Michael Herczeg
Institute for the Management of Information Systems
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Featured researches published by Michael Herczeg.
Archive | 2009
Michael Herczeg
Software-Ergonomie: Theorien, Modelle und Kriterien für gebrauchstaugliche interaktive Computersysteme von Michael Herczeg ist ein großartiges E-Book für Sie, weil der Inhalt mit Informationen gefüllt sein kann, die sonst immer mit der Welt zu tun haben und jede Minute eine Entscheidung treffen. Dieses spezielle Buch enthüllt seine Informationen genau mit einem großen Planwort, oder wir können darin keine weiträumigen Sätze angeben. Wenn Sie also den Artikel schnell gelesen haben, können Sie ganze Daten enthalten. Bedeutet nicht, dass Sie nur direkte Sätze, sondern knifflige Kerninformationen mit hervorragenden Sätzen erhalten. Mit Software-Ergonomie: Theorien, Modelle und Kriterien für gebrauchstaugliche interaktive Computersysteme von Michael Herczeg in der Hand, die die Welt im Arm halten, sind die Daten darin nicht lächerlich. Wir können sagen, dass kein Führer, der Ihnen eine Welt innerhalb von zehn oder fünfzehn rechtem Recht bietet, aber dieser Führer tut das bereits. Also, das ist ein gutes Lesebuch. Hey da, Herr und Frau, haben Sie noch Zweifel, was?
interaction design and children | 2008
Florian Scharf; Thomas Winkler; Michael Herczeg
In this paper, we describe the use of Tangicons, nonelectronic physical programming cubes for kindergarten and first grade children. Tangicons have been developed with the help of kindergarten children during various sessions of observing, playing and talking to them. Most tangible computing environments are too complex for young children. We developed an appropriate educational environment on a pedagogical basis resulting in easy to use tangible bricks, integrated in a physical game. Tangicons are haptic programmable bricks for programming a sequence of operations. Their symbol design is related to real world objects. With Tangicons, children are able to learn first steps of programming in a playful way.
Mensch & Computer | 2002
Huberta Kritzenberger; Thomas Winkler; Michael Herczeg
Learning is an active, constructive and collaborative process, where people construct knowledge from their experiences in the world. Especially children need to learn through their senses and through physical activity. However, there are few experiental learning environments for school children available, which involve the senses and physical activity. Reasons put forward for this situation are the nature of the concepts to be learned and partly the lack of manipulative learning material. This paper introduces a mixed reality learning space collaboratively constructed by elementary school children during recent teaching experiments. During the process of constructing and interacting with the learning space along a virtuality continuum the children make learning experiences, which can be interpreted in a semiotic way and which allows the children intuitively understand concepts from the two disciplines of computer science and of the arts.
interaction design and children | 2012
Florian Scharf; Thomas Winkler; Claudia Hahn; Christian Wolters; Michael Herczeg
In this paper we present Tangicons 3.0, an educational game for children between the ages of 6 and 9. Tangicons foster algorithmic construction and reasoning as well as discussions among the players. In contradiction to other collaborative educational games Tangicons intend to avoid competition between children in favor for a strictly collaborative process. Children learn to solve problems together by manipulating physical objects that communicate with each other in order to move virtual characters on a map. This requires a high degree of abstraction. To sustain concentration and motivation, the game also includes playful elements as well as fine and gross motor activity. The focus of the investigation, however, will be the logical-abstract thinking of children. This new version of Tangicons is build with Sifteo cubes as the base technology and a computer for the output on a larger display and sound.
Biomedizinische Technik | 2012
Tilo Mentler; Michael Herczeg; S. Jent; M. Stoislow; Martin Christof Kindsmüller; T. Rumland
Emergency medical services (EMS) provide pre-hospital medical care and represent an important part of the rescue chain. The paramedic and physician’s work is characterized by regular day-to-day services as well as extraordinary missions within mass casualty incidents (MCIs). For several reasons, accessing, recording and communicating operational data are important tasks in any scenario of urgent medical care. Supporting an immediate and careful execution with the help of mobile technologies is accompanied by various challenges. While the mere technological problems, e.g. steady network connectivity or sufficient battery service life, are on the way of being solved within the near future, questions of usability remain. In this paper, we propose a single device solution for information, documentation and communication needs and describe our approach to ensure usability both in daily routine as well as in exceptional circumstances.
european conference on interactive tv | 2008
Peter Hoffmann; Tobias Kochems; Michael Herczeg
In this paper we discuss the commonalities and differences of hypervideo and interactive television. We show that, even if the interaction and presentation of both are similar, there are strong differences in handling the content and the link structure of those media. The production and editorial process for live interactive television with hyperlinks and added value including production and editorial workflows is examined. The results led to a concept and a prototypical implementation for an editing tool and a web-based client player for interactive live television with hypervideo structures, called HyLive.
Contexts | 2011
Felix Schmitt; Jörg Cassens; Martin Christof Kindsmüller; Michael Herczeg
This paper outlines our current research program in the fields of ambient intelligence and context-aware computing and the tools we are building to accomplish this research program. From a discussion of our conception of mental models in the domain of ambient context-aware computer systems we derive hypotheses which we intend to test empirically. A modular framework for implementing and assessing situation awareness in humans and computers is introduced. We describe the frameworks architecture and illustrate its suitability for its intended purpose. Finally, we present an outline of our next steps towards real world application systems for our research.
International Journal of Information Systems for Crisis Response Management | 2015
Henrik Berndt; Tilo Mentler; Michael Herczeg
Optical head-mounted displays OHMDs could support members of emergency medical services in responding to and managing mass casualty incidents. In this contribution, the authors describe the human-centered design of two applications for supporting the triage process as well as the identification of hazardous materials. They were evaluated with members of emergency medical services and civil protection units. In this regard, challenges and approaches to human-computer interaction with OHMDs in crisis response and management are discussed. The conclusion is drawn that often mentioned advantages of OHMDs like hands-free interaction alone will not lead to usable solutions for safety-critical domains. Interaction design needs to be carefully considered right down to the last detail.
analysis, design, and evaluation of human-machine systems | 2013
Michael Herczeg; Marc Kammler; Tilo Mentler. Amelie Roenspieß
Abstract The Usability Engineering Repository (UsER) is a flexible development environment to support collaborative analysis, design and evaluation of interactive human-machine systems. For this purpose, UsER provides several modules, which cover different aspects and methods of the development of human-machine interfaces. UsER supports the contextualized development of user interfaces in a broad range of application areas like office systems as well as safety-critical control systems by providing general as well as domain specific analysis, design and evaluation modules. These modules may be applied as needed and their contents will be cross-referenced through linked entities and hypermedia relationships. This semantic network created through analysis, design and evaluation can be mapped into linear document structures for formal development purposes, especially for project deliverables and contracts. UsER can be integrated with other development environments through a standardized requirements interface as well as a standardized process model interface.
frontiers in education conference | 2010
Florian Scharf; Silke Günther; Thomas Winkler; Michael Herczeg
This paper describes SpelLit, an application, which fosters literacy skills at elementary schools. For the development of our educational software, traditional concepts of learning have been adapted to fit the UniTable, a multi-touch tabletop system for educational purposes, aiming at students of all ages. Multi-touch technology lets users interact in easy and direct ways with computers. Being able to combine auditory, visual and haptic senses can improve the quality of learning, especially for young children. In this paper, it is shown that aspects of learning improve when well-established learning concepts are mapped to this new kind of interface. The UniTable as well as SpelLit have been developed in a user-centered process during several iterations, tests, and discussions with children and teachers as well as a speech therapist. With their help, it was possible to design hard- and software, appropriate for the use in schools.