@article{FoltzSchneiderWolfetal.2008, author = {Foltz, Christian and Schneider, Nicole and Wolf, Martin and Kausch, Bernhard and Schlick, Christopher and Luczak, Holger}, title = {Usability engineering}, series = {Collaborative and distributed chemical engineering : from understanding to substantial design process support; results of the IMPROVE Project. - (Lecture notes in computer science ; 4970)}, journal = {Collaborative and distributed chemical engineering : from understanding to substantial design process support; results of the IMPROVE Project. - (Lecture notes in computer science ; 4970)}, editor = {Nagl, Manfred}, publisher = {Springer}, address = {Berlin}, isbn = {978-3-540-70552-9}, doi = {10.1007/978-3-540-70552-9_21}, pages = {527 -- 554}, year = {2008}, language = {en} } @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} } @inproceedings{KoenigVoelkerWolf2018, author = {K{\"o}nig, Johannes Alexander and V{\"o}lker, Veronika and Wolf, Martin}, title = {The user-focused storybuilding framework for competence developing games - a design-framework considering the basics of an educational game's story}, series = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, booktitle = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, isbn = {978-1-61208-616-3}, pages = {98 -- 106}, year = {2018}, abstract = {During the development of a Competence Developing Game's (CDG) story it is indispensable to understand the target audience. Thereby, CDGs stories represent more than just the plot. The Story is about the Setting, the Characters and the Plot. As a toolkit to support the development of such a story, this paper introduces the UserFocused Storybuilding (short UFoS) Framework for CDGs. The Framework and its utilization will be explained, followed by a description of its development and derivation, including an empirical study. In addition, to simplify the Framework use regarding the CDG's target audience, a new concept of Nine Psychographic Player Types will be explained. This concept of Player Types provides an approach to handle the differences in between players during the UFoS Framework use. Thereby, this article presents a unique approach to the development of target group-differentiated CDGs stories.}, language = {en} } @article{WolfSchlickSpringer1997, author = {Wolf, Martin and Schlick, Christopher and Springer, J.}, title = {The use of implicit communication mechanisms in desktop-teleconferencing-systems}, series = {Proceedings of WWDU '97 Tokyo, Fifth International Scientific Conference on Work with Display Units : November 3 - 5, 1997, Tokyo}, journal = {Proceedings of WWDU '97 Tokyo, Fifth International Scientific Conference on Work with Display Units : November 3 - 5, 1997, Tokyo}, editor = {Miyamoto, Hiroyuki}, publisher = {-}, address = {Tokyo}, pages = {193 -- 194}, year = {1997}, language = {en} } @article{WolfLuczakSpringeretal.1997, author = {Wolf, Martin and Luczak, Holger and Springer, J. and Simon, S.}, title = {The role of metaphors in computer supported cooperative work}, series = {Proceedings of WWDU '97 Tokyo, Fifth International Scientific Conference on Work with Display Units : November 3 - 5, 1997, Tokyo /}, journal = {Proceedings of WWDU '97 Tokyo, Fifth International Scientific Conference on Work with Display Units : November 3 - 5, 1997, Tokyo /}, editor = {Miyamoto, Hiroyuki}, publisher = {-}, address = {Tokyo}, pages = {191 -- 192}, year = {1997}, language = {en} } @inproceedings{KoenigWolf2016, author = {K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {The pyramid assessment framework for 'competence developing games'}, series = {Communications in Computer and Information Science}, volume = {618}, booktitle = {Communications in Computer and Information Science}, editor = {Stephanidis, C.}, publisher = {Springer}, isbn = {978-331940541-4}, issn = {1865-0929}, doi = {10.1007/978-3-319-40542-1_37}, pages = {232 -- 237}, year = {2016}, language = {en} } @inproceedings{DowidatKoenigWolf2017, author = {Dowidat, Linda and K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {The motivational competence developing game framework}, series = {Mensch und Computer 2017 - Tagungsband}, booktitle = {Mensch und Computer 2017 - Tagungsband}, publisher = {Gesellschaft f{\"u}r Informatik e.V.}, address = {Regensburg}, doi = {10.18420/muc2017-mci-0130}, pages = {15 -- 26}, year = {2017}, abstract = {Competence Developing Games (CDGs) are a new concept of how to think about games with serious intentions. In order to emphasize on this topic, a new framework has been developed. It basically relies on learning and motivation theories. This 'motivational Competence Developing Game Framework' demonstrates how it is possible to use these theories in a CDG development process. The theoretical derivation and use of the framework is explained in this paper.}, language = {en} } @inproceedings{WolfLenz2015, author = {Wolf, Martin and Lenz, Laura L.}, title = {The economic effectiveness of serious games in the healthcare environment : application and evaluation of the Comparative Transformation Model (CTM)}, series = {IEEE 3rd International Conference on Serious Games and Applications for Health : SeGAH 2014 ; Rio de Janeiro, Brazil, May 14 - 16}, booktitle = {IEEE 3rd International Conference on Serious Games and Applications for Health : SeGAH 2014 ; Rio de Janeiro, Brazil, May 14 - 16}, publisher = {IEEE [u.a.]}, address = {Piscataway, NJ}, isbn = {978-1-4799-4823-9}, doi = {10.1109/SeGAH.2014.7067089}, pages = {135 -- 142}, year = {2015}, 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} } @article{WolfFoltzKillichetal.2001, author = {Wolf, Martin and Foltz, Christian and Killich, Stephan and Schmidt, Ludger}, title = {Task and Information Modeling for Cooperative Work / Foltz, Christian ; Killich, Stephan ; Wolf, Martin ; Schmidt, Ludger ; Luczak, Holger}, series = {Systems, social and internationalization design aspects of human-computer interaction / ed. by Michael J. Smith, Gavriel Salvendy Vol. 2}, journal = {Systems, social and internationalization design aspects of human-computer interaction / ed. by Michael J. Smith, Gavriel Salvendy Vol. 2}, publisher = {-}, isbn = {0-8058-3608-X}, pages = {172 -- 176}, year = {2001}, language = {en} }