TY - CHAP A1 - Pepe, Alberto A1 - Lasenby, Joan A1 - Buchholz, Sven T1 - GA-ReLU: an activation function for Geometric Algebra Networks applied to 2D Navier-Stokes PDEs T2 - ICLR 2024 Workshop on AI4DifferentialEquations In Science, Wien, Österreich N2 - Many differential equations describing physical phenomena are intrinsically geometric in nature. It has been demonstrated how this geometric structure of data can be captured effectively through networks sitting in Geometric Algebra (GA) that work with multivectors, making them suitable candidates to solve differential equations. GA networks however, are still mostly uncharted territory. In this paper we focus on non-linearities, since applying them to multivectors is not a trivial task: they are generally applied in a point-wise fashion over each real-valued component of a multivector. This approach discards interactions between different elements of the multivector input and compromises the geometric nature of GA networks. To bridge this gap, we propose GA-ReLU, a GA approach to the rectified linear unit (ReLU), and show how it can improve the solution of Navier-Stokes PDEs. Y1 - 2024 UR - https://openreview.net/pdf?id=T54Hn1e98P SP - 1 EP - 6 ER - TY - CHAP A1 - Trancón y Widemann, Baltasar A1 - Lepper, Markus ED - Ertl, M. Anton ED - Kirsch, Christoph M. T1 - Imagine There’s No Source Code: Replay Diagnostic Location Information in Dynamic EDSL Meta-programming T2 - MPLR 2024: Proceedings of the 21st ACM SIGPLAN International Conference on Managed Programming Languages and Runtimes N2 - Programs in embedded domain-specific languages are realized as graphs of objects of the host language rather than as static input texts. This property enables dynamic meta-programming, but also makes it harder to attach location information to diagnostic messages that arise at a later stage, after the program graph construction. Thus, EDSL-generating expressions and algorithms can be difficult to debug. Here, we present a technique for transparently capturing and replaying location information about the origin of EDSL program objects. It has been implemented in the context of the LLJava-live EDSL-to-bytecode compiler framework on the JVM. The basic idea can be generalized to other contexts, and to any managed runtime environment with reified stack traces Y1 - 2024 U6 - https://doi.org/10.1145/3679007.3685061 SP - 1 EP - 11 PB - ACM CY - New York ER - TY - CHAP A1 - Doudkin, Alexander A1 - Kindsmüller, Martin Christof T1 - Do not touch! - An artistic climate data visualization using motion capturing and 3D computer graphics T2 - Mensch und Computer 2024 – Workshopband, Gesellschaft für Informatik e.V., 01.-04. September 2024, Karlsruhe, German N2 - This demo explores an innovative artistic installation that creatively visualizes global temperature data using graphical visualization and motion capture technologies. By combining video-based posture capturing of nearby individuals with a dynamically rendered 3D model of the planet Earth, this installation offers an interactive and immersive experience. The goal is to transform climate change data into an engaging visual format, making it more accessible and impactful for a wide range of audiences. Y1 - 2024 U6 - https://doi.org/10.18420/muc2024-mci-demo-319 SP - 1 EP - 3 PB - Gesellschaft für Informatik e.V. CY - Karlsruhe ER - TY - CHAP A1 - Lepper, Markus A1 - Oehler, Michael A1 - Kinzler, Hartmuth A1 - Trancón y Widemann, Baltasar T1 - Mathematische Remodellierung zur Erforschung der exakten Semantik einfacher konventioneller Notationssysteme T2 - Notation. Schnittstelle zwischen Komposition, Interpretation und Analyse. 19. Jahreskongress der Gesellschaft für Musiktheorie Zürich 2019 (GMTH Proceedings 2019) N2 - Das Projekt semPart – Semantik der Partitur versucht, durch Übertragung von Methoden der Informatik auf die musikalische Notation exakte Aussagen über deren Semantik zu erzielen. Dies geschieht durch Remodellierung, also durch das Erstellen kleiner mathematischer Modelle, die jeweils das historisch-kulturell bestimmte Dekodieren von isolierten Parameter-Schichten eines Notates nachbilden. Erstes wichtiges Ergebnis ist, dass es in keinem Bereich jemals eine einzige ›richtige‹ Definition von Syntax und Semantik geben kann, sondern einen Katalog von vielfältigen theoretisch möglichen und in der Praxis auch angetroffenen Varianten. Diese sind durch ihre Remodellierung exakt identifizier- und benennbar; ihre Gesamtheit bildet ein Raster, durch das Notationsstile und -werkzeuge beschreib- und vergleichbar werden. Dieses Raster und die Remodelle sind besonders politisch wichtig, zur Förderung einer öffentlichen Diskussion von Notationssystemen und ihren Eigenschaften, da zunehmend die Arbeitsweise von digitalen Werkzeugen die notationelle Praxis zu überformen und zu filtrieren droht. The project semPart – Semantics of the Musical Score tries to clarify the semantics of musical notation by applying methods from informatics. This is done by remodelling, i. e., constructing small mathematical models that mimic the mentally and culturally determined processes taking place when decoding isolated parameters in musical notation. The first important result is that there can never be one single ‘correct’ definition of semantics in any area but rather a catalogue of many theoretically possible variants encountered in practice. Through their remodelling, these can be precisely identified and named; their totality constitutes a classification grid applicable to styles, corpora, single scores and digital tools such as editors or encoding standards. This grid and the remodels are of particular political importance in promoting a public discussion on notation systems and their characteristics, given that the increasing use of digital processing systems threatens to over-shape and narrow down notational practice. Y1 - 2023 UR - https://www.gmth.de/proceedings/artikel/257.aspx U6 - https://doi.org/10.31751/p.257 SP - 69 EP - 85 PB - Gesellschaft für Musiktheorie (GMTH) e.V. ER - TY - CHAP A1 - Richter, Nancy A1 - Wrobel, Martin T1 - The Impact of prototyping on the survival chances of digital early-stage startups: Findings and insights from explorative expert interviews T2 - Proceedings of the 18th European Conference on Innovation and Entrepreneurship, ECIE 2023 N2 - The products of digital entrepreneurs are highly innovative, and their business models contribute to the prosperity and further development of the economy and society. However, studies indicate that most of all startups fail, particularly during the early stages of their business journey Prototyping as part of Lean Startup or Business Model Testing approaches, can assist digital early-stage startups in navigating uncertainty and achieving successful product launches. However, these methods are applied very individually and there is little empirical research on best practices. We therefore conducted 65 explorative expert interviews and asked successful startups about their prototyping practices. Our results include learnings on the prototyping process and the testing format, the role of the founding team during prototyping practices, the customer focus and the role of networks. Our study adds important details to theory and practice of the innovation and prototyping processes of digital early-stage startups. Our results offer actionable advice and guidance to any current and potential entrepreneur, but especially to first-time founders and less experienced executives in early stage-startups. Additionally, our contribution enhances the theoretical understanding of the Lean Startup approach and prototyping practices. Y1 - 2023 U6 - https://doi.org/10.34190/ecie.18.2.1714 VL - 18 IS - 2 SP - 772 EP - 779 PB - Academic Conferences International Limited ER - TY - CHAP A1 - Frosch, Katharina A1 - Lindauer, Friederike A1 - Winkel, Carmen T1 - Is Learning with an AI-Powered Chatbot for Everyone? A First Look at How Learning Preferences May Influence Learning Outcomes T2 - Ubiquity Proceedings N2 - In an era where AI-powered chatbots are increasingly being integrated into education and corporate learning, it is critical to determine whether these approaches benefit all learners or primarily cater to those with specific preferences. This study explores the interplay between learning preferences and learning outcomes in communication training using an AI-powered chatbot. In a field experiment with 17 participants, systematic thinkers and intrinsically motivated learners reported higher satisfaction and greater skill improvement, while those who preferred model learning and direct feedback benefited less. These findings suggest that AI-powered chatbots should be carefully designed to accommodate diverse learners and mitigate potential negative effects. Y1 - 2025 U6 - https://doi.org/10.5334/uproc.207 VL - 6 IS - 1 SP - 1 EP - 10 PB - ubiquity press ER - TY - CHAP A1 - Lindauer, Friederike A1 - Damus, Martha A1 - Winkel, Carmen A1 - Frosch, Katharina T1 - AI-Driven Communication Training for Cybersecurity with the Talk to Transform Simulator T2 - KI-Forum 2025 : KI in Forschung und Lehre an Hochschulen N2 - Effective communication skills are increasingly recognized as critical for leadership in digital transformation contexts. Recently, AI-Chatbots such as Talk to Transform (T2T) have been developed to enhance leadership competencies through interactive role-plays and feedback. This paper proposes their adaptation for cybersecurity training. We discuss the current landscape of cybersecurity training, highlight the importance of communication, and present T2T as an innovative approach to bridge this gap through chatbot-driven role-plays. Y1 - 2025 U6 - https://doi.org/10.25968/opus-3790 PB - HsH Applied Academics ER - TY - CHAP A1 - Querner, Erich A1 - Ewerling, Philipp A1 - Kindsmüller, Martin Christof T1 - Touch gets it done, tangibles make it fun? Balancing objective accuracy and user experience T2 - Mensch und Computer 2025 - Workshopband : MCI-WS11: 18th Workshop “Be-greifbare Interaktion”. Chemnitz. 31. August - 03. September 2025 N2 - This study compares Tangible User Interfaces (TUIs) with conventional touch interfaces (CTIs) on multi-touch tables for exploratory multi-user map applications. We developed a prototype that enables multiple users to interact with map content simultaneously and independently. Four interaction methods were implemented and evaluated: gesture-based touch control, widget-based touch joystick control, and two tangible interaction variants (a joystick and car-steering metaphor). A user study with 15 participants was conducted in which users navigated predefined routes with varying difficulty. We collected both objective performance measurements and subjective user assessments. While touch-based methods yielded higher accuracy in objective metrics, TUI-based interactions were rated significantly better by participants in terms of user experience. Notably, the car-steering tangible control was particularly well-received, highlighting how physical, playful interaction can enhance usability despite lower accuracy. These findings contribute to our understanding of how different interaction paradigms support collaborative exploration on multi-touch surfaces. Y1 - 2025 U6 - https://doi.org/https://doi.org/10.18420/muc2025-mci-ws11-164 SP - 1 EP - 6 PB - Gesellschaft für Informatik ER - TY - CHAP A1 - Simmering, Veronika A1 - Pfeiffer, Thies A1 - Kindsmüller, Martin Christof T1 - The Impact of Embodiment and Output Modality on Learning with Conversational Agents in VR T2 - GI Workshop 2025 on Virtual and Augmented Reality : VR/AR 2025, Lecture Notes in Informatics (LNI), Gesellschaft für Informatik, Bonn 2025 N2 - In Virtual Reality (VR) learning applications, the integration of pedagogical agents is particularly promising, as they function as a virtual social support. With the recent developments in Large Language Models (LLMs), conversational language models are now available that enable natural language interaction in a VR environment. We evaluated four possible designs for LLM-based agents (푛 = 21) in an aircraft-engine training. Focusing on the primary questions when bringing LLM-based agents into VR: whether to use text or speech and whether to embody the conversational agent in 3D or not. Pre- and post-tests were used to measure retention and questionnaires were used to measure the User Experience (UX) of different design variants. Contrary to our hypotheses, retention was higher when using a non-embodied design compared to an embodied design. The output modality did not have a significant impact on the learning success, but it did have an impact on the UX. Y1 - 2025 U6 - https://doi.org/10.18420/vrar2025_12 SN - 2944-7682 SP - 235 EP - 254 PB - Gesellschaft für Informatik ER - TY - CHAP A1 - Querner, Erich A1 - Ewerling, Philipp A1 - Kindsmüller, Martin Christof T1 - Setting the Stage for Collaboration: A Multi-View Table for Touch and Tangible Map Interaction T2 - Mensch und Computer 2025 - Workshopband : MCI-WS11: 18th Workshop “Be-greifbare Interaktion”. Chemnitz. 31. August - 03. September 2025 N2 - We present a multi-user map application based on a novel multiview concept that enables simultaneous and independent interaction with shared geospatial content. Each user operates a personal View Finder and Focus View, color-coded for clarity, while a shared, immutable Context View provides a common reference frame. The system supports both touch-based and tangible interaction techniques, including gesture control, virtual joysticks, and physical objects. Users can flexibly arrange their workspaces on a multi-touch table, supporting both individual exploration and collaborative tasks. Y1 - 2025 U6 - https://doi.org/10.18420/muc2025-mci-demo-318 SP - 1 EP - 4 PB - Gesellschaft für Informatik ER -