@inproceedings{27180,
  abstract     = {{This article explains the technical potential of digital boards with which more and more schools are being equipped. A consideration of current usage scenarios of these interactive whiteboards shows that a large part of this potential is still unused and the deficits of the software often have to be circumvented with tricks, especially for use in demanding, student-oriented lessons. Finally, the further development of existing teaching scenarios using this technical potential shows that considering the technical possibilities of digital boards can motivate new didactic scenarios.
}},
  author       = {{Selke, Harald and Winkelnkemper, Felix}},
  editor       = {{Desel, J {\ "o} rg and Haake,  J {\" o} rg and Spannagel, Christian}},
  pages        = {{171--182}},
  title        = {{{The technical potential of digital boards}}},
  year         = {{2012}},
}

@inproceedings{27181,
  author       = {{Fischer, Holger Gerhard and Geis, Thomas  and Kluge, Oliver and Bogner, Christian and  Polkehn,  Knut}},
  publisher    = {{German UPA}},
  title        = {{{Der Qualit{\"a}tsstandard f{\"u}r Usability Engineering der German UPA - Aktueller Stand der Arbeiten}}},
  year         = {{2012}},
}

@inproceedings{27182,
  author       = {{Tobias, M{\"u}ller and Nebe, Karsten and  Klompmaker, Florian}},
  title        = {{{Base Requirements for Virtual Tabletop Groupware Artifacts}}},
  year         = {{2012}},
}

@article{27183,
  author       = {{Fischer, Holger Gerhard and Klompmaker,  Florian}},
  journal      = {{M & C, humans and computers}},
  title        = {{{Collaborative work on interactive displays - design, operation and fields of application}}},
  year         = {{2012}},
}

@inproceedings{27184,
  author       = {{Keil, Reinhard}},
  pages        = {{270--277}},
  publisher    = {{Universit{\"a}t Paderborn}},
  title        = {{{Das Heinz Nixdorf Institut: {\"U}ber 25 Jahre interdisziplin{\"a}r erfolgreich}}},
  year         = {{2012}},
}

@inproceedings{27185,
  abstract     = {{Since 2010 when the Microsoft Kinect with its integrated depth-sensing camera appeared on the market, completely new kinds of interaction techniques have been integrated into console games. They don’t require any instrumentalization and no complicated calibration or time-consuming setup anymore. But even having these benefits, some drawbacks exist. Most games only enable the user to fulfill very simple gestures like waving, jumping or stooping, which is not the natural behavior of a user. In addition the depth-sensing technology lacks of haptic feedback. Of course we cannot solve the lack of haptic feedback, but we want to improve the whole-body interaction. Our goal is to develop 3D interaction techniques that give a maximum of freedom to the user and enable her to perform precise and immersive interactions. This work focuses on whole-body interaction in immersive virtual environments. We present 3D interaction techniques that provide the user with a maximum of freedom and enables her to operate precisely and immersive in virtual environments. Furthermore we present a user study, in which we analyzed how Navigation and Manipulation techniques can be performed by users’ body-interaction using a depth-sensing camera and a huge projection screen. Therefore three alternative approaches have been developed and tested: classical gamepad interaction, an indirect pointer-based interaction and a more direct whole- body interaction technique. We compared their effectiveness and preciseness. It turned out that users act faster, while using the gamepad, but generate significantly more errors at the same time. Using depth-sensing based whole-body interaction techniques it became apparent, that the interaction is much more immersive, natural and intuitive, even if slower. We will show the advantages of our approach and how it can be used in various domains, more effectively and efficiently for their users.}},
  author       = {{Klompmaker, Florian and Dridger,  Alexander  and Nebe, Karsten}},
  booktitle    = {{Proceedings of the ASME 2012 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference}},
  publisher    = {{ASME}},
  title        = {{{EVALUATION OF WHOLE-BODY NAVIGATION AND SELECTION TECHNIQUES IN IMMERSIVE 3D ENVIRONMENTS}}},
  year         = {{2012}},
}

@inproceedings{27187,
  author       = {{Fischer, Holger Gerhard}},
  booktitle    = {{Proceedings of the 4th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS), Copenhagen, Denmark}},
  pages        = {{321--324}},
  title        = {{{Integrating Usability Engineering in the Software Development Lifecycle Based on International Standards}}},
  year         = {{2012}},
}

@inproceedings{27189,
  author       = {{Keil, Reinhard  and Niehus,  Dominik and Ossenschmidt, Daniel}},
  editor       = {{Keil, Reinhard and Metternich, Hans-J {\ "u} rgen and  Ritzenhoff, Steffan}},
  pages        = {{80--94}},
  title        = {{{Durchl {\ "a} ssigkeitsorientierte Bildung}}},
  year         = {{2012}},
}

@article{27190,
  author       = {{Brand, Marcel and Klompmaker, Florian  and Schleining, Peter  and Weiss, Fabian}},
  journal      = {{Computer science spectrum}},
  number       = {{2}},
  title        = {{{Automatic emotion recognition - technologies, interpretation and applications}}},
  volume       = {{35}},
  year         = {{2012}},
}

@inproceedings{27192,
  author       = {{Fischer, Holger Gerhard and Klompmaker, Florian}},
  booktitle    = {{Proceedings of the 9th International Conference on Information Systems for Crisis Response and Management (ISCRAM), Vancouver, Kanada}},
  title        = {{{Enriching Disaster Control Management based on Human-Centered Design}}},
  year         = {{2012}},
}

@techreport{27193,
  author       = {{Behrenbruch, Kay and Bogner, Christian and Fischer, Holger Gerhard and Geis, Thomas  and Geitner, Claudia and Heimg{\"a}rtner,  R{\"u}diger and Hofmann, Britta and Hunkirchen,  Peter and Kluge, Oliver and  Litzenberg, Britta and  Molich,  Rolf and Polkehn, Knut  and Pysarenko, Yuliya  and Zimmermann,  Dirk}},
  title        = {{{German UPA Qualit{\"a}tsstandard f{\"u}r Usability Engineering}}},
  year         = {{2012}},
}

@inproceedings{27194,
  abstract     = {{In order to support everyday school life, the educational platform "Education in Dialogue" was developed and continuously improved over a period of more than ten years in an evolutionary process with user participation. The aim of this article is to show how sustainable support can be achieved by not focusing on the basic possibilities of network-based work, but using everyday practice as a starting point. In order to decide how the school assignment can be optimally supported in a specific embodiment, we develop »learning scenarios«. Based on a didactic approach, a technical concept and a usage guide are designed.
}},
  author       = {{Jakoblew, Marcel and  Niehus, Dominik  and Selke, Harald}},
  editor       = {{Apostolopoulos, Nicolas and Mu {\ ss } mann, Ulrike and Coy, Wolfgang and Schwill,  Andreas}},
  pages        = {{281--297}},
  publisher    = {{Waxmann Verlag, M {\ "u} nster}},
  title        = {{{Learning scenarios for school 2.0}}},
  year         = {{2012}},
}

@inproceedings{27195,
  author       = {{Keil,  Reinhard  and Schild, Christian and Winkelnkemper, Felix}},
  editor       = {{Apostolopoulos,  Nicolas and  Mu {\ ss} mann, Ulrike and Coy, Wolfgang and Schwill, Andreas}},
  pages        = {{137--155}},
  title        = {{{E-learning strategies: best practice or careful structural renewal?}}},
  year         = {{2012}},
}

@inproceedings{27196,
  abstract     = {{This work presents an approach to overcome the disadvantages of existing interaction frameworks and technologies for touch detection and object interaction. The robust and easy to use framework dSensingNI (Depth Sensing Natural Interaction) is described, which supports multitouch and tangible interaction with arbitrary objects. It uses images from a depth-sensing camera and provides tracking of users fingers of palm of hands and combines this with object interaction, such as grasping, grouping and stacking, which can be used for advanced interaction techniques.}},
  author       = {{Klompmaker, Florian and  Nebe, Karsten and Fast, Alex}},
  pages        = {{217--224}},
  publisher    = {{ACM Press}},
  title        = {{{dSensingNI – A Framework for Advanced Tangible Interaction using a Depth Camera}}},
  year         = {{2012}},
}

@inproceedings{27197,
  author       = {{Klompmaker,  Florian  and Fischer, Holger Gerhard and Jung, Helge}},
  booktitle    = {{Proceedings of the 5th International Conference on Advances in Computer-Human Interaction (ACHI), Valencia, Spanien}},
  pages        = {{141--144}},
  title        = {{{Authenticated Tangible Interaction using RFID and Depth-Sensing Cameras - Supporting Collaboration on Interactive Tabletops}}},
  year         = {{2012}},
}

@inproceedings{27198,
  author       = {{Paelke, Volker and Nebe, Karsten and Geiger,  Christian and Klompmaker, Florian and Fischer, Holger Gerhard}},
  booktitle    = {{Proceedings of the 5th International Conference on Advances in Computer-Human Interaction (ACHI), Valencia, Spanien}},
  pages        = {{95--100}},
  title        = {{{Designing Multi-Modal Map-Based Interfaces for Disaster Management}}},
  year         = {{2012}},
}

@article{27617,
  abstract     = {{There have been and still are lectures on the subject of computer science and society at some universities. Some of these are still held by those who can be considered the founders of this subject in Germany. In recent years, however, some of the protagonists from the very beginning have already retired and the positions have been filled or partially rededicated with successors of various origins. Aspects that were previously dealt with within this subject are now addressed in other subjects. For the "new" lecturers the question arises how the problem that Stefan Köpsell formulated very honestly can be addressed: "Since I have not yet known any satisfactory systematics for computer science and society, the lecture consists of a collection of widely spread, each separately understandable themed mosaic tiles. Everyone has to put their overall understanding of the topic together personally. ”(Köpsell, 2012) In this contribution, attempts to design a lecture Computer Science and Society within the given framework (previous lectures, content-related delimitation of other events, supplementary events, previous knowledge and Expectations of the students) and the experiences associated with the implementation are reported. As presumably every course, this represents work in progress. delimitation of the content of other events, supplementary events, previous knowledge and expectations of the students) and the experiences associated with the implementation are reported. As presumably every course, this represents work in progress. delimitation of the content of other events, supplementary events, previous knowledge and expectations of the students) and the experiences associated with the implementation are reported. As presumably every course, this represents work in progress.}},
  author       = {{Selke, Harald}},
  journal      = {{FIfF communication}},
  title        = {{{Computer science and society - a lecture in the master's degree in computer science}}},
  year         = {{2012}},
}

@article{27618,
  author       = {{Keil, Reinhard and Wessner, Martin}},
  journal      = {{i -com magazine f {\ "u} r interactive and cooperative media}},
  title        = {{{Interdisciplinary {\ "a} t as a challenge for {\" u} r e-learning research}}},
  year         = {{2012}},
}

@article{27619,
  author       = {{Keil, Reinhard}},
  journal      = {{Paderborn University {\ "a} ts-Zeitschrift}},
  title        = {{{Between innovation and suitability for everyday use - "Lernstatt Paderborn"}}},
  year         = {{2012}},
}

@phdthesis{27620,
  author       = {{Holzwei {\ ss} ig,  Kai}},
  title        = {{{A coactive support approach for {\ "u} r processes of social reality construction in product creation processes}}},
  year         = {{2012}},
}

