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<title>i-com Band 14 (2015) Heft 2</title>
<link>http://dl.gi.de/handle/20.500.12116/153</link>
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<pubDate>Tue, 21 Jul 2026 12:57:37 GMT</pubDate>
<dc:date>2026-07-21T12:57:37Z</dc:date>
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<title>i-com Band 14 (2015) Heft 2</title>
<url>http://dl.gi.de:80/bitstream/id/3ab867d3-dffd-415a-b168-75d9ec006430/</url>
<link>http://dl.gi.de/handle/20.500.12116/153</link>
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<title>Cognitive Tools for Design Engineers: A Framework for the Development of Intelligent CAD Systems</title>
<link>http://dl.gi.de/handle/20.500.12116/157</link>
<description>Cognitive Tools for Design Engineers: A Framework for the Development of Intelligent CAD Systems
Wood, P.E. Stephen L.; Bahr, Gisela Susanne; Ritter, Jun. Marc
Ziegler, Jürgen
Great design engineers are highly creative and unorthodox individuals who invent novel solutions that satisfy a set of constraints that are often ill-defined and customer driven. Designers use many tools to develop their designs, such as computer aided design (CAD) systems, that do not support the cognition that drives the design process. This paper develops the cognitive psychological background, a  based rationale for CAD enhancement and the research framework for cognitive CAD tools that support the design engineer during the creative problem solving process through reasoning and meaningful design alternatives. The research framework presented here was initially created for the development of cognitive tools for mechanical design but is transferable to other design disciplines. At the core of the research plan are the development and implementation of an artificial memory that is interpreted with real-time data analyses supported by machine learning, and made accessible to the design engineer through interaction design for intelligent CAD (iCAD).
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<pubDate>Thu, 01 Jan 2015 00:00:00 GMT</pubDate>
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<dc:date>2015-01-01T00:00:00Z</dc:date>
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<title>Designing with Ethnography: Tabletops and the Importance of their Physical Setup for Group Interactions in Exhibitions</title>
<link>http://dl.gi.de/handle/20.500.12116/159</link>
<description>Designing with Ethnography: Tabletops and the Importance of their Physical Setup for Group Interactions in Exhibitions
Storz, M. Sc. Michael; Kanellopoulos, M. A. Kalja; Fraas, Claudia; Eibl, Maximilian
Ziegler, Jürgen
Designing interactive surfaces for walk-up-and-use scenarios in semi-public spaces like museums is a challenging task, since they need to be intuitive and appealing for a broad range of users. We describe the iterative development of two tabletop prototypes and their applications with a combination of interaction design and different types of ethnography. We outline the extensive development process and describe a user study with our second prototype, conducted in an exhibition about new media and digital cooperation for one week. Especially the physical setup of our tabletops distinguishes them from others. It consists of several seating elements to make interaction more comfortable for a heterogeneity of active users and onlookers. As an example for the analysis of the collected data we outline an interaction session of a group of 15 people. Results show that the artifact was well received and that groups and their interactions benefited from the physical setup.
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<pubDate>Thu, 01 Jan 2015 00:00:00 GMT</pubDate>
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<dc:date>2015-01-01T00:00:00Z</dc:date>
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<title>Human Capacities for Emotion Recognition and their Implications for Computer Vision</title>
<link>http://dl.gi.de/handle/20.500.12116/158</link>
<description>Human Capacities for Emotion Recognition and their Implications for Computer Vision
Liebold, Benny; Richter, René; Teichmann, Michael; Hamker, Fred H.; Ohler, Peter
Ziegler, Jürgen
Current models for automated emotion recognition are developed under the assumption that emotion expressions are distinct expression patterns for basic emotions. Thereby, these approaches fail to account for the emotional processes underlying emotion expressions. We review the literature on human emotion processing and suggest an alternative approach to affective computing. We postulate that the generalizability and robustness of these models can be greatly increased by three major steps: (1) modeling emotional processes as a necessary foundation of emotion recognition; (2) basing models of emotional processes on our knowledge about the human brain; (3) conceptualizing emotions based on appraisal processes and thus regarding emotion expressions as expressive behavior linked to these appraisals rather than fixed neuro-motor patterns. Since modeling emotional processes after neurobiological processes can be considered a long-term effort, we suggest that researchers should focus on early appraisals, which evaluate intrinsic stimulus properties with little higher cortical involvement. With this goal in mind, we focus on the amygdala and its neural connectivity pattern as a promising structure for early emotional processing. We derive a model for the amygdala-visual cortex circuit from the current state of neuroscientific research. This model is capable of conditioning visual stimuli with body reactions to enable rapid emotional processing of stimuli consistent with early stages of psychological appraisal theories. Additionally, amygdala activity can feed back to visual areas to modulate attention allocation according to the emotional relevance of a stimulus. The implications of the model considering other approaches to automated emotion recognition are discussed.
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<pubDate>Thu, 01 Jan 2015 00:00:00 GMT</pubDate>
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<dc:date>2015-01-01T00:00:00Z</dc:date>
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<title>Modeling Interruption and Resumption in a Smartphone Task: An ACT-R Approach</title>
<link>http://dl.gi.de/handle/20.500.12116/156</link>
<description>Modeling Interruption and Resumption in a Smartphone Task: An ACT-R Approach
Wirzberger, Maria; Russwinkel, Dr.-Ing. Nele
Ziegler, Jürgen
This research aims to inspect human cognition when being interrupted while performing a smartphone task with varying levels of mental demand. Due to its benefits especially in the early stages of interface development, a cognitive modeling approach is used. It applies the cognitive architecture ACT-R to shed light on task-related cognitive processing. The inspected task setting involves a shopping scenario, manipulating interruption via product advertisements and mental demands by the respective number of people shopping is done for. Model predictions are validated through a corresponding experimental setting with 62 human participants. Comparing model and human data in a defined set of performance-related parameters displays mixed results that indicate an acceptable fit – at least in some cases. Potential explanations for the observed differences are discussed at the end.
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<pubDate>Thu, 01 Jan 2015 00:00:00 GMT</pubDate>
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