Auflistung nach Autor:in "Haesler, Steffen"
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- WorkshopbeitragDetecting a Crisis: Comparison of Self-Reported vs. Automated Internet Outage Measuring Methods(Mensch und Computer 2022 - Workshopband, 2022) Orlov, Denis; Möller, Simon; Düfer, Sven; Haesler, Steffen; Reuter, ChristianEvery day, there are internet disruptions or outages around the world that affect our daily lives. In this paper, we analyzed these events in Germany in recent years and found out how they can be detected, and what impact they have on citizens, especially in crisis situations. For this purpose, we take a look at two different approaches to recording internet outages, namely the self-reporting of citizens and automatic reporting by algorithmic examination of the availability of IP networks. We evaluate the data of six major events with regard to their meaningfulness in quality and quantity. We found that due to the amount of data and the inherent imprecision of the methods used, it is difficult to detect outages through algorithmic examination. But once an event is publicly known by self-reporting, they have advantages to capture the temporal and spatial dimensions of the outage due to its nature of objective measurements. As a result, we propose that users’ crowdsourcing can enhance the detection of outages and should be seen as an important starting point to even begin an analysis with algorithm-based techniques, but it is to ISPs and regulatory authorities to support that.
- KonferenzbeitragEdutainment & Engagement at Exhibitions: A Case Study of Gamification in the Historic Hammaburg Model(Mensch und Computer 2016 - Tagungsband, 2016) Haesler, Steffen; Obernesser, Karen; Raupp, Tino; Jahnke, Christoph; Stapf, Jonathan; Bräker, Julia; Lubos, Paul; Bruder, Gerd; Steinicke, FrankGamification in the context of interactive exhibitions has enormous potential to attract visitors and improve their engagement, flow, and learning. This paper describes a case study in which we use game-design elements for an interactive and collaborative exploration of a virtual exhibition. The goal is to collaboratively explore the possibilities of a multiplayer game using different user interfaces and input devices in the same environment. The case study was conducted using a virtual 3D model of the “Hammaburg”, which is a medieval castle of the 9th century. The idea of the multiplayer exhibition consists of a two-player game. One player is using a touch-table or other touch input devices, whereas the other player is using an immersive head-mounted display (HMD), combined with a game controller to navigate through the virtual environment (VE). Both players can interactively explore the VE while playing a mini-game together. We performed a user study to evaluate the game concepts. The results suggest that communication between the players—both spoken and technologically supported—is a challenging task, and seems especially difficult for the HMD player. Furthermore, this paper proposes a more specific exploration of other possible settings focusing on the communication of the players.