Auflistung nach Autor:in "Auda, Jonas"
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- KonferenzbeitragEnabling Reusable Haptic Props for Virtual Reality by Hand Displacement(Mensch und Computer 2021 - Tagungsband, 2021) Auda, Jonas; Gruenefeld, Uwe; Schneegass, StefanVirtual Reality (VR) enables compelling visual experiences. However, providing haptic feedback is still challenging. Previous work suggests utilizing haptic props to overcome such limitations and presents evidence that props could function as a single haptic proxy for several virtual objects. In this work, we displace users’ hands to account for virtual objects that are smaller or larger. Hence, the used haptic prop can represent several differently-sized virtual objects. We conducted a user study (N = 12) and presented our participants with two tasks during which we continuously handed them the same haptic prop but they saw in VR differently-sized virtual objects. In the first task, we used a linear hand displacement and increased the size of the virtual object to understand when participants perceive a mismatch. In the second task, we compare the linear displacement to logarithmic and exponential displacements. We found that participants, on average, do not perceive the size mismatch for virtual objects up to 50% larger than the physical prop. However, we did not find any differences between the explored different displacement. We conclude our work with future research directions.
- KonferenzbeitragGive Weight to VR: Manipulating Users’ Perception of Weight in Virtual Reality with Electric Muscle Stimulation(Mensch und Computer 2022 - Tagungsband, 2022) Faltaous, Sarah; Prochazka, Marvin; Auda, Jonas; Keppel, Jonas; Wittig, Nick; Gruenefeld, Uwe; Schneegass, StefanVirtual Reality (VR) devices empower users to experience virtual worlds through rich visual and auditory sensations. However, believable haptic feedback that communicates the physical properties of virtual objects, such as their weight, is still unsolved in VR. The current trend towards hand tracking-based interactions, neglecting the typical controllers, further amplifies this problem. Hence, in this work, we investigate the combination of passive haptics and electric muscle stimulation to manipulate users’ perception of weight, and thus, simulate objects with different weights. In a laboratory user study, we investigate four differing electrode placements, stimulating different muscles, to determine which muscle results in the most potent perception of weight with the highest comfort. We found that actuating the biceps brachii or the triceps brachii muscles increased the weight perception of the users. Our findings lay the foundation for future investigations on weight perception in VR.
- KonferenzbeitragNotiModes: an investigation of notification delay modes and their effects on smartphone users(Mensch und Computer 2020 - Tagungsband, 2020) Poguntke, Romina; Schneegass, Christina; Vekens, Lucas Van der; Rzayev, Rufat; Auda, Jonas; Schneegass, Stefan; Schmidt, AlbrechtDespite the extensive analysis of the consequences of interruptions caused by smartphone notifications, research on the effects on users has so far been sparse. Therefore, in this work we (1) explore concepts on preventing interruptions elicited by notification delay in a focus group; (2) implement a smartphone application manipulating the notification delay in three distinct ways varying in the degree of user-control; (3) evaluate all three concepts with 13 users in a four-week field trial. We thereby gather qualitative feedback in 52 semi-structured interviews, one per participant after each mode and an additional control week. The results show that through the intensive preoccupation with their notification management, users reflect critically about advantages and disadvantages of their continuous reachability. Based on the results from the focus group and field trial, we derive four design implications summarizing the users’ experiences and suggestions on notification delay mechanisms.
- KonferenzbeitragStay on Course in VR: Comparing the Precision of Movement between Gamepad, Armswinger, and Treadmill(Mensch und Computer 2021 - Tagungsband, 2021) Borsum, Florian; Pascher, Max; Auda, Jonas; Schneegass, Stefan; Lux, Gregor; Gerken, JensIn diesem Beitrag wird untersucht, inwieweit verschiedene Formen von Fortbewegungstechniken in Virtual Reality Umgebungen Einfluss auf die Präzision bei der Interaktion haben. Dabei wurden insgesamt drei Techniken untersucht: Zwei der Techniken integrieren dabei eine körperliche Aktivität, um einen hohen Grad an Realismus in der Bewegung zu erzeugen (Armswinger, Laufstall). Als dritte Technik wurde ein Gamepad als Baseline herangezogen. In einer Studie mit 18 Proband:innen wurde die Präzision dieser drei Fortbewegungstechniken über sechs unterschiedliche Hindernisse in einem VR-Parcours untersucht. Die Ergebnisse zeigen, dass für einzelne Hindernisse, die zum einen eine Kombination aus Vorwärts- und Seitwärtsbewegung erfordern (Slalom, Klippe) sowie auf Geschwindigkeit abzielen (Schiene), der Laufstall eine signifikant präzisere Steuerung ermöglicht als der Armswinger. Auf den gesamten Parcours gesehen ist jedoch kein Eingabegerät signifikant präziser als ein anderes. Die Benutzung des Laufstalls benötigt zudem signifikant mehr Zeit als Gamepad und Armswinger. Ebenso zeigte sich, dass das Ziel, eine reale Laufbewegung 1:1 abzubilden, auch mit einem Laufstall nach wie vor nicht erreicht wird, die Bewegung aber dennoch als intuitiv und immersiv wahrgenommen wird.
- WorkshopWorkshop on Generative Artificial Intelligence in Interactive Systems: Experiences from the Community(Mensch und Computer 2024 - Workshopband, 2024) Zakreuskaya, Anastasiya; Münch, Tobias; Detjen, Henrik; Mayer, Sven; Elagroudy, Passant; Pfleging, Bastian; Draxler, Fiona; Weyers, Benjamin; Gruenefeld, Uwe; Auda, Jonas; Titov, Waldemar; Mackay, Wendy E.; Buschek, Daniel; Kosch, ThomasGenerative Artificial Intelligence (GenAI) is establishing itself in academia and industry through accessible implementations like ChatGPT and Stable Diffusion. Subsequently, GenAI is changing the interaction paradigms between users and computers. Currently, many individual approaches exist to leverage these tools, creating various strategies and agendas for using them in HCI research. Thus, we expect this will change how researchers design and create interactive interfaces. This workshop facilitates a common understanding of GenAI concerning HCI in which participants will share and discuss their experiences using GenAI and Large Language Models (LLMs) in HCI research. In this workshop, the potential of GenAI for Human-Computer Interaction will be explored and discussed with the research community through position papers, research statements, and opinions, thereby creating comprehensive practical insights synthesizing collective experience and strategies with real-world examples.