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<title>i-com Band 18 (2019) Heft 3</title>
<link>http://dl.gi.de/handle/20.500.12116/31041</link>
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<dc:date>2026-07-23T13:40:07Z</dc:date>
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<title>OMG I’m Laughing so Hard – Alienation in Digital Communication and Potential Countermeasures</title>
<link>http://dl.gi.de/handle/20.500.12116/31050</link>
<description>OMG I’m Laughing so Hard – Alienation in Digital Communication and Potential Countermeasures
Quintes, Cedric; Ullrich, Daniel
Nowadays communication is largely dominated by digital text-based channels which naturally only transfer a small part of the information that is present in face-to-face conversations. In particular, information about the communication partner’s emotional state, which is naturally expressed through facial expressions, body language and other non-verbal indicators, can hardly be transferred. Approaches such as emojis address this issue by allowing the sender to show how he (for reasons of readability, the pronoun “he” addresses all genders equally) feels by selecting an appropriate (smiley) face. However, the crucial difference is that this smiley must be deliberately chosen and does not necessarily represent an authentic expression of the sender’s emotional state. The present paper discusses typical challenges and misunderstandings of communication in the digital era by the example of chat communication. It reflects its ramifications on the perceived authenticity of the transferred emotions and discusses possible (technology-based) approaches towards a more direct, authentic way of communication.
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<dc:date>2019-01-01T00:00:00Z</dc:date>
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<title>User-Centered Development of Smart Glasses Support for Skills Training in Nursing Education</title>
<link>http://dl.gi.de/handle/20.500.12116/31049</link>
<description>User-Centered Development of Smart Glasses Support for Skills Training in Nursing Education
Kopetz, Jan Patrick; Wessel, Daniel; Jochems, Nicole
An ageing society creates an increasing need for a well-trained nursing staff. In particular, physically demanding motion sequences must be learned correctly to preserve carers’ long-term health. During training, support in practical skills training must also leave the carers’ hands free to allow them to perform the motion sequences unencumbered. Wearables might provide the necessary information “hands-free” and thus support skills training. In this paper, we present and discuss a User-Centered Design approach conducted with nursing students to determine the suitability of smart glasses support for skills training in nursing education. This User-Centered Design process consisted of a survey, two design thinking workshops, and a summative evaluation of a high-fidelity prototype. The developed smart glasses application was well evaluated and is usable for training purposes.
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<dc:date>2019-01-01T00:00:00Z</dc:date>
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<title>Nachruf: MCI-Pionier Peter Gorny ist gestorben</title>
<link>http://dl.gi.de/handle/20.500.12116/31051</link>
<description>Nachruf: MCI-Pionier Peter Gorny ist gestorben
Oberquelle, Horst
</description>
<dc:date>2019-01-01T00:00:00Z</dc:date>
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<item rdf:about="http://dl.gi.de/handle/20.500.12116/31045">
<title>“Get a Free Item Pack with Every Activation!” - Do Incentives Increase the Adoption Rates of Two-Factor Authentication?</title>
<link>http://dl.gi.de/handle/20.500.12116/31045</link>
<description>“Get a Free Item Pack with Every Activation!” - Do Incentives Increase the Adoption Rates of Two-Factor Authentication?
Busse, Karoline; Amft, Sabrina; Hecker, Daniel; von Zezschwitz, Emanuel
Account security is an ongoing issue in practice. Two-Factor Authentication (2FA) is a mechanism which could help mitigate this problem, however adoption is not very high in most domains. Online gaming has adopted an interesting approach to drive adoption: Games offer small rewards such as visual modifications to the player’s avatar’s appearance, if players utilize 2FA. In this paper, we evaluate the effectiveness of these incentives and investigate how they can be applied to non-gaming contexts. We conducted two surveys, one recruiting gamers and one recruiting from a general population. In addition, we conducted three focus group interviews to evaluate various incentive designs for both, the gaming context and the non-gaming context. We found that visual modifications, which are the most popular type of gaming-related incentives, are not as popular in non-gaming contexts. However, our design explorations indicate that well-chosen incentives have the potential to lead to more users adopting 2FA, even outside of the gaming context.
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<dc:date>2019-01-01T00:00:00Z</dc:date>
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