Ickin, S. ., Petersen, K. ., & Gonzalez-Huerta, J. . (2017). Why do users install and delete Apps? A survey study. In International Conference of Software Business (S. 186–191).
Uzunkol, O. ., Ceran, E. ., & Kiraz, M. S. (2017). RSA Şifreleme Sistemlerinin Kleptografik Arka Kapıları için Güvenlik ve Karmaşıklık Analizi. Süleyman Demirel Üniversitesi Fen Bilimleri Enstitüsü Dergisi, 21(2).
Wetzel, S. ., Zander, S. ., & Bertel, S. . (2017). Strategies Used by Primary School Students During Physical Touch-Based Rotation. 17th Biennial Conference EARLI 2017. Tampere, Finland.
Kreter, D. S., Firma>, R. H. <, & Flensburg, U. . (2017). Ungeplante Unternehmensnachfolge im Mittelstand : spezifische Problemlagen und betriebliche Bewältigungsstrategien. Augsburg : Rainer Hampp Verlag.
Heinz, M. ., Bertel, S. ., & Echtler, F. . (2017). Demonstrating TouchScope: A Hybrid Multitouch Oscilloscope Interface. In Proceedings of the 19th ACM International Conference on Multimodal Interaction (S. 501). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3136755.3143026
Abstract
We present TouchScope, a hybrid multitouch interface for common off-the-shelf oscilloscopes. Oscilloscopes are a valuable tool for analyzing and debugging electronic circuits, but are also complex scientific instruments. Novices are faced with a seemingly overwhelming array of knobs and buttons, and usually require lengthy training before being able to use these devices productively. TouchScope uses a multitouch tablet in combination with an unmodified off-the-shelf oscilloscope to provide a novice-friendly hybrid interface, combining both the low entry barrier of a touch-based interface and the high degrees of freedom of a conventional button-based interface.
Zander, S. ., Wetzel, S. ., Kühl, T. ., & Bertel, S. . (2017). Underlying Processes of an Inverted Personalization Effect in Multimedia Learning – An Eye-Tracking Study. Frontiers in Psychology, 8, 2202. http://doi.org/10.3389/fpsyg.2017.02202
Abstract
One of the frequently examined design principles in multimedia learning is the personalization principle. Based on empirical evidence this principle states that using personalized messages in multimedia learning is more beneficial than using formal language (e.g., using ‘you’ instead of ‘the’). Although there is evidence that these slight changes in regard to the language style affect learning, motivation and the perceived cognitive load, it remains unclear, (1) whether the positive effects of personalized language can be transferred to all kinds of content of learning materials (e.g., specific potentially aversive health issues) and (2) which are the underlying processes (e.g., attention allocation) of the personalization effect. German university students (N = 37) learned symptoms and causes of cerebral hemorrhages either with a formal or a personalized version of the learning material. Analysis revealed comparable results to the few existing previous studies, indicating an inverted personalization effect for potentially aversive learning material. This effect was specifically revealed in regard to decreased average fixation duration and the number of fixations exclusively on the images in the personalized compared to the formal version. These results can be seen as indicators for an inverted effect of personalization on the level of visual attention.
Spiel, K. ., Bertel, S. ., & Kayali, F. . (2017). "Not Another Z Piece!": Adaptive Difficulty in TETRIS. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (S. 5126–5131). New York, NY, USA: Association for Computing Machinery. Abgerufen von https://doi.org/10.1145/3025453.3025721
Abstract
Difficulty in TETRIS is adjusted by adapting the speed with which blocks fall. In this contribution, we describe results of an exploratory study in which we investigated relationships between players performance and their subjective assessment of difficulty and fun. We tested five different algorithms that, instead of adjusting game speed, adjust difficulty by choosing blocks based on the current game state. With our results, we establish pile height and bumpiness as parameters that indicate the performance of a player during a live game, discuss the inherent difficulty of different block choosing algorithms and show how the relationship between fun and perceived difficulty varies for distinct player groups. With regard to adapting difficulty, we argue that one can still teach an old dog such a TETRIS a lot of new tricks.
Brandenburg, M. . (2017). A hybrid approach to configure eco-efficient supply chains under consideration of performance and risk aspects. Omega, 70, 58–76. http://doi.org/10.1016/j.omega.2016.09.002
Abstract
Formal models that support multi-criteria decision making represent a strongly growing area in sustainable supply chain management research. However, uncertainties and risks are seldom considered in quantitative models for green supply chain (SC) design. The paper at hand suggests a hybrid approach to configure an eco-efficient SC for a new product under consideration of economic and environmental risks. Discrete-event simulation is applied to assess the financial, operational and environmental performance of different SC configuration options while the value-at-risk concept is adapted to evaluate related SC risks. The analytic hierarchy process is employed to solve the resulting multi-criteria decision problem of choosing the best option. The approach is illustrated at a case example of a fast moving consumer goods manufacturer.