Auflistung nach Autor:in "Kocur, Martin"
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- KonferenzbeitragAudienceAR - Utilising Augmented Reality and Emotion Tracking to Address Fear of Speech(Mensch und Computer 2019 - Tagungsband, 2019) Hartl, Philipp; Fischer, Thomas; Hilzenthaler, Andreas; Kocur, Martin; Schmidt, ThomasWith Augmented Reality (AR) we can enhance the reality by computer-generated information about real entities projected in the user's field of view. Hence, the user's perception of a real environment is altered by adding (or subtracting) information by means of digital augmentations. In this demo paper we present an application where we utilise AR technology to show visual information about the audience's mood in a scenario where the user is giving a presentation. In everyday life we have to talk to and in front of people as a fundamental aspect of human communication. However, this situation poses a major challenge for many people and may even go so far as to lead to fear and and avoidance behaviour. Based on findings in previous work about fear of speech, a major cause of anxiety is that we do not know how the audience judges us. To eliminate this feeling of uncertainty, we created an AR solution to support the speaker while giving a speech by tracking the audience's current mood and displaying this information in real time to the speaker's view: AudienceAR. By doing so we hypothesise to reduce the speaker's tension before and during presentation. Furthermore, we implemented a small web interface to analyse the presentation based on the audience mood after the speech is given. Effects will be tested in future work.
- KonferenzbeitragHow to Induce a Physical and Virtual Rubber Hand Illusion(Mensch und Computer 2022 - Tagungsband, 2022) Kalus, Alexander; Kocur, Martin; Henze, Niels; Bogon, Johanna; Schwind, ValentinUnderstanding body ownership is essential when creating virtual reality (VR) applications using avatars. One of the most widely-used paradigm to investigate body ownership is the rubber hand illusion (RHI). When a real hand and a rubber hand are stroked synchronously, participants can experience the rubber hand as their own hand. Although the knowledge from RHI experiments in the real world is applied to when users embody avatars in VR, it is still unclear whether the illusory ownership of a virtual and physical body produce the same effects. In addition, conducting RHI studies in VR would allow gaining a range of novel experiments that are not possible in the real world. With this demonstration, we therefore present a system and approach to investigate the RHI in the real world and in VR.
- KonferenzbeitragThe Mood Game - How to use the player’s affective state in a shoot’em up avoiding frustration and boredom(Mensch und Computer 2019 - Tagungsband, 2019) Halbhuber, David; Fehle, Jakob; Kalus, Alexander; Seitz, Konstantin; Kocur, Martin; Schmidt, Thomas; Wolff, ChristianIn this demo paper, we present a shoot'em up game similar to Space Invaders called the "Mood Game" that incorporates players' affective state into the game mechanics in order to enhance the gaming experience and avoid undesired emotions like frustration and boredom. By tracking emotions through facial expressions combined with self-evaluation, keystrokes and performance measures, we have developed a game logic that adapts the playing difficulty based on the player's emotional state. The implemented game AI automatically adjusts the enemy spawn rate and enemy behavior, the amount of obstacles, the number and type of power ups and the game speed to provide a smooth game play for different player skills. The effects of our dynamic game balancing mechanism will be tested in future work.
- KonferenzbeitragSentiBooks: Enhancing Audiobooks via Affective Computing and Smart Light Bulbs(Mensch und Computer 2019 - Tagungsband, 2019) Ortloff, Anna-Marie; Güntner, Lydia; Windl, Maximiliane; Schmidt, Thomas; Kocur, Martin; Wolff, ChristianWe present SentiBooks, a smartphone application to enhance the audiobook listening experience via affective computing and smart light bulbs. Users can connect to Philips Hue Light Bulbs with a smartphone app while listening to an audiobook. The app analyzes the emotional expression of the narrator of the audiobook using speech emotion recognition and adjusts the colors of the lighting settings according to the expression of the narrator in 10-seconds intervals. By transitioning between colors that are connected to the specific emotion that is currently dominant in the reading, the overall audiobook experience is intensified.
- WorkshopbeitragTowards an Investigation of Avatars’ Sweat Effects during Physical Exertion in Virtual Reality(Mensch und Computer 2021 - Workshopband, 2021) Kocur, Martin; Henze, Niels; Schwind, ValentinAn avatar’s athletic appearance can affect users’ perceptual and physiological responses to physical exertion in virtual reality (VR). Although sweating during physical effort is a natural human response, it is currently unknown whether and how visualizing sweat on an avatar’s skin affects the user while exercising in VR. Therefore, we plan to conduct a study with 30 participants to explore the impact of an avatar’s sweating on users’ physical performance and perception of effort while cycling in VR. We expect that visualizing sweat increases the perceived effort and decreases physical performance as sweating is associated with physical strain and fatigue. Hence, we assume that the avatars’ sweat could contribute to a more vivid and realistic VR exercise experience on the one hand, but also result in adverse effects on the users’ physical performance on the other.
- WorkshopbeitragTowards an Investigation of Embodiment Time in Virtual Reality(Mensch und Computer 2020 - Workshopband, 2020) Kocur, Martin; Roth, Daniel; Schwind, ValentinVirtual Reality (VR) allows us to embody any possible appearance using avatars. Previous work found that the visual appearance of an avatar can affect the user’s behavior – a phenomenon known as the Proteus effect. The illusory feeling of owning a virtual avatar – the body ownership illusion – modulates the Proteus effect. Prior investigations revealed that the time of how long users embody an avatar can affect the extent of the body ownership illusion, however, it is currently unknown whether and how behavioral changes caused by the Proteus effect are moderated by the embodiment time. Therefore, we are planning to conduct a study with 30 participants where we induce the Proteus effect using avatars of different perceived ages to evaluate the effect of embodiment time on walking speed. We hypothesize that the longer users embody an elderly avatar, the slower they will walk in VR. In this proposal, we suggest a study design to evaluate the effect of embodiment time on the body ownership illusion and behavioral changes caused by the Proteus effect in VR.
- WorkshopbeitragTowards Investigating the Effects of Athletic Avatars and Room Size on Time Perception(Mensch und Computer 2023 - Workshopband, 2023) Kocur, MartinSubjective perception of time is malleable and depends on spatial factors such as the size of the surrounding environment. Previous work shows that room size affects time perception based on the perceived travel distance. Time is perceived to pass quicker in large rooms than in small rooms, as the perceived or anticipated travel distance appears to be smaller than the same distance in a small room. Perceiving travel distances, however, is known to depend on the physical abilities of the own body. Virtual reality (VR) enables users to embody avatars associated with different physical abilities. Hence, it is unclear whether an avatar’s characteristics can also modulate time perception. Therefore, we are planning to conduct a study with 32 participants where we immerse users in virtual environments of different sizes (medium and large) while embodying avatars with varying athleticism (medium and athletic). We hypothesize that embodying an athletic avatar in a large room causes the perception of time passing faster (i.e., shortening of time). We assume that avatar embodiment mediates effects on time perception caused by environmental size.
- KonferenzbeitragUnderstanding the Effects of Perceived Avatar Appearance on Latency Sensitivity in Full-Body Motion-Tracked Virtual Reality(Mensch und Computer 2023 - Tagungsband, 2023) Halbhuber, David; Kocur, Martin; Kalus, Alexander; Angermeyer, Kevin; Schwind, Valentin; Henze, NielsLatency in virtual reality (VR) can decrease the feeling of presence and body ownership. How users perceive latency, however, is plastic and affected by the design of the virtual content. Previous work found that an avatar's visual appearance, particularly its perceived fitness, can be leveraged to change user perception and behavior. Moreover, previous work investigating non-VR video games also demonstrated that controlling avatars that visually conform to users' expectations associated with the avatars' perceived characteristics increases the users' latency tolerance. However, it is currently unknown if the avatar's visual appearance can be used to modulate the users' latency sensitivity in full-body motion-tracked VR. Therefore, we conducted two studies to investigate if the avatars' appearance can be used to decrease the negative impact of latency. In the first study, 41 participants systematically determined two sets of avatars whose visual appearance is perceived to be more or less fit in two physically challenging tasks. In a second study (N = 16), we tested the two previously determined avatars (perceived to be more fit vs. perceived to be less fit) in the two tasks using VR with two levels of controlled latency (system vs. high). We found that embodying an avatar perceived as more fit significantly increases the participants' physical performance, body ownership, presence, and intrinsic motivation. While we show that latency negatively affects performance, our results also suggest that the avatar's visual appearance does not alter the effects of latency in VR.
- WorkshopbeitragUtilizing the Proteus Effect to Improve Interactions using Full-Body Avatars in Virtual Reality(Mensch und Computer 2019 - Workshopband, 2019) Kocur, Martin; Schwind, Valentin; Henze, NielsVirtual Reality (VR) allows us to perceive the world through any possible embodiment – the avatar. Behavioral changes due to the strong bond between the user and the virtual avatar is known as Proteus Effect. Previous work found that the Proteus Effect occurs when characteristics of the appearance are associated with knowledge and experiences gained by anticipated entities or stereotypes. Based on the findings that the Proteus Effect can trigger behavioral changes, we hypothesize that the appearance of an avatar in VR can be manipulated in a way that users will perform tasks better than they would perform them using their real or any casual embodiment. As one of the most important human behavioral characteristics is exerting force, we are planning to conduct a study investigating if muscular or wispy avatars are able to change physical forces of the physical self. Our hypothesis is that people will apply more force when they interact in a more powerful-looking appearance. An effect would have far-reaching consequences and implications for the interactions with avatars in HCI and VR.