Campus HagenbergResearch Center

Publikationen

“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
  • Bericht
  • Medien und Wissenstechnologien

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
  • Journal
  • Software Technologie und Anwendungen

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…   mehr
  • Tagungsband
  • Software Technologie und Anwendungen
  • Leben im Alter

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…   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

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
  • Journal
  • Software Technologie und Anwendungen
  • Leben im Alter

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…   mehr
  • Journal
  • Medien und Wissenstechnologien

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
  • Tagungsband
  • Informations und Kommunikationssysteme

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…   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game

A. Golombek, M. Lankes, J. Hagler - Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game - Entertainment Computing - ICEC 2016, Vienna, Österreich, 2016, pp. 286-289
In this paper we present Vancouver Maneuver, a game for mobile devices using Augmented Reality (AR) software to create a cooperative board game experience.…   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

Mobile Gait Match-on-Card Authentication from Acceleration Data with Offline-Simplified Models

R. Findling, M. Hölzl, R. Mayrhofer - Mobile Gait Match-on-Card Authentication from Acceleration Data with Offline-Simplified Models - Proceedings of the 14th International Conference on Advances in Mobile Computing and Multimedia (MoMM 2016), Singapore, Singapur, 2016, pp. 250-260
Biometrics have become important for authentication on mobile devices, e.g. to unlock devices before using them. One way to protect biometric information…   mehr
  • Tagungsband
  • Informations und Kommunikationssysteme

Mindtraining: Playful Interaction Techniques for People with Dementia

E. Hackner, M. Lankes - Mindtraining: Playful Interaction Techniques for People with Dementia - Entertainment Computing - ICEC 2016, Vienna, Österreich, 2016, pp. 223-228
The paper presents the preliminary studies regarding applicable interaction techniques in the field of tablet games for dementia. Serious games in the dementia…   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

Location-based risk assessment for mobile authentication

D. Hintze, E. Koch, S. Scholz, R. Mayrhofer - Location-based risk assessment for mobile authentication - Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct (UbiComp '16), Heidelberg, Deutschland, 2016, pp. 85-88
Mobile devices offer access to our digital lives and thus need to be protected against the risk of unauthorized physical access by applying strong…   mehr
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  • Informations und Kommunikationssysteme

EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game

B. Maurer, M. Lankes, B. Stiglbauer, M. Tscheligi - EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game - Entertainment Computing - ICEC 2016, Vienna, Österreich, 2016, pp. 102-114
This paper investigates the effects of a shared gaze approach on social presence in an online cooperative game. We explored how a shared gaze visualization…   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

DAMN - A Debugging and Manipulation Tool for Android Applications

G. Schoiber, R. Mayrhofer, M. Hölzl - DAMN - A Debugging and Manipulation Tool for Android Applications - Proceedings of the 14th International Conference on Advances in Mobile Computing and Multimedia (MoMM 2016), Singapore, Singapur, 2016, pp. 40-44
  • Tagungsband
  • Informations und Kommunikationssysteme

GazeAR: Mobile Gaze-Based Interaction in the Context of Augmented Reality Games

M. Lankes, B. Stiglbauer - GazeAR: Mobile Gaze-Based Interaction in the Context of Augmented Reality Games - Augmented Reality, Virtual Reality, and Computer Graphics, Lecce, Italien, 2016, pp. 397-406
Gaze-based interaction in the gaming context offers various research opportunities. However, when looking at available games supported by eye tracking…   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

FlexTiles: A Flexible, Stretchable, Formable, Pressure-Sensitive, Tactile Input Sensor

P. Parzer, K. Probst, T. Babič, C. Rendl, A. Vogl, A. Olwal, M. Haller - FlexTiles: A Flexible, Stretchable, Formable, Pressure-Sensitive, Tactile Input Sensor - Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2016), San Jose, Vereinigte Staaten von Amerika, 2016, pp. 3754-3757
In FlexTiles we demonstrate, a flexible, stretchable pressures sensitive tactile input sensor consisting of three layers of fabric. We show the implementation…   mehr
  • Tagungsband
  • Medien und Wissenstechnologien

An Eye for an Eye: Gaze Input in Competitive Online Games and its Effects on Social Presence

M. Lankes, B. Maurer, B. Stiglbauer - An Eye for an Eye: Gaze Input in Competitive Online Games and its Effects on Social Presence - ACE2016: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, Osaka, Japan, 2016, pp. 1-9
This paper investigates the effects of a shared gaze visualization regarding social presence in an online competitive game setting. We investigate if the…   mehr
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  • Informations und Kommunikationssysteme

Trajectory Estimation based on Mobile Network Operator Data for Cellular Network Simulations

G. Ostermayer, C. Kieslich, M. Lindorfer - Trajectory Estimation based on Mobile Network Operator Data for Cellular Network Simulations - Journal on Wireless Communications and Networking, Vol. 2016, No. 1, 2016, pp. 18
  • Journal
  • Informations und Kommunikationssysteme

Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games

M. Lankes, S. Wagner - Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games - DiGRA 2015, Lüneburg, Deutschland, 2015, pp. 16
  • Tagungsband
  • Medien und Wissenstechnologien

Analysis of an Adaptive Switching Point for LTE TDD by Dynamic System-Level Simulations

C. Backfrieder, G. Ostermayer - Analysis of an Adaptive Switching Point for LTE TDD by Dynamic System-Level Simulations - International Journal of Electronics and Telecommunications, Vol. 61, No. 2, 2015, pp. 171-178
  • Journal
  • Informations und Kommunikationssysteme

Simplifying Problem Definitions in the HeuristicLab Optimization Environment

A. Scheibenpflug, A. Beham, M. Kommenda, J. Karder, S. Wagner, M. Affenzeller - Simplifying Problem Definitions in the HeuristicLab Optimization Environment - Companion Publication of the 2015 Genetic and Evolutionary Computation Conference, GECCO'15 Companion, Madrid, Spanien, 2015, pp. 1101-1108
  • Tagungsband
  • Software Technologie und Anwendungen

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