    ;
    Tesch, T.