Georg Groh

Prof. Georg Groh


Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 January 2023
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MAMiriam Anschütz
Miriam Anschütz
DLDiego Miguel Lozano
Diego Miguel Lozano
GGGeorg Groh
Georg Groh
Miriam Anschütz, Diego Miguel Lozano, Georg Groh. Proceedings of the 16th International Natural Language Generation Conference. 2023.

1 January 2025
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Conference Paper
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SMSimon Malberg
Simon Malberg
RPRoman Poletukhin
Roman Poletukhin
CSCarolin Schuster
Carolin Schuster
GGGeorg Groh
Georg Groh
Simon Malberg, Roman Poletukhin, Carolin Schuster, Georg Groh Groh. Proceedings of the 5th International Conference on Natural Language Processing for Digital Humanities. 2025.

1 January 2023
Verified
Conference Paper
Open access
PDF file
EMEdoardo Mosca
Edoardo Mosca
MAMohamed Hesham Ibrahim Abdalla
Mohamed Hesham Ibrahim Abdalla
PBPaolo Basso
Paolo Basso
MMMargherita Musumeci
Margherita Musumeci
GGGeorg Groh
Georg Groh
Edoardo Mosca, Mohamed Hesham Ibrahim Abdalla, Paolo Basso, Margherita Musumeci, Georg Groh. Proceedings of the 3rd Workshop on Trustworthy Natural Language Processing (TrustNLP 2023). 2023.

1 January 2021
Verified
Conference Paper
Open access
CPChantal Pellegrini
Chantal Pellegrini
EÖEge Özsoy
Ege Özsoy
MWMonika Wintergerst
Monika Wintergerst
GGGeorg Groh
Georg Groh

26 September 2023 in Information
Verified
Journal Article
Open access
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MAMohamed Hesham Ibrahim Abdalla
Mohamed Hesham Ibrahim Abdalla
SMSimon Malberg
Simon Malberg
Daryna DementievaDaryna Dementieva
Daryna Dementieva
EMEdoardo Mosca
Edoardo Mosca
GGGeorg Groh
Georg Groh
As generative NLP can now produce content nearly indistinguishable from human writing, it is becoming difficult to identify genuine research contributions in academic writing and scientific publications. Moreover, information in machine-generated text can be factually wrong or even entirely fabricated. In this work, we introduce a novel benchmark dataset containing human-written and machine-generated scientific papers from SCIgen, GPT-2, GPT-3, ChatGPT, and Galactica, as well as papers co-created by humans and ChatGPT. We also experiment with several types of classifiers—linguistic-based and transformer-based—for detecting the authorship of scientific text. A strong focus is put on generalization capabilities and explainability to highlight the strengths and weaknesses of these detectors. Our work makes an important step towards creating more robust methods for distinguishing between human-written and machine-generated scientific papers, ultimately ensuring the integrity of scientific literature.

13 February 2019 in JMIR Formative Research
Verified
Journal Article
Open access
SHSophie Holzmann
Sophie Holzmann
FDFelicitas Dischl
Felicitas Dischl
HSHanna Schäfer
Hanna Schäfer
GGGeorg Groh
Georg Groh
HHHans Hauner
Hans Hauner
CHChristina Holzapfel
Christina Holzapfel
Use of novel information and communication technologies are frequently discussed as promising tools to prevent and treat overweight and obesity in children and adolescents. This survey aims to describe the preferences, motives, and needs of children and adolescents regarding nutrition and digital games. We conducted a survey in 6 secondary schools in the southern region of Germany using a 43-item questionnaire. Questions referred to preferences, motives, and needs of children and adolescents regarding nutrition and digital games. In addition, knowledge regarding nutrition was assessed with 4 questions. We collected self-reported sociodemographic and anthropometric data. Descriptive statistical analyses were performed using SPSS. In total, 293 children and adolescents participated in the study, with ages 12-18 years (137 girls, 46.8%), weight 30.0-120.0 (mean 60.2 [SD 13.2]) kg, and height 1.4-2.0 (mean 1.7 [SD 0.1]) m. A total of 5.5% (16/290) correctly answered the 4 questions regarding nutrition knowledge. Study participants acquired digital nutritional information primarily from the internet (166/291, 57.0%) and television (97/291, 33.3%), while school education (161/291, 55.3%) and parents or other adults (209/291, 71.8%) were the most relevant nondigital information sources. Most participants (242/283, 85.5%) reported that they regularly play digital games. More than half (144/236, 61.0%) stated that they play digital games on a daily basis on their smartphones or tablets, and almost 70% (151/282, 66.5%) reported playing digital games for ≤30 minutes without any interruption. One-half of respondents (144/280, 51.4%) also stated that they were interested in receiving information about nutrition while playing digital games. This survey suggests that nutrition knowledge in children and adolescents might be deficient. Most children and adolescents play digital games and express interest in acquiring nutritional information during digital gameplay. A digital game with a focus on sound nutrition could be a potential educational tool for imparting nutrition knowledge and promoting healthier nutrition behaviors in children and adolescents.