1,721,120 research outputs found

    Michahelles, Florian

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    Michahelles, Florian

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    BikeSimWS: Workshop on Simulators, Scenarios, and Test Standard for Bicycle Research

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    Research on cyclists‘ safety and comfort is a growing topic. Existing works address support systems with novel interaction concepts such as augmented reality but also the design and evaluation of high-fidelity bicycle simulators. Since the field is still in its exploratory phase, there have been few attempts to systematically provide guidance for conducting experiments. For example, there is no consensus on the choice of representative driving scenarios, the proper choice of different bicycle simulators, and measurement standards to systematically compare the results of different studies. With this workshop, we want the community to gather and discuss a roadmap for the future of HCI bicycle research so that these issues can be overcome

    MuM'23 Workshop on Interruptions and Attention Management

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    Attention management systems seek to minimize disruption by intelligently timing interruptions and helping users navigate multiple tasks and activities. While there is a solid theoretical basis and rich history in HCI research for attention management, little progress has been made regarding their practical implementation and deployment. Building sophisticated attention management systems requires a great variety of sensors, task- and user models, and multiple devices while considering the complexity of user context and human behavior. Novel AI technologies, such as generative systems, reinforcement learning, and large language models, open new possibilities to create intelligent, practical, and user-centered attention management systems. This proposed workshop aims to bring together researchers and practitioners from diverse backgrounds to discuss and formulate a research agenda to advance attention management systems using novel AI tools to manage and mitigate interruptions from computing systems effectively.Human Information Communication DesignHuman-Centred Artificial Intelligenc

    Enhancing Professional Training with Single-User Virtual Reality: Unveiling Challenges, Opportunities, and Design Guidelines

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    An immersive single-user virtual reality system possesses the potential to induce a paradigm shift in the realm of professional training, particularly within safety-intensive and complex procedural domains. This innovative system offers a safe, adaptable, engaging, and efficacious training experience, thereby fostering better task performance, reduced errors, and more favorable outcomes. Our goal is to delve into the opportunities and challenges associated with such training programs, while also providing guidelines for their seamless integration into educational curricula. Three case studies were conducted to gauge the efficacy of single-user VR training: the electricians’ scenario (N=30), a spatial orientation scenario (N=20), and a medical trolley scenario (N=21). Employing mixed methodologies, encompassing workshops, semi-structured interviews, and observatory data collection, insights were gathered. The core objective of this investigation was to assess the perceptions of potential users, notably those partaking in apprenticeships or vocational training, toward prototypes of single-user VR training. The study’s findings emphasize the inherent value and constructive attributes of integrating single-user VR training within the realm of professional development. This integration fosters practical experiential learning in procedures and essential competencies for ensuring safety, resulting in enhanced training outcomes. The study showcased augmented individualized learning tempos, expanded opportunities for repetition, heightened concentration, and deeper engagement within the VR-based instructional environment. Moreover, the study underscored the crucial role of personalized design enhancements and continuous content evolution to maximize the effectiveness of VR-based training methodologies. Integral to the comprehensive evaluation was the significance of user experience and the perceived value of the VR system. In parallel with the empirical investigation, foundational design principles were derived from the challenges and prospects unveiled across all three case studies

    "Mixed Reality Bike" - Entwicklung und Test eines Fahrradsimulators in Virtual Reality

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    Obwohl das Fahrrad als Fortbewegungsmittel in den letzten Jahren an Popularität gewonnen hat, gibt es jedoch leider die Gefahr von Unfällen und die daraus resultierenden Verletzungen. Während es gut für die Gesundheit der Radfahrer und für die Umwelt ist, hatte es leider nicht die gleichen Innovationen wie motorisierte Fahrzeuge in Bezug auf die Sicherheit. Im Bereich der Sicherheitsforschung werden häufig Simulatoren eingesetzt, um die Studienteilnehmer keinen Gefahrensituationen auszusetzen. Das Problem bei diesen Simulatoren ist, dass sie oft nicht realistisch sind und durch VR (Virtuelle Umgebung) eine Simulator- oder Cyberkrankheit verursacht werden kann. Eine Entwicklung eines Mixed-Reality-Fahrradsimulators, der eine Neigungsfunktion bietet, könnte das Erlebnis und das Eintauchen verbessern. Durch das Hinzufügen realistischer Funktionen zum Prototyp soll auch getestet werden, ob dies eine mögliche Lösung ist, um die Nebenwirkungen von Cybersickness zu verringern. Nach dem Bau des Fahrradprototyps wurde ein Mixed-Methods-Ansatz mit einem Fragebogen und einem halbstrukturierten Interview angewendet, um die Akzeptanz des Simulators zu überprüfen und zu untersuchen, ob eine Verbesserung der Cybersickness durch die Neigungsfunktion vorliegt. Das System wurde von N = 31 Teilnehmern evaluiert, wobei unterschiedliche Fahrunterstützungsbedingungen getestet wurden. Die Unterstützungsbedingungen unterschieden sich in der Höhe der Kippunterstützung des Fahrradsimulators. Die Ergebnisse zeigen, dass realitätsverbessernde Funktionen die Benutzererfahrung verbessern, solange das richtige Maß an Realismus angewendet wird. Die Tests ergaben auch, dass die Funktionen das Problem von Simulator und Cyberkrankheit nicht verbessert haben. Es kann gefolgert werden, dass die realitätsverbessernden Funktionen die Simulatorakzeptanz steigern können, solange das richtige Maß an Realismus verwendet wird, sodass keine zusätzliche Simulator oder Cybersickness induziert wird.Although cycling in recent years as form of transportation has grown in popularity, it unfortunately comes with the risk of accidents and the resulting injuries. While it is good for the cyclists health and for the environment, it unfortunately did not have the same innovations as motorized vehicles in terms of safety. In the field of safety research, simulators are often used in order to not expose the study participants to dangerous situations. The problem with these simulators is, that they are often not realistic and can cause simulator or cybersickness through the VR Virtual Environment. A development of a mixed reality bike simulator that offers a tilt functionality could improve the experience and immersion. By adding realism enhancing features to the prototype it should also be tested, if this is a possible solution to decrease the side effects of cybersickness. After the building of the bike prototype a mixed methods approach with a questionnaire and a semi-structured interview was applied to check the acceptance of the simulator and to investigate if there is an improvement of the cybersickness by the tilt feature. The system was evaluated by N = 31 participants, whereby different driving support conditions were tested. The support conditions differed in the amount of tilting support from the bicycle simulator. The results demonstrate that reality-enhancing features increase the user experience as long as the right amount of realism is applied. The tests also revealed that the features did not improve the problem of simulator and cybersickness. It can be concluded that the reality enhancing features can increase the simulator acceptance as long as the right amount of realism is used, so that no additional simulator or cybersickness is induced

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Developing an Emoji-Based User Experience Questionnaire: UEQ-Emoji

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    Emojis are increasingly used in tools to evaluate user opinions, typically through happy-to-sad rating scales. We extended this concept by developing an emoji-based User Experience Questionnaire (UEQ), a well-established UX evaluation tool. Our design process involved selecting emojis corresponding to UEQ adjectives and creating bipolar emoji scales. The final tool covered 11 scales but could not represent the novelty subscale due to limitations of the emoji language. A comparative user study showed statistically similar results for 7 out of 11 scales between the emoji-based and word-based UEQs. Although the word-based version was preferred, our findings suggest that emoji-based scales can be a viable alternative for UX evaluation. Our work provides new insights into the potential and limitations of using emojis in UX research. Supplementary materials include a ready-to-use UEQ-Emoji form and an analysis tool
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