@article{KoehlerRoepkeWolf2021, author = {K{\"o}hler, Klemens and R{\"o}pke, Ren{\´e} and Wolf, Martin}, title = {Through a mirror darkly - On the obscurity of teaching goals in game-based learning in IT security}, series = {ISAGA 2019: Simulation Gaming Through Times and Disciplines}, journal = {ISAGA 2019: Simulation Gaming Through Times and Disciplines}, publisher = {Springer}, address = {Cham}, doi = {10.1007/978-3-030-72132-9_6}, pages = {61 -- 73}, year = {2021}, abstract = {Teachers and instructors use very specific language communicating teaching goals. The most widely used frameworks of common reference are the Bloom's Taxonomy and the Revised Bloom's Taxonomy. The latter provides distinction of 209 different teaching goals which are connected to methods. In Competence Developing Games (CDGs - serious games to convey knowledge) and in IT security education, a two- or three level typology exists, reducing possible learning outcomes to awareness, training, and education. This study explores whether this much simpler framework succeeds in achieving the same range of learning outcomes. Method wise a keyword analysis was conducted. The results were threefold: 1. The words used to describe teaching goals in CDGs on IT security education do not reflect the whole range of learning outcomes. 2. The word choice is nevertheless different from common language, indicating an intentional use of language. 3. IT security CDGs use different sets of terms to describe learning outcomes, depending on whether they are awareness, training, or education games. The interpretation of the findings is that the reduction to just three types of CDGs reduces the capacity to communicate and think about learning outcomes and consequently reduces the outcomes that are intentionally achieved.}, language = {en} } @article{RoepkeKoehlerDruryetal.2020, author = {Roepke, Rene and K{\"o}hler, Klemens and Drury, Vincent and Schroeder, Ulrik and Wolf, Martin and Meyer, Ulrike}, title = {A pond full of phishing games - analysis of learning games for anti-phishing education}, series = {Model-driven Simulation and Training Environments for Cybersecurity. MSTEC 2020}, journal = {Model-driven Simulation and Training Environments for Cybersecurity. MSTEC 2020}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-62433-0}, doi = {10.1007/978-3-030-62433-0_32020}, pages = {41 -- 60}, year = {2020}, abstract = {Game-based learning is a promising approach to anti-phishing education, as it fosters motivation and can help reduce the perceived difficulty of the educational material. Over the years, several prototypes for game-based applications have been proposed, that follow different approaches in content selection, presentation, and game mechanics. In this paper, a literature and product review of existing learning games is presented. Based on research papers and accessible applications, an in-depth analysis was conducted, encompassing target groups, educational contexts, learning goals based on Bloom's Revised Taxonomy, and learning content. As a result of this review, we created the publications on games (POG) data set for the domain of anti-phishing education. While there are games that can convey factual and conceptual knowledge, we find that most games are either unavailable, fail to convey procedural knowledge or lack technical depth. Thus, we identify potential areas of improvement for games suitable for end-users in informal learning contexts.}, language = {en} } @incollection{Czarnecki2018, author = {Czarnecki, Christian}, title = {Establishment of a central process governance organization combined with operational process improvements : Insights from a BPM Project at a leading telecommunications operator in the Middle East}, series = {Business process management cases : digital innovation and business transformation in practice}, booktitle = {Business process management cases : digital innovation and business transformation in practice}, editor = {vom Brocke, Jan and Mendling, Jan}, publisher = {Springer}, address = {Cham}, isbn = {978-3-319-58306-8}, doi = {10.1007/978-3-319-58307-5}, pages = {57 -- 76}, year = {2018}, abstract = {Because of customer churn, strong competition, and operational inefficiencies, the telecommunications operator ME Telco (fictitious name due to confidentiality) launched a strategic transformation program that included a Business Process Management (BPM) project. Major problems were silo-oriented process management and missing cross-functional transparency. Process improvements were not consistently planned and aligned with corporate targets. Measurable inefficiencies were observed on an operational level, e.g., high lead times and reassignment rates of the incident management process.}, language = {en} } @article{ElsenKraissKrumbiegeletal.1999, author = {Elsen, Ingo and Kraiss, Karl-Friedrich and Krumbiegel, Dirk and Walter, Peter and Wickel, Jochen}, title = {Visual information retrieval for 3D product identification: a midterm report}, series = {KI - K{\"u}nstliche Intelligenz}, volume = {13}, journal = {KI - K{\"u}nstliche Intelligenz}, number = {1}, publisher = {Springer}, address = {Berlin}, issn = {1610-1987}, pages = {64 -- 67}, year = {1999}, language = {en} } @incollection{EggertZaehlWolfetal.2023, author = {Eggert, Mathias and Z{\"a}hl, Philipp M. and Wolf, Martin R. and Haase, Martin}, title = {Applying leaderboards for quality improvement in software development projects}, series = {Software Engineering for Games in Serious Contexts}, booktitle = {Software Engineering for Games in Serious Contexts}, editor = {Cooper, Kendra M.L. and Bucchiarone, Antonio}, publisher = {Springer}, address = {Cham}, isbn = {978-3-031-33337-8 (Print)}, doi = {10.1007/978-3-031-33338-5_11}, pages = {243 -- 263}, year = {2023}, abstract = {Software development projects often fail because of insufficient code quality. It is now well documented that the task of testing software, for example, is perceived as uninteresting and rather boring, leading to poor software quality and major challenges to software development companies. One promising approach to increase the motivation for considering software quality is the use of gamification. Initial research works already investigated the effects of gamification on software developers and come to promising. Nevertheless, a lack of results from field experiments exists, which motivates the chapter at hand. By conducting a gamification experiment with five student software projects and by interviewing the project members, the chapter provides insights into the changing programming behavior of information systems students when confronted with a leaderboard. The results reveal a motivational effect as well as a reduction of code smells.}, language = {en} } @inproceedings{ZaehlTheisWolfetal.2023, author = {Z{\"a}hl, Philipp M. and Theis, Sabine and Wolf, Martin and K{\"o}hler, Klemens}, title = {Teamwork in software development and what personality has to do with it - an overview}, series = {Virtual, Augmented and Mixed Reality}, booktitle = {Virtual, Augmented and Mixed Reality}, editor = {Chen, Jessie Y. C. and Fragomeni, Gino}, publisher = {Springer}, address = {Cham}, isbn = {978-3-031-35633-9 (Print)}, doi = {10.1007/978-3-031-35634-6_10}, pages = {130 -- 153}, year = {2023}, abstract = {Due to the increasing complexity of software projects, software development is becoming more and more dependent on teams. The quality of this teamwork can vary depending on the team composition, as teams are always a combination of different skills and personality types. This paper aims to answer the question of how to describe a software development team and what influence the personality of the team members has on the team dynamics. For this purpose, a systematic literature review (n=48) and a literature search with the AI research assistant Elicit (n=20) were conducted. Result: A person's personality significantly shapes his or her thinking and actions, which in turn influences his or her behavior in software development teams. It has been shown that team performance and satisfaction can be strongly influenced by personality. The quality of communication and the likelihood of conflict can also be attributed to personality.}, language = {en} } @inproceedings{ViehmannLimpertHofmannetal.2023, author = {Viehmann, Tarik and Limpert, Nicolas and Hofmann, Till and Henning, Mike and Ferrein, Alexander and Lakemeyer, Gerhard}, title = {Winning the RoboCup logistics league with visual servoing and centralized goal reasoning}, series = {RoboCup 2022}, booktitle = {RoboCup 2022}, editor = {Eguchi, Amy and Lau, Nuno and Paetzel-Pr{\"u}smann, Maike and Wanichanon, Thanapat}, publisher = {Springer}, address = {Cham}, isbn = {978-3-031-28468-7 (Print)}, doi = {https://doi.org/10.1007/978-3-031-28469-4_25}, pages = {300 -- 312}, year = {2023}, abstract = {The RoboCup Logistics League (RCLL) is a robotics competition in a production logistics scenario in the context of a Smart Factory. In the competition, a team of three robots needs to assemble products to fulfill various orders that are requested online during the game. This year, the Carologistics team was able to win the competition with a new approach to multi-agent coordination as well as significant changes to the robot's perception unit and a pragmatic network setup using the cellular network instead of WiFi. In this paper, we describe the major components of our approach with a focus on the changes compared to the last physical competition in 2019.}, language = {en} } @inproceedings{NeugebauerBrutschyMeyeretal.2014, author = {Neugebauer, Georg and Brutschy, Lucas and Meyer, Ulrike and Wetzel, Susanne}, title = {Privacy-preserving multi-party reconciliation secure in the malicious model}, series = {DPM 2013, SETOP 2013: Data Privacy Management and Autonomous Spontaneous Security}, booktitle = {DPM 2013, SETOP 2013: Data Privacy Management and Autonomous Spontaneous Security}, editor = {Garcia-Alfaro, Joaquin and Lioudakis, Georgios and Cuppens-Boulahia, Nora and Foley, Simon and Fitzgerald, William M.}, publisher = {Springer}, address = {Berlin}, isbn = {978-3-642-54567-2 (Print)}, doi = {10.1007/978-3-642-54568-9_12}, pages = {178 -- 193}, year = {2014}, abstract = {The problem of fair and privacy-preserving ordered set reconciliation arises in a variety of applications like auctions, e-voting, and appointment reconciliation. While several multi-party protocols have been proposed that solve this problem in the semi-honest model, there are no multi-party protocols that are secure in the malicious model so far. In this paper, we close this gap. Our newly proposed protocols are shown to be secure in the malicious model based on a variety of novel non-interactive zero-knowledge-proofs. We describe the implementation of our protocols and evaluate their performance in comparison to protocols solving the problem in the semi-honest case.}, language = {en} } @inproceedings{SchulteTiggesMatheisRekeetal.2023, author = {Schulte-Tigges, Joschua and Matheis, Dominik and Reke, Michael and Walter, Thomas and Kaszner, Daniel}, title = {Demonstrating a V2X enabled system for transition of control and minimum risk manoeuvre when leaving the operational design domain}, series = {HCII 2023: HCI in Mobility, Transport, and Automotive Systems}, booktitle = {HCII 2023: HCI in Mobility, Transport, and Automotive Systems}, editor = {Kr{\"o}mker, Heidi}, publisher = {Springer}, address = {Cham}, isbn = {978-3-031-35677-3 (Print)}, doi = {10.1007/978-3-031-35678-0_12}, pages = {200 -- 210}, year = {2023}, abstract = {Modern implementations of driver assistance systems are evolving from a pure driver assistance to a independently acting automation system. Still these systems are not covering the full vehicle usage range, also called operational design domain, which require the human driver as fall-back mechanism. Transition of control and potential minimum risk manoeuvres are currently research topics and will bridge the gap until full autonomous vehicles are available. The authors showed in a demonstration that the transition of control mechanisms can be further improved by usage of communication technology. Receiving the incident type and position information by usage of standardised vehicle to everything (V2X) messages can improve the driver safety and comfort level. The connected and automated vehicle's software framework can take this information to plan areas where the driver should take back control by initiating a transition of control which can be followed by a minimum risk manoeuvre in case of an unresponsive driver. This transition of control has been implemented in a test vehicle and was presented to the public during the IEEE IV2022 (IEEE Intelligent Vehicle Symposium) in Aachen, Germany.}, language = {en} }