Mensch und Computer 2022
Mensch und Computer 2022 vom 4.-7. September 2022 in Darmstadt
https://muc2022.mensch-und-computer.de/
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- KonferenzbeitragStretching Projection - Projection-based Visual Control and Support for Sports Exercises(Mensch und Computer 2022 - Tagungsband, 2022) Franke, Ingmar S.; Elze, Annika; McGinity, MatthewVarious fitness trackers make it possible to check vital signs, count steps or measure the duration of an exercise. However, a fitness tracker does not provide information about the correct execution of a sport exercise. This is the motivation for our contribution. We introduce the concept of an interactive training environment using the example of stretching exercises in the form of a computer-based visual feedback system, which is intended to increase the efficiency and safety of a training session. We answer the question: How can such a system be designed?
- KonferenzbeitragCorrelation Between Heart Rate, Skin Temperature and Emotional State in Exergames(Mensch und Computer 2022 - Tagungsband, 2022) Bruns, Fenja; Wallhoff, FrankComputer games have become an established medium, exergames are a special type of game. These are controlled by movement and are designed to improve its users performance. Emotions are an important component during gameplay because they can provide inferences about the user experience. This paper therefore conducts a study to test the correlation of different emotional stages with metrics of heart rate, heart rate variability and skin temperature. This is to validate the feasibility of this data in exergames. To this end, two exergames were played while biosignals were recorded. The discretely measurable data is combined with subjective assessments of the users to identify a correlation to the individually perceived emotion. Statistically significant correlations were found between the physiological characteristics and the affective state of the subjects.
- KonferenzbeitragSuggestion Lists vs. Continuous Generation: Interaction Design for Writing with Generative Models on Mobile Devices Affect Text Length, Wording and Perceived Authorship(Mensch und Computer 2022 - Tagungsband, 2022) Lehmann, Florian; Markert, Niklas; Dang, Hai; Buschek, DanielNeural language models have the potential to support human writing. However, questions remain on their integration and influence on writing and output. To address this, we designed and compared two user interfaces for writing with AI on mobile devices, which manipulate levels of initiative and control: 1) Writing with continuously generated text, the AI adds text word-by-word and user steers. 2) Writing with suggestions, the AI suggests phrases and user selects from a list. In a supervised online study (N=18), participants used these prototypes and a baseline without AI. We collected touch interactions, ratings on inspiration and authorship, and interview data. With AI suggestions, people wrote less actively, yet felt they were the author. Continuously generated text reduced this perceived authorship, yet increased editing behavior. In both designs, AI increased text length and was perceived to influence wording. Our findings add new empirical evidence on the impact of UI design decisions on user experience and output with co-creative systems.
- KonferenzbeitragSupporting Gender-neutral Writing in German(Mensch und Computer 2022 - Tagungsband, 2022) Diesner-Mayer, Theodor; Seidel, NielsThe avoidance of the generic masculine is an important part of a gender-neutral use of the German language. This paper presents a rule-based natural language processing system that identifies occurrences of the generic masculine and suggests gender-neutral corrections. The system was evaluated with 238 labeled news articles from the TIGER corpus. About 88 % of the occurrences were correctly identified. Grammatically well-formed suggestions could be generated for about 94 % of the correctly identified occurrences. A web application was developed to support gender-neutral writing by suggesting corrections for nouns and pronouns written in the generic masculine.
- KonferenzbeitragA Touch of Realities: Car-Interior-Based Haptic Interaction Supports In-Car VR Recovery from Interruptions(Mensch und Computer 2022 - Tagungsband, 2022) Li, Jingyi; Hirsch, Linda; Lu, Tianyang; Mayer, Sven; Butz, AndreasReal-world interruptions will challenge virtual reality (VR) users in future everyday transport. For example, while passengers are immersed at a virtual beach, an incoming phone call might interrupt their presence and relaxation. We investigated how to help users recover from such interruptions by exploring haptic and visual cues that help them recall their prior presence in VR. We approached this by developing a passive haptic display for rear-seat passengers using an interactive armrest. In a lab study (N=30), participants played with virtual sand to relax, feeling the changes in the real armrest and seeing them on the virtual beach. We compared this multi-sensory experience to the single modalities (just visuals or just haptics). The results showed that the multi-modal experience lowered awareness of the armrest more and fostered a feeling of connectedness to the virtual world after real-world interruptions. We propose using car-interior-based haptic displays to support in-car VR recovery from interruptions.
- KonferenzbeitragAdopting Just Another Digital Assistant or Establishing Social Interactions with a New Friend?(Mensch und Computer 2022 - Tagungsband, 2022) Carolus, Astrid; Wienrich, CarolinSocial interactions have been exclusive to human-human interactions, until recently. However, modern technologies with adaptive and intelligent features such as smart speakers imitate human social characteristics and appear to be allegedly social interaction partners. Research going beyond the analysis of mere usage and conceptualizing devices as interaction partners is rare, also because studying the establishment of social interactions would require analyses over time. The present paper addresses this research desideratum and introduces a concept of a longitudinal study which involves the collection of different data types from different sources (online questionnaire, providers’ log files, interview) and interdisciplinary data analytical methods (social science, data science). Its cross-sectional and longitudinal research questions ask for the adoption and the usage of the usage of smart speakers, for the establishment of social interactions with the device. In sum, this study contributes to the research area by presenting a conceptual research model, which provides a framework for the systematic long-term analysis of both the adoption of technology over time as well as the establishment of potential social interactions.
- KonferenzbeitragDesigning Gaze-Aware Attention Feedback for Learning in Mixed Reality(Mensch und Computer 2022 - Tagungsband, 2022) Liu, Shi; Toreini, Peyman; Maedche, AlexanderMixed Reality (MR) has demonstrated its potential in the application field of education. In particular, in contrast to traditional learning, students using MR get the possibility of learning and exploring the content in a self-directed way. Meanwhile, research in learning technology has revealed the significance of supporting learning activities with feedback. Since such feedback is often missing in MR-based learning environments, we propose a solution of using eye-tracking in MR to provide gaze-aware attention feedback to students and evaluate it with potential users in a preliminary user study.
- KonferenzbeitragEnthusiasts, Pragmatists, and Skeptics: Investigating Users’ Attitudes Towards Emotion- and Personality-Aware Voice Assistants across Cultures(Mensch und Computer 2022 - Tagungsband, 2022) Ma, Yong; Abdelrahman, Yomna; Drewes, Heiko; Petz, Barbarella; Alt, Florian; Hussmann, Heinrich; Butz, AndreasVoice Assistants (VAs) are becoming a regular part of our daily life. They are embedded in our smartphones or smart home devices. Just as natural language processing has improved the conversation with VAs, ongoing work in speech emotion recognition also suggests that VAs will soon become emotion- and personality-aware. However, the social implications, ethical borders and the users’ general attitude towards such VAs remain underexplored. In this paper, we investigate users’ attitudes towards and preferences for emotionally aware VAs in three different cultures. We conducted an online questionnaire with N = 364 participants in Germany, China, and Egypt to identify differences and similarities in attitudes. Using a cluster analysis, we identified three different basic user types (Enthusiasts, Pragmatists, and Skeptics), which exist in all cultures. We contribute characteristic properties of these user types and highlight how future VAs should support customizable interactions to enhance user experience across cultures.
- KonferenzbeitragRescue on the Road: Design Recommendations for Vehicle Assistant Systems to Support Effective First Aid Measures(Mensch und Computer 2022 - Tagungsband, 2022) Detjen, Henrik; Schneegass, StefanOne of the main goals of driving assistant systems is to prevent road accidents. However, if an accident has happened, system support is comparably sparse. In this paper, we, therefore, focus on the period after an accident has happened and conduct interviews (N = 7) with experienced rescue workers. We provide insights into the rescue process and initial design requirements, as well as a classification of potential post-accident systems’ roles (accident scout, virtual first responder, virtual first aid partner, chronologist). Overall, an extension of post-accident assistant systems could be a meaningful step to improving future road safety concepts.
- KonferenzbeitragSimultaneously Fostering Computational Thinking and Social-Emotional Competencies in 4th Graders Using Scratch: A Feasibility Study(Mensch und Computer 2022 - Tagungsband, 2022) Maitz, Katharina; Paleczek, Lisa; Danielowitz, ClaudiaSocial-emotional skills and computational thinking are related to problem-solving skills. Even though these are crucial areas in today’s world, they are only rarely taught in school and interventions that target these areas simultaneously are still very rare. We therefore developed a four-day workshop with the aim of fostering computational thinking and social-emotional skills in Grade 4 students. To do so, we used the child-friendly programming language Scratch. In the present paper, we investigate the feasibility of such a workshop. In total, 18 students participated. Data was collected via observation and interviews and analysed by qualitative content analysis. Results showed that students liked working with Scratch and liked working on social-emotional challenges. The workshop was found to work well and students worked independently. Pair work activity was found to be particularly beneficial. Although some issues initially proved challenging (mostly relating to “how to” issues in Scratch), these may easily be addressed by making suitable adaptations to the introduction of the program provided on Day 1 of the workshop.