Auflistung Workshopband MuC 2019 nach Erscheinungsdatum
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- WorkshopbeitragThe AR-Marker in the Urban Space(Mensch und Computer 2019 - Workshopband, 2019) Nestler, Simon; Pranz, Sebastian; Neuburg, KlausWhen considering the role of Augmented Reality (AR) in the urban space, most previous work is focusing on touristic and everyday life use cases. However, the project “Archäologie der Gegenwart” which we present in this paper illustrates the different aspects of change in Hamm during the last 50 years. Thus, our AR approach opens up a deeper understanding of the urban cultural change processes by the means of AR. Our considerations lead to adding an AR layer as a fifth social dimension in the urban space. Technically, we robustly link this fifth layer with the existing topography by marker-based tracking with six degrees of freedom (6 DOF). When building AR applications for the urban space, the deeper understanding of the marker paradigm is crucial: During our workshops we identified and analyzed seven requirements for the utilization of markers in the public urban space. Additionally, we analyzed the general AR marker paradigm from the human-computer interaction (HCI) perspective by considering the affordances and signifiers of the marker objects themselves, analyzing the tracking technology and summarizing the marker’s role for past, present and future AR applications. Thus, the role of the AR marker is twofold: On the one hand the marker is part of the 6 DOF tracking technology, on the other hand it makes AR layers perceivable in the urban space. We expect that the importance of these markings for guiding citizens through AR experiences will emerge in urban spaces, whereas the role of markers for technical tracking purposes will decrease.
- WorkshopbeitragBodystorming exteroceptive stimulation to train body awareness(Mensch und Computer 2019 - Workshopband, 2019) Hirsch, LindaBody awareness is essential to execute movements as well as for our perception and interpretation of the world. Hence, it also influences the experiences we make when interacting with a user interface. In comparison, an underdeveloped body awareness can cause low self-control, a lack of self-confidence and the inability to relate oneself to the external world. The aim of this study is to identify application areas of supportive technology in this context and derive design implications for it. In this study (N=5), we use bodystorming workshops and open interviews in the instructed physical training context of equestrian vaulting to explore how and in which way exteroceptive stimulation influences body awareness. The results show that especially participants' body awareness by proprioceptive sensation was increased through the stimulation which further led to quicker reactions as well as an improved perception of wrong body positions and movement executions. Thereby, exteroceptors concerning haptic and tactile feedback are overall the most preferred for triggering and training body awareness.
- WorkshopbeitragUser acceptance of augmented reality glasses in comparison to other interaction methods for controlling a hand exoskeleton(Mensch und Computer 2019 - Workshopband, 2019) Ableitner, Tobias; Soekadar, Surjo; Schilling, Andreas; Strobbe, Christophe; Zimmermann, GottfriedEvery year, several hundred thousand people suffer a stroke often leading to long-term motor disabilities that impair their quality of life. In this context, hemiplegia including paralysis of hand and fingers plays a key role, leaving stroke survivors unable to perform tasks requiring both hands. In case of lesions at the level of the brain stem or the spinal cord, paralysis can also affect both sides resulting in very severe constraints for performing most activities of daily living. A neural-guided hand exoskeleton can restore motor hand function after a stroke or spinal cord injury. However, controlling such hand exoskeleton raises several challenges related to human-machine interaction. While it should be operated without the user's hands and require as little physical and cognitive strain on them as possible, it should be also as inconspicuous as possible to avoid stigmatization of the users. To tackle these challenges, we conducted a survey among 62 healthy test persons to shed more light on the aspects of user acceptance regarding 12 input and 14 output methods, as well as 3 different application contexts. We found that there are differences in user acceptance for the various input and output methods between public contexts on the one hand and home and rehabilitation contexts on the other. In general, inconspicuous, handy and widely used devices are preferred in public. Also, we found that spectacle wearers are slightly more open to using AR glasses than non-spectacle wearers.
- WorkshopbeitragHow close do you feel to your devices? Visual assessment of emotional relationships with digital devices(Mensch und Computer 2019 - Workshopband, 2019) Carolus, Astrid; Wienrich, CarolinWith modern digital devices becoming more adaptive and more personalized, usage behavior has changed dramatically. Devices are no longer mere technological equipment but are discussed to be “social companions” [1]. However, measures, scales and instruments barely keep in step with both the new ways of usage and the resulting new perspective on the devices [2]. Thus, measurements focusing on social and relational aspects of modern media use are rare. This paper addresses the need to develop new methodological approaches. Further, as online assessment tools are increasingly popular but face design-related disadvantages (e.g., termination, uncertain quality of data) it argues for a high quality design process. Consequently, this paper focuses on a new online instrument (labeled POD 1.0: Positioning Others and Devices) which has been developed to assess the relationship between users and their devices [1]. However, the first version of this tool raised problems (e.g., user errors, dropout rate). By attributing these shortcomings to design and layout [6, 11], a heuristic expert analysis of problems was conducted following a user-centered-design process (UCD). Three low fidelity prototypes resulted and were evaluated with evaluations leading on to the final prototype: POD 2.0. Further, this POD 2.0 was evaluated. 44 participants engaged in a long-term user study. Compared to the original tool, results revealed an improvement of both effectivity and satisfaction of the instrument. In sum, the present study brings instruments to focus which assess social and relational characteristics of a long-term user-device interaction. Further, user-centered-design processes are adopted to modify and refine the POD 1.0 indicating a promising way to improve the goodness of online assessment tools.
- WorkshopbeitragInvestigating Car Futures from Different Angles(Mensch und Computer 2019 - Workshopband, 2019) Stevens, Gunnar; Meurer, Johanna; Pakusch, Christina; Bossauer, PaulThe design of self-driving cars is one of the most exciting and ambitious challenges of our days and every day, new research work is published. In order to give an orientation, this article will present an overview of various methods used to study the human side of autonomous driving. Simplifying roughly, you can distinguish between design science-oriented methods (such as Research through Design, Wizard of Oz or driving simulator ) and behavioral science methods (such as survey, interview, and observation). We show how these methods are adopted in the context of autonomous driving research and dis-cuss their strengths and weaknesses. Due to the complexity of the topic, we will show that mixed method approaches will be suitable to explore the impact of autonomous driving on different levels: the individual, the social interaction and society.
- WorkshopbeitragUser-embodied Interaction in Virtual Reality (UIVR)(Mensch und Computer 2019 - Workshopband, 2019) Roth, Daniel; Podkosova, Iana; Nilsson, Niels Christian; Kulik, Alexander; Bruder, GerdThe availability of tracking solutions allowing for the embodiment of users in Virtual- Mixed- and Augmented Reality (VR/MR/AR) applications challenges human-computer interaction (HCI) developers. Many potentials are yet to be explored. By no means is the most realistic replication of the user and the interaction a general optimum for all applications. In turn, altered body representations have perceptual impacts on the users themselves as well as on the perception of the interaction (“Kleider machen Leute”). To support a discussion and the generation of a common agenda, we will organize a half-day workshop on User-embodied Interaction in VR (UIVR) gathering researchers and practitioners emphasizing the discussion of different positions on applications and findings to collect guidelines for future developments.
- WorkshopbeitragInvestigating Gesture-based Commands for First-Person Shooter Games in Virtual Reality(Mensch und Computer 2019 - Workshopband, 2019) Schmitt, Johann; Wienrich, Carolin; Latoschik, Marc Erich; Lugrin, Jean-LucIn this paper, we present the first results of a user-defined approach for designing gesture-driven commands for a first-person shooter (FPS) game in Virtual Reality (VR). We identified and categorized a set of common gestures for two in-game actions as well as two system control operations. We believe our preliminary results will interest VR game designers and researchers
- WorkshopbeitragWorkshop on Virtual and Augmented Reality in Everyday Context (VARECo)(Mensch und Computer 2019 - Workshopband, 2019) Weyers, Benjamin; Zielasko, Daniel; Kulik, Alexander; Langbehn, Eike; Funk, MarkusThe workshop is meant as a forum for researchers and practitioners interested in the investigation of open questions in the use of VR and AR technology in everyday context. The workshop aims at the presentation and discussion of current results and research questions in this context. The workshop is comprised of a paper session for the presentation of current and ongoing work as well as an interactive session, in which open research questions in this addressed context will be identified and discussed.
- WorkshopbeitragWarum fällt das Positive so schwer? Beschreibung von Herausforderungen bei der Gestaltung einer positiven User Experience(Mensch und Computer 2019 - Workshopband, 2019) Burmester, Michael; Laib, MagdalenaFür die Gestaltung von Technologie für positive Erlebnisse während der Nutzung liegen mittlerweile fundierte Vorgehensweisen und Methoden vor. Dennoch zeigt sich, dass immer wieder Schwierigkeiten bei Gestaltungsvorhaben entstehen, Erlebniskonzepte zu entwickeln, die tatsächlich zum positiven Erleben beitragen. Es wurden sechs Problematiken identifiziert: Positives wird nicht als eigener Wert gesehen, häufig werden eher pragmatische als hedonische Konzepte entwickelt, spezielle Methoden und Instrumente können nicht angemessen eingesetzt werden, Konzepte positiver User Experience werden häufig oberflächlich entwickelt, potenzielle negative Konsequenzen werden zu wenig bei der Entwicklung beachtet und positive User Experience wird instrumentalisiert um beispielsweise durch positive Erlebnisse Verhalten zu ändern. In diesem Beitrag werden diese Probleme näher erläutert und zu den Problemfeldern Lösungen vorgestellt. Abschließend geben wir einen Ausblick auf die Weiterentwicklung der Gestaltung für positive User Experience in Hinblick auf betriebliche Umsetzung sowie auf wissenschaftliche und gesellschaftliche Lösungen.
- WorkshopbeitragIntuitive Interaktion mit kooperativen Assistenzrobotern für das 3. und 4. Lebensalter (KoBo34): Evaluation von Bedürfnissen und Technikaffinität der Endnutzer/innen(Mensch und Computer 2019 - Workshopband, 2019) Jahn, Eva; Krause, Julia; Müller, MartinRobotischen Systemen wird das Potential zugesprochen, Aufgaben im Alltag älterer Menschen zu übernehmen, dadurch das Risiko der Pflegebedürftigkeit zu reduzieren und ein längeres autonomes Leben zu ermöglichen. Im Projekt KoBo34 wird zu diesem Zweck die intuitive Interaktion mit einem humanoiden kooperativen Assistenzroboter (KoBo) entwickelt. Um eine Grundlage für die technische Entwicklung und die Planung von Nutzerstudien zu legen, müssen Bedürfnisse aus Sicht aller Anspruchsberechtigten, sowie deren Technikaffinität ermittelt werden. Aus den Ergebnissen resultieren drei Szenarien zur Unterstützung von Älteren bei täglichen Routinen.