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Michael John

dblp:33/5848 · DBLP profile ↗
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8ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · conflict

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

Systems, architecture and hardware · 3Software engineering, systems software and programming languages · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 77% Collaborative and social computing · 23%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%
Software engineering, system software, and programming languages
1 paper
Empirical software engineering · 100%

Topics — the 1 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Empirical software engineering
human factors in software engineering
0.112005
Human and social factors of software engineering · ICSE 2005

Methods — techniques the papers use, named apart from their topics

visual prototyping · 0.2case study · 0.2
YearPublicationVenuePosition
2025 Online News Verification: An AI-Based Platform for Assessing and Visualizing the Reliability of Online News Articles
abstract
412
Anne Grohnert, Simon Burkard, Michael John, Christian Giertz, Stefan Klose, Andreas Billig, Amelie Schmidt-Colberg, Maryam Abdullahi
WEBIST3
2016 Lossless exchange of automation project configuration data
abstract
The integration of engineering tools within engineering chains is an essential need of current engineering process optimization. For example, in case of production system engineering the tools for mechanical and electrical engineering and control programming shall exchange all relevant information automatically. Within this paper a methodology and an example for AutomationML based lossless data exchange among these engineering tools are presented. They are based on a domain model covering all relevant information needed to present the configuration data of an automation project.
Arndt Lüder, Nicole Schmidt, Michael John
ETFA3
2014 Integrating different information types within AutomationML
abstract
Data exchange is a critical issue within the engineering chain of production systems. Different engineering disciplines with different engineering tools have to be networked over the complete engineering chain. Thus, lossless and consistent engineering information exchange is a critical issue. AutomationML is one candidate for an exchange data format fulfilling several requirements of the data exchange within the engineering process of production systems. But, what is about not fulfilled requirements? Will AutomationML provide capabilities to integrate additional information necessary within engineering? Within this work in progress paper first methods will be presented useable to adapt AutomationML to the needs of engineering process tool chains of different application domains.
Arndt Lüder, Nicole Schmidt, Ronald Rosendahl, Michael John
ETFA4
2011 Data cracker: developing a visual game analytic tool for analyzing online gameplay
abstract
Game analytics is a domain that focuses on the systems and methods used to analyze game-related data. In this paper we present how a visual game analytic tool can be developed to analyze player gameplay behavior. Our tool, Data Cracker, was built for monitoring gameplay in Dead Space 2, the latest game in the Dead Space franchise. We use Data Cracker as a case study to inform a larger discussion of designing a visual game analytic tool while working with a game team. Our design approach focuses on increasing the data literacy of a game team. This means getting an entire team interested and involved with game analytics. We found that building our tool during the early game development cycle, creating multiple early visual prototypes and branding the tool to the Dead Space team caused more team members to become interested in our tool. Increasing interest in analytics is also a means, we argue, for changing the common occurrence within the game industry to disband teams after a game is released. Instead, we promote the creation of "live" teams which stay attached to a game long after it is release in order to continue the analysis process. Additionally, we discuss the barriers one might face when developing game analytic tools, such as prejudice against analytics or the technical issues involved when collecting large data sets. All of these examples are presented as insights we gained while coupling analytic tool design to game development.
Ben Medler, Michael John, Jeff Lane
CHI2
2011 Towards self-organization of networked medical devices
abstract
Soaring costs and an aging society originate the need for novel technologies in health care sector. Especially telemedicine and AAL systems are often promoted as such. Enabling patients to stay in their domestic environment while reducing costs due to hospital visits seems to be an evaluable opportunity on the one hand but introduces a lot of challenges, like interoperability and security, on the other. Interoperability is the main challenge to put emphasis on, when thinking of networks of medical devices recording patients vital data while acting in a plug-and-play manner. Thus, standards are needed that enable manufacturers to build interoperable medical devices and provide solutions for cost effective and easy to use telemedicine systems. Therefore this paper analyzes the ISO/IEEE11073 PHD standard towards its applicability in such environments, where the focus lies on self-organization and plug-and-play functionality. Furthermore we want to present research done on telemedicine/AAL systems during the SmartSenior project as well as introduce our own ISO/IEEE11073 implementation, which served as a basis for our analysis.
Andreas Kliem, Joachim Hänsel, Matthias Hovestadt, Michael John, Odej Kao
ETFA4
2011 Modeling Player Retention in Madden NFL 11
abstract
Video games are increasingly producing huge datasets available for analysis resulting from players engaging in interactive environments. These datasets enable investigation of individual player behavior at a massive scale, which can lead to reduced production costs and improved player retention. We present an approach for modeling player retention in Madden NFL 11, a commercial football game. Our approach encodes gameplay patterns of specific players as feature vectors and models player retention as a regression problem. By building an accurate model of player retention, we are able to identify which gameplay elements are most influential in maintaining active players. The outcome of our tool is recommendations which will be used to influence the design of future titles in the Madden NFL series.
Ben George Weber, Michael John, Michael Mateas, Arnav Jhala
IAAI2
2007 For the Special issue on Qualitative Software Engineering Research
Yvonne Dittrich, Michael John, Janice Singer, Bjørnar Tessem
Inf. Softw. Technol.2
2005 Human and social factors of software engineering
abstract
No abstract available
Michael John, Frank Maurer, Bjørnar Tessem
ICSE1