Zahn, Carmen

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Zahn
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Carmen
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Zahn, Carmen

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Gerade angezeigt 1 - 7 von 7
  • Publikation
    Enhancing Agile Team Collaboration Through the Use of Large Digital Multi-touch Cardwalls
    (Springer, 2017) Kropp, Martin; Anslow, Craig; Mateescu, Magdalena; Burkhard, Roger; Vischi, Dario; Zahn, Carmen [in: Agile Processes in Software Engineering and Extreme Programming : 18th International Conference, XP 2017, Cologne, Germany, May 22-26, 2017, Proceedings]
    04B - Beitrag Konferenzschrift
  • Publikation
    Digital Design and Learning: Cognitive-Constructivist Perspectives on Individual and Group Knowledge Processes in Design Problem Solving
    (Springer, 2017) Zahn, Carmen; Schwan, Stephan; Cress, Ulrike [in: The Psychology of Digital Learning: Constructing, Exchanging and Acquiring Knowledge with Digital Media]
    04A - Beitrag Sammelband
  • Publikation
    Potenziale kollaborativer Medien: Eine empirische Untersuchung am Beispiel interaktiver Tische
    (2016) Mateescu, Magdalena; Zahn, Carmen; Klinkhammer, Daniel; Rack, Oliver; Reiterer, Harald; Weiße, Nora [in: 50. Kongress der Deutschen Gesellschaft für Psychologie (DGPs)]
    04B - Beitrag Konferenzschrift
  • Publikation
    Medienspezifische kognitive Verarbeitungsprozesse und Lernen
    (Kohlhammer, 2016) Zahn, Carmen; Krämer, Nicole C.; Schwan, Stephan; Unz, Dagmar; Suckfüll, Monika [in: Medienpsychologie : Schlüsselbegriffe und Konzepte]
    04 - Beitrag Sammelband oder Konferenzschrift
  • Publikation
    Macht Gewalt in Unterhaltungsmedien aggressiv?
    (Spektrum, 2015) Rothmund, Tobias; Elson, Malte; Appel, Markus; Kneer, Julia; Pfetsch, Jan; Schneider, Frank; Zahn, Carmen [in: Gehirn und Geist]
    Fernsehzuschauer werden regelmäßig Zeugen brutaler Verbrechen, Computerspieler schlüpfen in die Rolle von Soldaten oder Scharfschützen. Lässt die Gewalt, die Menschen in Unterhaltungsmedien erleben, sie auch selbst aggressiver denken und handeln? Eine Expertenkommission von sieben Medienpsychologen fasst zu dieser Frage den aktuellen Stand der Forschung zusammen.
    01B - Beitrag in Magazin oder Zeitung
  • Publikation
    aWall: A Socio-Cognitive Tool for Agile Team Collaboration using Large Multi-Touch Wall Systems
    (ACM, 2015) Kropp, Martin; Mateescu, Magdalena; Burkhard, Roger; Zahn, Carmen; Vischi, Dario [in: ITS' 15 Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces (ITS 2015)]
    Agile methods emphasize highly interactive and close collaboration within teams and among stakeholders. Due to still missing adequate digital tools, agile teams use mostly physical artefacts like wallboards and story cards. In this paper, we present aWall, an agile team collaboration tool for large multi-touch wall systems. aWall was designed based on empirical user research using new interaction and visualization concepts to support and foster the highly collaborative and communicative agile work style. The application is based on web technology and can be used in both co-located and distributed setting. The implemented prototypes were validated with end-users in a user workshop.
    04B - Beitrag Konferenzschrift
  • Publikation
    aWall: A Socio-Cognitive Tool for Agile Team Collaboration using Large Multi-Touch Wall Systems
    (ACM, 2015) Kropp, Martin; Mateescu, Magdalena; Burkhard, Roger; Zahn, Carmen; Vischi, Dario [in: ITS' 15 Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces]
    Agile methods emphasize highly interactive and close collaboration within teams and among stakeholders. Due to still missing adequate digital tools, agile teams use mostly physical artefacts like wallboards and story cards. In this paper, we present aWall, an agile team collaboration tool for large multi-touch wall systems. aWall was designed based on empirical user research using new interaction and visualization concepts to support and foster the highly collaborative and communicative agile work style. The application is based on web technology and can be used in both co-located and distributed setting. The implemented prototypes were validated with end-users in a user workshop. In the demo, users can experience the interaction and visualization concepts hands-on.
    04B - Beitrag Konferenzschrift