- Emotion and Mood Recognition
- Online Learning and Analytics
- Mental Health Research Topics
- Open Source Software Innovations
- Digital Mental Health Interventions
- Advanced Text Analysis Techniques
- Recommender Systems and Techniques
- Human Resource Development and Performance Evaluation
- Wikis in Education and Collaboration
- Telemedicine and Telehealth Implementation
- Expert finding and Q&A systems
- Scientific Computing and Data Management
- Personality Traits and Psychology
- Innovative Teaching and Learning Methods
- Physical Activity and Health
- Software Engineering Research
- Mobile Health and mHealth Applications
- Grit, Self-Efficacy, and Motivation
- Mobile Crowdsensing and Crowdsourcing
- Advanced Image and Video Retrieval Techniques
- Behavioral Health and Interventions
- Biomedical Text Mining and Ontologies
- Competency Development and Evaluation
- Advanced Graph Neural Networks
- Context-Aware Activity Recognition Systems
SRH Hochschule Heidelberg
2024-2025
Heidelberg University
2024-2025
University of Hagen
2019-2024
Research Institute for Telecommunication Cooperation
2016-2022
Background: This paper presents TheraSense, a system developed within the Supporting Mental Health in Young People: Integrated Methodology for cLinical dEcisions and evidence (Smile) Sensor Enabled Affective Computing Enhancing Medical Care (SenseCare) projects. TheraSense is designed to enhance teleconsultation services by leveraging deep learning real-time emotion recognition through facial expressions. It integrates with Knowledge Management-Ecosystem Portal (SenseCare KM-EP) platform...
Abstract This study investigates the efficacy of six major Generative AI (GenAI) text detectors when confronted with machine-generated content modified to evade detection (n = 805). We compare these assess their reliability in identifying AI-generated educational settings, where they are increasingly used address academic integrity concerns. Results show significant reductions detector accuracy (17.4%) faced simple techniques manipulate generated content. The varying performances GenAI tools...
The T-Rehab System delivers a semi-immersive tele-rehabilitation experience by integrating Affective Computing (AC) through facial expression analysis and contactless heartbeat monitoring. closely monitors patients’ mental health as they engage in personalized, Virtual Reality (VR) game on desktop PC, using webcam with MediaPipe to track their hand movements for interactive exercises, allowing the system tailor treatment content increased engagement comfort. T-Rehab’s evaluation comprises...
This study investigates the efficacy of six major Generative AI (GenAI) text detectors when confronted with machine-generated content that has been modified using techniques designed to evade detection by these tools (n=805). The results demonstrate detectors' already low accuracy rates (39.5%) show reductions in (17.4%) faced manipulated content, some proving more effective than others evading detection. limitations and potential for false accusations cannot currently be recommended...
Dementia has a severe impact on emotional functioning. People with dementia tend to find it difficult recognize, articulate, and express their emotions. This can have damaging effect mental health the quality of social relationships. With global populations increasingly aging, need address these issues becomes more prominent. One potential aid in tackling such problems is use sensor technologies machine learning algorithms make face-to-state analysis classification emotion status so as...
The internet surpassed the zettabyte order of magnitude traffic in 2016. With growth internet, information categorization becomes even more important than before. By matching to existing categories, humans as well machines are able organize, manage, access and re-use knowledge resources a efficient effective way. Categorization also helps narrow choices among content, information, resources. Content, can be browsed, searched, accessed faster if they appropriately categorized. In make...
The indexing and retrieval of multimedia content is generally implemented by employing feature graphs. These graphs typically contain a significant number nodes edges to reflect the level detail in detection. A higher increases effectiveness results, but also leads more complex graph structures. However, traversal-based algorithms for similarity are quite inefficient computationally expensive, especially large data To deliver fast effective collections big data, an efficient algorithm...
Abstract The European (EU)-based industry for non-leisure games (so called Applied Games, AGs) is an emerging business. As such it still fragmented and needs to achieve critical mass compete globally. Nevertheless, its growth potential widely recognized even suggested exceed the of leisure market. project Realizing Gaming Ecosystem (RAGE) aiming at supporting this challenge. RAGE will help seize these opportunities by making available interoperable set advanced Game (AG) technology assets,...
M. Winterhagen 1A. Hedderoth1R. Srbecky 1F. Fischman2B. Wallenborn 1M. Then 1B. Vu 1W. Fraas 1J. Dettmers Hemmje 1
The reduced cost of DNA sequencing allows metagenomics to be applied on a larger scale. With metagenomic analysis, we have better insight into supplement usage, methane production, and feed conversion efficiency in livestock systems. Nevertheless, machines generate an enormous amount complex data. Conventional methods used the analysis genomic data involve pre-processing synchronous reconstruction by multiple systems, which is time consuming prone failure. Furthermore, datasets results need...
The European (EU)-based industry for non-leisure games (so called Applied Games, AGs) is an emerging business.As such it still fragmented and needs to achieve critical mass compete globally.Nevertheless, its growth potential widely recognized even suggested exceed the of leisure market.The project Realizing Gaming Ecosystem (RAGE) aiming at supporting this challenge.RAGE will help seize these opportunities by making available interoperable set advanced Game (AG) technology assets, as well...
Abstract: This position paper presents a novel perspective on addressing the challenges of digital transformation in higher education through development qualification-based learning model (QBLM) qualification management methodology. It argues that rapid pace technological advancement and resulting need for continuous upskilling reskilling necessitate more dynamic adaptive approach to human-resource development. The posits by extending QBLM integration artificial intelligence (AI) machine...
Information overload continues to be a challenge. By dividing the material into many different small subsets, classification based on taxonomy makes data exploration and retrieval faster more accurate. Instead of having know exact keywords that describe knowledge resource, users can browse search for them by selecting categories resource is most likely belong. Nevertheless, developing taxonomies not an easy task. It requires authors have certain amount in domain. Furthermore, workload will...
Affective Computing is a rather new and multidisciplinary research field that seeks sophisticated automation in emotion detection for later analysis. However, the automated analysis require as well comprehensive data management support, e.g. to keep control of produced, enable its efficient reuse through classification with established terminology. This paper contributes aspects support on basis personal traits Hence, we describe implementation taxonomy system, derived from requirements case...
Health and performance monitoring technologies are commonly used by athletes. Obese people on the other hand benefit less from empowering that address their specific needs. It would arguably have a substantial positive impact if such could promote more active lifestyle. The consequential costs of obesity matter great concern for health professionals European policy makers alike. EU-funded STop Obesity Project (STOP) addresses these shortcomings. Its main work results platform gamified app...