Susanne Robra-Bissantz

According to our database1, Susanne Robra-Bissantz authored at least 87 papers between 2003 and 2019.

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

Timeline

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Bibliography

2019
One for all and all for one - towards a framework for collaboration support systems.
EAIT, 2019

Design Guidelines for Creating a Convincing User Experience with Virtual In-vehicle Assistants.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Immersive Ars Memoria: Evaluating the Usefulness of a Virtual Memory Palace.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

A Virtual Memory Palace and the User's Awareness of the method of loci.
Proceedings of the 27th European Conference on Information Systems, 2019

2018
Nutzung von Persönlichkeitsprofilen zur Steigerung von Kooperation in virtuellen Teams.
HMD - Praxis Wirtschaftsinform., 2018

Spielerischer Informations- und Wissensaustausch im Unternehmen.
HMD - Praxis Wirtschaftsinform., 2018

Virtual Moderation Assistance: Creating Design Guidelines for Virtual Assistants Supporting Creative Workshops.
Proceedings of the 22nd Pacific Asia Conference on Information Systems, 2018

Playtesting for a Better Gaming Experience: Importance of an Iterative Design Process for Educational Games.
Proceedings of the 22nd Pacific Asia Conference on Information Systems, 2018

Collaborative Service Blueprinting for Design Thinking: Evaluation of a Digital Prototype.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Imaginary Versus Virtual Loci: Evaluating the Memorization Accuracy in a Virtual Memory Palace.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Creativity Tests versus Cognitive Computing: How Automated Personality Mining Tools Can Enhance Team Composition.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Jeder bewertet jeden: Erfolgsquote einer Peer Assessment Methode in einem Serious Game zum Lernen.
Proceedings of the DeLFI 2018, 2018

Digital Transformation in Retail: Can Customer Value Services enhance the Experience?
Proceedings of the 31st Bled eConference: Digital Transformation: Meeting the Challenges, 2018

Learning Success: A Comparative Analysis of a Digital Game-Based Approach and a Face-to-Face Approach.
Proceedings of the 31st Bled eConference: Digital Transformation: Meeting the Challenges, 2018

Predicting the Performance of Basketball Players Using Automated Personality Mining.
Proceedings of the 24th Americas Conference on Information Systems, 2018

Understanding students' learning behavior outside of the classroom.
Proceedings of the 24th Americas Conference on Information Systems, 2018

Play to Learn: Conducting a Playtest Session for Improving an Educational Game.
Proceedings of the 24th Americas Conference on Information Systems, 2018

2017
Choose your own Devices.
HMD - Praxis Wirtschaftsinform., 2017

Spielerisch lockt der Einzelhandel den Kunden - Einfluss von Belohnungen auf die Kanalwahl.
HMD - Praxis Wirtschaftsinform., 2017

7 Rules of Attraction.
HMD - Praxis Wirtschaftsinform., 2017

Das "e-" in Partizipation.
HMD - Praxis Wirtschaftsinform., 2017

Rezension "Service Dominant Logic".
HMD - Praxis Wirtschaftsinform., 2017

Situationsorientierte, ubiquitäre Arbeitsplatz-IT für Wissensarbeiter.
HMD - Praxis Wirtschaftsinform., 2017

Digital Customer Experience.
HMD - Praxis Wirtschaftsinform., 2017

Forming Virtual Teams - Visualization with Digital Whiteboards to Increase Shared Understanding, Satisfaction and Perceived Effectiveness.
Proceedings of the International Conference on Information Systems, 2017

Shared Mental Models in Creative Virtual Teamwork.
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017

Reaching beyond the Classroom through the Use of Push Notifications.
Proceedings of the 50th Hawaii International Conference on System Sciences, 2017

brAInstorm: Intelligent Assistance in Group Idea Generation.
Proceedings of the Designing the Digital Transformation - 12th International Conference, 2017

Empirische Untersuchung des EGameFlow eines Serious Games zur Verbesserung des Lernerfolgs.
Proceedings of the Bildungsräume 2017: DeLFI 2017, 2017

Systematische Literaturanalyse zum Lernen in virtuellen Realitäten(Systematic Literature Review for Learning in Virtual Realities).
Proceedings of the Joint Proceedings of the Pre-Conference Workshops of DeLFI and GMW 2017 co-located with 15th e-Learning Conference of the German Computer Society (DeLFI 2017) and the 25th Annual Conference of the Gesellschaft für Medien in der Wissenschaft (GMW 2017), 2017

Future Digital Workplace - Developing a Tool for the Hardware Selection of Knowledge Workers.
Proceedings of the 23rd Americas Conference on Information Systems, 2017

The Benefits of Creativity Support Systems for Entrepreneurs: An Exploratory Study.
Proceedings of the 23rd Americas Conference on Information Systems, 2017

An Immersive Memory Palace: Supporting the Method of Loci with Virtual Reality.
Proceedings of the 23rd Americas Conference on Information Systems, 2017

2016
Anchored Discussion: Development of a Tool for Creativity in Online Collaboration.
J. UCS, 2016

Creativity and Entrepreneurship - The Role of Creativity Support Systems for Start-ups.
Proceedings of the 10th Mediterranean Conference on Information Systems, 2016

A Design Science Approach to High Immersive Mnemonic E-learning.
Proceedings of the 10th Mediterranean Conference on Information Systems, 2016

Semi-Automated Questions as a Cognitive Stimulus in Idea Generation.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

Lost in Antarctica: Designing an Information Literacy Game to Support Motivation and Learning Success.
Proceedings of the Tackling Society's Grand Challenges with Design Science, 2016

Design eines Spiels zum Lernen von Informationskompetenz.
Proceedings of the DeLFI 2016, 2016

Cooperation Isn't Just About Doing the Same Thing - Using Personality for a Cooperation-Recommender-System in Online Social Networks.
Proceedings of the Collaboration and Technology - 22nd International Conference, 2016

"Tinkering for Creativity": An Experiment to Utilize MaKey MaKey Invention Kit as Group Priming to Enhance Collaborative Creativity.
Proceedings of the 22nd Americas Conference on Information Systems, 2016

Using Gamification to Decrease Anonymity in Larger Learning Environments.
Proceedings of the 22nd Americas Conference on Information Systems, 2016

2015
GamEducation - Spielelemente in der Universitätslehre.
HMD - Praxis Wirtschaftsinform., 2015

Tracking Down the Negative Group Creativity Effects with the Help of an Artificial Intelligence-Like Support System.
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015

5.Workshop Gamification und Virtuelle Welten.
Proceedings of the 45. Jahrestagung der Gesellschaft für Informatik, Informatik 2015, Informatik, Energie und Umwelt, 28. September, 2015

AmbiTune: Kontextorientierte Musikeinspielung im Fahrzeug.
Proceedings of the 45. Jahrestagung der Gesellschaft für Informatik, Informatik 2015, Informatik, Energie und Umwelt, 28. September, 2015

GamEducation in einer virtuellen 3D-Umgebung mit Googles Virtual-Reality-Brille Cardboard.
Proceedings of the 45. Jahrestagung der Gesellschaft für Informatik, Informatik 2015, Informatik, Energie und Umwelt, 28. September, 2015

Jazz in der Stadt und Rock auf der Autobahn - von der kollaborativen zur kollaborativ-kontextorientierten Musikempfehlung.
Proceedings of the Gemeinschaften in Neuen Medien (GeNeMe) 2015, Dresden, 2015

InsightGame: Designing a Market Research Game to Gain Better Insights into Purchase Decision Processes.
Proceedings of the New Horizons in Design Science: Broadening the Research Agenda, 2015

Evaluating Anchored Discussion to Foster Creativity in Online Collaboration.
Proceedings of the Collaboration and Technology - 21st International Conference, 2015

2014
Business-IT-Alignment - Kernaufgabe der Wirtschaftsinformatik.
HMD - Praxis Wirtschaftsinform., 2014

Editorial.
HMD - Praxis Wirtschaftsinform., 2014

Testing the Perceived Ease of Use in Social Media - Acceptance Testing for People with Intellectual and Cognitive Disabilities.
Proceedings of the Computers Helping People with Special Needs, 2014

Ein Serious Game als neue qualitative Erhebungsmethode für die Customer Journey beim Automobilkauf.
Proceedings of the 44. Jahrestagung der Gesellschaft für Informatik, Informatik 2014, Big Data, 2014

Situation-Oriented Ubiquitous Information Systems Innovation Process - Leveraging User Integration.
Proceedings of the 22st European Conference on Information Systems, 2014

Integration of Information Retrieval in Creativity Support: A Prototype to Support Divergent Thinking.
Proceedings of the Advancing the Impact of Design Science: Moving from Theory to Practice, 2014

AmbiTune: Bringing Context-Awareness to Music Playlists while Driving.
Proceedings of the Advancing the Impact of Design Science: Moving from Theory to Practice, 2014

2013
User Modeling Of Online Consumers: Between-Gender Differences In Click Path Data.
Proceedings of the 21st European Conference on Information Systems, 2013

Context-Awareness in the Car: Prediction, Evaluation and Usage of Route Trajectories.
Proceedings of the Design Science at the Intersection of Physical and Virtual Design, 2013

A Taxonomy of Web Personalization.
Proceedings of the 19th Americas Conference on Information Systems, 2013

2012
Creative Process Engagement in a Multiplayer Online Ideation Game.
Proceedings of the Informatik 2012, 2012

Sparking Motivation and Creativity with "Online Ideation Games".
Proceedings of the Informatik 2012, 2012

Detecting Users' Psychological States through Mouse Cursor Movements.
Proceedings of the 18th Americas Conference on Information Systems, 2012

2011
Meinungen und Prognosen in Twitter - das Ohr an der Masse.
HMD - Praxis Wirtschaftsinform., 2011

Das Beschwerdeblog als Führungsinformationssystem.
HMD - Praxis Wirtschaftsinform., 2011

Einflussfaktoren auf die Präferenz bei Produktkonfiguratoren - Eine empirische Studie am Beispiel der Automobilindustrie.
Proceedings of the 10. Internationale Tagung Wirtschaftsinformatik, 2011

Gamification of online idea competitions: insights from an explorative case.
Proceedings of the Informatik 2011: Informatik schafft Communities, 2011

Customer-oriented configuration systems: one type fits all?
Proceedings of the 19th European Conference on Information Systems, 2011

2010
"Sags uns".
Proceedings of the Multikonferenz Wirtschaftsinformatik, 2010

Vertrauen durch Kommunikation - Strategien im Web 2.0 tragen zu erfolgreichen Kundenbeziehungen bei.
Proceedings of the Gemeinschaften in Neuen Medien (GeNeMe) 2010, Dresden, 2010

Sag's uns im Blog\! - Best practice zum Beschwerdemanagement an der TU Braunschweig.
Proceedings of the Gemeinschaften in Neuen Medien (GeNeMe) 2010, Dresden, 2010

2009
Software Engineering serviceorientierter Prozesse.
HMD - Praxis Wirtschaftsinform., 2009

Customer Situations as a Clue to Information Needs.
Proceedings of the 2009 IEEE Conference on Commerce and Enterprise Computing, 2009

Die Einordnung und Nutzung von Social-Networking-Diensten im Web 2.0.
Proceedings of the Gemeinschaften in Neuen Medien (GeNeMe) 2009, Dresden, 2009

2008
Studie: Der Einfluss von Online-Foren auf das Kaufverhalten.
Proceedings of the Gemeinschaften in Neuen Medien (GeNeMe) 2008, Dresden, 2008

2007
Einflussfaktoren für den Einsatz von Customer Focused E-Learning.
Proceedings of the eOrganisation: Service-, Prozess-, Market-Engineering: 8. Internationale Tagung Wirtschaftsinformatik, 2007

2006
An IC-System to Apply Push Concepts in E-commerce Transactions.
Proceedings of the Service Oriented Electronic Commerce: Proceedings zur Konferenz im Rahmen der Multikonferenz Wirtschaftsinformatik, 2006

2005
Ubiquitous Customer Interface - Situationsbasierte Informationsversorgung des mobilen Kunden.
Wirtschaftsinformatik, 2005

Erfolgsfaktoren des kundenorientierten E-Learning im E-Commerce.
Proceedings of the Wirtschaftsinformatik 2005: eEconomy, eGovernment, eSociety, 7. Internationale Tagung Wirtschaftsinformatik 2005, Bamberg, 23.2.2005, 2005

Push Concepts to Control Interactions in E-Commerce.
Proceedings of the 7th IEEE International Conference on E-Commerce Technology (CEC 2005), 2005

Customer Integration und Customer Governance - Neue Konzepte für die Anbieter-Kunden-Beziehung im B2C-E-Business.
Proceedings of the Virtuelle Organisation und Neue Medien 2005, Workshop GeNeMe 2005, 2005

2004
There's more to IT - vom Innovationspotenzial zur Innovationsfähigkeit.
HMD - Praxis Wirtschaftsinform., 2004

2003
Unterstützung von Push-Konzepten im E-Commerce durch Virtual Communities.
Proceedings of the Wirtschaftsinformatik 2003, Medien - Märkte - Mobilität, Band II, 2003

Push-Aktivitäten auf einem elektronischen Marktplatz für Produktionsmaschinen.
Proceedings of the Wirtschaftsinformatik 2003, Medien - Märkte - Mobilität, Band I, 2003

Pay-for-Content-Produkte für einen Anbieter von digitalen Finanzinformationen.
Proceedings of the Wirtschaftsinformatik 2003, Medien - Märkte - Mobilität, Band II, 2003

Interaktions-, Kommunikations- und Kollaborationskomponenten im Online-Seminar "E-Commerce and E-Business-Networking" der Virtual Global University (VGU).
Proceedings of the Wirtschaftsinformatik 2003, Medien - Märkte - Mobilität, Band I, 2003

E-Finance - elektronische Dienstleistungen in der Finanzwirtschaft.
Lehrbücher Wirtschaftsinformatik, Oldenbourg, ISBN: 978-3-486-25890-5, 2003


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