Digital Library of Gesellschaft für Informatik e.V.
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Understanding the Impact of Glaucoma Severities Through Virtual Reality Simulations
Glaucoma is a visual impairment that presents a significant global challenge due to limited access to routine screenings. In this study, we explore glaucoma by creating a virtual reality (VR) simulation of peripheral vision loss. Initial interviews (N=3) indicated that traditional darker peripheral visualizations do not accurately represent the experiences of individuals with glaucoma. To address this, we developed an innovative visualization that simulates varying severities of glaucoma, aligning more closely with the descriptions provided by interviewees. In a subsequent user study (N=24), we examined the impact of different glaucoma severities using our visualization in high-fidelity VR environments, which helped maintain contextual cues. Specifically, we analyzed how glaucoma affects visual search tasks and investigated correlations between eye movement patterns and the severity of the simulated condition. Our results revealed significant differences in both eye movement metrics and task performance. These findings provide a foundation for future simulation studies on glaucoma
Towards a Large Language Model Cognitive Storytelling Intervention: Development and Evaluation in a Laboratory Setting
Dementia progressively impairs memory and identity, leading to social withdrawal. Collaborative storytelling can foster social engagement and cognitive stimulation, but traditional approaches require trained facilitators, limiting scalability. We present a storytelling intervention delivered by a conversational agent blending structured scripting with generative AI to support shared storytelling. Implemented in Botpress, the system combines rule-based dialogue for safe turn-taking and a coherent story arc with a constrained large language model for creative expansions based on user input. A pilot study with 11 healthy adults explored usability and engagement. Participants described the experience as easy to use and enjoyable, reporting strong connections with the agent and feeling transported by shared narratives. They praised the agent’s empathic voice, callbacks to earlier story points, and sense of agency, while identifying latency and occasional factual errors as areas for improvement. These findings suggest storytelling systems support co-creation and offer promising foundations for scalable dementia interventions
Ansätze und Konzepte für Datenplattformen
Die zunehmende Bedeutung von Daten als strategische Ressource sowie die Herausforderungen bei der Integration und Verarbeitung heterogener Datentypen erfordern eine gezielte Auswahl geeigneter Datenplattformen. Diese Arbeit analysiert vier zentrale Konzepte von Datenplattformen – Enterprise Data Platform, Big Data Platform, Cloud Data Platform und Customer Data Platform – und vergleicht sie anhand definierter Kriterien wie Skalierbarkeit, Interoperabilität, Governance, Kostenmodell und Echtzeitverarbeitung. Ziel ist die Entwicklung einer Anwendungsmatrix, die Data Engineers dabei unterstützt, spezifische Anforderungen mit der optimalen Plattform abzugleichen. Die Ergebnisse zeigen, dass jede Plattform unterschiedliche Stärken und Schwächen aufweist. Die Big Data Platform eignet sich besonders für datenintensive und dynamische Szenarien, während die Enterprise Data Platform in Bereichen mit hohen Anforderungen an Datenqualität und Governance überzeugt. Cloud Data Platforms punkten mit ihrer Flexibilität und Interoperabilität, während Customer Data Platforms vor allem in der Optimierung von Kundenbeziehungen ihre Stärke ausspielen. Die entwickelte Anwendungsmatrix liefert eine fundierte Entscheidungsgrundlage für Data Engineers, um datengetriebene Projekte effektiver zu planen und umzusetzen. Zukünftige Entwicklungen wie hybride Plattformkonzepte, serverlose Architekturen, Multi-Cloud-Strategien und KI-gestützte Plattformen versprechen, die Agilität und Effizienz von Datenplattformen weiter zu steigern. Diese Trends werden dazu beitragen, dass Unternehmen datengetriebene Strategien noch präziser und effizienter umsetzen können
Leveling the Playing Field: Neurodiversity in Research using the Potential of Gamified Questionnaires
Participating in studies with lengthy questionnaires can be exhausting, especially for individuals with disabilities or neurodivergent individuals. Gamification can potentially enhance user experience (UX) and, thus, create a more inclusive engagement with studies. This study investigates gamified studies' UX for neurodivergent persons. A gamified version of the Quality of Life Enjoyment and Satisfaction Questionnaire – Short Form (Q-LES-Q-SF) was created using motivational theory and the gamification frameworks Marczewski's Periodic Table of Gamification Elements and Gamification User Types Hexad Scale. First results of a preliminary comparative survey with N=72 (gamified n=31) suggest that gamification increases the UX for neurodivergent participants
DiGaBo: Eine Plattform für multimediale und interaktive digitale Gamebooks
Die Vermittlung von Informatikkompetenzen erfordert innovative Lehrmethoden, die theoretisches Wissen mit praktischer Anwendung verbinden. In diesem Beitrag untersuchen wir den praktischen Einsatz multimedialer und interaktiver digitaler Gamebooks zur Vermittlung von Sortieralgorithmen im schulischen Kontext. Anhand einer iterativen Experimentreihe mit Schülerinnen und Schülern der Jahrgangsstufen 9 bis EF wurde im Rahmen ihres Praktikums die Erstellung eigener Gamebooks als Lernmethode evaluiert. Erste Ergebnisse zeigten Herausforderungen bei der Integration von Lerninhalten und Aufgaben in narrative Strukturen. Durch den Einsatz von Templates und PowerPoint-Blueprints konnte die Qualität der erstellten Gamebooks verbessert werden
Tagify: A Boilerplate Tagging Platform for Gamification Research
Gamification has been shown to have a positive impact on user motivation and engagement. In the past, research has investigated applied gamification in various contexts, such as health and education. Yet, when it comes to basic gamification research, an over the years recurring trend has been to use an image tagging task, e.g. to measure the effects of game elements. While this approach is common, it lacks a consistent methodology as various studies use different tagging platforms that may look and function differently, potentially harming replicability. To address this, we present a mature, open-source framework to establish a tagging platform for gamification research. The platform is designed to be accessible and easy-to-setup, allowing researchers to easily change the operationalization, tasks, their order, and the used game elements. A first usability study (N=5) shows that the framework is easy to use for researchers and has an excellent usability for users
Exploring Foot-Operated Input for Desktop Applications
There is a rich history of foot-operated machinery, ranging from treadmill-powered lathes to modern vehicles.
Even though early HCI research explored general-purpose foot input, most modern day research on this topic focuses either on gesture-based interaction or very specific application scenarios.
Today, working on a desktop or laptop computer relies almost exclusively on users' hands, leaving their feet unoccupied.
Therefore, we explore how foot-operated input devices can be incorporated in modern office workflows.
We first gathered design requirements and use cases in multiple focus groups sessions.
Based on our findings, we conducted a five-day diary study with twelve participants incorporating off-the-shelf footswitches with customizable functions into their usual workflows.
Throughout the study, all participants continued to use the footswitches mainly for secondary tasks, such as controlling media playback or triggering shortcuts.
We conclude that even simple foot-operated input devices with customizable functions can improve user experience and help users work more efficiently
Why do They Need to Know I Spotted a Pothole? Privacy Issues in Canadian Municipal Problem Reporting Websites
Users act as valuable ``citizen sensors'' by reporting issues in public spaces enabling cities to address infrastructure problems in a timely manner. Municipal web sites are one method for collecting such reports, and they often ask for personal information such as name, phone number, and address in addition to reports. Together with common practices such as third party connections and the use of cookies, there is a serious potential for privacy loss, which should be addressed via a clear privacy policy. We examined 14 Canadian Municipal Problem reporting web sites considering issues like what information is required to report, third party connections, and privacy policies. We checked third party connections by sampling the web traffic sent when reporting a pot hole. One city did not provide a privacy policy. The coverage of the remaining 13 varied substantially. For example, five out of 14 cities required personal information to submit a report, but only one had a privacy policy that comprehensively addresses what happens to that data. All city websites contact more third parties during pothole reporting than are covered in their privacy policy. Such clear gaps in privacy policies might negatively affect citizens' trust in the platforms
Die Evolution des Schweizer Huhns: Zehn Jahre Aus- und Weiterbildung in Informatik und Informatikdidaktik für Lehrpersonen der Primarstufe
Im Jahr 2015 wurde in der Deutschschweiz das Modul "Medien und Informatik” im Lehrplan der obligatorischen Schule verabschiedet. In diesem Beitrag beschreiben wir zuerst die seit 2016 an der Pädagogischen Hochschule Schwyz stattfindende Aus- und Weiterbildung im Teilbereich Informatik und Informatikdidaktik in der Primarstufe (1.-6. Klasse). Danach analysieren wir die jährlich erhobenen Selbsteinschätzungen zum Programmieren von Bachelor-Studierenden im Studium. Basierend auf dem Aus- und Weiterbildungsbeschrieb würde man erwarten, dass Lehramtsstudierende zunehmend über eigene Erfahrungen und Expertise zum Informatikunterricht verfügen sollten. Tatsächlich zeigen die Ergebnisse des Fragebogens nach sieben Jahren relativer Stabilität, in den letzten beiden Jahren einen deutlichen Anstieg der selbst eingeschätzten Programmiererfahrung. Dabei sind über die Jahre qualitative Unterschiede hinsichtlich der Art der entwickelten Programme und der verwendeten Programmiersprachen und -umgebungen festzustellen. Zusammenfassend kann man sagen, dass sich der Informatikunterricht in der Schweizer Volksschule (die gesamte obligatorische Schulzeit von Kindergarten bis Sekundarstufe 1 aller Schulformen) zu entwickeln scheint - also, dass das Huhn erste Eier legt
V-TRAD: A Visually-Augmented Testbed for Research in Autonomous Driving
Testing research approaches for autonomous and connected driving
is often challenging as there are many real-world factors involved.
With this work, we present V-TRAD, a visually-augmented testbed
for investigating path tracking and planing algorithms, analyz-
ing real-time sensors and evaluating driving scenarios in a unified
physical-virtual environment. As one of our main contributions, we
provide custom miniaturized connected vehicles and an extendable
software stack that allows complex simulations and versatile em-
bedded in-situ visualization. The testbed features a motion capture
and projector system and a hand-held pointing device. To demon-
strate the functionality, versatility and potential of V-TRAD, we
implemented three scenarios that visualize path trajectories, use
live LiDAR sensor data for creating environmental maps and uti-
lize agents to manage autonomous driving strategies in a highway
scenario. We make V-TRAD open source and provide additional
building instructions to support researchers, practitioners and stu-
dents to test their approaches in an easy and realistic way