Victoria Batz, M.A.
Publications
2025

Batz, V; Liedtke, V B; Lameski, P; Trajkovik, V; Hußlein, S; Hansen, C; Herzog, M A
Enhancing Public Awareness of Air Quality: Evaluating Communication Strategies and Design Prototypes Using a Design-Based Implementation Research Approach Proceedings Article
In: International Conference on Human-Computer Interaction, pp. 3–25, Springer 2025.
@inproceedings{batz2025enhancing,
title = {Enhancing Public Awareness of Air Quality: Evaluating Communication Strategies and Design Prototypes Using a Design-Based Implementation Research Approach},
author = {V Batz and V B Liedtke and P Lameski and V Trajkovik and S Hußlein and C Hansen and M A Herzog},
url = {https://link.springer.com/chapter/10.1007/978-3-031-93221-2_1},
year = {2025},
date = {2025-01-01},
urldate = {2025-01-01},
booktitle = {International Conference on Human-Computer Interaction},
pages = {3–25},
organization = {Springer},
abstract = {Despite the health risks associated with air pollution and the availability of data, public awareness of air quality remains limited. This paper examines communication strategies to enhance awareness in Germany and North Macedonia. Using the Design-Based Implementation Research approach, literature reviews, stakeholder interviews and surveys were conducted with 307 participants to identify knowledge gaps and effective methods.
Three citizen workshops led to the development and evaluation of five design prototypes, including an interactive installation (“Pollution Booth”), a VR application (“Visible Particulate Matter”), and a gamified learning experience (“End Game”). These prototypes addressed information accessibility, data representation, and environmentally conscious behavior. The results show that region-specific communication, interactive designs, and passive information methods in public spaces significantly improve the perception and understanding of air pollution data. Gamified approaches, such as the “End Game” prototype, were particularly effective in educating children about air pollution.
Thirty-two requirements for effective educational strategies were identified, including simplified data visualization, reduced content, and personalized information. The findings highlight the importance of local and personalized approaches, as well as methods for collective knowledge sharing, in promoting awareness and environmentally friendly behavior. Future work should further explore the long-term engagement and sustainable impact of such communication strategies.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Three citizen workshops led to the development and evaluation of five design prototypes, including an interactive installation (“Pollution Booth”), a VR application (“Visible Particulate Matter”), and a gamified learning experience (“End Game”). These prototypes addressed information accessibility, data representation, and environmentally conscious behavior. The results show that region-specific communication, interactive designs, and passive information methods in public spaces significantly improve the perception and understanding of air pollution data. Gamified approaches, such as the “End Game” prototype, were particularly effective in educating children about air pollution.
Thirty-two requirements for effective educational strategies were identified, including simplified data visualization, reduced content, and personalized information. The findings highlight the importance of local and personalized approaches, as well as methods for collective knowledge sharing, in promoting awareness and environmentally friendly behavior. Future work should further explore the long-term engagement and sustainable impact of such communication strategies.
2023

Brody, F T; Herzog, M A; Trajkovikj, V; Stamboliev, A; Batz, V
The Business of Air Quality: Global Markets and Local Stakeholders Proceedings
Conference Proceedings: Economic and Business Trends Shaping the Future 2023.
@proceedings{brody2023business,
title = {The Business of Air Quality: Global Markets and Local Stakeholders},
author = {F T Brody and M A Herzog and V Trajkovikj and A Stamboliev and V Batz},
url = {https://escholarship.org/content/qt0zt92793/qt0zt92793.pdf},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
organization = {Conference Proceedings: Economic and Business Trends Shaping the Future},
abstract = {This work investigates the global market for air quality sensors and data representation.We analyzed a comprehensive sample of players in the air quality sensor market and included a representative set of 21 very different organizations in this study. The encompasses entities, from major players like Breezometer to smaller companies focusing on hyperlocal air quality data, such as Airly and AirScape, and non-profit and community-based entities. The primary purposes of these players are to provide data and sensors, promote environmental awareness, support environmental activism projects, and assist community and government initiatives.Air quality is a pressing issue with significant health and economic consequences, including high child mortality rates. This study delves into the challenges posed by air pollution, both globally and locally, with a particular focus on the situation in North Macedonia, whose capital, Skopje, is Europe's most polluted city and consistently exceeds EU air quality limits. The hardware and software solutions market is poised for growth, requiring substantial investment to expand community-oriented air quality efforts.The critical need for global and localized responses to air quality challenges could be addressed through network-economy approaches. A stakeholder network of environmental pioneers, companies, government organizations, and private sensor operators contributes to powerful data sources that track polluters down and analyze specific impacts. Like historical developments like sewers and clean water access, effective air quality management must become integral to our modern world, safeguarding public health and the environment.},
keywords = {},
pubstate = {published},
tppubtype = {proceedings}
}

Jovanovska, E M; Batz, V; Lameski, P; Zdravevski, E; Herzog, M A; Trajkovik, V
Methods for urban air pollution measurement and forecasting: challenges, opportunities, and solutions Journal Article
In: Atmosphere, vol. 14, no. 9, pp. 1441, 2023.
@article{mitreska2023methods,
title = {Methods for urban air pollution measurement and forecasting: challenges, opportunities, and solutions},
author = {E M Jovanovska and V Batz and P Lameski and E Zdravevski and M A Herzog and V Trajkovik},
url = {https://www.mdpi.com/2073-4433/14/9/1441},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
journal = {Atmosphere},
volume = {14},
number = {9},
pages = {1441},
publisher = {MDPI},
abstract = {In today’s urban environments, accurately measuring and forecasting air pollution is crucial for combating the effects of pollution. Machine learning (ML) is now a go-to method for making detailed predictions about air pollution levels in cities. In this study, we dive into how air pollution in urban settings is measured and predicted. Using the PRISMA methodology, we chose relevant studies from well-known databases such as PubMed, Springer, IEEE, MDPI, and Elsevier. We then looked closely at these papers to see how they use ML algorithms, models, and statistical approaches to measure and predict common urban air pollutants. After a detailed review, we narrowed our selection to 30 papers that fit our research goals best. We share our findings through a thorough comparison of these papers, shedding light on the most frequently predicted air pollutants, the ML models chosen for these predictions, and which ones work best for determining city air quality. We also take a look at Skopje, North Macedonia’s capital, as an example of a city still working on its air pollution measuring and prediction systems. In conclusion, there are solid methods out there for air pollution measurement and prediction. Technological hurdles are no longer a major obstacle, meaning decision-makers have ready-to-use solutions to help tackle the issue of air pollution.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2022

Batz, V; Lameski, P; Herzog, M A; Trajkovik, V
Blended REsearch on Air pollution using TecHnical and Educational solutions-CleanBREATHE Proceedings
Web-Proceedings der ICT Innovations 2022.
@proceedings{batzblended,
title = {Blended REsearch on Air pollution using TecHnical and Educational solutions-CleanBREATHE},
author = {V Batz and P Lameski and M A Herzog and V Trajkovik},
url = {https://www.researchgate.net/profile/Victoria-Batz/publication/370978684_Blended_REsearch_on_Air_pollution_using_TecHnical_and_Educational_solutions_-CleanBREATHE/links/646d2313cde97a39292b62b1/Blended-REsearch-on-Air-pollution-using-TecHnical-and-Educational-solutions-CleanBREATHE.pdf},
year = {2022},
date = {2022-08-01},
urldate = {2022-08-01},
organization = {Web-Proceedings der ICT Innovations},
abstract = {In this position paper we overview the CleanBREATHE project, its aims, goals and the proposed methodology. We review the problem of air pollution in the Balkan area, especially in N. Macedonia and the general problem of air pollution in the world. Then, we propose a methodology to increase awareness and increase the monitoring and control possibilities towards resolving the air pollution problem. We also present the research state and current gaps in air quality prediction and monitoring and present the project partners and supporters that, we believe, will leverage the results of this project and significantly improve the way people and decision makers perceive the air pollution data and the way that this data is leveraged towards resolving the air pollution problem in areas of concern.},
keywords = {},
pubstate = {published},
tppubtype = {proceedings}
}

Batz, V; Lipowski, I; Morfeld, M; Hansen, C; Herzog, M
Accessible Design of Serious Games for People with Intellectual Disabilities in Inclusive Vocational Education Proceedings Article
In: Proceedings of DiGRA 2022 Conference: Bringing Worlds Together, 2022, (ISSN: 2342-9666).
@inproceedings{batz_accessible_2022,
title = {Accessible Design of Serious Games for People with Intellectual Disabilities in Inclusive Vocational Education},
author = {V Batz and I Lipowski and M Morfeld and C Hansen and M Herzog},
url = {https://dl.digra.org/index.php/dl/article/view/1372},
doi = {10.26503/dl.v2022i1.1372},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {Proceedings of DiGRA 2022 Conference: Bringing Worlds Together},
abstract = {People with disabilities are often denied the opportunity to obtain a vocational qualification. There is a lack of an appropriate infrastructure for an inclusive education system and recognized degrees. Therefore, didactic methods for inclusive learning situations are needed. This paper describes the user-centered development and evaluation of a serious game for inclusive vocational training in kitchen professions. The theoretical teaching content in the module “hygiene” is taught to people with and without cognitive impairments using a gamified learning application. The prototype was evaluated with 22 participants when used in an inclusive teaching setting with a mixed-methods design. The learning application caused an increase in motivation and the knowledge quiz achieved good results across all target groups (15 trainee cooks, 4 trainees as kitchen assistants, 3 employees of the sheltered workshop). The results from questioning, learning quiz, observation, and video analysis form design guidelines for future digital, interactive teaching methods for inclusive vocational education.},
note = {ISSN: 2342-9666},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}

Batz, V; Kühne, F; Hasak, K; Pufe, F; Morfeld, M; Herzog, M A
A Tangible Learning Application from the 3D Printer for the Practical Teaching of Meat Cutting in Inclusive Vocational Education Proceedings Article
In: International Conference on Web-Based Learning, pp. 290–301, Springer 2022.
@inproceedings{batz2022tangible,
title = {A Tangible Learning Application from the 3D Printer for the Practical Teaching of Meat Cutting in Inclusive Vocational Education},
author = {V Batz and F Kühne and K Hasak and F Pufe and M Morfeld and M A Herzog},
url = {https://inklusive-kueche.h2.de/wp-content/uploads/2023/07/A-tangible-learning-application-from-the-3D-printer-for-the-practical-teaching-of-meat-cutting-in-inclusive-vocational-education_SETE22.pdf},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {International Conference on Web-Based Learning},
pages = {290–301},
organization = {Springer},
abstract = {Vocational education and training in Germany are distinguished by the separation of training groups of different learning levels. In chef training, theoretical teaching content is mainly conveyed using lectures and textbooks. The abstract presentations and texts are not suitable for inclusive education. By pursuing a design science research process, a digital-analog learning application was developed for trainees with and without mental impairment. The tangible prototype for teaching meat cutting from pork was evaluated using 7 participants (trainee chef, trainee kitchen assistants and employees in the kitchen of a sheltered workshop) in an inclusive teaching setting with a mixed-method approach. The usability was evaluated with a User Experience Questionnaire, the results of which were positive. The learning outcomes using the 3D model were surveyed by means of a qualitative questionnaire and showed a high level of potential among all target groups. Two unstructured classroom observations documented the social interaction of the trainees. The learning application facilitates learning and promotes collaborative work.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2021

Batz, V; Lipowski, I; Klaba, F; Engel, N; Weiß, V; Hansen, C; Herzog, M
The Digital Competence of Vocational Education Teachers and of Learners with and Without Cognitive Disabilities Book Section
In: Jia, W; Tang, Y; Lee, R; Herzog, M; Zhang, H; Hao, T; Wang, T (Ed.): Emerging Technologies for Education, vol. 13089, pp. 190–206, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-92835-3 978-3-030-92836-0, (Series Title: Lecture Notes in Computer Science).
@incollection{jia_digital_2021,
title = {The Digital Competence of Vocational Education Teachers and of Learners with and Without Cognitive Disabilities},
author = {V Batz and I Lipowski and F Klaba and N Engel and V Weiß and C Hansen and M Herzog},
editor = {W Jia and Y Tang and R Lee and M Herzog and H Zhang and T Hao and T Wang},
url = {https://link.springer.com/10.1007/978-3-030-92836-0_17},
doi = {10.1007/978-3-030-92836-0_17},
isbn = {978-3-030-92835-3 978-3-030-92836-0},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
booktitle = {Emerging Technologies for Education},
volume = {13089},
pages = {190–206},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {Nowadays, digital competence is required for participation in working life, education, and social activities. Vocational education is the key to teaching and development of digital skills. Technology enhanced learning offers enormous potential for improving equal participation and reducing access barriers. In order to meet the demands for equal access to digital technologies, to a digitized labor market and to an inclusive education system, teachers and learners need to have the necessary expertise. A survey was conducted using the Digital Competency Profiler (DCP) to explore the digital competence of teachers and learners in vocational education. The items were adapted linguistically according to requirements for people with cognitive disabilities. The aim is to identify possible gaps in the development of digital competencies in three survey groups: teachers in vocational training, trainees in food occupations, and employees with disabilities of sheltered workshops. The digital technology usage habits of the test groups are analyzed and possible differences are determined. Based on an expert assessment of the DCP items, 13 relevant competencies for vocational education are defined. Overall, the participants consider their digital competence to be good. The competencies sending text messages, making phone calls and watching videos show the highest frequency and confidence in the total sample and the competencies creating documents, writing e-mails and managing online accounts the lowest. The index value social competency is particularly high in comparison to the epistemological competency. Needs for intervention are identified, such as the systematic qualification of teachers and learners as condition for digital learning in vocational education.},
note = {Series Title: Lecture Notes in Computer Science},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
2019
Batz, V; Riess, H; Gabele, M; Schumacher, D; Herzog, M A
Cuckoo–facilitating communication for people with mental and physical disabilities in residential communities Proceedings Article
In: International conference interfaces and human-computer interaction, 2019.
@inproceedings{batz2019cuckoo,
title = {Cuckoo–facilitating communication for people with mental and physical disabilities in residential communities},
author = {V Batz and H Riess and M Gabele and D Schumacher and M A Herzog},
url = {https://www.researchgate.net/profile/Michael-A-Herzog/publication/335438606_CUCKOO_-_FACILITATING_COMMUNICATION_FOR_PEOPLE_WITH_MENTAL_AND_PHYSICAL_DISABILITIES_IN_RESIDENTIAL_COMMUNITIES/links/5da46a4ea6fdcc8fc34fe27f/CUCKOO-FACILITATING-COMMUNICATION-FOR-PEOPLE-WITH-MENTAL-AND-PHYSICAL-DISABILITIES-IN-RESIDENTIAL-COMMUNITIES.pdf},
year = {2019},
date = {2019-01-01},
urldate = {2019-01-01},
booktitle = {International conference interfaces and human-computer interaction},
abstract = {Social interaction is a fundamental aspect of human needs. However, people with mental or physical disabilities often lack individual opportunities for socializing. For them, it is hard to initiate social contact in everyday life–even if they share flats and daily rituals. At the same time, digital media cannot be used to create a balance for missing interaction in real life, due to lack of interest and know how. This paper describes a human-centered design process leading to an experimental product solution to address the mentioned communication gap. At first qualitative user research studies including observations and interviews illustrate the social situation of people with disabilities in assisted shared living. Furthermore, it will be shown how user requirements are translated into an experimental interactive prototype that promotes social interaction between people with disabilities. A wall-mounted cuckoo clock represents the installation. The clock proposes either suggestions for shared free-time activities or even allows users to promote their ideas through a playful and intuitive physical user interface. Thereby, it supports the development of family-like welfare and independent decision-making. A subsequent expert survey underlines the relevance and need of the product in facilities for PWD. This interaction design study represents an essential basis for the development of further concepts for the improvement of social interactions. At the same time, long-term research results are to be achieved through the future implementation of the assistance system.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2017
Batz, V; Blümel, F; Falkenberg, J; Haubert, E; Schumacher, D; Herzog, M A
Experiencing Artwork with Augmented Reality Conference
Conference on Culture and Computer Science 2017.
@conference{batzexperiencing,
title = {Experiencing Artwork with Augmented Reality},
author = {V Batz and F Blümel and J Falkenberg and E Haubert and D Schumacher and M A Herzog},
url = {https://www.researchgate.net/profile/Michael-A-Herzog/publication/317370511_Experiencing_Artwork_with_Augmented_Reality_Interactive_Perception_of_historical_Statue_Belvedere_Torso/links/5af57abc4585157136caeb42/Experiencing-Artwork-with-Augmented-Reality-Interactive-Perception-of-historical-Statue-Belvedere-Torso.pdf},
year = {2017},
date = {2017-09-01},
urldate = {2017-09-01},
organization = {Conference on Culture and Computer Science},
abstract = {Augment Reality conquers the art world. The “Belvedere Torso” is an antique statute lacking all limbs and the head. The statue inspired art historians up until now to analyze, whom this Torso is supposed to represent. Johann Joachim Winckelmann was the first to describe this artwork in such great detail. The interpretations are based on a classification of the Torso as a mythological figure of the Greek mythology. The installation is intended to mediate the complexity of all these interpretations to the visitor in an enjoyable way. An interactive book includes relevant quotes from different interpretations. On every page a different god is introduced with original extracts. The visitor flips through the book while the “Torso” is being extended with virtual arms, legs and head. The augmentation is shown on a display between the visitor and the exhibit. The visualization is giving the visitors in a museum an idea of what art historians described as the “Torsos” true identity.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}