Maria Rauschenberger

Orcid: 0000-0001-5722-576X

According to our database1, Maria Rauschenberger authored at least 41 papers between 2011 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
The use of gamification and virtual reality in higher education: A literature review.
Proceedings of the 8th International GamiFIN Conference, Ruka, Finland, April 2-5, 2024., 2024

2023
From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers.
Proc. ACM Hum. Comput. Interact., 2023

How are AI assistants changing higher education?
Frontiers Comput. Sci., 2023

Reconstruction and Validation of the UX Factor Trust for the User Experience Questionnaire Plus (UEQ+).
Proceedings of the 19th International Conference on Web Information Systems and Technologies, 2023

There Are no Major Age Effects for UX Aspects of Voice User Interfaces Using the Kano Categorization.
Proceedings of the 19th International Conference on Web Information Systems and Technologies, 2023

Exploring the Definition of Small Data Collected with HCI Methods and Used for ML.
Proceedings of the Mensch und Computer 2023, 2023

"We Need To Talk About ChatGPT": The Future of AI and Higher Education.
Proceedings of the 5th IEEE/ACM International Workshop on Software Engineering Education for the Next Generation, 2023

Design and Evaluation of Voice User Interfaces: What Should One Consider?
Proceedings of the Design, Operation and Evaluation of Mobile Communications, 2023

2022
Shift Toward Value-Based Learning: Applying Agile Approaches in Higher Education.
Proceedings of the Web Information Systems and Technologies, 2022

Categorizing UX Aspects for Voice User Interfaces Using the Kano Model.
Proceedings of the Web Information Systems and Technologies, 2022

Identifying User Experience Aspects for Voice User Interfaces with Intensive Users.
Proceedings of the 18th International Conference on Web Information Systems and Technologies, 2022

2021
Comparing Voice Assistant Risks and Potential with Technology-Based Users: A Study from Germany and Spain.
J. Web Eng., 2021

How to Handle Health-Related Small Imbalanced Data in Machine Learning?
i-com, 2021

A Universal Screening Tool for Dyslexia by a Web-Game and Machine Learning.
Frontiers Comput. Sci., 2021

Integrating Gamification: The Human-Centered Gamification Process.
Proceedings of the 17th International Conference on Web Information Systems and Technologies, 2021

How can Small Data Sets be Clustered?
Proceedings of the Mensch und Computer 2021, 2021

2020
Exploring Voice Assistant Risks and Potential with Technology-based Users.
Proceedings of the 16th International Conference on Web Information Systems and Technologies, 2020

Screening risk of dyslexia through a web-game using language-independent content and machine learning.
Proceedings of the W4A '20: 17th Web for All Conference, Taipei, Taiwan, April 20-21, 2020, 2020

Session details: Visual accessibility.
Proceedings of the W4A '20: 17th Web for All Conference, Taipei, Taiwan, April 20-21, 2020, 2020

Recommendations to Handle Health-related Small Imbalanced Data in Machine Learning.
Proceedings of the Mensch und Computer 2020 - Workshopband, 2020

2019
Technologies for Dyslexia.
Proceedings of the Web Accessibility - A Foundation for Research, Second Edition, 2019

Early screening of dyslexia using a language-independent content game and machine learning.
PhD thesis, 2019

Designing a New Puzzle App to Target Dyslexia Screening in Pre-Readers.
Proceedings of the 5th EAI International Conference on Smart Objects and Technologies for Social Good, 2019

2018
Towards Language Independent Detection of Dyslexia with a Web-based Game.
Proceedings of the 15th Web for All Conference, 2018

A tablet game to target dyslexia screening in pre-readers.
Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 2018

Screening Dyslexia for English Using HCI Measures and Machine Learning.
Proceedings of the 2018 International Conference on Digital Health, 2018

Exploring Social Awareness: A Design Case Study in Minimal Communication.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Towards the Prediction of Dyslexia by a Web-based Game with Musical Elements.
Proceedings of the 14th Web for All Conference, 2017

2016
DysMusic: detecting dyslexia by web-based games with music elements: doctoral consortium.
Proceedings of the 13th Web for All Conference, 2016

Der "mobile Nutzungskontext" - Einflussfaktoren verstehen und für kontextsensitive Anwendungen nutzbar machen.
Proceedings of the Usability Professionals 2016, Aachen, Germany, September 4-7, 2016, 2016

A Language Resource of German Errors Written by Children with Dyslexia.
Proceedings of the Tenth International Conference on Language Resources and Evaluation LREC 2016, 2016

2015
Towards New Ambient Light Systems: a Close Look at Existing Encodings of Ambient Light Systems.
IxD&A, 2015

Deriving design guidelines for ambient light systems.
Proceedings of the 14th International Conference on Mobile and Ubiquitous Multimedia, Linz, Austria, November 30, 2015

Lumicons: Mapping Light Patterns to Information Classes.
Proceedings of the Mensch und Computer 2015, 2015

Exercises for German-Speaking Children with Dyslexia.
Proceedings of the Human-Computer Interaction - INTERACT 2015, 2015

A Game to Target the Spelling of German Children with Dyslexia.
Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility, 2015

2013
Efficient Measurement of the User Experience of Interactive Products. How to use the User Experience Questionnaire (UEQ).Example: Spanish Language Version.
Int. J. Interact. Multim. Artif. Intell., 2013

Die Benutzung des Styleguides für Software-Entwickler optimieren.
Proceedings of the Usability Professionals 2013, 2013

User Experience mit Fragebögen messen - Durchführung und Auswertung am Beispiel des UEQ.
Proceedings of the Usability Professionals 2013, 2013

2012
Konstruktion eines Fragebogens für jugendliche Personen zur Messung der User Experience.
Proceedings of the Usability Professionals 2012, 2012

2011
Benutzererlebnis bei Unternehmenssoftware.
Proceedings of the Usability Professionals 2011, 2011


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