Start · Paper List (Normalized: Citations/Year) · Papers/Citations per Year (Plot) · Names in Top-h5 · Person Citations per Year · Top-h5 Papers per Person
Pos Paper Citations Year
1 ROS-based mapping, localization and autonomous navigation using a Pioneer 3-DX robot and their relevant issues 162 2011
2 Current state of agile user-centered design: A survey 160 2009
3 Scheduling as a fuzzy multiple criteria optimization problem 155 1996
4 Local search for shift design 142 2004
5 Making apps useable on multiple different mobile platforms: On interoperability for business application development on smartphones 131 2012
6 Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification 124 2014
7 Efficient generation of rotating workforce schedules 119 2002
8 From extreme programming and usability engineering to extreme usability in software engineering education (XP+ UE/spl rarr/XU) 94 2005
9 Comparison of iterative improvement techniques for schedule optimization 90 1996
10 The minimum shift design problem 88 2007
11 Female students in computer science education: Understanding stereotypes, negative impacts, and positive motivation 77 2020
12 On network design problems: fixed cost flows and the covering steiner problem 75 2005
13 Integration of extreme programming and user-centered design: Lessons learned 70 2009
14 Agile user-centered design applied to a mobile multimedia streaming application 61 2008
15 Fuzzy logic in artificial intelligence: 8th Austrian artificial intelligence conference, FLAI'93, Linz, Austria, June 28-30, 1993: proceedings 57 1993
16 Investigating agile user-centered design in practice: A grounded theory perspective 57 2009
17 Rota: a research project on algorithms for workforce scheduling and shift design optimization 57 2001
18 Game development-based learning experience: Gender differences in game design 50 2018
19 Local search techniques for scheduling problems: algorithms and software tool 49 2003
20 Tinkering with Pocket Code, a Scratch-like programming app for your smartphone 49 2014
21 A flow shop with compatibility constraints in a steelmaking plant 46 1994
22 User interface design for a mobile multimedia application: An iterative approach 45 2008
23 Catroid: a mobile visual programming system for children 43 2012
24 Why personal information management (PIM) technologies are not widespread 39 2009
25 An AI-based break-scheduling system for supervisory personnel 37 2010
26 Fuzzy logic in artificial intelligence 37 1994
27 Tagging might not be slower than filing in folders 36 2012
28 Fuzzy scheduling 35 1994
29 Scheduling breaks in shift plans for call centers 33 2008
30 A mobile visual programming system for Android smartphones and tablets 29 2012
31 A hybrid LS-CP solver for the shifts and breaks design problem 28 2010
32 Interactively adding web service interfaces to existing web applications 28 2004
33 Empirical comparison of visual to hybrid formula manipulation in educational programming languages for teenagers 27 2014
34 Pocket code: a scratch-like integrated development environment for your phone 27 2014
35 A Performance and Scalability Metric for Virtual RDF Graphs 25 2007
36 Engaging students in open source: Establishing foss development at a university 25 2019
37 Open principles in new business models for information systems 25 2019
38 Automated Bidirectional Languages Localization Testing for Android Apps with Rich GUI 24 2016
39 Automated shift design and break scheduling 23 2013
40 XP+ UE→ XU praktische erfahrungen mit eXtreme usability 23 2006
41 The learning value of game design activities: association between computational thinking and cognitive skills 22 2020
42 Weaving twitter stream into linked data a proof of concept framework 22 2011
43 Evaluation of game templates to support programming activities in schools 21 2018
44 Pocket game jams: a constructionist approach at schools 21 2015
45 Research issues and challenges in fuzzy scheduling 20 1994
46 On some winning strategies for the Iterated Prisoner’s Dilemma, or, Mr. Nice Guy and the Cosa Nostra 19 2007
47 Practical usability in XP software development processes 19 2012
48 Reducing cognitive load through the worked example effect within a serious game environment 19 2020
49 The complexity of graph Ramsey games 19 2000
50 " Computer Science for all": Concepts to engage teenagers and non-CS students in technology 18 2019
51 Girls create games: Lessons learned 18 2019
52 A reusable iterative optimization software library to solve combinatorial problems with approximate reasoning 17 1998
53 Bridging the Gap: A Computer Science Pre-MOOC for First Semester Students 17 2020
54 Female teenagers and coding: Create gender sensitive and creative learning environments 17 2018
55 Integrating extreme programming and user-centered design 17 2008
56 The influence of AJAX on Web Usability 17 2010
57 It's in your pocket: A MOOC about programming for kids and the role of OER in teaching and learning contexts 16 2018
58 Design, code, stitch, wear, and show it! mobile visual pattern design in school contexts 15 2020
59 FLIP++ A fuzzy logic inference processor library 15 1995
60 Functional Magnetic Resonance Imaging and the Challenge of Balancing Human Security with State Security 15 2012
61 Graph ramsey games 15 1999
62 Optimizing extreme programming 15 2008
63 A heuristic based system for generation of shifts with breaks 14 2004
64 Recognition of segmented Arabic/Urdu characters using pixel values as their features 14 2012
65 TagTree: Storing and re-finding files using tags 14 2011
66 Vague data management in production process scheduling applied to high-grade steelmaking 14 1992
67 Analyzing and managing complex software ecosystems: A framework to understand value in information systems 13 2018
68 Applying aspect oriented programming in usability engineering processes: On the example of tracking usage information for remote usability testing 13 2011
69 A Symmetric Strategy 13 2002
70 Endgame problems of Sim-like graph Ramsey avoidance games are PSPACE-complete 13 2002
71 On the computational complexity of the forcing chromatic number 13 2007
72 Rock bottom, the world, the sky: Catrobat, an extremely large-scale and long-term visual coding project relying purely on smartphones 13 2018
73 Unravelling the numerical and spatial underpinnings of computational thinking: A pre-registered replication study 12 2022
74 “RemoteMentor” Evaluation of Interactions Between Teenage Girls, Remote Tutors, and Coding Activities in School Lessons 11 2020
75 The minimum shift design problem and its relation to the minimum edge-cost flow problem 11 2001
76 Uncertainty management by relaxation of conflicting constraints in production process scheduling 11 1992
77 Concept and design of a contextual mobile multimedia content usability study 10 2009
78 Game design with pocket code: providing a constructionist environment for girls in the school context 10 2018
79 Streamlining mobile app deployment with Jenkins and Fastlane in the case of Catrobat's pocket code 10 2018
80 On network design problems: Fixed cost flows and the covering Steiner problem 9 2002
81 Pocket code-a mobile visual programming framework for app development 9 2019
82 App creation in schools for different curricula subjects-lesson learned 8 2018
83 Creating a comparative environment for pim evaluation 8 2012
84 Scaling and internationalizing an agile foss project: Lessons learned 8 2015
85 Advanced Personnel Vetting Techniques in Critical Multi-Tennant Hosted Computing Environments 7 2013
86 How to encourage girls to code through embroidery patterns 7 2021
87 Inequalities for women in science, technology and innovation 7 2022
88 Introducing agile product owners in a floss project 7 2019
89 On the lengths of symmetry breaking–preserving games on graphs 7 2004
90 Searching for classes of visual content in electronic lectures 7 2007
91 Standing on the shoulders of their peers: success factors for massive cooperation among children creating open source animations and games on their smartphones 7 2012
92 The role of game jams in developing informal learning of computational thinking: a cross-European case study 7 2018
93 Enabling Teenagers to Create and Share Apps 6 2018
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