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Emoji, a set of pictographic Unicode characters, have seen strong uptake over the last couple of years. All common mobile platforms and many desktop systems now support emoji entry, and users have embraced their use. Yet, we currently know very little about what makes for good emoji entry. While soft keyboards for text entry are well optimized, based on(More)
We describe the <i>focused-casual continuum</i>, a framework for describing interaction techniques according to the degree to which they allow users to adapt how much attention and effort they choose to invest in an interaction conditioned on their current situation. Casual interactions are particularly appropriate in scenarios where full engagement with(More)
Many MOOCs report high drop off rates for their students. Among the factors reportedly contributing to this picture are lack of motivation, feelings of isolation, and lack of interactivity in MOOCs. This paper investigates the potential of gamification with social game elements for increasing retention and learning success. Students in our experiment showed(More)
We present a novel way to recognize users by the way they press a button. Our approach allows low-effort and fast interaction without the need for augmenting the user or controlling the environment. It eschews privacy concerns of methods such as fingerprint scanning. Button pressing behavior is sufficiently discriminative to allow distinguishing users(More)
We present imaginary reality games, i.e., games that mimic the respective real world sport, such as basketball or soccer, except that there is no visible ball. The ball is virtual and players learn about its position only from watching each other act and a small amount of occasional auditory feed-back, e.g., when a person is receiving the ball. Imaginary(More)
Users often struggle to enter text accurately on touchscreen keyboards. To address this, we present a flexible decoder for touchscreen text entry that combines probabilistic touch models with a language model. We investigate two different touch models. The first touch model is based on a Gaussian Process regression approach and implicitly models the(More)
Plagiarism in online learning environments has a detrimental effect on the trust of online courses and their viability. Automatic plagiarism detection systems do exist yet the specific situation in online courses restricts their use. To allow for easy automated grading, online assignments usually are less open and instead require students to fill in small(More)