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Cornelia Gerdenitsch

dblp:97/8238 · DBLP profile ↗
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5ranked-venue papers
1as first author
2since 2021 · last 2024
0000-0003-1502-8543ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021

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.

Software engineering, system software, and programming languages
1 paper
Empirical software engineering · 100%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Empirical software engineering › qualitative research
content analysis
0.412019
Do We Care About Diversity in Human Computer Interaction: A Comprehensive Content Analysis on Diversity Dimensions in Research · CHI 2019
Collaborative and social computing
diversity in HCI
0.112019
Do We Care About Diversity in Human Computer Interaction: A Comprehensive Content Analysis on Diversity Dimensions in Research · CHI 2019

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

quantitative content analysis · 0.8
YearPublicationVenuePosition
2024 Making Your Makerspace: A Tale of Tension
abstract
Makerspaces hold a lot of potential for participation in innovation, democratization of technology, and as a resource for community building – but not all who make, are represented in makerspaces: many makers do not feel at home in these spaces. This paper investigates the wants and needs of people who are engaged with making. It describes the result of four co-creation events, in which participants constructed their ideal version of a makerspace. By analysing the thoughts and ideas that participants shared during the building process, and the resulting physical representations of makerspaces, we uncovered two distinct tensions in what makers require from their ideal makerspace: the tension between having fun in a space and a space that is functional; and the tension between having the opportunity to collaborate with other people, versus undisturbed focus on projects. We contextualize these findings in literature related to makerspaces and offer suggestions for dealing with these tensions through design.
Dorothé Smit, Georg Regal, Cornelia Gerdenitsch
TEI3
2022 Upward Influence Tactics: Playful Virtual Reality Approach for Analysing Human Multi-robot Interaction
Cornelia Gerdenitsch, Matthias Weinhofer, Jaison Puthenkalam, Simone Kriglstein
ICEC1
2019 Do We Care About Diversity in Human Computer Interaction: A Comprehensive Content Analysis on Diversity Dimensions in Research
abstract
In Human-Computer Interaction (HCI) research, awareness for the relevance of diversity of users is increasing. In this work, we analyze whether the articulated need for more diversity-sensitive research led indeed to a higher consideration of diversity in HCI research. Based on a comprehensive collection of diversity dimensions, we present results of a quantitative content analysis of articles accepted in the Proceedings of the Conference on Human Factors in Computing Systems 2006, 2011, and 2016. Results demonstrate how many and how intensively diversity dimensions were considered, and moreover highlight those dimensions that have so far received less attention. Uncovering continuous and discontinuous trends across time and differences between subfields of research, we identify research gaps and aim at contributing to a comprehensive understanding of diversity supporting diversity-sensitive research in HCI.
Julia Himmelsbach, Stephanie Schwarz, Cornelia Gerdenitsch, Beatrix Zechmann, Jan Bobeth, Manfred Tscheligi
CHI3
2019 Assembly Instructions with AR: Towards measuring Interactive Assistance Experience in an Industry 4.0 Context
abstract
Current developments in digitized industrial manufacturing lead to work processes that are highly complex, frequently change and thus increase workload of staff. In this respect, assistive technologies have the potential to aid workers in better coping with increasing workload and requirements and consequently, maintaining good working experience(s). However, existing research on interactive assistive technologies has hitherto largely neglected work experience as a measurable construct. We addressed this shortcoming by conducting a subjective study that assesses different work experience dimensions in the context of interactive augmented reality assembly instructions, in a realistic industrial setting, with a decent sample size (N=48). In this study, we assessed work experience along the dimensions of perceived utility, hedonic user experience, and satisfaction with the assistive technologies used. On behalf of this approach we were able to detect a significant effect between perceived utility and satisfaction. In addition, we summarize lessons learned from this study as well as resulting implications and discuss open challenges for a research agenda on work experience in industry 4.0 contexts.
Sebastian Egger-Lampl, Cornelia Gerdenitsch, Lisa Deinhard, Raimund Schatz, Philipp Hold
QoMEX2
2010 Scaffolding Self-directed Learning with Personalized Learning Goal Recommendations
Tobias Ley, Barbara Kump, Cornelia Gerdenitsch
UMAP3