Alexander Nussbaumer

dblp:45/286 · DBLP profile ↗
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16ranked-venue papers
5as first author
4since 2021 · last 2026
0000-0002-4692-5741ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 10 · 3 first-authorHuman-computer interaction and ubiquitous computing · 7 · 1 since 2021Databases, data management, data science and information retrieval · 4 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2026 Creating Specialized RAG-Based Search Engines Using the Open Web Index
Alexander Nussbaumer, Michael Dinzinger, Sebastian Heineking, Gijs Hendriksen, Felix Holz, Saber Zerhoudi, Martin Potthast, Michael Granitzer
ECIR (4)1
2026 Building Digital Credential Ecosystems for Computer Science Education: Digital Credentials, Employability, and Social Impact
Carlos Alario-Hoyos, Carlos Delgado Kloos, Hector R. Amado-Salvatierra, Miguel Morales Chan, Alexander Nussbaumer, Eduardo Véliz
ITiCSE (2)5
2024 Impact and development of an Open Web Index for open web search
abstract
Abstract Web search is a crucial technology for the digital economy. Dominated by a few gatekeepers focused on commercial success, however, web publishers have to optimize their content for these gatekeepers, resulting in a closed ecosystem of search engines as well as the risk of publishers sacrificing quality. To encourage an open search ecosystem and offer users genuine choice among alternative search engines, we propose the development of an Open Web Index (OWI). We outline six core principles for developing and maintaining an open index, based on open data principles, legal compliance, and collaborative technology development. The combination of an open index with what we call declarative search engines will facilitate the development of vertical search engines and innovative web data products (including, e.g., large language models), enabling a fair and open information space. This framework underpins the EU‐funded project OpenWebSearch.EU, marking the first step towards realizing an Open Web Index.
Michael Granitzer, Stefan Voigt, Noor Afshan Fathima, Martin Golasowski, Christian Gütl, Tobias Hecking, Gijs Hendriksen, Djoerd Hiemstra, Jan Martinovic, Jelena Mitrovic, Izidor Mlakar, Stavros Moiras, Alexander Nussbaumer, Per Öster, Martin Potthast, Marjana Sencar Srdic, Sharikadze Megi, Katerina Slaninová, Benno Stein 0001, Arjen P. de Vries, Vít Vondrák, Saber Zerhoudi
J. Assoc. Inf. Sci. Technol.13
2022 Compiling Open Datasets in Context of Large Organizations while Protecting User Privacy and Guaranteeing Plausible Deniability
abstract
pen data and open science are terms that are becoming ever more popular. The information generated in large organizations is of great potential for organizations, future research, innovation, and more. Currently, there is a wide range of similar guidelines for publishing organizational data, focusing on data anonymization containing conflicting ideas and steps. These guidelines usually do not focus on the whole process of assessing risks, evaluating, and distributing data. In this paper, the relevant tasks from different open data frameworks have been identified, adapted, and synthesized into a six-step framework to transform organizational data into open data while offering privacy protection to organisational users. As part of the research, the framework was applied to a CERN dataset and expert interviews were conducted to evaluate the results and the framework. Drawbacks of the frameworks were identified and suggested as improvements for future work.
Igor Jakovljevic, Christian Gütl, Alexander Nussbaumer
DATA4
2018 Interfaces and services for integrating games and game components into competence based courses within learning management systems
abstract
Development of an educational game that can be integrated into a course within a Learning Management System (LMS) is a challenging task both from the didactic and from the technical point of view. A thorough evaluation of students' playing performance on LMS-side requires informative user-specific data that have to be collected during gameplay and then transferred to the LMS. Standardized interaction technologies like Learning Tools Interoperability (LTI) specify mechanisms that can be applied for implementing functionality to exchange students' competence profiles and traces. The Knowledge-Management Eco-System Portal of the European funded RAGE (Realizing an Applied Gaming Ecosystem) Research and Innovation Action project provides capable components, assets and related utility packs for developing such functionality: besides a toolkit for creating competence based games that meet the reaquirements of Qualifications Based Learning (QBL), assets for storing individual player profiles and traces are available. Furthermore, tools for creating game-specific analytics are provided that can be embedded by LTI-compatible LMSs like Moodle. This paper is concerned with the integration of QBL-compliant competence based games into LMS-courses. A major topic is the description of an exemplar Moodle-plugin with its required functionality and interfaces to the above-mentioned RAGE assets. As the approach is not yet implemented, this paper remains on a conceptual level.
Matthias Then, Benjamin Wallenborn, Alexander Nussbaumer, Michael Fuchs 0002, Simon Fuchs, Matthias L. Hemmje
EDUCON3
2017 Efficient Software Assets for Fostering Learning in Applied Games
Matthias Maurer, Alexander Nussbaumer, Christina M. Steiner, Wim van der Vegt, Rob Nadolski, Enkhbold Nyamsuren, Dietrich Albert
iLRN2
2016 A Modular Approach for Multi-Dimensional Learning Support in Educational Games
abstract
In this paper we present a modular approach for learning support in game environments. In applied or educational games both aspects are important – the fun to play and a topic to learn. While traditional games or leisure games only focus on the enjoyment and entertainment of the player, educational games also aim to convey knowledge and competences. However, in order to fulfill this goal, an applied game should take care that the player actually learns. The various components of our approach specifically support the learning aspects in a game in different and balanced ways. This includes adaptation of the game for smooth competence development, maintaining motivation, support in problem solving tasks, support for meta-cognition and reflection, and adaptation to the players' personality.
Alexander Nussbaumer, Christina M. Steiner, Matthias Maurer, Rob Nadolski, Dietrich Albert
ICCE1
2015 An Approach for Training Decision Making Competences in a Multi-Modal Online Environment
abstract
In this paper, we describe an approach for training decision making competences in emergency situations with the help of a multi-modal online environment. Decision making is an essential aspect of emergency management and a successful response to an emergency situation highly depends on whether decisions are being taken in an effective and timely manner. For this reason effective training programs are needed, in order to guarantee that emergency managers respond adequately to disasters. This paper addresses these needs by outlining and structuring the competences required for making meaningful decisions and by presenting an approach on how these competences can be trained in an online environment.
Alexander Nussbaumer, Christina M. Steiner, Nora McCarthy, Simon Dwane, Karen Neville, Sheila O'Riordan, Dietrich Albert
ICCE1
2014 Combining Self-Regulation and Competence-Based Guidance to Personalise the Learning Experience in Moodle
abstract
Adaptive learning systems aim to address a learner's specific needs, considering factors such as prior knowledge, learning efficiency, learning goals and motivation. Especially in distance education, often directed to adult learners with full-time jobs, it is very important to provide assistance to counteract high dropout rates. This paper describes an approach on how to support adult learners through the adoption of personalisation and guidance in Moodle. The implementation grounds on the combination of two pedagogical theories, competence-based learning and Self-Regulated Learning (SRL). Three-phases were used to roughly frame the design of the SRL learning flow, where the individual phases are supported by competence-based guidance. In this way Moodle is extended from a teacher and course management to a learner-centric system. This work has been implemented and evaluated in the course of a European project that targets vocational training of heat pump installers.
Simone Kopeinik, Alexander Nussbaumer, Lisa-Christina Winter, Dietrich Albert, Aurora Dimache, Thomas Roche
ICALT2
2014 Towards an Evaluation Service for Adaptive Learning Systems
abstract
This paper presents a service that supports the evaluation of adaptive learning systems. This evaluation service has been developed for and tested with an adaptive digital libraries system created in the CUTLURA project. Based on these experiences an approach is outlined, how it can be used in a similar way to evaluate the features and aspects of adaptive learning systems. Following the layered evaluation approach, qualities are defined that are evaluated individually. The evaluation service supports the whole evaluation process, which includes modelling the qualities to be evaluated, data collection, and automatic reports based on data analysis. Multi-modal data collection facilitates continuous and non-continuous, as well as invasive and non-invasive evaluation.
Alexander Nussbaumer, Christina M. Steiner, Eva-Catherine Hillemann, Dietrich Albert
ICCE1
2012 An Evaluation System for Digital Libraries
Alexander Nussbaumer, Eva-Catherine Hillemann, Christina M. Steiner, Dietrich Albert
TPDL1
2012 Using CbKST for Learning Path Recommendation in Game-based Learning
abstract
This paper presents a novel approach how learning paths consisting of game units can be created and adapted to learners based on their behavior during the game play. Non-invasive assessment procedures interpret the behavior and calculate information about the competences of the learners. A user model holds probabilistic information on the competence profile. Based on this competence profile game units/stories are recommended fitting to the actual competence state of the learner. This approach is part of the EC-funded TARGET project which provides the technical infrastructure regarding the 3D virtual game environment. The innovative part of this paper is the adaptive learning strategy and how it can be included in a game-based environment. The user perspective is demonstrated on a concrete scenario where the learner has to solve a task in the game-based environment.
Simone Kopeinik, Alexander Nussbaumer, Michael A. Bedek, Dietrich Albert
ICCE2
2011 Towards Responsive Open Learning Environments: The ROLE Interoperability Framework
Sten Govaerts, Katrien Verbert, Daniel Dahrendorf, Carsten Ullrich, Manuel Schmidt, Michael Werkle, Arunangsu Chatterjee, Alexander Nussbaumer, Dominik Renzel, Maren Scheffel, Martin Friedrich, José Luís Santos, Erik Duval, Effie Lai-Chong Law
EC-TEL8
2011 Integrating Collaborative Learning Into the Self-regulated Learning Process Model
abstract
In this paper an approach is presented how communities of practice (CoP) can be integrated with a process model for self-regulated learning (SRL). First, it is argued that self-regulated learning happens on a general learning level as well as on a specific level which is related to use a learning group as certain learning strategy. In order to link collaborative learning to a cyclic SRL Process Modell, learning in CoPs is presented on a general and specific learning level.
Marcel Berthold, Alexander Nussbaumer, Dietrich Albert
ICALT2
2010 Towards Generic Visualisation Tools and Techniques for Adaptive E-Learning
abstract
In this paper, we describe the work on the visualisation tools and techniques currently developed in the GRAPPLE research project. Since the GRAPPLE project aims at developing a generic solution for adaptive e-learning, also the visualisation tools need to be as generic as the GRAPPLE approach and its data models are. This paper also discusses related work in this field and outlines differences and advantages of the newly developed visualisation tools and techniques. Especially comparisons are made with a tool which relies on visualizing competence-based knowledge structures.
Dietrich Albert, Alexander Nussbaumer, Christina M. Steiner
ICCE2
2007 The Hierarchical Visualisation System (HVS)
abstract
Numerous techniques have been developed for visualising hierarchically structured information. This paper presents a new framework for the visualisation of hierarchies called the hierarchical visualisation system (HVS). HVS is a general framework implemented in Java. It provides a synchronised, multiple view environment for visualising, exploring and managing large hierarchies. HVS reads hierarchies either from the file system or from TreeML files. Eleven hierarchy browsers have so far been implemented within HVS, including: traditional tree views, the classic Walker tree layout, information pyramids, treemaps, a hyperbolic browser, sunburst, and cone trees. In addition to being a tool to explore and manage hierarchies, HVS was also designed to provide a platform for the empirical evaluation and comparison of different hierarchy browsers. The hierarchical visualisation testing environment (HVTE) is a semi-automated testing environment built on top of HVS. HVTE is being used for a series of comparative studies of hierarchy browsers.
Keith Andrews, Werner Putz, Alexander Nussbaumer
IV3