Auflistung nach Autor:in "Kruse, Lucie"
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- KonferenzbeitragAssistance in Virtual Reality Exergames: Preference for Species of Agents in Relation to Personality of Users(Mensch und Computer 2023 - Tagungsband, 2023) Lehmann, Nora; Kruse, Lucie; Steinicke, FrankVirtual agents (VAs) can be used in a variety of scenarios, e.g. as assistants or in exergame tutorials. One of the advantages of VAs is that they can be customized to the user’s needs. Still, little research is done on preferences for the appearance of agents, especially when user groups are of mixed age. This work explores the effect of the species (abstract, animal, and human) of the agent on several dependent variables: user experience, anthropomorphism, animacy, likeability, and perceived intelligence. Therefore, an experimental study with a within-subject design was conducted. Furthermore, the effect of the user’s personality on the perception was investigated. Main findings were that people that had a high score in the openness to new experiences trait rated embodied agents significantly higher in likeability and animacy than people with a low score. This work highlights the importance of tailoring the appearance of agents to the users.
- WorkshopbeitragMake Me Run: The Effects of an Immersive Learning Experience on Physical Running Exercise(GI VR / AR Workshop, 2024) Ertugrul, Nazife; Kruse, Lucie; Steinicke, FrankRegular physical activity is crucial for physical and mental health, but many people do not meet the recommendations of the World Health Organization for physical activity due to lack of motivation and time constraints. This exploratory study aims to examine how an immersive learning experience using Virtual Reality (VR) affects running behavior, compared to a traditional approach that uses presentation slides. The results of our study indicate an increase in exercise enjoyment among active participants, with three participants even starting new workout routines in the week after the study. Approximately 60% of participants expressed a preference for the immersive intervention in VR due to its interactive 3D models. Moreover, VR was observed to enhance the feeling of flow during the running exercise in comparison to the 2D slides. Nonetheless, no statistically significant differences were detected in immediate enjoyment of physical activity, intrinsic motivation, or knowledge retention. This paper provides first insights into the effect of a VR learning intervention on sports behavior and points out future research directions.
- WorkshopbeitragPsychotherapy with the Help of ChatGPT? Current Technical and Ethical Boundaries of Intelligent Virtual Agents(Mensch und Computer 2023 - Workshopband, 2023) Rudschies, Catharina; Rings, Sebastian; Kruse, Lucie; Schauenburg, Gesche; Marmarshahi, Hamed; Zimmer, Christian-NorbertIntelligent virtual agents (IVAs) are currently studied in health-related research for their ability to enhance accessibility, availability, and to support clinical treatments. With the rapid improvements in conversational skills of IVAs triggered by large language models (LLMs) such as ChatGPT, the possibilities are explored to use IVAs in mental healthcare. However, the adoption of IVAs in psychotherapeutic contexts begs to discuss the technical and ethical challenges that go along. Limitations such as bias, confabulation, and a lack of explainability and accountability raise serious concerns in a sensitive context like mental healthcare. In this positional paper we elaborate on these limitations of LLMs when used for IVAs and discuss some of the ethical implications that need to be considered and addressed respectively.