Auflistung Tagungsband MuC 2020 nach Titel
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- KonferenzbeitragAchiever or explorer? gamifying the creation process of training data for machine learning(Mensch und Computer 2020 - Tagungsband, 2020) Alaghbari, Sarah; Mitschick, Annett; Blichmann, Gregor; Voigt, Martin; Dachselt, RaimundThe development of artificial intelligence, e. g., for Computer Vision, through supervised learning requires the input of large amounts of annotated or labeled data objects as training data. The creation of high-quality training data is usually done manually which can be repetitive and tiring. Gamification, the use of game elements in a non-game context, is one method to make tedious tasks more interesting. This paper proposes a multi-step process for gamifying the manual creation of training data for machine learning purposes. We choose a user-adapted approach based on the results of a preceding user study with the target group (employees of an AI software development company) which helped us to identify annotation use cases and the users' player characteristics. The resulting concept includes levels of increasing difficulty, tutorials, progress indicators and a narrative built around a robot character which at the same time is a user assistant. The implemented prototype is an extension of the company’s existing annotation tool and serves as a basis for further observations.
- KonferenzbeitragAffinity for technology interaction and fields of study: implications for human-centered design of applications for public administration(Mensch und Computer 2020 - Tagungsband, 2020) Wessel, Daniel; Heine, Moreen; Attig, Christiane; Franke, ThomasAffinity for Technology Interaction (ATI) describes whether a person approaches or avoids interaction with technology [1], making it an important variable in human-centered design. To determine whether ATI will likely remain an important variable in the future, we compared the ATI scores of those who will develop applications (students of media and computer science) with those who will use them in a specific context (students of public administration). We also looked for possible selection biases when conducting online samples regarding technology, by comparing a self-selected online sample of public administration employees with a sample of students of public administration conducted in a classroom, in which no selection biases should have had occurred. To locate the samples in the general population we also compared them with a quota sample of the German population. Results indicate markedly different approaches to technology interaction between the student samples and the online sample being more similar to the media and computer science students. We discuss consequences for the human-centered design process, especially for understanding the users.
- KonferenzbeitragAge differences in the anticipated acceptance of egoistic versus altruistic crash-control-algorithms in automated vehicles(Mensch und Computer 2020 - Tagungsband, 2020) Wischert-Zielke, Moritz; Weigl, Klemens; Steinhauser, Marco; Riener, AndreasThis paper presents the results of an online questionnaire study (N = 97) which examined participants’ anticipated acceptance of crash-control-algorithms (CCAs, i.e., algorithms aimed at effecting certain ethical accident outcomes). Concerning a self-sacrifice trolley dilemma, participants displayed a specific age-dependent pattern, in which both younger (18 – 44 years) and older (65+ years) participants rated their acceptance for egoistic algorithms higher and for altruistic algorithms lower when compared to middle-aged participants (45 – 64 years).
- KonferenzbeitragAre you willing to donate? relationship between perceived website design, trust and donation decisions online(Mensch und Computer 2020 - Tagungsband, 2020) Küchler, Louisa; Hertel, Guido; Thielsch, Meinald T.Online fundraising is becoming increasingly important for non-profit organizations, but the factors that convince people to make a donation online have not yet been fully investigated. In the present work, data of two studies (total N = 2525) was used to examine factors of online donation. An effect of website design perceptions (in terms of content, usability, and aesthetics) on willingness to donate was postulated. Furthermore, research questions about demographic aspects such as age and gender as well as trust in the organization were posed. In both studies, fully-functional health-related websites were evaluated (m = 30 in study 1, m = 3 in study 2). For statistical analysis, logistic regressions were performed. The results showed different relevance of predictors of donation in different scenarios of donation. For the donation of one's own money, the perceived content and trust in the organization showed the greatest influence. When donating other people's money, the aesthetics of the website was the most important factor for the willingness to donate. Thus, the design of the website, but also of trust in the organization are highly relevant. The differences between the two scenarios of online donation might be explained by the increased relevance of the decision, which results from donating one's own money, and according cognitive processes. Nevertheless, further research should examine influences of additional variables and establishing implications for successful digital donation generation in the healthcare sector.
- KonferenzbeitragBathing in lightness: an interactive light and sound installation(Mensch und Computer 2020 - Tagungsband, 2020) Stimberg, Simon; Brennecke, AngelaBathing in Lightness is an interactive light and sound installation that seems to be enlivened by a swarm entity trying to explore its inner world and communicate with the outer one. Consisting of 52 filament light bulbs it visualizes the movement of a particle swarm that is driven by the presence of the viewer and its own inner urge. Visitors can interact with the installation by moving in front of it while their movement is followed by the swarm and thus being translated into light and sound – visible inside the cluster of light bulbs and audible via nearby speakers or headphones.
- KonferenzbeitragBikeVR: a virtual reality bicycle simulator towards sustainable urban space and traffic planning(Mensch und Computer 2020 - Tagungsband, 2020) Ullmann, Daniela; Kreimeier, Julian; Götzelmann, Timo; Kipke, HaraldWhile becoming more and more aware of the ongoing climate change, eco-friendly means of transport for all citizens are moving further into focus. In order to be able to implement specific measures, it is necessary to better understand and emphasize sustainable transportation like walking and cycling through focused research. When developing novel traffic concepts and urban spaces for non-motorized traffic participants like bicycles and pedestrians, traffic and urban planning must be focused on their needs. To provide rare qualitative factors (such as stress, the perception of time and attractiveness of the environment) in this context, we present an audiovisual VR bicycle simulator which allows the user to cycle through a virtual urban environment by physically pedaling and also steering. Virtual Reality (VR) is a suitable tool in this context, as study participants find identical and almost freely definable (virtual) urban spaces with adjustable traffic scenarios. Our preliminary prototype proved to be promising and will be further optimized and evaluated.
- KonferenzbeitragBlinded by novelty: a reflection on participant curiosity and novelty in automated vehicle studies based on experiences from the field(Mensch und Computer 2020 - Tagungsband, 2020) Mirnig, Alexander G.; Gärtner, Magdalena; Meschtscherjakov, Alexander; Tscheligi, ManfredInteracting with a novel technology or a known technology in a novel context can influence a user's interaction with said technology in both a positive or negative way. Research is often primarily interested in capturing interaction under regular conditions, rendering such influences less desirable. Depending on the actual novelty of any given technology, such halo or novelty effects might be weaker or stronger, and thereby more difficult to mitigate. In this paper, we want to share a number of experiences related to participant curiosity and technology novelty in interaction with automated vehicles. We intend to use our experiences from several studies to open the discussion on a potential underestimation of technology novelty and its effects on user research in vehicle automation technology and want to particularly highlight the role, researchers, manufacturers, and media play in shaping such effects.
- Konferenzbeitrag"But where would I even start?": developing (gender) sensitivity in HCI research and practice(Mensch und Computer 2020 - Tagungsband, 2020) Burtscher, Sabrina; Spiel, KattaFunding bodies increasingly require researchers to address gender in their proposals — often framed around binary notions. With power structures emboldening inequality highly prevalent and persuasive in Western societies, these seep into current practices of Computer Science and Human Computer Interaction (HCI) research. Hence, developing an increased awareness of our societal responsibility towards equity can be challenging without an appropriate starting point. We present a close reading of literature discussing gender sensitivity in HCI research to provide practical guidance in the form of recommendations for the design, proposal, conduct and presentation of research. Our analysis provides a starting point for HCI students and interested researchers to explore questions and issues around gender and to identify how gender relates to their research. This sensitisation may aid them in further reflecting on how they might better serve marginalised populations through their work.
- KonferenzbeitragA chatbot response generation system(Mensch und Computer 2020 - Tagungsband, 2020) Feine, Jasper; Morana, Stefan; Maedche, AlexanderDeveloping successful chatbots is a non-trivial endeavor. In particular, the creation of high-quality natural language responses for chatbots remains a challenging and time-consuming task that often depends on high-quality training data and deep domain knowledge. As a consequence, it is essential to engage experts in the chatbot response development process which have the required domain knowledge. However, current tool support to engage domain experts in the response generation process is limited and often does not go beyond the exchange of decoupled prototypes and spreadsheets. In this paper, we present a system that enables chatbot developers to efficiently engage domain experts in the chatbot response generation process. More specifically, we introduce the underlying architecture of a system that connects to existing chatbots via an API, provides two improvement mechanisms for domain experts to improve chatbot responses during their chatbot interaction, and helps chatbot developers to review the collected response improvements with a sentiment supported review dashboard. Overall, the design of the system and its improvement mechanisms are useful extensions for chatbot development systems in order to support chatbot developers and domain experts to collaboratively enhance the natural language responses of a chatbot.
- KonferenzbeitragCoFind: a browser plugin for investigating co-located collaborative web search(Mensch und Computer 2020 - Tagungsband, 2020) Fuhrmann, Robert; Lehmann, Anke; Mitschick, Annett; Langner, Ricardo; Dachselt, RaimundGroup awareness is a prominent challenge in the field of co-located collaboration in Multi-display Environments (MDE), where several personal and shared devices are operated simultaneously by multiple users. With a focus on Collaborative Information Seeking (CIS) and particularly different levels of information sharing, our overall goal is to investigate aspects that influence this group awareness as well as the general group performance in such MDE. In this work, we present the conceptual foundation and approach of a research tool, called CoFind. Developed as a lightweight web browser plugin, which connects collaborators by sharing information resources, it provides comprehensive data and activity logging in the context of user studies and their evaluation. Based on an initial lab experiment, we also present first insights on the feasibility of our approach and the utility of our developed tool, allowing to plan and carry out further user studies in this challenging research field.