Auflistung nach Autor:in "Gerling, Kathrin"
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- WorkshopEnvisioning the Future of Accessible Immersive Technology: Creating a Roadmap and Building Community(Mensch und Computer 2024 - Workshopband, 2024) Wolf, Marvin; Anken, Julia; Angerbauer, Katrin; Wieland, Markus; Wölfel, Matthias; Müller, Karin; Gerling, KathrinImmersive technology - for example, Augmented and Virtual Reality - is relevant to many areas of our lives, including work, education, and leisure. However, accessibility of such systems for disabled people remains problematic on the physical, digital, and experiential level. In this workshop, we want to bring together the accessibility community to envision the future of accessible immersive technology, identifying key research challenges, particularly with respect to the design and evaluation of immersive experiences. Together, we want to converge toward a shared roadmap for future research that is constructive, and prioritizes the preferences and needs of disabled people so that we can all benefit from immersive technology.
- KonferenzbeitragI may only be able to sit through 30 minutes": Gaming Sickness and Its Impact on Players' Experiences With Games"(Proceedings of Mensch und Computer 2024, 2024) Chen, Anna; Burtscher, Sabrina; Gerling, KathrinGaming sickness, where players experience dizziness, nausea, or even vomiting while playing video games, is typically viewed through a quantitative lens, limiting our insights into the lived experience of the phenomenon and thus concealing mitigation strategies. To gain a more nuanced understanding of gaming sickness, and to explore possible lanes of future research, we conducted twelve semi-structured interviews with people affected by gaming sickness. Our results show that the experience of gaming sickness is highly individual, with a wide spectrum of symptoms and varying severity. Environmental factors can influence gaming sickness, and many participants have developed individual contextual and game-related coping strategies, which they apply with varying degrees of success. For games to be more accessible to everyone, future work should focus on studying specific triggers, and needs to explore different forms of adjustments so players can tailor games to their individual needs.
- KonferenzbeitragLeveraging Virtual Reality Simulation to Engage Non-Disabled People in Reflection on Access Barriers for Disabled People(Mensch und Computer 2024 - Workshopband, 2024) Brogle, Timo; Ermoshkin, Andrej Vladimirovic; Vakhutinskiy, Konstantin; Priewe, Sven; Wittig, Claas; Meiners, Anna-Lena; Gerling, Kathrin; Alexandrovsky, DmitryDisabled people experience many barriers in daily life, but non-disabled people rarely pause to reflect and engage in joint action to advocate for access. In this demo, we explore the potential of Virtual Reality (VR) to sensitize non-disabled people to barriers in the built environment. We contribute a VR simulation of a major traffic hub in Karlsruhe, Germany, and we employ visual embellishments and animations to showcase barriers and potential removal strategies. Through our work, we seek to engage users in conversation on what kind of environment is accessible to whom, and what equitable participation in society requires. Additionally, we aim to expand the understanding of how VR technology can promote reflection through interactive exploration.
- TextdokumentMensch und Computer 2022 - Tagungsband(Mensch und Computer 2022 - Tagungsband, 2022) Mühlhäuser, Max; Reuter, Christian; Pfleging, Bastian; Kosch, Thomas; Matviienko, Andrii; Gerling, Kathrin; Mayer, Sven; Heuten, Wilko; Döring, Tanja; Müller, Florian; Schmitz, Martin
- ZeitschriftenartikelThe next decade in accessibility research(i-com: Vol. 23, No. 2, 2024) Gerling, Kathrin; Rauschenberger, Maria; Tannert, Benjamin; Weber, GerhardAccessibility research has matured over the last three decades and developed a better understanding of accessibility technologies, design and evaluation methods, systems and tools as well as empirical studies in accessibility. We envision how progress in new contexts over the next decade can be made to develop stronger links to other areas in Human-Centered Computing and address the research communities. A human-centered perspective on disability needs to develop from a medical model to a social model. New methods will utilize generative AI in design and development processes that address accessibility from the start of system design. We build on AI embedded into future design processes to address participation of small numbers of users better, and new technologies to allow for personalization of multi-modal interaction to improve verbal and non-verbal communication, making body-centric computing and natural interaction truly accessible.
- WorkshopbeitragReflections on Ableism in Participatory Technology Design(Mensch und Computer 2022 - Workshopband, 2022) Gerling, Kathrin; Kender, Kay; Spiel, Katta; Van der Oord, Saskia; Baeyens, Dieter; Depoortere, Arno; Aufheimer, MariaParticipatory efforts to design technology for disabled people often involve a range of stakeholders, butwe rarely pause to question how perspectives and views of the different people involved in those processes - including negative or incorrect perceptions of disability - influence our work. In this paper, we explore how ableism, i.e., discrimination based on normative bodily assumptions mostly affecting disabled people, impacted our research projects, and outline challenges for our research communities moving forward.
- WorkshopbeitragSocial VR Beyond the Corporeal Standard: Reflections on Access for Disabled Persons(Mensch und Computer 2022 - Workshopband, 2022) Gerling, Kathrin; Dickinson, Patrick; Spiel, KattaSocial VR holds the promise of engaging users in meaningful social interaction without leaving one’s physical environment. Particularly for disabled people, this could reduce barriers to social participation in the context of leisure, work, and education. However, the current shape of VR technology and research efforts exploring social VR largely overlook disabled perspectives. In this extended abstract, we outline key research challenges that need to be addressed to ensure that social VR is accessible and engaging for all users by moving beyond idealized and non-disabled human bodies, i.e., the corporeal standard.
- WorkshopbeitragTechnology-Centric Real-World Labs: Challenges and Opportunities for a New Mode of Participatory Research From the Perspective of Computer Science(Mensch und Computer 2023 - Workshopband, 2023) Gerling, Kathrin; Vinel, Alexey; Müller, Karin; Nierling, Linda; Stiefelhagen, Rainer; Karmann, Caroline; Lang, Daniel; Asfour, TamimReal-World Labs (RWLs) hold the promise of directly involving citizens in shared shaping of research with the goal of societal transformation. However, particularly in the case of technologycentric RWLs, this is associated with unique challenges with respect to the way technology-based intervention is negotiated particularly with respect to accessibility and understanding of emerging technologies. In this position paper, we reflect upon these challenges on the basis of three RWLs, "Accessibility", "Artificial Intelligence and Robotics", and "Cooperative Autonomous Mobility". We close with guiding principles for technology-centric RWLs that we wish to discuss with the research community in an effort to ensure that the introduction of technological intervention does not threaten the democratic notion of the concept.
- KonferenzbeitragTowards Acceptance Engineering in ICT for Older Adults(i-com: Vol. 15, No. 1, 2016) Kötteritzsch, Anna; Gerling, Kathrin; Stein, MartinResearch on technology acceptance presents different theories and models to predict the intention to use and actual usage of a system. However, even when applying these concepts to the design of novel technology, there is still a lack of acceptance among many older individuals. In the past years, we gathered experience in developing and evaluating technology for older adults. Throughout multiple engineering cycles, we repeatedly encountered issues impacting user acceptance. Based on our research, we argue that low acceptance can be ascribed to all phases of the engineering process, and thus, should be systematically applied to technology engineering. By considering research on technology acceptance among older adults, and presenting our own experiences in how older adults accept ICT, we introduce 12 lessons learned when designing ICT for older adults (understanding acceptance, evaluating the importance of user acceptance, pursuing the own goals, consulting with the user, considering all available information, connecting potential benefits, balancing different views, considering mediating factors, making use of emerging artifacts, being sensitive to one’s own actions, avoiding misunderstanding, and communicating clearly). We conclude with a proposition on how to implement these lessons into acceptance engineering throughout the engineering lifecycle.