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Dive into the research topics where Anne Weibert is active.

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Featured researches published by Anne Weibert.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2011

Locating computer clubs in multicultural neighborhoods: How collaborative project work fosters integration processes

Kai Schubert; Anne Weibert; Volker Wulf

Located in socially and culturally diverse neighborhoods, we have built a network of intercultural computer clubs, called come_IN. These clubs offer a place to share practices among children and adults of diverse ethnical backgrounds. We show how this initiative ties into the striving for the integration of migrant communities and host society in Germany. In this paper, we analyze how collaborative project work and the use of mobile media and technologies contribute to integration processes in multicultural neighborhoods. Qualitative data gathered from interviews with club participants, participative observation in the computer clubs, as well as the analysis of artifacts created during project work provides the background needed to match local needs and peculiarities with (mobile) technologies. Based on these findings we present two approaches to add to the technological infrastructure: (1) a mesh-network extending the clubs into the neighborhood and (2) a project management tool, which supports projects and stimulates the sharing of ideas among projects.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2017

Analysis of effects and usage indicators for a ICT-based fall prevention system in community dwelling older adults

Daryoush Daniel Vaziri; Konstantin Aal; Yves J. Gschwind; Kim Delbaere; Anne Weibert; Janneke Annegarn; Helios De Rosario; Rainer Wieching; David Randall; Volker Wulf

Falls are a serious problem in aging societies. A sedentary life style and low levels of physical activity are major factors aggravating older adults’ fall risk. Information and communication technology (ICT)-based fall prevention interventions are a promising approach to counteract the fall risk of this target group. For some time now, fall prevention interventions have put emphasize to video game based solutions, as video games have become more popular and accepted among older adults. Studies show that such ICT-based fall prevention interventions significantly reduce fall risk in older adults. Nevertheless, the population of older adults is fairly heterogeneous, and factors like gender, age, fitness, sociability, and so on may influence the use of such systems. Therefore, the analysis of subgroups is a common procedure to investigate the affects of various factors on the effectiveness of ICT-based systems. Many of these studies analyze the effectiveness of the system with quantitative measures only. However, the effectiveness of ICT-based fall prevention systems always depends on the sustainable system use by the target group. Qualitative analyses is generally the prime selection to identify determining usage indicators for system usage. Therefore, it seems likely that combined quantitative and qualitative investigations will generate detailed information about system effectiveness and relevant usage indicators for respective target groups. Here, we analyze the ICT-based fall prevention system, iStoppFalls, incorporating exergames and a mobility monitor as well, targeting three aims, (1) is the system effective for different subgroups of older adults, (2) what are the factors influencing fall risk reduction in older adults using the system and are there combined effects of exergaming and activity monitoring on fall risk reduction, and (3) which usage indicators explain the usage of such a system by older adults. This paper will provide a better understanding of the effectiveness of ICT-based fall prevention for different subgroups and the indicators that determine the use of such technologies by older adults.


international conference on supporting group work | 2016

Challenges of CI Initiatives in a Political Unstable Situation - Case Study of a Computer Club in a Refugee Camp

Konstantin Aal; Marios Mouratidis; Anne Weibert; Volker Wulf

This poster describes the research around computer clubs in Palestinian refugee camps and the various lessons learned during the establishment of this intervention such the importance of the physical infrastructure (e.g. clean room, working hardware), soft technologies (e.g. knowledge transfer through workshops), social infrastructure (e.g. reliable partners in the refugee camp, partner from the university) and social capital (e.g. shared vision and values of all stakeholders). These important insights can be transferred on other interventions in similar unstable environments.


International Journal of Human-computer Interaction | 2016

Out of Syria: Mobile Media in Use at the Time of Civil War

Markus Rohde; Konstantin Aal; Kaoru Misaki; Dave Randall; Anne Weibert; Volker Wulf

ABSTRACT Social media usage during the recent uprisings in Arab countries has gained increasing attention in human–computer interaction research. This study adds to these insights by providing some findings on the use of information and communications technology (ICT), specifically mobile media, by opposition forces and political activists during the Syrian civil war. The presented study is based on 17 interviews with Syrian FSA fighters, activists, and refugees. A first analysis showed evidence for some very specific use patterns during wartime (compared to media usage of political activists under less anomic conditions). The study also describes a fragmented telecom infrastructure in Syria: government-controlled regions offer fairly intact infrastructures while rebel-controlled regions have been cut off from telephone and Internet. Moreover, the central and very critical role of mobile video for documenting, mobilization, and propaganda is discussed.


Proceedings of the Third Conference on GenderIT | 2015

Bridging (Gender-Related) Barriers: A comparative study of intercultural computer clubs

Konstantin Aal; Thomas von Rekowski; George P. Yerousis; Volker Wulf; Anne Weibert

The study explores the positive impact for girls and young women from engaging in computer clubs, with regard to their vocational preparation as well as to their social empowerment. Our comparative study focuses on gender related barriers in a Palestinian refugee camp as well as an intercultural neighborhood in Germany and discusses how the computer club can contribute to overcoming these. Findings indicate a positive impact of open and collaborative working and learning structures; in Palestine and Germany alike.


interaction design and children | 2017

Creating Environmental Awareness with Upcycling Making Activities: A Study of Children in Germany and Palestine

Anne Weibert; Marios Mouratidis; Renad Khateb; Sarah Rüller; Miriam Hosak; Shpresa Potka; Konstantin Aal; Volker Wulf

This study explores the development of environmental awareness and computational literacy among children by means of upcycling making activities in Germany and Palestine. Our research supports the idea that the combination of handcraft and digital work, documentation and social interaction in the upcycling can foster the development of a maker identity in children. Findings indicate that upcycling can sensitize children for environmental issues of global relevance, foster their environmental learning and encourage them in the exploration of creative answers.


International Journal of Arts and Technology | 2014

How the social structure of intercultural ‘come_IN’ computer clubs fosters interactive storytelling

Kai Schubert; Anne Weibert

Narratives constitute an important framework for the shared computer practice of children and adults in intercultural computer clubs ‘come_IN’. Located in schools in socially and culturally diverse neighbourhoods in Germany, the clubs’ aim is twofold: they are a place for children and adult members of the neighbourhood community to voluntarily gather and: a) share and develop ideas and perspectives, at the same time; b) acquiring and broadening skills and thus technological fluency in the use of modern media and computer technology. Our comparative analysis of a film project that was conducted in two different ‘come_IN’ computer clubs shows the potential of this informal learning setting with regard to children’s interactive storytelling. The study is built on qualitative data from active and observing participation in the club sessions, as well as the analysis of artefacts created during the project work in the two clubs.


human factors in computing systems | 2017

Refugees & HCI Workshop: The Role of HCI in Responding to the Refugee Crisis

Reem Talhouk; Vasillis Vlachokyriakos; Anne Weibert; Konstantin Aal; Syed Ishtiaque Ahmed; Karen E. Fisher; Volker Wulf

Over 21 million refugees are residing in camps, journeying through Europe or resettling in new countries [19]. The magnitude of the humanitarian crisis calls for technological innovation in addressing the challenges being faced by refugees and humanitarian aid stakeholders. At our CHI 2016 Special Interest Group (SIG) on Refugees and Human Computer Interaction (HCI) [17], HCI researchers expressed interest in exploring the difficulties faced by refugees and having a participatory approach when addressing these difficulties. Additionally, further consideration is needed regarding the methodological, organizational and practical challenges in working with refugee communities. Accordingly, this one-day workshop followed by a day of informal meetings with stakeholders aims to (1) explore research methods that can be adapted and applied to refugee contexts and to (2) formulate a research agenda for future work. Participants will be joined by members of organizations that engage with refugees in Denver and be presented with testimonials from refugees in order to develop a research agenda.


designing interactive systems | 2017

This is My Story...: Storytelling with Tangible Artifacts among Migrant Women in Germany

Anne Weibert; Konstantin Aal; Nora Oertel Ribeiro; Volker Wulf

This study explores the combination of tangible artifacts and digital storytelling as an enabling means for women from educationally disadvantaged communities to have their voices heard in (local) public discourse, and at the same time gain in eloquence with regard to speech and technology and media use. Results show how representative, yet personally meaningful tangible artifacts helped participants to voice experiences, develop computer skills and position themselves with regard to similarities and differences of their migration backgrounds and the host society.


Proceedings of the 4th Conference on Gender & IT | 2018

Challenges and lessons learned by applying living labs in gender and IT contexts

Michael Ahmadi; Anne Weibert; Corinna Ogonowski; Konstantin Aal; Kristian Gäckle; Nicola Marsden; Volker Wulf

Women interested in computing are still facing several problems considering equality and career chances. Companies realize the opportunities of diversity and yet for several reasons they are struggling to hire or integrate young female professionals. Although gender study research provides promising frameworks there are still issues in applying them in working environments and practices. For this purpose, we made use of the Living Lab approach in the context of gender and IT. The Living Labs methodology offers opportunities to reveal new, relevant insights and create social change in a collaborative way. We stretched the existing understanding of this concept and follow a Participatory Action Research approach. In this paper we describe the setup of the Living Lab and present first insights from our research. We found that showing patience, organizing adequate spaces for reflection as well as facilitating motivation and trust is vital in such a sensitive research context.

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