Auflistung Mensch und Computer 2020 nach Erscheinungsdatum
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- KonferenzbeitragThe effects of consultant avatar size and dynamics on customer trust in online consultations(Mensch und Computer 2020 - Tagungsband, 2020) Brown, Gordon; Prilla, MichaelThis study investigates the impact of avatars on interactions between customers and consultants in remote, online consultations supported by Augmented Reality (AR). Based on past research, we were interested whether the appearance of an avatar and its dynamics affect important factors for online consultations such as social presence, trust in the consultant and perceived customer satisfaction. In particular, we chose avatar size and dynamics (movement/gaze) to compare different avatars in a 2x2 experiment, in which customers wear AR head mounted devices to consult a remotely located consultant in a mock furniture consultation session. Our results show no significant differences in trust and satisfaction, but significantly different levels of perceived social presence for life-sized, dynamic avatars as well as significantly higher co-presence for all life-sized avatars. Additional data from interviews with the participants revealed a clear preference for dynamic avatars over static ones. Based on an analysis of these findings, we make design recommendations and suggest directions for future research.
- KonferenzbeitragGame of TUK: deploying a large-scale activity-boosting gamification project in a university context(Mensch und Computer 2020 - Tagungsband, 2020) Müller, Julia; Sprenger, Max; Franke, Tobias; Lukowicz, Paul; Reidick, Claudia; Herrlich, MarcWe present Game of TUK, a gamified mobile app to increase physical activity among students at TU Kaiserslautern. The scale of our project with almost 2,000 players over the course of four weeks is unique for a project in a university context. We present feedback we received and share our insights. Our results show that location-based activities in particular were very popular. In contrast, mini-games included in the app did not contribute as much to user activity as expected.
- 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.
- WorkshopbeitragNutzerzentrierte Entwicklung einer Game-based Learning Anwendung für Unity(Mensch und Computer 2020 - Workshopband, 2020) Schiller, Vincent; Liebscher, Maximilian; Brade, MariusIn einer Zeit der Digitalisierung nimmt die Relevanz des Programmierens in Echtzeit-Entwicklungsumgebungen immer mehr zu. So auch in der Unity Engine. Zeitgleich werden Game‑based Learning Anwendungen immer häufiger zum Erlernen neuer Inhalte eingesetzt. Mit ‚ENC#YPTED‘ wurde das erste frei zugängliche Unity-Programmierlernspiel entwickelt. ENC#YPED hat das Ziel, ein positives Lernerlebnis bei der Aneignung von Programmierfertigkeiten zu unterstützen, indem Lernende in eine Spielwelt eintauchen.
- WorkshopbeitragAn Analytics System for the Evaluation of Interactions of Museum Visitors in Augmented Reality Tours(Mensch und Computer 2020 - Workshopband, 2020) Ohlei, Alexander; Schumacher, Toni; Herczeg, MichaelThis paper presents the design, implementation, and evaluation of a system that supports the analysis of visitor interactions with augmented reality (AR) content in museum exhibitions. It can be used in conjunction with the AR authoring and presentation system InfoGrid. InfoGrid enables museum professionals to setup indoor and outdoor AR tours by connecting visual features of physical exhibits with different kinds of media. Visitors can retrieve these media by using the InfoGrid mobile app and scanning the target areas. The analytics application presented in this paper aims to help museum professionals to get an understanding of how visitors are using the AR tours they created. It shows how visitors interact with each AR element and reveals if some elements have been unrecognized. It allows museum professionals to visually inspect the data mapped onto a digital floor plan of the museum. The system visualizes movement paths on the floor plan as well as heatmaps that represent the overall time spent in an exhibit. Data for the evaluation system is anonymously generated by using a logging mechanism of the InfoGrid AR mobile app. Finally, we present a usability evaluation of the analytics system, discuss the results as well as future work.
- KonferenzbeitragSpeech-based interaction for map editing on mobile devices: a scenario-based study(Mensch und Computer 2020 - Tagungsband, 2020) Degbelo, Auriol; Somaskantharajan, SulaxanSpeech-based interfaces on mobile phones are growing in popularity, yet mostly limited to helping users retrieve information. There is an untapped potential for using speech to help users contribute new information. This work discusses opportunities and challenges of map editing on mobile devices. It also presents results from a study (N=20) that evaluated 11 speech-based commands for map data enriching and urban fault reporting on mobile devices. Feedback from the users indicated that speech-based information editing is feasible: usability was rated as `good', while user experience ratings produced slightly mitigated results.
- WorkshopbeitragDie GeoBox-Vision: Resiliente Interaktion und Kooperation in der Landwirtschaft durch dezentrale Systeme(Mensch und Computer 2020 - Workshopband, 2020) Kuntke, Franz; Reuter, Christian; Schneider, Wolfgang; Eberz, Daniel; Bernardi, AnsgarBetrachtet man Landwirtschaft unter dem Blickwinkel kritischer Infrastruktur, da sie einen essenziellen Bestandteil der lebenswich-tigen Nahrungsmittelproduktion darstellt, so wird schnell klar, dass auch die dort eingesetzten Werkzeuge hohen Anforderungen stand-halten müssen. Mit dem Einsatz moderner digitaler Werkzeuge werden Erwartungen verbunden, sowohl den gesellschaftlichen Anforderungen nach Qualität und Quantität von Nahrungsmitteln gerecht zu werden, als auch dabei die Produktion möglichst effi-zient unter Berücksichtigung von Umwelt und Natur durchzufüh-ren. Ebenso gilt es die Interessen der landwirtschaftlich Beschäftig-ten zu wahren. Die Geobox-Infrastruktur verfolgt dieses Ziel. Zu den wichtigsten Aspekten, die dabei erfüllt werden müssen, zählen eine resiliente Systemarchitektur, Sicherheit und Datenhoheit, aber auch Gebrauchstauglichkeit. Dieser Beitrag diskutiert den For-schungsansatz sowie zentrale Anforderungen.
- KonferenzbeitragEliciting tangible and gestural user interactions with and on a cooking pan(Mensch und Computer 2020 - Tagungsband, 2020) Beruscha, Frank; Mueller, Katharina; Sohnke, ThorstenEmbedding computational capabilities in everyday objects enables novel interaction concepts that are seamlessly integrated in users’ everyday tasks. We conducted an elicitation study to investigate how subjects use a pan to control functions related to cooking. The primary focus of the study was to identify whether the elicited proposals tend towards tangible (i.e. moving or rotating the pan) or gestural (i.e. tapping or swiping on the pan handle) interactions. We present an analysis of over 500 interaction proposals from 20 subjects. While priming and used pan handle did not affect the amount or type of elicited interactions, we found statistically significant differences for different types of task. While pan interaction is suitable for controlling cook top temperature, subjects have a rejecting attitude towards using a pan to interact with the cooker hood or a digital cookbook.We derive recommendations for when and how to interact with a pan during the cooking process.
- WorkshopbeitragWork in Progress: How I met my Privacy Assistant – A User-Centric Workshop(Mensch und Computer 2020 - Workshopband, 2020) Stöver, Alina; Kretschmer, Felix; Cornel, Christin; Marky, KarolaPrivacy Assistants (PAs) are a promising method to support users in making and communicating privacy-related decisions. In this work in progress paper, we present a study design to investigate users perspective on PAs in the context of mobile apps in an explorative user-centric workshop. The participants are asked to provide 1) which information they are comfortable sharing with their PA, 2) how the PA learns this information, 3) how the PA should assist and how it should communicate with the participants, and 4) which entity should provide the PA. Participants are encouraged to think aloud during the workshop and are interviewed as debriefing. The initial results of a pilot study indicate that there may be a great variety of requirements and ideas of a PA between users.
- WorkshopbeitragDesigning Tools To Improve Collaborative Interaction in a VR Environment for Teaching Geosciences Interpretation(Mensch und Computer 2020 - Workshopband, 2020) Woodworth, Jason; Broussard, David; Borst, ChristophWe discuss practical and theoretical solutions to problems that arose during the development of a collaborative VR application in which a teacher guides students through visualization and interactive interpretation of a geological dataset. To provide access to a large number of tools, we introduced a dashboard-style menu that rotates and moves to follow the user through the environment. We expect users to need good awareness of each other in the virtual environment, and especially to understand each other’s attention to specific terrain surface features or annotations. For this, we display an eye gaze cue on the visualized terrain and visually tether a nametag widget on the dashboard to each user’s avatar. Results of an initial usability review, involving an expert geologist guiding students, show promise for sharing eye gaze with a gaze trail as a basic method for understanding attention. Other tested indicators of avatar location or view appeared less important during the terrain feature presentation and interpretation.We additionally summarize ongoing work to enhance collaborative awareness through other eye tracking metrics and physiological data.