Auflistung nach Autor:in "Schwind, Valentin"
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- WorkshopbeitragAccuracy of a Low-Cost 3D-printed Head-Mounted Eye Tracker(Mensch und Computer 2015 – Proceedings, 2015) Schwind, Valentin; Pohl, Norman; Bader, PatrickThis contribution presents a mobile modular low-cost open source 3D printed eye tracking prototype, equipped with two off-the-shelf webcams. We compared the accuracy with two state-of-the-art commercial remote eye trackers. In order to verify the benefit of head stabilization, the devices have been tested with and without a chin rest. Experiments have been conducted to determine the feasibility of an open source system and the field of application for this kind of eye tracking device in the low-cost price segment. This opens new use cases and possibilities for indoor and outdoor usability studies and offers new opportunities to apply eye tracking on mobile devices.
- KonferenzbeitragCorrect Foot Positioning in Virtual Reality through Visual Agility Ladder Training(Mensch und Computer 2023 - Tagungsband, 2023) Resch, Stefan; Rafati, Mustafa; Altomare, Angela; Raddi, Oumaima; Tahmas, Arso; Schwind, Valentin; Völz, DianaIncorrect gait patterns and foot positioning can lead to serious consequences for the entire musculoskeletal system of the human body. While previous work indicates that training with an agility ladder in immersive environments such as in virtual reality (VR) is helpful for training foot positioning using visual feedback, it remains unknown how the visual feedback affects the users’ gait pattern. In an experimental user study (N=20) in VR, we compared the foot positioning success rate and the users’ preferences using four different visualization techniques of an agility ladder (footsteps, arrows, numbers, empty fields). The quantitative results indicate that visualization of footsteps achieved the highest accuracy in correct foot positioning without increasing the workload in VR. This is in contrast to the qualitative feedback in which most of the participants were in favor of the empty field condition. We discuss the implications and limitations for future studies using agility ladder training in VR.
- KonferenzbeitragThe Effect of Presence and Appearance of Guides in Virtual Reality Exhibitions(Mensch und Computer 2019 - Tagungsband, 2019) Rzayev, Rufat; Karaman, Gürkan; Wolf, Katrin; Henze, Niels; Schwind, ValentinVirtual reality (VR) enables users to experience informal learning activities, such as visiting museum exhibitions or attending tours independent of their physical locations. Consequently, VR offers compelling use cases by making informal learning and education accessible to a broader audience and simultaneously reducing the carbon footprint. For many learning activities, the presence of a human guide is essential for participants' experience. The effect of the presence of a guide and its appearance in VR is, however, unclear. In this paper, we compare a real-world guide with a realistic, an abstract, and an audio-only representation of a virtual guide. Participants followed four multimodal presentations while we investigated the effect on comprehension, presence, co-presence and the perception of the guide. Our results show that even a realistic presentation of a guide results in significantly lower co-presence, humanness, and attractiveness compared to a human guide. Qualitative results and participants' feedback indicate that having no visual representation of the guide helps to focus on the content but can reduce the connection with the guide.
- KonferenzbeitragEffects of position of real-time translation on AR glasses(Mensch und Computer 2020 - Tagungsband, 2020) Rzayev, Rufat; Hartl, Sabrina; Wittmann, Vera; Schwind, Valentin; Henze, NielsAugmented reality (AR) provides users with contextually relevant multimedia content by overlaying it on real-world objects. However, overlaying virtual content on real-world objects can cause occlusion. Especially for learning use cases, the occlusion might result in missing real-world information important for learning gain. Therefore, it is important to understand how virtual content should be positioned relative to the related real-world information without negatively affecting the learning experience. Thus, we conducted a study with 12 participants using AR glasses to investigate the position of virtual content using a vocabulary learning task. Participants learned foreign words shown in the surrounding while viewing translations using AR glasses as an overlay, on the right or below the foreign word. We found that showing virtual translations on top of foreign words significantly decreases comprehension and increase users' task load. Insights from our study inform the design of applications for AR glasses supporting vocabulary learning.
- KonferenzbeitragEffects of Smart Virtual Assistants’ Gender and Language(Mensch und Computer 2019 - Tagungsband, 2019) Habler, Florian; Schwind, Valentin; Henze, NielsSmart virtual assistants (SVA) are becoming increasingly popular. Prominent SVAs, including Siri, Alexa, and Cortana, have female-gendered names and voices which raised the concern that combining female-gendered voices and submissive language amplifies gender stereotypes. We investigated the effect of gendered voices and the used language on the perception of SVAs. We asked participants to assess the performance, personality and user experience of an SVA while controlling the gender of the voice and the attributed status of the language. We show that low-status language is preferred but the voice's gender has a much smaller effect. Using low-status language and female-gendered voices might be acceptable but solely combining low-status language with female-gendered voices is not.
- KonferenzbeitragEyePointing: A Gaze-Based Selection Technique(Mensch und Computer 2019 - Tagungsband, 2019) Schweigert, Robin; Schwind, Valentin; Mayer, SvenInteracting with objects from a distance is not only challenging in the real world but also a common problem in virtual reality (VR). One issue concerns the distinction between attention for exploration and attention for selection - also known as the Midas-touch problem. Researchers proposed numerous approaches to overcome that challenge using additional devices, gaze input cascaded pointing, and using eye blinks to select the remote object. While techniques such as MAGIC pointing still require additional input for confirming a selection using eye gaze and, thus, forces the user to perform unnatural behavior, there is still no solution enabling a truly natural and unobtrusive device free interaction for selection. In this paper, we propose EyePointing: a technique which combines the MAGIC pointing technique and the referential mid-air pointing gesture to selecting objects in a distance. While the eye gaze is used for referencing the object, the pointing gesture is used as a trigger. Our technique counteracts the Midas-touch problem.
- KonferenzbeitragFrom Skepticism to Acceptance: On the Dynamics of Elderly Engagement with Mixed Reality(Proceedings of Mensch und Computer 2024, 2024) Sehrt, Jessica; Mbamara, Ebony; Rafati, Mustafa; Schwind, ValentinAs our society ages and technology becomes increasingly omnipresent, the use of Mixed Reality (MR) in private and health-related domains inevitably encounters the older population. This intersection presents unique challenges and opportunities for the integration of MR technology into the lives of elderlies. We conducted a qualitative study (N=7) using think-aloud interviews to gain in-depth insights into the usage of MR devices by elderly people. Using thematic analysis we identified barriers and facilitators for elderly engagement with MR: emotional response, ergonomics and handling, utility, learning competence, and acceptance. Our findings highlight the roles of timing, responsiveness, and skepticism towards the technology, which can act as a deterrent to the participation of elderlies. We contribute with a refined understanding of the elderly’s interaction with MR and recommendations for elderly-centric MR technology adoption.
- TextdokumentHCI Lecture - Material for Teaching Human-Computer Interaction(2020) Henze, Niels; Kocur, Martin; Schmidt, Albrecht; Schwind, Valentin; Wolf, KatrinThe slides that are the basis for this lecture were created over the last 15 years at different universities and many people contributed – including researchers and PhD students at the University of Duisburg-Essen, University of Stuttgart, University of Regensburg, and Ludwig-Maximilians-Universität München.
- 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 Impact of Visual Feedback and Avatar Presence on Balance in Virtual Reality(Proceedings of Mensch und Computer 2024, 2024) Resch, Stefan; Tiwari, Rohan Brijesh; Vankawala, Heer Rakeshkumar; Singh, Priya; Rafati, Mustafa; Schwind, Valentin; Völz, Diana; Sanchez-Morillo, DanielBalance board training is a promising method to enhance physical rehabilitation for humans with motor problems through interactive exercises. Previous work highlighted the benefits of balance board training in virtual reality (VR) compared to conventional methods. However, it is still unclear how visual target feedback and the presence of an avatar influence balance behavior in immersive environments. We conducted an experimental user study with 24 participants without motor impairments to investigate the effects of visual target feedback and a human avatar on balance performance and perceived workload in VR. Quantitative results show that visual target feedback significantly improves balance performance without increasing workload in VR. In contrast, an avatar shows no effect on performance and workload, which is also confirmed by qualitative feedback. Finally, we discuss the implications of our study for future developments of virtual balance board training exercises and highlight potential applications of visual target feedback.
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