Auflistung nach Autor:in "Jochems, Nicole"
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- WorkshopbeitragAltersgerechte Gestaltung eines Registrierungsprozesses für das Historytelling-Projekt(Mensch und Computer 2018 - Tagungsband, 2018) Volkmann, Torben; Sengpiel, Michael; Jochems, NicoleDieser Beitrag beschreibt die altersgerechte Entwicklung eines Registrierungsprozesses für das Historytelling-Projekt. In einem mehrstufigen Prozess wurden unterschiedliche Herausforderungen und Lösungsansätze herausgearbeitet, deren Gestaltungsansätze hier vorgestellt werden.
- KonferenzbeitragBuilding Bridges Through Design: Game Design Strategies to Empower Young Adults Taking Social Offers - Results From a Pilot Study(Mensch und Computer 2023 - Tagungsband, 2023) Lindemann, Leonie; Volkmann, Torben; Jochems, NicoleIn this work, we analyze whether the empowerment of young adults can be supported through gamified design approaches in a socio-spatial context. Based on a literature research, relevant empowerment factors were identified. Further, we give an overview of different gamified approaches to strengthen empowerment. We tested the results of our literature research within the implementation of a web-based application in the context of a project, which deals with digital participation processes for the youth. We suggest that gamified approaches within a web-app can be used to strengthen the empowerment of young adults in a socio-spatial context. In this paper, we focus on our process of gamifying the utilization of social offers (e.g., leisure activities, participation offers, youth welfare services) to strengthen the empowerment of young adults and thereby establish foundations for future studies examining the effect of game elements on the empowerment of young adults.
- WorkshopbeitragDeconstruction and Reflection in Participatory Research and Design – A Multidisciplinary Perspective(Mensch und Computer 2023 - Workshopband, 2023) Volkmann, Torben; Schaller, Michael; Nolte, Amelie; Jochems, Nicole; Fischer, FlorianSociotechnical innovations are often proposed as solutions for societal challenges. To effectively address diverse perspectives, needs, and requirements of target groups, early involvement of the latter in the development of digital systems is deemed useful. Respective participatory approaches hold promise, but they are complex and demanding. Therefore, it is crucial to recognize collective reflection on assumptions and beliefs as an integral part of participatory activities. This reflection helps to address hidden assumptions that might impact participation and the subsequent technology development. This paper discusses two methods in terms of their potential to critically reflect and broaden the possibilities of technology development by breaking down preconceptions and stereotypes.
- KonferenzbeitragA Distributed Virtual Reality Study Under COVID-19 Conditions - Comparing Continuous and Non-Continuous Locomotion Techniques in Mobile VR(Mensch und Computer 2021 - Tagungsband, 2021) Dresel, Markus; Jochems, NicoleThe ongoing COVID-19 pandemic complicates empirical virtual reality (VR) research and especially laboratory studies. As an alternative study design, we conducted a distributed VR study that took place in the participants’ homes, using mobile VR goggles and personal smartphones. We investigated the influence of two different locomotion techniques on presence, usability, and cybersickness. Subjects were asked to solve a navigation task once with the continuous “Look-Down-to-Move” technique and once with the non-continuous “Point-And-Teleport” technique. Surprisingly, the two locomotion techniques performed comparably well on all variables assessed. The study design showed to be understandable and conductible for the subjects. However, we found that (1) hardware limitations of the used smartphones and (2) confounding factors that are beyond the control of the experimenters could have distorted the results of the study.We propose using uniform hardware and imposing stricter rules for participation to achieve more controlled conditions. Our results hint that the impact of the continuity of locomotion on presence, usability, and cybersickness may be less severe in the context of mobile VR than in immersive high-end VR devices. If these findings are corroborated by subsequent studies, they could provide designers of mobile virtual environments (VEs) with more flexibility when developing a suitable locomotion technique for their application.
- ZeitschriftenartikelThe European commitment to human-centered technology: the integral role of HCI in the EU AI Act’s success(i-com: Vol. 23, No. 2, 2024) Valdez, André Calero; Heine, Moreen; Franke, Thomas; Jochems, Nicole; Jetter, Hans-Christian; Schrills, TimThe evolution of AI is set to profoundly reshape the future. The European Union, recognizing this impending prominence, has enacted the AI Act, regulating market access for AI-based systems. A salient feature of the Act is to guard democratic and humanistic values by focusing regulation on transparency, explainability, and the human ability to understand and control AI systems. Hereby, the EU AI Act does not merely specify technological requirements for AI systems. The EU issues a democratic call for human-centered AI systems and, in turn, an interdisciplinary research agenda for human-centered innovation in AI development. Without robust methods to assess AI systems and their effect on individuals and society, the EU AI Act may lead to repeating the mistakes of the General Data Protection Regulation of the EU and to rushed, chaotic, ad-hoc, and ambiguous implementation, causing more confusion than lending guidance. Moreover, determined research activities in Human-AI interaction will be pivotal for both regulatory compliance and the advancement of AI in a manner that is both ethical and effective. Such an approach will ensure that AI development aligns with human values and needs, fostering a technology landscape that is innovative, responsible, and an integral part of our society.
- WorkshopbeitragGerman Translation of the Multimodal Presence Scale(Mensch und Computer 2018 - Tagungsband, 2018) Volkmann, Torben; Wessel, Daniel; Jochems, Nicole; Franke, ThomasPresence is a key variable in virtual reality. A differentiated assessment of presence is necessary to com-pare different versions of VR environments. The Multimodal Presence Scale (MPS) by Makransky, Lilleholt, and Aaby (2017) was developed to measure physical, social and self-presence. However, the scale is not yet available in German. We provide a professional translation of the scale and first indicators of its reliability, esp. in the context of assessing social presence, an increasingly important aspect of pres-ence.
- WorkshopbeitragHistorytelling als Produkt und Prozess zur partizipativen Technikentwicklung(Mensch und Computer 2021 - Workshopband, 2021) Volkmann, Torben; Jochems, NicoleDas Projekt Historytelling setzt auf Partizpation innerhalb des menschzentrierten Entwicklungsprozesses. Im Fokus der Aufmerksamkeit stehen hierbei sowohl ältere Erwachsene als Techniknutzende, aber auch junge Technikentwickler*innen und ihre unterschiedlichen Bedürfnisse und Wünsche. Dieser Beitrag fasst hierbei die langjährige Zusammenarbeit mit diesen Zielgruppen zusammen, die Ansätze aus der MCI, dem Software-Engineering und der partizipativen Technikentwicklung verbindet.
- KonferenzbeitragHuman-Animal Interaction in Immersive Virtual Reality: The Role of Social Presence and Positive Effects(Proceedings of Mensch und Computer 2024, 2024) Wanali, Wan Abdul Aliim; Dresel, Markus; Jochems, NicoleIn immersive virtual reality (IVR), the quality of interactions depends greatly on social presence (SP). Yet, SP research predominantly focuses on human-like actors, neglecting animals. We aim to explore SP beyond anthropomorphism by identifying factors influencing SP and investigating their transferability to virtual animals. Additionally, we investigate SP in relation to positive effects of virtual human-animal interaction (HAI). In our subsequent IVR-experiment, subjects were accompanied by a golden-retriever in a dog park. Two different levels of SP factors were presented using a within-subject design (N=27). Results show that the manipulated SP factors, namely visual representation (behavior), interactivity and task type, significantly influenced SP (p<0.001). Regarding positive effects of virtual HAI, we measured subject’s stress levels throughout the experimental procedure. A significant reduction in self-reported stress was observed between each of the two IVR-conditions and the previous stress-task, independent of SP factors. However no significant differences in heart rates could be identified. Moreover, SP factors appeared to have a significant impact on positive affect of subjects, but not on negative affect. These initial findings show promising possibilities for use in the development of future systems, e.g. concerning virtual animal-assisted interventions and can therefore offer benefits to both humans and animals.
- editorialIntroduction to the special issue on “Design for Aging”(i-com: Vol. 15, No. 1, 2016) Jochems, Nicole; Sengpiel, Michael
- WorkshopbeitragIoT eHealth Applications for Chronically Ill Patients: Requirements and Design Principles(Mensch und Computer 2020 - Workshopband, 2020) Mentler, Tilo; Bundt, Henrik; Jochems, NicoleChronic diseases are a global burden affecting billions of people, causing millions of deaths per year and excessive costs for healthcare systems. Smart and ubiquitous eHealth applications supporting patients in their everyday life could have a major impact on patients’ quality of life and treatment outcomes. In this paper, we present results of an online survey with 320 participants (188 chronically ill patients, 132 persons related to chronic diseases in various ways, e.g. relatives) in order to gain insights into expectations and concerns of patients with chronic conditions towards eHealth solutions based on Internet of Things (IoT) technologies. 175 of them finished the questionnaire completely. In addition, interviews with 8 physicians on patient-doctor-relationships, therapy processes of patients with chronic health conditions and opportunities for improvements through IoT-based eHealth services were conducted. By thematic analysis of the results, requirements were identified that future applications need to fulfill to achieve acceptance and long term usage. Accordingly, we present six design principles for IoT based eHealth applications for chronically ill patients.
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