Auflistung nach Autor:in "Kosch, Thomas"
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- Workshopbeitrag15. Workshop Be-greifbare Interaktion(Mensch und Computer 2022 - Workshopband, 2022) Hirsch, Linda; Schmid, Andreas; van Koningsbruggen, Rosa; Delgado, Sarah; Dietz, Dennis; Windl, Maximiliane; Maierhöfer, VitusBe-greifbare Interaktion vollzieht sich im Wesentlichen über die Manipulation physischer Objekte und durch den Einsatz des eigenen Körpers. Sie bezieht damit die Umgebung und den physischen Nutzungskontext in viel stärkerer Weise ein als rein grafische oder sprachbasierte Schnittstellen zur Steuerung von Mensch-Computer- Systemen. Die vielfältigen Möglichkeiten, Sensoren und Computersysteme in die Umwelt und ihre Gegenstände zu integrieren, bietet einen großen Gestaltungsspielraum. Das Forschungsfeld der »Be-greifbaren Interaktion« (Tangible Interaction) untersucht diesen Spielraum wissenschaftlich und praktisch, um sinnvolle und menschengerechte Anwendungen zu ermöglichen. Die Fachgruppe »Be-greifbare Interaktion« des GI-Fachbereichs Mensch-Computer- Interaktion bietet in ihrem gleichnamigen Workshop ein Forum zur Präsentation des wissenschaftlichen Diskurses und der interdisziplinären Auseinandersetzung, wobei Beitragsformen über theoretische, kritische und zukunftsweisende Reflexionen, bis hin zu gestalterischen Arbeiten und Berichten praktischer Umsetzungen gehen. DerWorkshop öffnet die Diskussion für ein breiteres Fachpublikum, um aktuelle Entwicklungen offengelegt und neue Impulse für das Forschungsgebiet geschaffen werden.
- Workshopbeitrag1st InternationalWorkshop on Augmenting Usability Evaluation(Mensch und Computer 2022 - Workshopband, 2022) Meixner, Gerrit; Dahm, MarkusThe aim of the workshop is to collect, share and discuss approaches that support and extend the (semi-)automatic evaluation of (complex) interactive system applications with a focus on the user interface. Augmenting and supporting usability evaluation can refer to different channels and techniques: GUIs, Voice UIs, Tangible UIs, etc. After a short introduction to the workshop, an invited speaker will give a keynote presentation on an approach to augmenting usability evaluations. This will be followed by presentations from the authors of the accepted workshop papers. We expect relevant contributions from computer scientists, designers, data and AI experts, psychologists, etc. The aim of the workshop is to create a heterogeneous community for future information exchange.
- Konferenzbeitrag3, 2, 1 Start with Breastfeeding: Supporting Partner Involvement in Breastfeeding Education Through a Gamified Mobile App(Mensch und Computer 2023 - Tagungsband, 2023) Tang, Kymeng; Kathrin, Gerling; Lijnen, Marnix; Geets, Marten; Geurts, Luc; Aufheimer, Maria; Muyldermans, JokeInteractive technology offers a unique opportunity to supplement breastfeeding education, engaging expecting parents in reflection on breastfeeding. Yet, interventions typically target mothers, and although partner support is an important predictor of breastfeeding success, it is rarely addressed in interventions. We present 3, 2, 1 Start with Breastfeeding, a gamified mobile app that allows users to take care of a virtual baby alone or with their partner while engaging with educational content. The app was designed off an existing breastfeeding intervention, and leverages Self-Determination Theory to address parents and their partners. An evaluation with twelve parents show that the app engaged parents and their partners, and successfully communicated the lived experience of early-stage breastfeeding. However, our results also suggest that involving partners needs to be done with nuance to emphasise autonomy. We discuss these findings to derive considerations for the design of interactive interventions to support breastfeeding.
- Workshopbeitrag5th International Workshop "Gam-R – Gamification Reloaded"(Mensch und Computer 2022 - Workshopband, 2022) Mazarakis, Athanasios; Voit, ThomasThe “Gam-R – Gamification Reloaded” series hosts a regular international workshop on gamification and related topics. Gamification as a scientific concept for using game-like elements in a non-game context [3] is here to stay [7–10]. The results of the past four workshops were summarized to identify current and future gamification trends and form the basis for the new focus of the workshop. Among other areas, gamification can, from a scientific perspective, help to improve the motivation for education, engage with healthrelated aspects, support sustainable consumption, and improve customer loyalty.
- Workshopbeitrag8. Usable Security und PrivacyWorkshop(Mensch und Computer 2022 - Workshopband, 2022) Lo Iacono, Luigi; Schmitt, Hartmut; Polst, Svenja; Heinemann, AndreasZiel der achten Auflage des wissenschaftlichen Workshops “Usable Security and Privacy” auf der Mensch und Computer 2022 ist es, aktuelle Forschungs- und Praxisbeiträge zu präsentieren und anschließend mit den Teilnehmenden zu diskutieren. Der Workshop soll ein etabliertes Forum fortführen und weiterentwickeln, in dem sich Experten aus verschiedenen Bereichen, z. B. Usability und Security Engineering, transdisziplinär austauschen können.
- Workshopbeitrag9.Workshop Mensch-Maschine-Interaktion in sicherheitskritischen Systemen(Mensch und Computer 2022 - Workshopband, 2022) Mentler, Tilo; Reuter, Christian; Nestler, Simon; Kaufhold, Marc-André; Pottebaum, JensIm Zentrum dieses Workshops steht die Interaktion von Mensch und Technik in sicherheitskritischen Kontexten. Hierzu zählen Bereiche, die bereits seit Jahrzehnten Gegenstand der Forschung sind (z.B. Prozessführung in Leitwarten), aber auch aktuelle Herausforderungen (z.B. Social Media im Katastrophenschutz). In diesen und vielen weiteren Bereichen gilt, dass sichere Systemzustände nur durch die ganzheitliche Betrachtung von Mensch, Technik und Organisation gewährleistet bzw. schnellstmöglich wieder erreicht werden können. In diesem Zusammenhang ist der Workshop auch der Nutzbarkeit und Akzeptanz von Sicherheitskonzepten sowie einer bewussteren Auseinandersetzung der Nutzenden mit diesem Thema gewidmet.
- KonferenzbeitragA Digital Application for Digital Natives to Improve Orientation Competence and Career Choice Decisions(Mensch und Computer 2022 - Tagungsband, 2022) Brandenburger, Jessica; Mergan, Hamid; Schametat, Jan; Vergin, Annika; Engel, Alexandra; Janneck, MoniqueMany young people find it difficult to choose a career. The range of options is diverse and often opaque. A digital application is being developed as part of the JOLanDA project - Improving the orientation skills of young people in rural regions in biographical decision-making processes - funded by the Federal Ministry of Education and Research. The aim is to improve the orientation of young people and to promote career choice decisions. Especially young people from rural regions are often under a double burden: they have to make a career choice decision and at the same time consider whether this profession can be practiced in their region. This is often associated with a migration decision for them (leave or stay?). By using various methods, such as gamification, digital natives who have grown up with technologies of the digital age [18] are to be prepared for the career orientation phase in a playful way. On the platform, young people go on a journey of discovery, they can start different expeditions and walk along discovery paths where they can find out what might suit them professionally and what makes them happy. The application aims to raise awareness of the dynamics of biographical decisions.
- KonferenzbeitragA Speech-Based AI for Political Participation(Mensch und Computer 2022 - Tagungsband, 2022) Bräuer, Paula; Mazarakis, AthanasiosThis study presents a first experimental approach for the use of intelligent virtual assistants (IVA) to support political participation. In order to involve as many citizens as possible in participatory political processes, such as the search for a repository site for high-level radioactive waste, IVAs could offer a possibility to convey information in an interactive way and to arouse interest in such complex topics. However, the question arises whether an IVA can adequately convey such a topic and ensure appropriate usability despite many complex dialogues with the user. The explorative study presents the results with a prototypically implemented Amazon Alexa Skill. Compared to a website that addresses the same questions as the Skill, a slightly poorer usability was found. Based on this first study, various questions arose that need to be investigated in future studies. These include questions related to the trustworthiness of such applications and challenges related to the auditive representations of different political opinions.
- KonferenzbeitragA user-centred approach to facilitate locating company security policies; Nutzerzentrierter Ansatz zur Vereinfachung des Auffindens von Security Policies(Mensch und Computer 2023 - Tagungsband, 2023) Aldag, Lukas; Ballreich, Fabian; Berens, Benjamin; Volkamer, MelanieEnglish: An important factor for the effectiveness of security awareness measures in companies is awareness and consistency of security policies. As part of a case study, a document was created using a user-centred approach that gives an overview of all relevant individual documents (so-called overview document). In addition, a process for publication was developed and evaluated iteratively. The case study took place at a medium-sized energy company in Germany. General lessons learned are derived from the case study. For example, distributing important documents via e-mail carries the risk that this is perceived as less important or is not perceived at all. Deutsch: Ein wichtiger Faktor für die Effektivität von Security Awareness-Maßnahmen in Unternehmen sind die Bekanntheit und Konsistenz von Security Policies. Im Rahmen einer Case Study wurde mit einem nutzerzentrierten Ansatz ein Dokument, das den Nutzenden eine Übersicht über alle relevanten Einzeldokumente (sog. Übersichtsdokument) gibt und ein Prozess zur Bekanntmachung iterativ entwickelt und evaluiert. Die Case Study fand bei einem mittelgroßen Energieversorgungsunternehmen in Deutschland statt. Aus der Case Study werden allgemeine Lessons Learned abgeleitet. Beispielsweise birgt eine Verteilung von wichtigen Dokumenten über E-Mail die Gefahr, dass diese gar nicht oder als weniger wichtig wahrgenommen wird.
- WorkshopbeitragAccessible Automated Automotive Workshop Series (A3WS): Focus External Human-Machine Interfaces (eHMIs)(Mensch und Computer 2022 - Workshopband, 2022) Haimerl, Mathias; Colley, Mark; Löcken, Andreas; Riener, AndreasWith modernizing traffic, a rise of automated vehicles (AVs) is expected. As AVs potentially need to communicate their intentions, external human-machine interfaces (eHMIs) seem to be an appropriate solution. While automotive research progresses quickly, people with special needs (PSN) are vastly underrepresented. With an aging population due to demographic changes and advances in medical treatments and with the stride towards equality and accessibility, the needs of these groups also have to be considered in the automotive domain. We provide an inclusive platform for interdisciplinary exchange on current and future topics, especially for academia, industry, and politics. This enables different perspectives with particular (but not exclusive) regard to user experience (UX) and psychology, product design, legislative concerns and, thus, support the communication and potentially founding of new topic streams. The aim is to create new interdisciplinary networks and collaborations to make future developments on vehicle-to-human (V2H) communication more inclusive.