
Maria RauschenbergerHochschule Emden/Leer · Faculty of Technology
Maria Rauschenberger
Dr.
Please feel free to use our contributions.
About
57
Publications
53,658
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
494
Citations
Introduction
Maria Rauschenberger is Professor for Digital Media at the University of Applied Science in Emden\Leer. Before she was a Post-Doc at the Max-Planck Institute for Software Systems in Saarbrücken, a research associate at the OFFIS – Institute for Information Technology in Oldenburg, and Product Owner at MSP Medien Systempartner in Bremen/Oldenburg. She did her Ph.D. at the University Pompeu Fabra. Her research interest: How to solve social issues with computer science techniques.
Additional affiliations
October 2020 - November 2020
University of Applied Science Emden/Leer
Position
- Professor
Description
- Maria Rauschenberger is Professor for Digital Media at the University of Applied Science in Emden\Leer. Before she was a Post-Doc at the Max-Planck Institute for Software Systems in Saarbrücken, research associate at the OFFIS – Institute for Information Technology in Oldenburg and Product Ower at MSP Medien Systempartner in Bremen/Oldenburg.
April 2020 - present
Max-Planck Insitute for Software Systems
Position
- PostDoc Position
Description
- 2020, schloss Maria sich Krishna P. Gummadi am Max-Planck-Institut für Softwaresysteme (MPI-SWS) als Post-Doc an (https://www.mpi-sws.org/). Dr. Maria Rauschenberger hat an der Universität Pompeu Fabra in Barcelona (Spanien) promoviert, welche mit dem deutschen äquivalent Summa Cum Laude inkl. internationaler Nennung bewertet wurde (https://www.tdx.cat/handle/10803/667692). Sie wurde für Ihre Forschungsarbeit zur spielerischen und sprachenunabhängigen Früherkennung der Lese-/Rechtscheibstörung
January 2016 - October 2019
Publications
Publications (57)
Nowadays, being excluded from the web is a huge disadvantage. People with dyslexia have, despite their general intelligence, difficulties for reading and writing through their whole life. Therefore, web technologies can help people with dyslexia to improve their reading and writing experience on the web. This chapter introduces the main technologie...
Children with dyslexia are often diagnosed after they fail school even if dyslexia is not related to general intelligence. In this work, we present an approach for universal screening of dyslexia using machine learning models with data gathered from a web-based language-independent game. We designed the game content taking into consideration the an...
When discussing interpretable machine learning results, researchers need to compare them and check for reliability, especially for health-related data. The reason is the negative impact of wrong results on a person, such as in wrong prediction of cancer, incorrect assessment of the COVID-19 pandemic situation, or missing early screening of dyslexia...
Voice Assistants (VAs), Speech-based Technology (SBT), and Voice User Interfaces (VUI) have gained popularity in recent years; however, privacy concerns stop people from using them. Although the terms are used for slightly di?erent purposes, we mainly use "VAs" for simplicity. To increase the adoption rate and address users’ needs, we propose reduc...
Research in progress: The Gamification Codebook contains a catalogue of Gamification components, which are modulized within Gamification themes. In addition it contains criteria to apply these components in practice in a user-centered way.
The Gamification Codebook can be used in three ways:
As an analysis tool to identify the Gamification chara...
Virtuellen digitalen Assistenten (VAs) wird weltweit ein enormes Wachstum bei Unternehmensanwendungen vorausgesagt. Eine Form von VAs sind Sprachassistenten, welche in vielen Geräten und Systemen integriert sind (z.B. Smartphones). VA-Qualitätskriterien, wie korrekte Befehlsausführung, Sprachverständlichkeit und der Datenschutz, sind gleichzeitig H...
Children with dyslexia have difficulties learning how to read and write. They are often diagnosed after they fail school even if dyslexia is not related to general intelligence. Early screening of dyslexia can prevent the negative side effects of late detection and enables early intervention. In this context, we present an approach for universal sc...
Currently, voice assistants (VAs) are trendy and highly available. The VA adoption rate of internet users differs among European countries and also in the global view. Due to speech intelligibility and privacy concerns, using VAs is challenging. Additionally, user experience (UX) assessment methods and VA improvement possibilities are still missing...
The dynamically growing research area of gamification is loaded with a lack of consensus on definitions, a variety of non-validated frameworks, and few practical insights. Hence, we conducted a literature review to explore current best practices in applying gamification for integration in a practical use case. Instead, we found a narrow focus on th...
This is the user data that was collected with the game MusVis as well as analyzed and published in different publications. We designed the game content taking into consideration the analysis of mistakes of people with dyslexia in different languages and other parameters related to dyslexia like auditory perception as well as visual perception. We c...
Protocol of the semi-structured literature review to select the content for 'A Universal Screening Tool for Dyslexiaby a Web-Game and Machine Learning'.
Protocol of the iterations to select the content for 'A Universal Screening Tool for Dyslexiaby a Web-Game and Machine Learning'.
Protocol of the generated audio files selected for 'A Universal Screening Tool for Dyslexiaby a Web-Game and Machine Learning'.
In many areas, only small data sets are available and big data does not play a significant role, e.g., in Human-Centered Design research. In the context of machine learning analysis, results of small data sets can be biased due to single variables or missing values. Nevertheless, reliable and interpretable results are essential for determining furt...
Protocol for Comparing Voice Assistant Risks and Potential with Technology-Based Users: A
Study from Germany and Spain. Version 3.0 / 2021.
Präsentation zum World Usability Day in Osnabrück am 12.11.2020
Voice user interfaces (VUIs) or voice assistants (VAs) such as Google Home or Google Assistant (Google), Cortana (Mircosoft), Siri (Apple) or Alexa (Amazon) are highly available in the consumer sector and present a smart home trend. Still, the acceptance seems to be culture-dependent, while the syntax of communication poses a challenge. So, there a...
Protocol for Exploring Voice Assistant Risks and Potential With Technology-based Users
Version 2.0 / 2020
When discussing interpretable machine learning results, researchers need to compare results and reflect on reliable results, especially for health-related data. The reason is the negative impact of wrong results on a person, such as in missing early screening of dyslexia or wrong prediction of cancer. We present nine criteria that help avoiding ove...
Children with dyslexia have difficulties learning how to read and write. They are often diagnosed after they fail in school, even though dyslexia is not related to general intelligence. In this thesis, we present an approach for earlier screening of dyslexia using a language-independent game in combination with machine learning models trained with...
Dyslexia is a widespread specific learning disorder, which can have a particularly negative influence on the learning success of children. Early detection of dyslexia is the foundation for early intervention, which is the key to reduce the adverse effects of dyslexia, e.g., bad school grades. In this paper, we present the prototype of a puzzle app,...
Gamification is an established concept to apply game elements in different contexts to engage and motivate users. Gamification has been successfully used in various use cases and application as well as general frameworks have been established. To support the design of learning environments in order to improve students’ engagement and motivation, ap...
Gamification is an established concept to apply game elements in different contexts to engage and motivate users. Gamification has been successfully used in various use cases and applications as well as general frameworks have been established. To support the design of learning environments in order to improve students' engagement and motivation, a...
Using serious games to screen dyslexia has been a suc- cessful approach for English, German and Spanish. In a pilot study with a desktop game, we addressed pre-readers screening, that is, younger children who have not acquired reading or writing skills. Based on our results, we have redesigned the game content and new interactions with visual and m...
Detecting dyslexia is important because early intervention is key to avoid the negative effects of dyslexia such as school failure. Most of the current approaches to detect dyslexia require expensive personnel (i.e. psychologists) or special hardware (i.e. eye trackers or MRI machines). Also, most of the methods can only be used when children are l...
More than 10% of the population has dyslexia, and most are di- agnosed only after they fail in school. This work seeks to change this through early detection via machine learning models that pre- dict dyslexia by observing how people interact with a linguistic computer-based game.We designed items of the game taking into account (i) the empirical l...
Abstract
Computer-mediated communication technology is ubiq- uitous in today’s society. However, the design of these technologies often takes a screen-based approach and re- quires users to adopt new usage conventions. While these methods have been widely successful in helping individ- uals communicate, we take a step back in this paper and explore...
An initial version of this poster was presented at W4A 2017 , Perth, Western Australia: M. Rauschenberger, L. Rello, R. Baeza-Yates, E. Gomez, and J. P. Bigham, Towards the Prediction of Dyslexia by a Web-based Game with Musical Elements. In W4A’17: International Web for All Conference, 2017, pp. 4–7. http://doi.org/10.1145/3058555.3058565
Current tools for screening dyslexia use linguistic elements, since most dyslexia manifestations are related to difficulties in reading and writing. These tools can only be used with children that have already acquired some reading skills and; sometimes, this detection comes too late to apply proper remediation. In this paper, we propose a method a...
http://dx.doi.org/10.1145/3058555.3058565
DOI 10.5281/zenodo.809783
Paper Presented at the Web for All Conference in Perth, Australia
M. Rauschenberger, L. Rello, R. Baeza-yates, E. Gomez, and J. P. Bigham, “Towards the Prediction of Dyslexia by a Web-based Game with Musical Elements,” w4a, pp. 4–7, 2017.
The generated musical elements are available at http://bit.ly/2jeejmC
The demo of the prototype DysMusic is...
Zusammenfassung Mobile Endgeräte sind ein Alltagsgegenstand geworden und somit bekommt ihr Nutzungskontext eine immer größere Bedeutung. Doch welche verschiedenen mobilen Nutzungskontexte gibt es? Wie lassen sich Informationen zu diesen Kontexten erheben? Sollten in verschiedenen Kontexten unterschiedliche Funktionalitäten bereitgestellt werden, um...
Fragebogen zur Erfassung des mobilen Nutzungskontextes
In this paper we present a language resource for German, composed of a list of 1,021 unique errors extracted from a collection of texts written by people with dyslexia. The errors were annotated with a set of linguistic characteristics as well as visual and phonetic features. We present the compilation and the annotation criteria for the different...
DysList, a list of dyslexic errors annotated with linguistic, phonetic and visual features. Presented 2016 at the LREC conference: Rauschenberger, Maria; Rello, Luz; Füchse, Silke & Thomaschewski, Jörg. 2016. A Language Resource of German Errors Written by Children with Dyslexia. [In Press] Proc. LREC 2016. Portorož (Slovenia), 23-28, May. The Reso...
The aim of this research is to show that a playful approach combined with music can detect children with dyslexia. Early detection will prevent children from suffering in school until they are detected due to bad grades. Our envisioned web application will contribute to 10% of the population by giving them a chance to succeed in life and find their...
Recent interest in the development of ambient light systems has initialized a new research area, where the number of am- bient light systems is expected to increase in the next years. To support the development of future ambient light systems, we need clear, explicit, and structured design guidelines. In this paper we present an evaluation of light...
Playing error-based exercises presented in a computer game was found to significantly improve the spelling skills of chil dren with dyslexia in Spanish. Since there are no similar error-based exercises for German, we adapted the method to German and created 2,500 new word exercises. Since dyslexia manifestations are language dependent, the replica...
Ambient systems provide information in the periphery of a user's attention. Their aim is to present information as unobtrusively as possible to avoid interrupting primary tasks (e.g. writing or reading). In recent years, light has been used to create ambient systems to display information. Examples of ambient light systems range from simple notific...
The current development of ambient light systems lacks an evaluation and guidelines in the design process. We present a study design with two complementary parts, which aims to fill the gaps in the understanding of information encoding via light. In the first part of our study we want to find out light patterns that represent different types of eve...
In this work-in-progress we present a computer-based method to design German reinforcement exercises for children with dyslexia. From different schools, we collected more than 1,000 errors written by children with dyslexia. Then, we created a classification of dyslexic errors in German and annotated the errors with different language specific featu...
In dieser Arbeit wird gezeigt, wie mit der HTA Informationselemente für einen konkreten Anwendungsfall erkannt und daraus strukturiert Anforderungen abgeleitet werden können. Dafür wird eine zusätzliche Klassifizierung der Informationselemente vorgenommen, um die passende Darstellung der Information in den Designentwürfen zu entwickeln. Um den konk...
Über Fragebögen kann die subjektive User Experience zu einem Produkt effizient gemessen werden. Jedoch gibt es beim Einsatz und insbesondere bei der anschließenden Auswertung einige „Fallstricke“, auf die dieser Artikel hinweist. Hierdurch können in konkreten Projekten Fehleinschätzungen bzgl. der gemessenen User Experience vermeiden werden. Am Bei...
Developer, manager and user feedback is needed to optimize products. Besides the basic Software qualities textendash usability and user experience are important properties for improving your product. Usability is well known and can be tested with e.g. a usability test or an expert review. In contrast user experience describes the whole impact a pro...
Der User Experience Questionnaire (UEQ) ist ein etablierter Fragebogen zur Messung
des Nutzungserlebens, der als semantisches Differential mit 26 Gegensatzpaaren realisiert
ist. Fragebögen dieses Typs setzen ein genaues Verständnis der verwendeten Items
durch die befragten Personen voraus. Beim Einsatz des UEQ zur Befragung von jugendlichen
Nutzern...
To improve a product you will need most likely developers, managers and user feedback. Besides the basic software qualities other important properties are usability and user experience for developing a good product. Usability is well known and can be tested with e.g. a usability test or an expert review. In contrast user experience describes the wh...
Unternehmen können heute nicht mehr ohne speziell entwickelte Unternehmenssoftware arbeiten. Obwohl eine sehr hohe Anzahl derartiger Softwareprodukte am Markt vorhanden ist, sind die Erfahrungen der Benutzer meist nicht positiv, da zum Beispiel die Gebrauchstauglichkeit nicht optimal erfüllt wird. Der Benutzer kann das Softwareprodukt nicht optimal...
Projects
Projects (13)
How to solve social issues with computer science techniques
Together with my colleagues, we have a bigger picture which is presented in our Reserach Group on: https://www.researchgate.net/lab/Research-Group-for-Agile-Software-Development-and-User-Experience-Joerg-Thomaschewski
Here we have current Rearch from my active members: Andreas M. Klein, Kristina Kölln and Anna Weigand.
The quality assurance of the software is a line of work that has been developing for many years but that every day acquires more
importance because the Information and communication Technologies (ICT) are increasingly present in our lives . Nowadays, if a software
wants to be competitive, it has to cover in the most efficient way possible all the requirements that users demand and it has to guarantee, in addition, a robustness and consistency of the data they handle. The SiTPGa project aims to find mechanisms that guarantee the quality
of software products from the earliest stages of the life cycle. The research carried out has three main work focuses: (1) Software testing,
which pilots early tests on both functional and non-functional requirements as well as data testing. (2) The effective inclusion of the user in the earliest stages of the software and very specifically in the business process environment in order to correctly define the flexibility,
adaptability and possible robotization thereof (RPA-Robotic Process Automation) (3) Gamification, developing solutions aimed at
improving the skills of stakeholders to make the production of quality software more effective.
The project consists of three subprojects led by the University of Seville, the University of Oviedo and the University of Cádiz in which staff from 22 different organizations participate and have the support of 33 entities interested in the results of the project as well as with the
collaboration of 13 international doctors of high prestige. A high scientific-technological impact of the same is foreseen as well as a notable social impact since it is oriented towards the challenges of society and more specifically that of Economy and Digital Society.
Digitization/hybridization of STEM lab courses, addition of "immersive digital labs" to lab courses.
With the Immersive Digital Lab, University of Applied Sciences Emden/Leer creates practical courses using a combination of virtual reality and gamification, which are made available to all universities via the OER portal.
Instead of working through linear-deterministic experimental procedures, students can make independent decisions, act interactively, correct mistakes and pursue alternative solutions. Through gamification and challenged-based learning, the intrinsic motivation of students is promoted, learning success is increased, and digital fatigue is prevented.