Tagungsband MuC 2024
See proceedings in the digital library of the ACM at https://dl.acm.org/doi/proceedings/10.1145/3670653
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- KonferenzbeitragAI-based Tools in Higher Education: A Comparative Analysis of University Guidelines(Proceedings of Mensch und Computer 2024, 2024) Hofmann, Paula; Brand, Alexa; Späthe, Eva; Lins, Sebastian; Sunyaev, AliIm Bildungswesen werden verstärkt KI-basierte Tools wie ChatGPT eingesetzt. Allerdings sind viele Studierende und Lehrende unsicher, ob, wie und in welchem Maß sie diese Tools im Hochschulkontext einsetzen dürfen. Insgesamt mangelt es in Deutschland an Universitäten an Richtlinien zum Umgang mit KI-basierten Tools. Aus diesem Grund führt diese Studie eine vergleichende Analyse von bereits existierenden Richtlinien durch, um die wichtigsten Empfehlungen für den Umgang zu extrahieren und zu aggregieren. Die Ergebnisse zeigen, dass die Relevanz von Richtlinien hoch ist und dabei insbesondere geklärt werden sollte, unter welchen Bedingungen KI-basierte Tools als Hilfsmittel gelten, welche Verantwortlichkeiten bei den Akteuren liegen und wie Risiken und Herausforderungen begegnet werden können, um u.a. die akademische Integrität sicherzustellen. Die Ergebnisse der Arbeit unterstützen bei der Ableitung und Synthese von Richtlinien im Hochschulkontext.
- KonferenzbeitragAugmented reality glasses for the crafts sector - acceptance factors for tasks with highly variable workspaces(Proceedings of Mensch und Computer 2024, 2024) Gutzmann, Jan Christoph; Dossena, Gian Luca; Prilla, MichaelThis study explores the acceptance of augmented reality (AR) head-mounted displays (HMDs) in enhancing support for the crafts sector. In a qualitative field study with three craft companies from different sectors, it was found that AR holds the potential to improve time efficiency, task learnability, and hands-free operations, fostering better problem-solving and information change. The framework for data analysis was based on the Unified Theory of Acceptance and Use of Technology 2 (UTAUT-2) model. However, we also found that challenges such as the fragility, bulkiness and cost of current HMDs, along with characteristics of the crafts sectors such as widely changing locations such as lighting and spatial conditions, hinder widespread adoption. The study highlights the need to enhance factors that promote acceptance and address those that inhibit it.
- KonferenzbeitragBallroom Dance Training with Motion Capture and Virtual Reality(Proceedings of Mensch und Computer 2024, 2024) Maier, Sophia; Oberdörfer, Sebastian; Latoschik, Marc ErichThis paper investigates the integration of motion capture and virtual reality (VR) technologies in competitive ballroom dancing (slow walz, tango, slow foxtrott, viennese waltz, quickstep), aiming to analyze posture correctness and provide feedback to dancers for posture enhancement. Through qualitative interviews, the study identifies specific requirements and gathers insights into potentially helpful feedback mechanisms. Using Unity and motion capture technology, we implemented a prototype system featuring real-time visual cues for posture correction and a replay function for analysis. A validation study with competitive ballroom dancers reveals generally positive feedback on the system’s usefulness, though challenges like cable obstruction and bad usability of the user interface are noted. Insights from participants inform future refinements, emphasizing the need for precise feedback, cable-free movement, and user-friendly interfaces. While the program is promising for ballroom dance training, further research is needed to evaluate the system’s overall efficacy.
- Konferenzbeitrag`Baymax' or `RoboCop'? Exploring Different Feminine Avatar Personalities for Shared Automated Vehicles(Proceedings of Mensch und Computer 2024, 2024) Schuß, Martina; Röhr, Tatjana; Riener, AndreasShared automated vehicles (SAVs) will offer a lot of benefits, from improving the overall mobility to environmental benefits. However, perceived security in SAVs is a major concern and may influence their acceptance and adoption negatively. To address this, we propose a digital companion (DC) concept embodied as an avatar inside the vehicle to accompany passengers in substitution of a human driver. In a co-creation workshop with participants (N = 6) we collected ideas about the appearance and personality of such DCs and derived two contrasting concepts (‘Baymax’ and ‘RoboCop’). Inspired by a design space from the gaming context, we implemented the two DCs and evaluated them in a VR study (N = 23) experiencing two scenarios in SAVs. The results show that a DC improves passengers’ perceived security. Generally, the ‘Baymax’ companion was preferred in both scenarios but no correlation between scenario and preferred personality type could be determined.
- KonferenzbeitragBeyond Hallway Chats ? Negotiating Content Awareness in Hybrid Work Practices(Proceedings of Mensch und Computer 2024, 2024) Landowski, Mirjam; Effert, Jana-Sophie; Günther, Franziska; Tebart, Markus; Moerike, FraukeDeciding where to work in hybrid environments involves various factors beyond work-life balance. Awareness of colleagues’ tasks arises from overheard conversations, screen glimpses, and other informal exchanges in the office. This knowledge sharing is crucial for effective work. However, knowledge workers navigate between the office, home, and mobile work, leading to constant re-negotiations of hybrid work environments. This article uses data from ethnographic observations and qualitative interviews to illustrate how knowledge workers outweigh decisions for work location and strategically use informal office interactions to advance tasks on-site. Although the body of research on awareness and knowledge work is by now substantial, the spontaneous knowledge exchange in everyday practices is under-explored. This study addresses two questions: (I) what factors influence decisions between mobile and office work, and (II) how on-site practices generate different types of awareness that support task progress.
- KonferenzbeitragBeyond Screen Time: Exploring Smartwatch Interventions for Digital Well-Being(Proceedings of Mensch und Computer 2024, 2024) Shahu, Ambika; Pechstein, Fabian; Michahelles, FlorianIn the digital age, technology permeates every aspect of our lives, offering connectivity but also posing risks to our well-being due to overuse. The concept of digital detox" has emerged as a response, with smartphone apps supporting this process, yet the potential of wearable tech like smartwatches is less explored. Our study develops and tests a smartwatch-integrated digital detox aid, aiming to seamlessly blend with tech ecosystems offering a holistic solution. A preliminary mixed method user study (n=6) over two weeks assessed its efficacy in cutting down phone usage and app screen time, alongside monitoring phone interactions and physiological data. Initial results showed a decrease in screen time, which diminished in the second week, suggesting participant resistance and the intervention’s perceived intrusiveness. Despite proving the concept’s feasibility, the need for more user-aligned intervention methods and technical enhancements is clear, pointing to areas for future improvement."
- KonferenzbeitragBeyond Textbooks: A Study on Supporting Learning of Molecule Naming in a Virtual Reality Environment(Proceedings of Mensch und Computer 2024, 2024) Disch, Leonie; Überreiter, Sebastian; Pammer-Schindler, ViktoriaVirtual reality (VR) applications promise to enhance learning experiences, with literature emphasizing game-based components, immersiveness, and exploration of inaccessible scenarios. However, effective learning through VR applications depends on technology design. This within-subjects study investigates a VR application targeted to learning molecule naming, following design principles for VR and knowledge construction. Our results show that participants (n=20) had a positive direct learning effect, as they scored significantly better in a knowledge test on molecule naming directly after the intervention compared to before. Further, a sustainable learning effect could be shown, as scores in the knowledge test after three weeks were significantly better than those before the intervention but did not differ from those directly after the intervention. Our contribution is demonstrating design guidelines for learning and knowledge construction in VR, specifically for chemistry, and showing that following such guidelines leads to an application that effectively supports learning.
- KonferenzbeitragCan AI-supported Systems Help with Aftercare Planning? Opportunities and Challenges from a Clinical Perspective(Proceedings of Mensch und Computer 2024, 2024) Grant, Natalie Victoria; Bejan, Alexander; Kunze, Christophe; Burkhardt, HeinrichEnsuring optimal care post-hospitalization is a significant challenge for healthcare systems. Discharge management (DM) is crucial for continuing care, yet process-related issues persist. Artificial Intelligence (AI)-supported systems may address DM-related issues, but research on the needs of hospital staff is limited. This paper presents results from the first phase of a multicenter project aimed at developing an AI-supported system to predict aftercare needs and improve DM processes in German hospitals. We conducted an exploratory needs analysis using participatory methods (workshops, questionnaires and interviews) and defined suitable use cases. We observed a high level of interest in the proposed AI-supported system. However, participants expressed doubts about the effective implementation due to the current state of their hospital’s digital infrastructure. The resulting use cases focused on the reception, processing and interpretation of plausible" data. These outcomes form the basis for the further research and development with hospital staff and external developers."
- KonferenzbeitragCoLoTiMa: A Cognitive-Load Based Time Management Tool(Proceedings of Mensch und Computer 2024, 2024) Maleck, Moritz; Gross, TomTime management has the potential to maintain the learning and working productivity. Prominent techniques—such as Pomodoro—typically suggest to alternate productive periods and breaks. They are mostly time-based and lack adaptability to individual preferences and cognitive workloads. In the context of learning, this leads to suboptimal learning experiences, with rigid time structures hindering productivity and reducing efficiency. We introduce CoLoTiMa, a novel approach that dynamically adjusts learning period durations. It integrates real-time cognitive-load measurements and user self-assessment to tailor learning experiences. Through the use of eye-tracking, CoLoTiMa optimises the duration of learning blocks in accordance with individual learning preferences and thus fosters personalised and efficient outcomes.
- KonferenzbeitragComparing the Effectiveness and Ergonomics of Smartphone-Based Gamepads(Proceedings of Mensch und Computer 2024, 2024) Wührl, Christoph; Schmid, Andreas; Hößl, Sabrina; Wimmer, RaphaelEven though smartphones offer a broad design space for being used as input devices for video games, their form factor makes them less ergonomic than physical gamepads. Previous research suggests that customizable controller layouts and added haptic feedback can improve the quality of smartphone-based gamepads. However, there are no rigorous user studies comparing different types of smartphone controllers to each other. In this paper, we present results of a user study in which we compared three different smartphone-based gamepads: a smartphone controller with a standard layout, a customizable smartphone controller, and a smartphone controller with a haptic case. Additionally, we included a physical gamepad as a reference in our study. Participants used the different controllers to play a racing game and complete pointing tasks. We found that the physical gamepad outperforms smartphone-based controllers in terms of efficiency, but there was no significant difference in effectiveness. Furthermore, our qualitative findings open up design considerations for future improvements of smartphone-based game controllers.