Publikationen
Cooperative Lane-Change and Longitudinal Behaviour Model Extension for TraffSim
C. Backfrieder, G. Ostermayer, M. Lindorfer, C. Mecklenbräuker - Cooperative Lane-Change and Longitudinal Behaviour Model Extension for TraffSim - LECTURE NOTES IN COMPUTER SCIENCE, Vol. 9704, No. 1, 2016, pp. 52-62
Effect of a novel two-desk sit-to-stand workplace (ACTIVE OFFICE) on sitting time, performance and physiological parameters: protocol for a randomized control trial
B. Schwartz, J. Kapellusch, A. Schrempf, K. Probst, M. Haller, A. Baca - Effect of a novel two-desk sit-to-stand workplace (ACTIVE OFFICE) on sitting time, performance and physiological parameters: protocol for a randomized control trial - BMC Public Health, Vol. 16, No. 1, 2016, pp. 578-588
Background
Prolonged sitting is ubiquitous in modern society and linked to several diseases. Height-adjustable desks are being used to decrease worksite based…
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Open Mobile API: Accessing the UICC on Android Devices
M. Roland, M. Hölzl - Open Mobile API: Accessing the UICC on Android Devices - Computing Research Repository (CoRR), Vol. 1601, No. 3027, 2016, pp. 76
This report gives an overview of secure element integration into Android devices. It focuses on the Open Mobile API as an open interface to access secure…
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eMOOCs for Personalised Online Learning: A Diversity Perspective
T. Jadin, M. Gaisch - eMOOCs for Personalised Online Learning: A Diversity Perspective - Proceedings of the European Stakeholder Summit on experiences and best practices in and around MOOCs (EMOOCS 2016), Graz, Österreich, 2016, pp. 69-80
Pervasive Learning als Treiber für veränderte Lernkulturen in Organisationen am Beispiel von Fehlermanagement
T. Jadin, U. Rami - Pervasive Learning als Treiber für veränderte Lernkulturen in Organisationen am Beispiel von Fehlermanagement - Arbeit in komplexen Systemen - Digital, vernetzt, human?!, Aachen, Deutschland, 2016, pp. 6
Neben den klassischen Weiterbildungsformaten, Blended Learning Formaten und E-Learning Angeboten und ergeben sich durch den Einsatz von Mobile Learning neue…
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When Tablets meet Tabletops: The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets
J. Zagermann, U. Pfeil, R. Rädle, H. C. Jetter, C. Klokmose, H. Reiterer - When Tablets meet Tabletops: The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets - Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2016), San Jose, Vereinigte Staaten von Amerika, 2016, pp. 10
A Survey on Volunteer Management Systems
J. Schönböck, M. Raab, J. Altmann, E. Kapsammer, A. Kusel, B. Pröll, W. Retschitzegger, W. Schwinger - A Survey on Volunteer Management Systems - Proceedings of 49th Hawaii International Conference on System Sciences (HICSS-49), Hawaii, Vereinigte Staaten von Amerika, 2016, pp. 767-776
Voluntary work is indispensable in nearly every area of today’s society, e.g., service activities in health care or emergencies. Not least because of this…
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IoT als Herausforderung für die Informationssicherheit
I. Schaumüller-Bichl, A. Kolberger - IoT als Herausforderung für die Informationssicherheit - e & i Elektrotechnik und Informationstechnik, Vol. 133, No. 7, 2016, pp. 319-323
Sowohl Hersteller als auch die ganze Gesellschaft stehen durch das "Internet der Dinge" (Internet of Things, IoT) vor neuen Herausforderungen. Neue…
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Informations- und Kommunikationstechnologien: Fluch und Segen
B. Kubicek - Informations- und Kommunikationstechnologien: Fluch und Segen - Trendreport, 2016, pp. 15-17
Executing Arbitrary Code in the Context of the Smartcard System Service
M. Roland - Executing Arbitrary Code in the Context of the Smartcard System Service - Computing Research Repository (CoRR), Vol. 1601, No. 5833, 2016, pp. 28
This report summarizes our findings regarding a severe weakness in implementations of the Open Mobile API deployed on several Android devices. The…
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Community Building unter Lehrpersonen zum kompetenzorientierten Einsatz neuer Medien im Unterricht
T. Jadin - Community Building unter Lehrpersonen zum kompetenzorientierten Einsatz neuer Medien im Unterricht - Digitale Medien: Zusammenarbeit in der Bildung, Innsbruck, Österreich, 2016, pp. 85-95
Evolving Simple Symbolic Regression Models by Multi-objective Genetic Programming
M. Kommenda, G. K. Kronberger, M. Affenzeller, S. M. Winkler, B. Burlacu - Evolving Simple Symbolic Regression Models by Multi-objective Genetic Programming in Genetic Programming Theory and Practice XIII (Editors: Rick Riolo, William P. Worzel, Mark Kotanchek, Arthur Kordon) - Springer, 2016, pp. 1-19
In this chapter we examine how multi-objective genetic programming can be used to perform symbolic regression and compare its performance to single-objective…
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A Proposal for a Taxonomy to Survey the State-of-the-Art of Multi-Device Technologies (Paper at "Cross-Device 2016" Workshop at ISS '16)
R. Rädle, C. Klokmose, H. C. Jetter - A Proposal for a Taxonomy to Survey the State-of-the-Art of Multi-Device Technologies (Paper at "Cross-Device 2016" Workshop at ISS '16) - Report, University College London, Vereinigtes Königreich von Großbritannien und Nordirland, 2016
“Bring-your-own-app?!” – Why apps hinder us from achieving true cross-device BYOD interaction (Paper at "Cross-Surface 2016" Workshop at CHI '16)
H. C. Jetter - “Bring-your-own-app?!” – Why apps hinder us from achieving true cross-device BYOD interaction (Paper at "Cross-Surface 2016" Workshop at CHI '16) - Report, University College London, Vereinigtes Königreich von Großbritannien und Nordirland, 2016
Distribution of waiting time for dynamic pickup and delivery problems
S. Vonolfen, M. Affenzeller - Distribution of waiting time for dynamic pickup and delivery problems - ANNALS OF OPERATIONS RESEARCH, Vol. 236, No. 2, 2016, pp. 359-382
Investigating user-centered design practices in Austrian AAL projects
M. Garschall, K. Neureiter, J. D. Hallewell Haslwanter, D. Bertel, D. Krainer, C. Moser - Investigating user-centered design practices in Austrian AAL projects - Innovative Lösungen für eine alternde Gesellschaft, Innsbruck, Österreich, 2016, pp. 125-137
This paper summarizes the results of an online study on stakeholder involvement, user-centered design methods, and communication practices. Overall, 27…
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The FFH Open Access Repository – A Novel Strategy for Research Communications for Universities of Applied Sciences
R. Rudisch-Sommer, T. Kern - The FFH Open Access Repository – A Novel Strategy for Research Communications for Universities of Applied Sciences - Tagungsband FFH 2016, Wien, Österreich, 2016, pp. 7
After almost one year of operation of the FFH Open Access Repository, the authors of this paper would like to discuss their trial in answering the research…
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Why do few assistive technology systems make it to market?
J. D. Hallewell Haslwanter, G. Fitzpatrick - Why do few assistive technology systems make it to market? - Universal Access in the Information Society, Vol. 16, No. 3, 2016, pp. 755-773
Using Player Type Models for Personalized Game Design – An Empirical Investigation
M. Busch, E. Mattheiss, W. Hochleitner, C. Hochleitner, M. Lankes, P. Fröhlich, R. Orji, M. Tscheligi - Using Player Type Models for Personalized Game Design – An Empirical Investigation - Interaction Design and Architecture(s) Journal, Vol. 1, No. 28, 2016, pp. 145-163
Personalized games should provide a better player experience than one-size-fits-all games. As a method for personalization, player type models have been…
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Accelerometer based Gait Recognition using Adapted Gaussian Mixture Models
M. Muaaz, R. Mayrhofer - Accelerometer based Gait Recognition using Adapted Gaussian Mixture Models - Proceedings of the 14th International Conference on Advances in Mobile Computing and Multimedia (MoMM 2016), Singapore, Singapur, 2016, pp. 288-291
Player Type Models: Towards Empirical Validation
M. Busch, E. Mattheiss, R. Orji, P. Fröhlich, M. Lankes, M. Tscheligi - Player Type Models: Towards Empirical Validation - Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2016), San Jose, Vereinigte Staaten von Amerika, 2016, pp. 1835-1841
Player type models – such as the BrainHex model – are popular approaches for personalizing digital games towards individual preferences of players. Although…
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