000 Informatik, Wissen, Systeme
Filtern
Erscheinungsjahr
Dokumenttyp
- Konferenzveröffentlichung (64)
- Wissenschaftlicher Artikel (39)
- Teil eines Buches (Kapitel) (18)
- Bericht/Forschungsbericht (3)
- Bachelorarbeit (1)
- Buch (Monographie) (1)
- Masterarbeit (1)
- Preprint (1)
- Arbeitspapier (1)
Sprache
- Englisch (129) (entfernen)
Schlagworte
- Visualisierung (31)
- Mensch-Maschine-Kommunikation (19)
- Benutzeroberfläche (15)
- Information Retrieval (8)
- Mensch-Maschine-Schnittstelle (7)
- Empfehlungssystem (6)
- Künstliche Intelligenz (6)
- Design (5)
- Desinformation (5)
- Digital Humanities (5)
- Fehlinformation (5)
- Gegenständliche Benutzeroberfläche (5)
- Daten (4)
- Digitalisierung (4)
- Fact-checking (4)
- Handy (4)
- Karte (4)
- Linked Data (4)
- Metadaten (4)
- Ubiquitous Computing (4)
- Virtuelle Realität (4)
- Wissensmanagement (4)
- App <Programm> (3)
- Benutzerforschung (3)
- Benutzerfreundlichkeit (3)
- COVID-19 (3)
- Check-worthiness estimation (3)
- Geste (3)
- Interaktion (3)
- Intimsphäre (3)
- Journalismus (3)
- Kontext (3)
- Kulturerbe (3)
- Maschinelles Lernen (3)
- Mobiles Endgerät (3)
- Prototyping (3)
- Semantic Web (3)
- Videokonferenz (3)
- Angststörung (2)
- Audiovisuelles Material (2)
- Ausstellung (2)
- Automation (2)
- Autor (2)
- Benutzererlebnis (2)
- Benutzerverhalten (2)
- Big Data (2)
- Browsing (2)
- Computerkartografie (2)
- Datenanalyse (2)
- Datenbank (2)
- Datenstruktur (2)
- Datenverarbeitung (2)
- Digital (2)
- Display (2)
- Emotion (2)
- Emotionales Verhalten (2)
- Erzählen (2)
- Forschung (2)
- Gehirn-Computer-Schnittstelle (2)
- Geo-visualization (2)
- Gesichtserkennung (2)
- Graphische Darstellung (2)
- Gruppendynamik (2)
- Haptische Feedback-Technologie (2)
- Informationsbedarf (2)
- Informationsmanagement (2)
- Informationstechnik (2)
- Informationsverhalten (2)
- Interaction design (2)
- Internet der Dinge (2)
- Intuition (2)
- Kulturelle Einrichtung (2)
- Kunst (2)
- Lernen (2)
- Lernumwelt (2)
- Lidschlag (2)
- Multi-Touch-Screen (2)
- Nachhaltigkeit (2)
- Neurofeedback (2)
- Open Data (2)
- Open Science (2)
- Postdigital (2)
- Projekt (2)
- Prototyp (2)
- Sammlung (2)
- Soziale Software (2)
- Taxonomie (2)
- Text (2)
- Touchscreen (2)
- Transdisziplinarität (2)
- Umfrage (2)
- Wortschatz (2)
- brain computer interfaces (2)
- extended reality (2)
- physical interaction design (2)
- tabletop interfaces (2)
- virtual reality (2)
- Abstraktionsebene (1)
- Aggregation (1)
- Alzheimerkrankheit (1)
- Amazonastiefland (1)
- Ambient Devices (1)
- Analyse (1)
- Anwendung (1)
- Anxiety Disorder (1)
- Appropriation Art (1)
- Architekturstudent (1)
- Archiv (1)
- Audiovisuelle Medien (1)
- Aufkleber (1)
- Auge (1)
- Augenfolgebewegung (1)
- Ausbildung (1)
- Ausdruck (1)
- Automatische Spracherkennung (1)
- BA Interfacedesign (1)
- Barrierefreiheit (1)
- Bearbeitung (1)
- Bedürfnisbefriedigung (1)
- Beeinflussung (1)
- Benutzer (1)
- Berlin (1)
- Bewegung (1)
- Bewertung (1)
- Bias (1)
- Bibliothek (1)
- Bildanalyse (1)
- Bilderzeugung (1)
- Bildinformatik (1)
- Bildschirm (1)
- Bildtelefonie (1)
- Bildung (1)
- Biotechnologie (1)
- Body-Cam (1)
- ChatGPT (1)
- Chemie (1)
- Co-design (1)
- Codierung (1)
- Computational Social Science (1)
- Computational social science (1)
- Computer (1)
- Computergrafik (1)
- Computerkunst (1)
- Data Science (1)
- Data journalism (1)
- Data stories (1)
- Datenaustausch (1)
- Datenbanksystem (1)
- Datenintegration (1)
- Deep learning (1)
- Deleuze, Gilles (1)
- Demenz (1)
- Didaktik (1)
- Dienstleistung (1)
- Digitale Daten (1)
- Digitale Fotografie (1)
- Digitales Archiv (1)
- Digitalkamera (1)
- Distanz (1)
- Dokumentation (1)
- Dokumentenserver (1)
- Druck (1)
- E-Learning (1)
- E-Science (1)
- Edge Artifical Intelligence (1)
- Effektivität (1)
- Elektrische Leitfähigkeit (1)
- Elektronik (1)
- Elektronische Bibliothek (1)
- Elektronische Enzyklopädie (1)
- Elektronische Medien (1)
- Emotional design (1)
- Entdeckendes Lernen (1)
- Entkolonialisierung (1)
- Entscheidungsunterstützung (1)
- Entwicklung (1)
- Erforschung (1)
- Ergonomie (1)
- Erkenntnistheorie (1)
- Erklärung (1)
- Erweiterte Realität <Informatik> (1)
- Erzähltechnik (1)
- Ethik (1)
- Ethnologisches Museum (Körperschaft) (1)
- Evaluation (1)
- Experiment (1)
- Face tracking (1)
- Fake news (1)
- Falschmeldung (1)
- Farbe (1)
- Farbzuweisung (1)
- Farbübersetzung (1)
- Feminismus (1)
- Fontane, Theodor (1)
- Forschung und Entwicklung (1)
- Forschungsdaten (1)
- Forschungsinfrastruktur (1)
- Forschungsmethode (1)
- Fußboden (1)
- Fußgänger (1)
- GPS (1)
- Gamification (1)
- Gefühl (1)
- Geodateninfrastruktur (1)
- Geoinformationssystem (1)
- Geologische Kartierung (1)
- Geovisualisierung (1)
- Geovisualization (1)
- Geschichte (1)
- Gesundheitskommunikation (1)
- GitHub (1)
- Glaubwürdigkeit (1)
- Globalisierung (1)
- GoPro (1)
- Graphische Benutzeroberfläche (1)
- Gruppe (1)
- Health Communication (1)
- Health Information Sharing (1)
- Human-centered computing (1)
- Humanwissenschaften (1)
- Illustration (1)
- Indigenes Volk (1)
- Individuelle Datenverarbeitung (1)
- Information (1)
- Information Engineering (1)
- Information Visualization (1)
- Information retrieval (1)
- Information und Dokumentation (1)
- Informations- und Dokumentationswissenschaft (1)
- Informationsspeicherung (1)
- Informationsvisualisierung (1)
- Informationsüberlastung (1)
- Infrastruktur (1)
- Innovation (1)
- Instagram (1)
- Intelligentes Tutorsystem (1)
- Interaction design process and methods (1)
- Interaktive Medien (1)
- Interface Design (1)
- Interface design (1)
- International Cartographic Association (1)
- Intimate interaction (1)
- Kapazitätsplanung (1)
- Kartengestaltung (1)
- Kartograf (1)
- Kartografie (1)
- Klassifikation (1)
- Klimaänderung (1)
- Kontextbezogenes System (1)
- Kooperation (1)
- Kulturgut (1)
- Kuss (1)
- Körperkontakt (1)
- Küchengerät (1)
- Lehrmittel (1)
- Leiblichkeit (1)
- Lexical Linked Data (1)
- Lid (1)
- Literatur (1)
- Literaturdatenbank (1)
- Literaturwissenschaft (1)
- Lumineszenzdiode (1)
- MA Design (1)
- MACE (1)
- Marketing (1)
- Markov-Entscheidungsprozess (1)
- Mashup <Internet> (1)
- Medienkonsum (1)
- Medientheorie (1)
- Mediävistik (1)
- Mental Health (1)
- Meteorologie (1)
- Methodologie (1)
- Mixed Reality (1)
- Mobile Learning (1)
- Mode (1)
- Modell (1)
- Museum (1)
- Museumskunde (1)
- Musik (1)
- Musikerziehung (1)
- Mustersprache (1)
- Nachrichtensendung (1)
- Naturwissenschaften (1)
- Navigation (1)
- Neigung <Technik> (1)
- Netzwerk (1)
- Neue Medien (1)
- Nichtverbale Kommunikation (1)
- Node-Link Diagram (1)
- Online Workshop (1)
- Online-Publizieren (1)
- Ontologie <Wissensverarbeitung> (1)
- Open Access (1)
- Open Government Data (1)
- OpenStreetMap (1)
- Pandemie (1)
- Participatory Design (1)
- Partizipation (1)
- Personal Data/Tracking (1)
- Personenbezogenen Daten (1)
- Perspektivenübernahme (1)
- Physical Computing (1)
- Pose (1)
- Protokoll (1)
- Prozessmanagement (1)
- Psychische Gesundheit (1)
- Psychologie (1)
- Publizität (1)
- RFID (1)
- Raum-Zeit (1)
- Recherche (1)
- Recherchestrategie (1)
- Rechnernetz (1)
- Registratur (1)
- Research 2.0 (1)
- Rufnummer <Telefon> (1)
- SOCRATES <Förderungsprogramm> (1)
- Sanduhr (1)
- Schaltfläche (1)
- Schaltung (1)
- Schlaf (1)
- Schmerz (1)
- Schmuck (1)
- Schnittstelle (1)
- Screenshot (1)
- Semantik (1)
- Semantisches Netz (1)
- Simulation (1)
- Social Anxiety (1)
- Social Anxiety Disorder (1)
- Social Media (1)
- Software-defined networking (1)
- Sozialangst (1)
- Sozialpsychologie (1)
- Soziologie (1)
- Spiegel (1)
- Stadtplanung (1)
- Stakeholder (1)
- Studie (1)
- Suchmaschinenoptimierung (1)
- Systemplattform (1)
- Tagebuch (1)
- Taktiler Reiz (1)
- Taktiler Sensor (1)
- Telekommunikationsdienst (1)
- Transformation (1)
- Twitter <Softwareplattform> (1)
- URL (1)
- Ubiquitous computing (1)
- Umwelt (1)
- Unbewusstes (1)
- Unterstützungstechnologie (1)
- User Generated Content (1)
- VRML (1)
- Venedig (1)
- Verhalten (1)
- Vernetzung (1)
- Verteiltes System (1)
- Vibrationssensor (1)
- Videoaufzeichnung (1)
- Videobild (1)
- Virtuelle Ausstellung (1)
- Virtuelles Team (1)
- Visual Analytics (1)
- Visualization (1)
- Visuelle Suche (1)
- Waage (1)
- Web-based scrollytelling (1)
- Webinar (1)
- Wecker (1)
- Weiterbildung (1)
- Werkzeug (1)
- Wissen (1)
- Wissenschaftliche Bibliothek (1)
- Wissenschaftskommunikation (1)
- Wissensorganisation (1)
- World Wide Web 2.0 (1)
- Wärmeübertragung (1)
- Zeit (1)
- Zoom <Software> (1)
- Zoom-Fatigue (1)
- Zwischenmenschliche Beziehung (1)
- ambient interface (1)
- data and knowledge visualization (1)
- data visualization (1)
- geo visualization (1)
- geo-visualization (1)
- information visualization (1)
- interactive maps (1)
- neurofeedback (1)
- personal data (1)
- reddit (1)
- soziale Software (1)
- urban informatics (1)
- Ähnlichkeitssuche (1)
- Ästhetik (1)
- Öffentliche Bibliothek (1)
- Öffentlicher Raum (1)
Institut
- FB4 Design (80)
- FB5 Informationswissenschaften (28)
- Publikationen des FB Informationswissenschaften (28)
- Inst. für angewandte Forschung Urbane Zukunft (IaF) (17)
- FB1 Sozial- und Bildungswissenschaften (8)
- Europäische Medienwissenschaft (7)
- Urban Complexity Lab (UCLAB) (3)
- Architektur/Städtebau (1)
- Extern (1)
- Kulturarbeit (1)
Interfacing with power
(2017)
Drawing connections
(2018)
Carrying Computerization
(2018)
From shock to shift
(2023)
We present a multi-dimensional, multi-level, and multi-channel approach to data visualization for the purpose of constructive climate journalism. Data visualization has assumed a central role in environmental journalism and is often used in data stories to convey the dramatic consequences of climate change and other ecological crises. However, the emphasis on the catastrophic impacts of climate change tends to induce feelings of fear, anxiety, and apathy in readers. Climate mitigation, adaptation, and protection—all highly urgent in the face of the climate crisis—are at risk of being overlooked. These topics are more difficult to communicate as they are hard to convey on varying levels of locality, involve multiple interconnected sectors, and need to be mediated across various channels from the printed newspaper to social media platforms. So far, there has been little research on data visualization to enhance affective engagement with data about climate protection as part of solution-oriented reporting of climate change. With this research we characterize the unique challenges of constructive climate journalism for data visualization and share findings from a research and design study in collaboration with a national newspaper in Germany. Using the affordances and aesthetics of travel postcards, we present Klimakarten, a data journalism project on the progress of climate protection at multiple spatial scales (from national to local), across five key sectors (agriculture, buildings, energy, mobility, and waste), and for print and online use. The findings from quantitative and qualitative analysis of reader feedback confirm our overall approach and suggest implications for future work.
Tracing and Telling
(2023)
Cultural collections have transcended the boundaries of physical showcases and storage cabinets, evolving into intricate digital webs of interconnected data. The research project Restaging Fashion aimed to expand the possibilities for experiencing the linkages in digitized cultural heritage, focusing on the visualization of collection holdings related to the history of garments. Through graph-based narratives, the project investigated the complex interplay between the linear – and at times tentative – art historical discourses and the non-linear explorations of associated cultural heritage data. The resulting visualizations have been designed with the aim to allow for curated and dynamic exploration of the collection along research essays and their interrelated graphs.
In November 2022, the US company OpenAI launched its chatbot ChatGPT built on top of its large language models (LLMs). “This chatbot has redefined the standards of artificial intelligence, proving that machines can indeed ‘learn’ the complexities of human language and interaction”, urteilte Forbes in May 2023.
As new trends constantly emerge worldwide, such as ChatGPT, it is necessary to approach the promotion of these tools to the broader population in an appropriate manner. New technologies and artificial intelligence tools simultaneously offer enhanced functionality but also the potential for misuse, such as plagiarism. Therefore, in the home countries of the authors, various discussions have been initiated at numerous universities and other organisations over the years regarding the advantages and disadvantages of these tools and how to best utilize them. It will be important for university teachers to actively integrate tools such as ChatGPT into their teaching and to critically reflect on the necessary competences for the use of such a chatbot. To achieve such learning objectives, the first step is to understand how ChatGPT works and how it can be used. In the following, the focus is on one such application, namely how ChatGPT can be used in cultural marketing.
People Who Stare at Screens
(2023)
Video Conferencing
(2023)
The COVID-19 pandemic has reorganized existing methods of exchange, turning comparatively marginal technologies into the new normal. Multipoint videoconferencing in particular has become a favored means for web-based forms of remote communication and collaboration without physical copresence. Taking the recent mainstreaming of videoconferencing as its point of departure, this anthology examines the complex mediality of this new form of social interaction. Connecting theoretical reflection with material case studies, the contributors question practices, politics and aesthetics of videoconferencing and the specific meanings it acquires in different historical, cultural and social contexts.