Eva-Catherine Hillemann

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This paper presents research carried out in order to elicit user needs for the design and development of a digital library and research platform intended to enhance user engagement with cultural heritage collections. It outlines a range of user constituencies for this digital library. The paper outlines a taxonomy of intended users for this system and(More)
Computer games are undoubtedly an enormously successful genre. Over the past years, a continuously growing community of researchers and practitioners made the idea of using the potential of computer games for serious, primarily educational purposes equally popular. However, the present hype over serious games is not reflected in sound evidence for the(More)
Digital humanities initiatives play an important role in making cultural heritage collections accessible to the global community of researchers and general public for the first time. Further work is needed to provide useful and usable tools to support users in working with those digital contents in virtual environments. The CULTURA project has developed a(More)
In the domain of criminal intelligence analysis, each day an analyst has to make sense and to create insight of a large amount of different data. However, due to the nature of human cognition, these cognitive processes may lead to systematic errors, so-called cognitive biases. In this paper, based on relevant state-of-the-art, preliminary ideas how to(More)
This paper presents a framework that supports the detection and mitigation of cognitive biases in visual analytics environments for criminal analysis. Criminal analysts often use visual analytics environments for their analysis of large data sets, for gaining insights on criminal events and patterns of criminal events, and for drawing conclusions and making(More)
Gamification is a recent trend in the field of game-based learning that accounts for development effort, costs, and effectiveness concerns of games. Another trend in educational technology is learning analytics and formative feedback. In the context of a European project the developed a light weight tool for learning and practicing divisions named Sonic(More)
Gamification appears being a promising approach to utilize the strong motivational potential of “gaming” in classroom without suffering from shortcomings such as low efficiency, weak pedagogy, or maybe most importantly the high costs. In the context of a European project we developed a rather light weight tool for learning and practicing multiplications.(More)
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