
Christian WolffUniversität Regensburg | UR · Lehrstuhl für Medieninformatik
Christian Wolff
Prof. Dr.
About
397
Publications
73,876
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,306
Citations
Introduction
Prof. Dr. Christian Wolff (born 1966) has been professor for media informatics at the University of Regensburg since 2003. After his Ph. D. thesis, in which he designed an interactive retrieval frontend for factual data (1994), he worked at the Computer Science Department of the University of Leipzig until 2001. In 2002, he became professor for media informatics at Chemnitz University of Technology. Current research interests: interaction technologies, social media, the digital research process
Additional affiliations
April 2010 - present
October 2003 - March 2010
October 2002 - September 2003
Publications
Publications (397)
In diesem Beitrag stellen wir unsere Work-In-Progress Social-Media-Studie zu Instagram-Stories während der Bundestagswahl 2021 vor. Da es wenig Daten zu den Inhalten und Elementen der Stories gibt haben wir ein Annotationstool entwickelt, mit dem durch Crowdsourcing Stories auf privaten Profilen und denen von Influencern annotiert und beschrieben w...
In face-to-face social interactions, emotional expressions provide insights into the mental state of an interactive partner. This information can be crucial to infer action intentions and react adaptively towards another person’s actions. Here we investigate how facial emotional expressions impact subjective experience and physiological and behavio...
We present first results of an exploratory study about sentiment analysis via different media channels on a German historical play. We propose the exploration of other media channels than text for sentiment analysis on plays since the auditory and visual channel might offer important cues for sentiment analysis. We perform a case study and investig...
We present results of a project on emotion classification on historical German plays of Enlightenment , Storm and Stress, and German Classicism. We have developed a hierarchical annotation scheme consisting of 13 sub-emotions like suffering, love and joy that sum up to 6 main and 2 polarity classes (positive/negative). We have conducted textual ann...
We report about our work in progress evaluation of a Telegram‐based chat‐interface for collecting diary entries in the field of information behavior research and compare the results to web‐form based entries. We expect participants to complement their chat entries by multimedia files and engage more openly.
We report upon a digital humanities project on the acquisition and analysis of a corpus of German online writings. We have implemented a scraper to gather the German language material as well as corresponding metadata of the popular online writing platform Archive of Our Own (AO3), which is a platform primarily focused on the text sort of fan ficti...
Social interaction requires fast and efficient processing of another person’s intentions. In face-to-face interactions, aversive or appetitive actions typically co-occur with emotional expressions, allowing an observer to anticipate action intentions. In the present study, we investigated the influence of facial emotions on the processing of action...
In this paper, we present first work-in-progress annotation results of a project investigating computational methods of emotion analysis for historical German plays around 1800. We report on the development of an annotation scheme focussing on the annotation of emotions that are important from a literary studies perspective for this time span as we...
We present the results of an evaluation study in the context of lexicon-based sentiment analysis resources for German texts. We have set up a comprehensive compilation of 19 sentiment lexicon resources and 20 sentiment-annotated corpora available for German across multiple domains. In addition to the evaluation of the sentiment lexicons we also inv...
We present first results of the project "Emotions in Drama" in which we explore the annotation of emotions and the application of computational emotion analysis, predominantly deep learning-based methods, in the context of historical German plays of the time around 1800. We performed a pilot annotation study with five plays generating over 6,500 an...
Dysfunctional cognitions are a crucial part of depression. Cognitive therapy aims to modify dysfunctional beliefs. Typically, dysfunctional beliefs are questioned, and patients are trained to think of alternative functional beliefs. We developed a computer-assisted, avatar-based adjunct for cognitive therapy that aims to reduce dysfunctional belief...
In this paper, we present a survey study with 119 participants conducted in German, which investigates respondents’ Facebook behavior. In particular, the survey provides insight into how the individual factors gender, user type and trust in social media influence information behavior with respect to false information on Facebook. Our participants’...
We present SentText, a web-based tool to perform and explore lexicon-based sentiment analysis on texts, specifically developed for the Digital Humanities (DH) community. The tool was developed integrating ideas of the user-entered
design process and we gathered requirements via semi-structured interviews. The tool offers the functionality to perfor...
Digital humanities as well as data science as neighboring fields pose new challenges and opportunities for information science. The recent focus on data in the context of big data and deep learning brings along new tasks for information scientist for example in research data management. At the same time, information behavior changes in the light of...
Posterpräsentation des Forschungsprojekts "Emotions in Drama" (Emotionen im Drama) als Teil des Digital Humanities Day Leipzig 2020 (DHDL 2020). Das Projekt ist ein Kooperationsprojekt zwischen der Universität Regensburg und der Universität Würzburg. Das Poster führt in die grundsätzlichen Aufgaben und Ziele des Projekts ein. In Emotions in Drama s...
Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appearance of avatars can change our perception and behavior. Such behavioral changes based on stereo-typical assessments are known as the Proteus effect. Exergames involve physical activities of players, however, it is currently unknown if behavioral chan...
Movies in Digital Humanities are often enriched with information by annotating the text e.g. via subtitles. However, we hypothesize that the missing presentation of the multimedia content is disadvantageous for certain annotation types like sentiment annotation. We claim that performing the annotation live during the viewing of the movie is benefic...
We present preliminary results of a project investigating the design development of popular websites between 1996 and 2020 via HTML analysis and basic computer vision methods. We acquired a corpus of website screenshots of the current top 47 popular websites. We crawled a snapshot of every month of these websites via the wayback machine of the Inte...
We present results of a project examining the application of computational text analysis and distant reading in the context of comparative religious studies, sociology, and online communication. As a source for our corpus, we use the popular platform Reddit and three of the largest religious subreddits: the subreddit Christianity, Islam and Occult....
Although there has been much speculation about the potential of Augmented Reality (AR) in teaching for learning material, there is a significant lack of empirical proof about its effectiveness and implementation in higher education. We describe a software to integrate AR using the Microsoft Hololens into UML (Unified Modeling Language) teaching. It...
Due to progress in affective computing, various forms of general purpose sentiment/emotion recognition software have become available. However, the application of such tools in usability engineering (UE) for measuring the emotional state of participants is rarely employed. We investigate if the application of sentiment/emotion recognition software...
We present results of a project examining the application of text visualization in the context of religious studies and sociology. Our goal is to analyze and compare the online communication of various religious directions. For this contribution we focus on the visualization of collocations for specific religious and spiritual key concepts. As a co...
Memes are a popular part of today's online culture reflecting current developments in pop-culture, politics or sports and are created and shared in large scale on a daily basis. We present first results of an ongoing project about the study of online-memes via computational Distant Reading methods. We focus on the meme type of image macros. Image m...
In empirical studies on processes, practices, and techniques of software engineering, automation and machine learning are gaining popularity. In order to extract knowledge from existing software projects, a sort of similarity analysis is often performed using different methodologies, data and metadata. This systematic literature review focuses ther...
Wir präsentieren die ersten Ergebnisse eines Projekts zur Exploration
des Einsatzes von computergestützter Textanalyse und Distant Reading auf einem Korpus
deutschsprachiger Songtexte. Der Fokus liegt dabei momentan vor allem auf der Identifikation genrespezifischer Unterschiede für die Genres Pop, Rap, Rock und Schlager. Zu diesem Zweck wurde ein...
Slides of my presentation at AutoUI 2019
A promising advancement of conventional head-up displays in vehicles is the implementation of augmented reality. By projecting the content onto the vehicle's windshield, information can be displayed in a contact analogue way in the real world. Two major challenges for concept developers are to reduce masking caused by augmented reality content and...
An exploratory literature review method was applied to publications from several sources on Human-Computer Interaction (HCI) for In-Vehicle Information Systems (IVIS). The novel approach for bibliographic classification uses a graph database to investigate connections between authors, papers, used methods, and investigated interface types. This all...
We present SentiBooks, a smartphone application to enhance the audiobook listening experience via affective computing and smart light bulbs. Users can connect to Philips Hue Light Bulbs with a smartphone app while listening to an audiobook. The app analyzes the emotional expression of the narrator of the audiobook using speech emotion recognition a...
In this demo paper, we present a shoot'em up game similar to Space Invaders called the "Mood Game" that incorporates players' affective state into the game mechanics in order to enhance the gaming experience and avoid undesired emotions like frustration and boredom. By tracking emotions through facial expressions combined with self-evaluation, keys...
The use of a secondary device alongside a first screen, such as a television, is referred to as second screening and is generally considered as a common and widespread behavior. With the advent of smart first screens (smart TVs, set-top boxes, streaming sticks, etc.), this type of activity gained a new perspective in the form of connected second sc...
We present the results of a usability study with 35 participants investigating the influence of personality on various metrics used in usability engineering. We conduct a task based usability test with a website integrating tasks of various difficulty and measure performance metrics like task completion rate and time on task. We also use standard q...
Second screening is a widespread activity among users, although many are not aware of the term, and second screen applications are becoming increasingly popular in research and commercial use, from well-known examples such as Netflix, Amazon Prime Video or YouTube to applications that enable novel uses cases and have the potential to change the cur...
We present the results of a comparative evaluation study of five annotation tools with 50 participants in the context of sentiment and emotion annotation of literary texts. Ten participants per tool annotated 50 speeches of the play Emilia Galotti by G. E. Lessing. We evaluate the tools via standard usability and user experience questionnaires, by...
We present a first prototype of the tool SentiAnno, which is an annotation tool specifically designed for sentiment and emotion annotation in structured written texts. To design this tool, we employ the user-centered design (UCD) framework and adapt it by focusing on the annotator, thus phrasing our development approach annotator-centered design. I...
This paper investigates the effects of gaze-based player guidance on the perceived game experience, performance, and challenge in a first-person exploration game. In contrast to existing research, the proposed approach takes the game context into account by providing players not only with guidance but also granting them an engaging game experience...
We present Katharsis, a tool for "computational drametrics" that implements Solomon Marcus' (1973) theory of mathematical drama analysis. The tool computes and visualizes character configurations and speech statistics for different levels of analysis and allows users to compare different collections of plays. We illustrate the usefulness of the too...
We present first results of an ongoing research project on sentiment annotation of historical plays by German playwright G. E. Lessing (1729-1781). For a subset of speeches from six of his most famous plays, we gathered sentiment annotations by two independent annotators for each play. The annotators were nine students from a Master's program of Ge...
Transferprozesse erfolgen nicht nur in naturwissenschaftlich-technische Bereiche, sondern auch in Richtung gesellschaftlicher Einrichtungen, etwa Gedächtniseinrichtungen
wie Museen, Archive oder Gedenkstätten..
This paper presents domain-specific heuristics for second screen applications and the development of a heuristics checklist to enable a more intuitive and structured application of the created heuristics. The heuristics presented were developed on the basis of Nielsen [12] Ten Usability Heuristics in a research-based approach using specific literat...
We present a case study as part of a work-in-progress project about multimodal sentiment analysis on historic German plays, taking Emilia Galotti by G. E. Lessing as our initial use case. We analyze the textual version and an audio version (audiobook). We focus on ready-to-use sentiment analysis methods: For the textual component, we implement a na...
Mit aktuellen korpuslinguistischen Verfahren analysieren wir eine Sammlung von Entscheidungen des Europäischen Gerichtshofs in deren deutscher Fassung. In Fortsetzung zum Beitrag Berteloot/Mielke/Wolff 2018 nehmen wir stilometrische Analyseverfahren in den Blick, die in den digitalen Geisteswissenschaften intensiv genutzt werden, um z.B. das Proble...
In dieser Arbeit wurde auf Basis von Nielsens (1994b) Ten Usability Heuristics in einem rechercheba-sierten Ansatz anhand von spezifischer Literatur eine domänenspezifische Heuristik für Second-Screen-Anwendungen ausgearbeitet und zu einer Checkliste erweitert. Um die Qualität dieser Checkliste zu bewerten, wurde eine heuristische Evaluation einer...
Diese Studie beschäftigt sich mit den Konsequenzen der Komplexität von Benutzerschnittstellen am Bei-spiel von Webshops und untersucht den Zusammenhang von subjektiver Komplexität und Usability. Als Untersuchungsobjekte dienen drei Webshops, die unterschiedlichen Stufen objektiver Komplexität entsprechen (niedrig-mittel-hoch). In einer Nutzerstudie...
This contribution describes the Emendo toolchain which enables the effective creation and implementation of gamified learning arrangements for online learning settings based on the domain-specific modeling approach. The components of Emendo are a domain-specific modeling language, a generator which transforms models based on the language into sourc...
This contribution describes the Emendo toolchain which enables the effective creation and implementation of gamified learning arrangements for online learning settings based on the domain-specific modeling approach. The components of Emendo are a domain-specific modeling language, a generator which transforms models based on the language into sourc...
In this paper we present an empirical study among 40 participants which investigates the relationship between various factors of user interface aesthetics on the one hand, and the influence of the user interface attributes, symmetry, colorfulness as well as visual complexity on user interface aesthetics on the other hand. The user interface aesthet...
A mixed reality (MR)-based concept for supporting and optimizing the way operators work with automatic printed circuit board (PCB) assembly lines, is proposed. In order to enhance the work process' interface, users are outfitted with a head-mounted display (HMD), so they can both actively access process relevant machine data and passively receive s...
Background:
The internet is an emerging source of information for prostate cancer (PCa) patients. Since little is known about the quality of information on PCa provided online, we investigated its accordance to the latest European Association of Urology (EAU) guidelines.
Methods:
A total of 89 German web pages were included for analysis. A quali...
n diesem Beitrag wird über die Ergebnisse eines laufenden Digital Humanities-Projekt zur Sentiment Analysis in literarischen Texten berichtet und die Implikation von diesem diskutiert. In dem Projekt wer-den verschiedene Methoden der Sentiment Analysis auf Texte historischer Dramen des 18. Jahrhunderts von G. E. Lessing implementiert und gegeneinan...
Zusammenfassung In dieser Veröffentlichung präsentieren die Autoren erste Ergebnisse Ihrer Forschungsarbeit an einem Manifest für spielifizierte Hochschullehre. Ausgehend von einer Literaturrecherche über den aktuellen Forschungsstand werden erste Auszüge der aktuellen Arbeit dargestellt, auf deren Basis ein aktiver wissenschaftlicher Diskurs anger...
In der vorliegenden Arbeit wird eine empirische Studie mit 40 Teilnehmern präsentiert, die zum einen das Zusammenwirken von verschiedenen Definitionen der User Interface-Ästhetik und zum anderen den Einfluss von Symmetrie, Buntheit und visueller Komplexität auf die UI-Ästhetik untersucht. Die UI-Ästhetik wird dabei in intuitive (erster Eindruck) un...
The potential of virtual reality for diagnosing anxiety disorders has been explored to a lesser extent than its use in psychotherapy so far. The current study applied virtual environments as an innovative diagnostic tool for social anxiety and social anxiety disorder and examined differences between low- and high-socially-anxious participants on th...
This paper describes ongoing research concerning the effective development of gamified learning arrangements. It shows the necessity for more standardization of the design of such arrangements and reveals potential ways in order to support this need with the use of a domain-specific modeling language. The latter is used by lecturers for designing a...
This contribution discusses problems of existing gamified learning platforms as a result of an analysis and reveals a research gap that is addressed using a domain-specific modeling (DSM) approach. Foundations of the DSM approach are described and our vision to use it for improving the creation, adaptability, and extensibility of platforms as well...