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Dive into the research topics where Kathrin Knautz is active.

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Featured researches published by Kathrin Knautz.


hawaii international conference on system sciences | 2010

Tag Clusters as Information Retrieval Interfaces

Kathrin Knautz; Simone Soubusta; Wolfgang G. Stock

The paper presents our design of a next generation information retrieval system based on tag co-occurrences and subsequent clustering. We help users getting access to digital data through information visualization in the form of tag clusters. Current problems like the absence of interactivity and semantics between tags or the difficulty of adding additional search arguments are solved. In the evaluation, based upon SERVQUAL and IT systems quality indicators, we found out that tag clusters are perceived as more useful than tag clouds, are much more trustworthy, and are more enjoyable to use.


Journal of Documentation | 2011

Collective indexing of emotions in videos

Kathrin Knautz; Wolfgang G. Stock

Purpose – The object of this empirical research study is emotion, as depicted and aroused in videos. This paper seeks to answer the questions: Are users able to index such emotions consistently? Are the users votes usable for emotional video retrieval?Design/methodology/approach – The authors worked with a controlled vocabulary for nine basic emotions (love, happiness, fun, surprise, desire, sadness, anger, disgust and fear), a slide control for adjusting the emotions intensity, and the approach of broad folksonomies. Different users tagged the same videos. The test persons had the task of indexing the emotions of 20 videos (reprocessed clips from YouTube). The authors distinguished between emotions which were depicted in the video and those that were evoked in the user. Data were received from 776 participants and a total of 279,360 slide control values were analyzed.Findings – The consistency of the users votes is very high; the tag distributions for the particular videos emotions are stable. The fi...


international conference on social computing | 2017

World of Streaming. Motivation and Gratification on Twitch

Daniel Gros; Brigitta Wanner; Anna Hackenholt; Piotr Zawadzki; Kathrin Knautz

Within the gaming industry, live-streaming is becoming very popular as a form of online entertainment. Especially the so called social live streaming services (SLSSs) as a new type of social media have established in the last few years.


international acm sigir conference on research and development in information retrieval | 2010

MEMOSE: search engine for emotions in multimedia documents

Kathrin Knautz; Tobias Siebenlist; Wolfgang G. Stock

The MEMOSE (Media Emotion Search) system is a specialized search engine for fundamental emotions in all kinds of emotional-laden documents. We apply a controlled vocabulary for basic emotions, a slide control to adjust the intensities of the emotions and the approach of broad folksonomies. The paper describes the indexing and the retrieval tool of MEMOSE and results from its evaluation.


Information-an International Interdisciplinary Journal | 2011

Finding emotional-laden resources on the World Wide Web

Kathrin Knautz; Diane Neal; Stefanie Schmidt; Tobias Siebenlist; Wolfgang G. Stock

Some content in multimedia resources can depict or evoke certain emotions in users. The aim of Emotional Information Retrieval (EmIR) and of our research is to identify knowledge about emotional-laden documents and to use these findings in a new kind of World Wide Web information service that allows users to search and browse by emotion. Our prototype, called Media EMOtion SEarch (MEMOSE), is largely based on the results of research regarding emotive music pieces, images and videos. In order to index both evoked and depicted emotions in these three media types and to make them searchable, we work with a controlled vocabulary, slide controls to adjust the emotions’ intensities, and broad folksonomies to identify and separate the correct resource-specific emotions. This separation of so-called power tags is based on a tag distribution which follows either an inverse power law (only one emotion was recognized) or an inverse-logistical shape (two or three emotions were recognized). Both distributions are well known in information science. MEMOSE consists of a tool for tagging basic emotions with the help of slide controls, a processing device to separate power tags, a retrieval component consisting of a search interface (for any topic in combination with one or more emotions) and a results screen. The latter shows two separately ranked lists of items for each media type (depicted and felt emotions), displaying thumbnails of resources, ranked by the mean values of intensity. In the evaluation of the MEMOSE prototype, study participants described our EmIR system as an enjoyable Web 2.0 service.


european conference on information literacy | 2013

Game-Based IL Instruction – A Journey of Knowledge in Four Acts

Kathrin Knautz; Lisa Orszullok; Simone Soubusta

Growing up in a world shaped by rapid technological development and innovations, the students of the 21st century need a new set of skills, such as critical thinking, problem solving and information literacy. New pedagogical approaches are necessary to develop these abilities in today’s technology-enabled knowledge society. Based on the fact that playful learning was a successful concept for the intellectual development of humans all along and that the passion for gaming is a characteristic of the digital natives, we present an approach to game-enhanced information literacy instruction.


Archive | 2014

Gotta Catch `Em All - Game Design Patterns for Guild Quests in Higher Education

Kathrin Knautz; Julia Göretz; Anja Wintermeyer

The system of modern higher education has gone through many reforms, but still features many deficits in terms of knowledge acquisition and learning methods. The concept of gamification, which means the implementation of game elements in non-game contexts, offers a possible solution and increases motivation and participation among the students. Therefore the project The Legend of Zyren was initiated to mediate learning contents via a gamified framework. This part of the study focuses the so called guild quests (group tasks) and their principles of construction regarding the collaborative and the competitive game pattern, which ultimately result in an increase of the learning success. The results of a final evaluation confirm the usefulness of the use of game elements and game patterns with regard to content mastery and learning progress.


conference on computer supported cooperative work | 2012

Incentives for emotional multimedia tagging

Kathrin Knautz; Daniel Guschauski; Daniel Miskovic; Tobias Siebenlist; Jens Terliesner; Wolfgang G. Stock

In this paper we describe our emotional search engine and a multi-layered approach to an incentive system, incorporating concepts of role-playing games and gaming platforms with the purpose of motivating users to become active parts of the community and provide the necessary emotional tagging for our search engine.


european conference on information literacy | 2015

Meaningful Implementation of Gamification in Information Literacy Instruction

Anja Wintermeyer; Kathrin Knautz

Today’s information society has brought up a new generation of learners that demands more dynamic and interactive teaching approaches and has to be equipped with new types of skills. Especially in education, gamification has been an emerging trend in the last few years. Game elements and patterns are used to engage students in certain actions and shape their behavior. However, there is a distinction between purely reward-based and meaningful gamification, which can result in high quality learning. The aim of this study is to illustrate the positive effect that meaningful implementation of game elements and patterns can have on behavioral outcomes. Looking at the results of a comprehensive evaluation of The Legend of Zyren reveals that a clever way of implementing the content into the gaming context has a strong influence on both personal engagement and content mastery. The results illustrate that students who were more engaged in the game also had significantly better results in the final exam on information literacy.


Archive | 2014

Orc-based Learning - Evaluating a Game-Based Learning Approach

Lisa Orszullok; Kathrin Knautz

Using game mechanics to improve the motivation and efforts becomes a popular approach. Especially in higher education many projects have been realized to create a greater engagement of students in learning processes. Because of these innovative ideas there is a lack of corresponding evaluation methods which respect all relevant aspects. For this we created an evaluation model to meet the needs for evaluating a game-based learning approach.

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Lisa Orszullok

University of Düsseldorf

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Simone Soubusta

University of Düsseldorf

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Daniel Miskovic

University of Düsseldorf

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Brigitta Wanner

University of Düsseldorf

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Anna Hackenholt

University of Düsseldorf

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