
Michael Herczeg- Prof. Dr. rer. nat.
- Professor at University of Lübeck
Michael Herczeg
- Prof. Dr. rer. nat.
- Professor at University of Lübeck
About
281
Publications
36,355
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Introduction
Research focuses on Human-Computer Interaction. Main areas are software ergonomics, interaction design, and usability engineering in applications like medicine, process control, and learning technologies. Systems built for research: Ambient Learning Spaces (ALS), Usability Engineering Repository (UsER), Mass Casualty Incident Management (MCI) and Energy Operation Rooms (NDS). Interdisciplinary work with researchers and practitioners from informatics, psychology, design, pedagogy and sociology.
Current institution
Additional affiliations
February 1997 - present
October 1992 - September 1995
Alcatel
Position
- Lead of Development
Description
- lead of development department for network management systems of broadband telecommunication crossconnect systems
Publications
Publications (281)
Due to technological developments, the future of education has often been discussed with dramatic visions. In the 1960s, it was debated whether computers would replace teachers in classrooms. In the 1970s, more concrete visions came up with expensive solutions in form of large mainframe computers with interactive terminals connected to digital lear...
Abstract: Ambient Learning Spaces (ALS) is a platform to create, use, and manage digital teaching and learning environments. The concepts for ALS have been based on contemporary pedagogical theories in awareness that learning processes are going to be less dependent on teaching technologies and content and more on the active processes of learning i...
Over the last 50 years education has been transformed by digital technologies. Many efforts have been made to create and apply “digital” teaching and learning methods, tools and platforms. The last 25 years of computer-based education can be characterized by the availability of digital information sources and the implementation and operation of dig...
During the last decade various digital educational platforms have been developed and put into place and operation. Besides communication platforms, user and content management systems have been created and used widely. These systems have often been called Learning Management Systems (LMS) to focus on the processes of teaching and learning. At about...
There are different types of digital platforms and support systems for teaching and learning processes. Some of these systems are called Learning Management Systems (LMS) and School Management Systems (SMS). An important part missing in these mainly organizational platforms is support for the combination of knowledge and media to Knowledge Media (K...
With the Ambient Learning Spaces (ALS) environment we developed a digital infrastructure as an integrated environment for self-directed and distributed learning inside and outside school. The cloudbased environment combines and interlinks mobile and stationary learning applications for a large variety of interaction devices. It plays the role of a...
Teaching and learning using computer systems has a long tradition. This contribution will discuss major challenges and changes of the last 20 years to derive consequences and ideas for the next 20 years. The development of digital educational technologies will be outlined and the deficiencies and potentials of learning with digital systems and envi...
With the Ambient Learning Spaces (ALS) environment, we developed a didactic infrastructure as an integrated environment for self-directed and distributed learning inside and outside school. The environment combines and interlinks mobile, stationary and immersive learning applications on a variety of interaction devices. The artificial division betw...
With the Ambient Learning Spaces (ALS) environment, we developed a didactic infrastructure as an integrated environment for self-directed and distributed learning inside and outside school. The environment combines and interlinks mobile, stationary and immersive learning applications on a variety of interaction devices. The artificial division betw...
Im Rettungsdienst ist seit einigen Jahren eine zunehmende Digitalisierung zu beobachten. Während bislang vor allem papierbasierte Arbeitsmittel wie die Patientendokumentation ersetzt werden, öffnet sich ein Raum für die computerbasierte Unterstützung durch Automation. Der Vergleich mit anderen sicherheitskritischen Bereichen wie etwa der Luftfahrt...
We developed and discuss here a new system concept for digitally-enabled teaching and learning environments that include classical electronic media concepts and enables a pedagogy that is only possible through the ubiquitous dynamic new digital media. The basic concepts for our Ambient Learning Spaces (ALS) environment have been based on contempora...
We developed and discuss here a new system concept for digitally-enabled teaching and learning environments that include classical electronic media concepts and enables a pedagogy that is only possible through the ubiquitous dynamic new digital media. The basic concepts for our Ambient Learning Spaces (ALS) environment have been based on contempora...
Emergency Medical Services (EMS) are an essential part of pre-hospital medical care. While paper-based tools and organizational workflows are still the status quo in this field of application, they are increasingly replaced or complemented by telemedical solutions and mobile computer-based documentation and information systems. Enhanced data quanti...
There is a worldwide discussion about digitization in school education. This discussion is mostly technology-centered, leaving a lack of solutions for daily schooling or focuses on isolated educational applications. With the Ambient Learning Spaces (ALS) platform, we developed a didactic infrastructure as an integrated environment that supports sel...
There is a worldwide discussion about digitization in school education. This discussion is mostly technology-centered, leaving a lack of solutions for daily schooling or focuses on isolated educational applications. With the Ambient Learning Spaces (ALS) platform, we developed a didactic infrastructure as an integrated environment that supports sel...
In this contribution, we present the architecture and implementation of an Augmented Reality (AR) system that enables museum professionals to create and edit AR tours inside their exhibitions without programming knowledge. Museum professionals can use content created during their regular digitization projects and transform them into rich AR content...
The contribution presents a system concept for digital teaching and learning environments, which includes current media concepts and enables a pedagogy that is only possible through the use of new
digital interactive media. The concepts for this learning environment have been based on contemporary pedagogical theories in awareness that learning pro...
Mass casualty incidents confront first responders of emergency medical services and incident commanders with a large number of casualties as well as the need for coordination of arriving rescue personnel. Both have to manage processes ad hoc and immediately after arriving at the incident area. While first responders must carry out procedures that d...
In order to promote consistency and usability in the development of interactive systems, style guides have repeatedly been recommended as supporting tools. In practice, however, their consistent implementation and use rarely take place. While earlier research emphasized the relevance of style guides in human-centered design, the usability of style...
This contribution presents a study examining five different interaction methods for manipulating objects in augmented reality (AR). Three of them were implemented on a smartglass (virtual buttons, swipe pad of a smartglass, remote control via the touchscreen of a smartwatch) and two of them on a smartphone (virtual buttons, touch interaction). 32 p...
Augmented Reality (AR) is a technology that can be used to provide personalized and contextualized information regarding physical objects in form of digital overlays. We use this technology in our research project Ambient Learning Spaces (ALS) to provide museum visitors with specific additional digital 3D information regarding the exhibits presente...
Mass casualty incidents are a challenging safety-critical domain with high complexity, where management and decision-making can make the difference between life and death. As current paper-based tools and software solutions have severe limitations, we examine the use of integrated computer-based support systems in this domain. Instead of being prim...
This paper presents a study examining interaction methods for manipulating objects in augmented reality (AR) environments using Google Glass (Glass). We compared five interaction methods; three of them were implemented on Glass (virtual buttons, swipe pad of Glass, remote control via the touchscreen of a smartwatch) and two on a smartphone (virtual...
In this contribution, we present an approach in enhancing 3D objects, which are automatically reconstructed from semantic media in a cloud-based ambient platform. Due to the automatic background process of 3D reconstruction, the objects contain artifacts from the reconstruction process and are not aligned and not position well for direct use in mob...
Energy providers face several technical and societal challenges with respect to renewable energies and smart energy systems. As central management units of energy supply systems, control rooms and their operators are especially affected by those changes. While reliability and safety of software systems for managing electric power grids is of utmost...
In our research project Ambient Learning Spaces
(ALS), users interact with Semantic Media. Semantic Media
consist of both plain media, such as still images, audio, video,
text, or 3D objects, enriched by semantic relations and
annotations describing content and inheritance structure of the
media. These annotations allow classifying and arranging th...
Digital conservation and transformation of cultural
content and cultural property are constantly increasing. In our
research project Ambient Learning Spaces, funded for seven
years by the German Research Foundation, we developed a
user-centered scenario to individualize and personalize user
experience through the use of what we call Narrative Seman...
Einleitung: Im Kontext der ambulanten Routineversorgung von Kopf-Hals-Tumor-Patienten ist die Kommunikation zwischen Patienten und behandelnden Ärzten eine zentrale Herausforderung. In den regelmäßig, üblicherweise vierteljährlich stattfindenden Nachsorgesprächen zwischen Patienten und Ärzten muss innerhalb weniger Minuten der Gesundheitszustand ko...
In this paper, we present the concept and prototype of the Augmented Reality (AR) app InfoGrid for mobile devices, which enables museum visitors to experience digital media as an overlay for physical exhibits. With InfoGrid, it is possible to view 3D objects, videos, and animations, or listen to audio recordings prepared by museum professionals. In...
In this contribution, we present our research on applications for curators to digitally enrich their exhibition. One of the applications we developed is the Augmented Reality (AR) app called InfoGrid. The app consists of two components: first, museum professionals can use InfoGrid to augment physical exhibitions with digital content through the web...
Dieser Beitrag widmet sich der Frage, wie eine Lehrerevaluation gestaltet sein sollte, die Aufschlüsse über Widersprüche gibt, die seitens der Lehrkräfte möglicherweise entstehen, wenn neuartige körper-und raumbezogene Miteinander-Lernspiele mit neuen didaktischen Konzepten für die Schule entwickelt und dort für den Regelunterricht mit seinen geleb...
In ambient and mobile learning contexts, 3D renderings create higher states of immersion compared to still images or video. To cope with the considerable effort to create 3D objects from images, with the NEMO Converter 3D we present a technical approach to automatically reconstruct 3D objects from semantically annotated media, such as photos and mo...
Preparation for mass casualty incidents (MCIs) is highly important but difficult to accomplish. Incidents are rare, often complex, and training is costly. However, with the development of consumer grade virtual reality (VR)hardware,immersivetraining simulations have become affordablefor competency training. To make simulations effective, users have...
Das Buch ist eine wissenschaftliche, aber leicht lesbare Einführung in die Software-Ergonomie mit Vertiefungsthemen. Es diskutiert in systematischer Weise die wichtigsten Theorien, Modelle und Kriterien für gebrauchstaugliche Computeranwendungen. Dazu werden Grundlagen aus Arbeitswissenschaft, Psychologie, Design und Informatik interdisziplinär ver...
Amelie Roenspieß, Marc Paul, Tilo Mentler, Michael HerczegABSTRACTUser analysis and user modeling provide important information for the development of usable interactive computer systems. The Usability Engineering Repository (UsER), a web-based collaboration platform, supports analysis, design, and evaluation in the corresponding processes. In orde...
Apart from technical reliability, usability is one of the major criteria for safe and efficient usage of interactive information technology in disaster and emergency management. However, in this setting, usability evaluation is difficult due to the heterogeneity and unpredictability of operation conditions, as well as the difficult, usually mobile,...
This presentation refers to our publication:
NEMO Converter 3D: Reconstruction of 3D Objects from Photo and Video Footage for Ambient Learning Spaces
In ambient and mobile learning contexts, 3D renderings create higher states of immersion compared to still images or video. To cope with the considerable effort to create 3D objects from images, with the NEMO Converter 3D (NOC3D) this paper presents a technical approach to automatically reconstruct 3D objects from semantically annotated media, such...
Museumskuratoren stehen vor der Herausforderung, neue Konzepte für die inhaltliche Präsentation ihrer Ausstellung unter Verwendung aktueller Informations-und Kommunikationstechnologien zu entwickeln. Im DFG-Forschungsprojekt "Ambient Learning Spaces (ALS)" wird diese Fragestellung aufgegriffen und das System InfoGrid 4Museum entwickelt und erprobt....
In diesem Paper wird der ALS-GameCreator beschrieben, ein auf Webtechnologien basiertes System zur grafischen Entwicklung von be-greifbaren Miteinander-Lernspielen, der im Rahmen des DFG-geförderten Projekts Ambient Learning Spaces (ALS) entwickelt wird. Ambiente Lernumgebungen sind durch vernetzte digitale Systeme erweiterte Lernumgebungen, in dem...
This paper focuses on the design, implementation and evaluation of the InteractiveWall 3.1 (IW), which supports formal and non-formal learning in primary and secondary schools. An installation of an IW usually consists of multiple large multi-touch screens. With the third generation we developed based on latest technology, new simplified ways of de...
The analysis of users and their needs is one of the most important and most difficult aspects in software development. There have been many suggestions and usability engineering procedures published that are meant to clarify and consider the target users for a software product. However, all of these methods are weak in supporting the whole process...
Optical head-mounted displays (OHMDs) could support members of emergency medical services in responding to and managing mass casualty incidents. In this contribution, the authors describe the human-centered design of two applications for supporting the triage process as well as the identification of hazardous materials. They were evaluated with mem...
Optical head-mounted displays are an emerging digital technology in domains like healthcare where computer usage in mobile contexts is required but hand-held devices are not particularly suited for practical reasons (e.g. hygienic regulations). As the work of paramedics, nurses and physicians is not only physically but also mentally challenging, th...
This paper describes and discusses work in progress. With Tangicons and SpelLit we have developed tangible learning games using physical Sifteo Cubes. From this idea we evolved to a web-based platform running the games on mini-tablets. The new approach we introduce in this contribution focuses on Electronic Learning Blocks (ELBlocks), which integra...
Depression stellt eine der häufigsten psychischen Erkrankungen weltweit dar. Neben biologischen und kognitiven Faktoren spielt das interpersonelle Problemverhalten von Betroffenen eine wesentliche Rolle bei der Entstehung und Aufrechterhaltung depressiver Störungen. In diesem Beitrag werden zunächst die menschzentrierte Entwicklung eines mobilen in...
Due to hygienic regulations and mobility requirements, medical professionals show great interest in wearable devices allowing for hands-free interaction and ubiquitous information access. Smartglasses like the prototype “Google Glass” have already been evaluated in pre-hospital as well as clinical medical care. Based on laboratory studies according...
Emergency Medical Services (EMS) can be confronted with complex and challenging situations with many casualties that require special procedures and organizational structures. In order to keep control and records, incident commanders use paper-based notes, lists and forms. The increasing availability of smartglasses leads to the research question, w...
There is a large set of methods and measures to strengthen the usability of interactive products; however the practical application of usability engineering still seems to be difficult and is not practiced widely. As main problems we identified a low level of guidance, insufficient flexibility of methods and lack of awareness of results within the...
In the healthcare domain, head-mounted displays (HMDs) with augmented reality (AR) modalities have been reconsidered for application as a result of commercially available products and the needs for using computers in mobile context. Within a user-centered design approach, interviews were conducted with physicians, nursing staff and members of emerg...
In unserer immer mehr von digitalen Kommunikations- und Informationsangeboten bestimmten Welt entscheidet die wirkungsvolle Nutzung von Computern – die Interaktion zwischen Mensch und Computer – zunehmend über persönlichen Erfolg und gesellschaftliche Teilhabe. Anwender haben inzwischen eine Vielzahl unterschiedlicher Interaktionsgeräte zum Zugang...
Optical head-mounted displays (OHMDs) could support members of emergency medical services in responding to and managing mass casualty incidents. In this contribution, the authors describe the human-centered design of two applications for supporting the triage process as well as the identification of hazardous materials. They were evaluated with mem...
The Usability Engineering Repository (UsER) and its mobile frontend MUsER compose a flexible, web-based platform to support collaboration in User-Centered System Design. Modules for different stages of cognitive and usability engineering are provided and can be applied as needed. Analysis and design entities can be linked through hypermedia relatio...
This contribution illustrates how software developers can be supported systematically in user analysis and user centered design. Particularly it has been explored how user models can be integrated in the entire development process in a reasonable and gainful manner. For this purpose, a module for user analysis within the Usability-Engineering-Repos...
Chronic depression is assumed to be caused and maintained by interpersonal deficits. We describe the development and psychometric evaluation of the Interactive Test of Interpersonal Behavior (ITIB) that we developed for self-assessment of these deficits. Participants with chronic depression (CD, N = 15), episodic depression (ED, N = 15) and healthy...
Die Lernapplikation SpelLit 3.0 ist ein Miteinander-Lernspiel zum Erwerb der Schriftsprache. Das Lernspiel basiert auf der „Lesen durch Schreiben-Methode“ von Jürgen Reichen, allerdings wird die Aneignung von Rechtschreibfehlern, wie sie in klassischen Umsetzungen häufig vorkommt, vermieden. Die dritte Generation von SpelLit wurde wieder als tangib...
INTERACT is among the world’s top conferences in Human-Computer Interaction. Starting with the first INTERACT conference in 1990, this conference series has been organised under the aegis of the Technical Committee 13 on Human-Computer Interaction of the UNESCO International Federation for Information Processing (IFIP). This committee aims at devel...
In mass casualty incidents (MCIs), incident commanders are responsible for managing operations, guiding rescue forces and applying resources appropriately. Data required for situation assessment and decision making are gathered and shared by numerous face-to-face talks, radio calls and paper-based forms. These tools and means of communication suppo...
Bei der Bewältigung von Krisen und Katastrophen werden zunehmend computerbasierte Werkzeuge eingesetzt. Sie werden dabei Teil komplexer, mit der Gefahrenabwehr und Daseinsvorsorge beauf-tragter soziotechnischer Gesamtsysteme. Ihre Sicherheit und Zuverlässigkeit zu erhöhen, Funktions-störungen oder Leistungsdegradationen unter möglichst vielen Umstä...
Sicherheitskritische Mensch-Computer-Systeme und interaktive Echtzeitsysteme findet man heute zur Prozesssteuerung in großtechnischen Anlagen wie Kraftwerken, Fabriken, Verkehrsleitzentralen, in Transportsystemen wie Flugzeugen, Schiffen, Bahnen oder Kraftfahrzeugen, aber auch in Kliniken, Pflegeeinrichtungen oder im privaten Bereich. Der Zweck sol...
In this article we describe a computer-based novel learning space for learning at school which digitally extends learning spaces in a new way. We implemented the InteractiveSchoolWall (ISW). Interactive navigation and self-determined information structuring allow for active learning in an informal way. The pedagogical implications of this presentat...
Ambiente Lernräume sind eine Form gemischter Realität (Mixed Reality), in der der Körper des Lernenden und der ihn umgebende Raum durch vernetzte digitale und personalisierte Medien angereichert werden.Hierwird sowohl individuelles als auch gemeinsames Lernenwirkungsvoll im Sinne einer systemisch-konstruktivistischen Pädagogik gefördert. Beispielha...
Ambiente Lernräume sind eine Form gemischter Realität (Mixed Reality), in der der Körper des Lernenden und der ihn umgebende Raum durch vernetzte digitale und personalisierteMedien angereichert werden.Hier wird sowohl individuelles als auch gemeinsames Lernen wirkungsvoll im Sinne einer systemisch-konstruktivistischen Pädagogik gefördert. Beispielh...
Zusammenfassung
Dieser Beitrag diskutiert das Konzept der Tangicons, einem nicht-kompetitiven Lernspiel mit be-greifbaren Programmierbausteinen. Tangicons wurden in einem gemeinsamen Designprozess mit Kindern entwickelt. Ziel ist es, Kinder im Vor- und Grundschulalter in einer gemeinsamen Lernsituation mit logisch-abstrakten Problemstellungen zu ko...
This contribution discusses the concept of Tangicons, a non-competitive learning game with tangible programming cubes. Tangicons have been developed during the last years together with children within a co-design process. The aim of the game is to confront children of pre and primary schools with logical-abstract problems in the context of fine- an...
The Usability Engineering Repository (UsER) is a tool system designed and implemented in prototypical state to support the analysis, design and evaluation of interactive systems. For this purpose, UsER provides method modules covering different aspects of analysis, design, implementation and evaluation. While created in a linear, document-like stru...
Beitrag in einem Buch von Heidi Schelhowe, Susanne Maaß und Anja Zeising über die Vielfalt des Berufsbildes von Informatikerinnen und Informatikern. Im Beitrag wird die Frage mit der besonderen Betrachtung des Aufgaben im Bereich Sicherheitskritischer Mensch-Computer-Systeme diskutiert.
In this paper, we introduce the distributed Context Awareness and Knowledge Environment CAKE. The design objectives for CAKE were to develop a system that is flexible enough to be used in different application domains, that supports re-use of components with the help of a well-defined plugin-system and application programming interface and that cat...
Das Usability-Engineering-Repository UsER ist eine modulare, webbasierte Entwicklungsumgebung, die kollaborative Analyse, Design und Evaluation interaktiver Systeme unterstützt. Zu diesem Zweck bietet UsER diverse Module zur methodischen, dokumentarischen und kommunikativen Unterstützung an. Dieser Beitrag verdeutlicht am Beispiel von Prozessen zur...
User Interface Styleguides haben eine lange Tradition – auch des systematischen Scheiterns. Ob bei der Gestaltung von Dokumenten, Benutzungsschnittstellen oder Corporate Designs: Styleguides sind zwar meist das Mittel der Wahl, wenn es um konsistente Gestaltung geht, konsequent ein- und durchgesetzt
werden sie aber nur selten. Die Frage bleibt, war...
In diesem Beitrag wird beschrieben, wie Cross-Device-Interaction mit Hilfe von Tangibles zur Förderung von Lernprozessen im Vorschul- und beginnenden Grundschulalter eingesetzt werden kann. Es wird ein mit digitalen Medien angereicherter Lernraum geschaffen, in dem mit Hilfe von geräteübergreifender körper- und raumbezogener Interaktion spielerisch...
The Usability Engineering Repository (UsER) is a flexible development environment to support collaborative analysis, design and evaluation of interactive human-machine systems. For this purpose, UsER provides several modules, which cover different aspects and methods of the development of human-machine interfaces. UsER supports the contextualized d...
This contribution describes the development and use of hypervid as part of five teacher training workshops for secondary (middle and high) school programs in Germany. The workshops provide a foundation for theoretical discussion and practical experiences to demonstrate how hypervideo systems like hypervid can become a new medium of complex knowledg...
This paper focuses on educational insights that led to the development of the Mobile Learning Exploration System (MoLES). We explain how the system, as part of wider research on ambient learning spaces, has been developed on the basis of systemic-constructivist pedagogy, which emphasizes the design of learning environments for contemporary teaching...
Risiken beim Betrieb von Kernkraftwerken: Die Kernkraft nach Fukushima und der Faktor Mensch
Die "Digital Library Mensch-Computer-Interaktion" des Fachbereichs "Mensch-Computer-Interaktion" der Gesellschaft für Informatik e.V. (GI) ist eine auf der Open-Source-Software "DSpace" basierende web-basierte digitale Bibliothek für alle fachbereichsbezogenen Publikationen. In diesem Beitrag wird die Konzeption und das Design einer neuen Benutzung...
In the safety- And time-critical context of pre-hospital medical care, usability is a major challenge that needs to be addressed, because interaction problems or errors may have serious consequences for patients as well as employees of Emergency Medical Services (EMS). In this regard, a user-centered human-computer interface is a crucial factor for...
Rettungsdienste ersetzen einerseits zunehmend papierbasierte Dokumentations- und Informationssysteme durch mobile computerbasierte Lösungen und stehen andererseits aufgrund steigender Ansprüche an Qualität und Effizienz vor einer Neuausrichtung im Sinne einer mehr prozessorientierten Ablauforganisation und weniger hierarchischen Aufbauorganisation....
Rettungsdienste sind ein wichtiger Bestandteil der Gefahrenabwehr und der Gesundheitsvorsorge. Die Arbeit des Rettungsfachpersonals und der Notärzte ist geprägt von zahlreichen täglichen Routineeinsätzen (Krankentransporte, individualmedizinische Notfälle) einerseits und außergewöhnlichen Einsatzlagen bei einem Massenanfall von Verletzten (MANV) an...
Die von Mark Weiser 1988 ersonnene Vision eines allgegenwärtigen Computers wird zunehmend Wirklichkeit. Wenn Computer in Alltagsgegenständen verschwinden, wenn »intelligente« Objekte die Umwelt bevölkern, wenn der gesamte Körper und seine Bewegungen in der Interaktion mit Computerprogrammen eingesetzt werden, dann stellen sich neue Herausforderunge...
In this paper, we present CASi (Context Awareness Simulator), a software system for the simulation of context-aware computer systems and environments. CASi provides an abstract framework of components for simulating smart world applications like a smart office or house with ambient sensors and actuators. Agents moving through these application worl...
In this paper we present Tangicons 3.0, an educational game for children between the ages of 6 and 9. Tangicons foster algorithmic construction and reasoning as well as discussions among the players. In contradiction to other collaborative educational games Tangicons intend to avoid competition between children in favor for a strictly collaborative...
The need for information within a real-time operational environment, e.g. a transportation system, is related to predefined tasks and emerging events as well as the resulting activities and communication processes. Human operators have to perform such tasks and react to such events taking place in their environment. They have to interact and commun...