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Tagungsband MuC 2022

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  • Textdokument
    Mensch und Computer 2022 - Tagungsband
    (Mensch und Computer 2022 - Tagungsband, 2022) Mühlhäuser, Max; Reuter, Christian; Pfleging, Bastian; Kosch, Thomas; Matviienko, Andrii; Gerling, Kathrin; Mayer, Sven; Heuten, Wilko; Döring, Tanja; Müller, Florian; Schmitz, Martin 
  • Konferenzbeitrag
    AID-Watch - Smartwatch for People with Cognitive Impairments
    (Mensch und Computer 2022 - Tagungsband, 2022) Schneider, Rahel; Wendt, Hauke; Kuon, Alexander
    In many cases, individuals with cognitive impairments are unable to use basic daily living aids such as a watch and are therefore not able to plan or even go through their daily lives without additional help. For this reason, we developed iteratively and in collaboration with a potential user the product concept AID-Watch. The basic idea of AID-Watch is to replace the traditional wrist-watch with an individual and interactive daily schedule displayed on a Smartwatch. In general, a schedule consists of customizable symbols associated with the user's daily events. This way, users can follow the watch hand wandering past events, rather than common digits of a clock. Furthermore, AID-Watch is complemented by vibrotactile and auditory notification features of ordinary Smart-watches. AID-Watch has been validated in user tests, where we identified improvements in the ability to keep appointments independently, as well as a more extensive understanding of the daily structure. This technological aid could therefore not only relieve family members or caregivers, but also give people with cognitive impairments more independence and autonomy through better time perception.
  • Konferenzbeitrag
    BotOrNot: A Platform for Conducting Experiments with Undisclosed Chat Agents
    (Mensch und Computer 2022 - Tagungsband, 2022) Hanschmann, Leon; Gnewuch, Ulrich; Maedche, Alexander
    Chatbots are omnipresent in today's online environments in work and private life. While early chatbots were easy to identify, recently released open-domain chatbots, such as GPT3 and Blenderbot2, increasingly blur the line between human and chatbot interaction. Dedicated research is required to better understand how different design configurations of open-domain chatbots impact their users, whether users are able to distinguish between human and bot chat agents, and how users respond to the undisclosed identity of their counterpart. However, there is a lack of experimental platforms that integrate state-of-the-art chatbots in order to enable such research. We therefore propose BotOrNot, which enables large-scale experimental research with participants in a Turing test setting. Participants are matched with either Blenderbot2/GPT3 or another human participant and tasked to figure out whether the counterpart is a human or bot. We designed the platform in a way that it allows to adapt the settings of the experiment to enable different experimental scenarios and follow an open approach allowing to integrate future bots via an API. Participants can personalize their avatars and chatbots can also be personalized with regards their personality and avatar.
  • Konferenzbeitrag
    A Virtual Environment for Emergency Ultrasound Training during Cardiopulmonary Resuscitation
    (Mensch und Computer 2022 - Tagungsband, 2022) Bublak, Thomas; Bofferding, Marie; Olson, Christopher; Jonas, Henk; Rademeier, Jannis; Hansen, Christian
    We propose a virtual reality (VR) communication training environment to train cardiopulmonary resuscitation (CPR) and ultrasound (US) imaging simultaneously. Existing simulators only allow separate training of the two procedures. Our method separates the users spatially, as they each work on their own manikin. One manikin is part of a US simulator commonly used in medical training, and the other manikin is a CPR manikin. Our VR application simulates the users working on the same virtual patient. This allows for an immersive training experience in which communication skills, which are especially important in such critical situations, can be practiced by medical professionals. The prototype has the potential to provide an important foundation for advanced VR-based emergency medical training.
  • Konferenzbeitrag
    IDeA: A Demonstration of a Mixed Reality System to Support Living with Central Field Loss
    (Mensch und Computer 2022 - Tagungsband, 2022) Lang, Florian; Grootjen, Jesse W.; Chuang, Lewis L.; Machulla, Tonja
    People with visual impairment face multiple challenges in their everyday life. They must regularly visit doctors to examine the progress of their impairment and advisory offices or local support groups to learn strategies to overcome challenges in everyday life. However, traveling to appropriate facilities itself often poses challenges to the patients. We propose IDeA, a system based on augmented and virtual reality technology for people with visual impairments. IDeA can lower the cost and improve access to medical care, support digitalization in treating visual impairments, and provide support in the everyday lives of people with visual impairments. IDeA is a three-fold system supporting: 1) the simulation of symptoms of visual impairments to raise awareness in persons without visual impairment, 2) showcasing early detection of symptoms and providing visual augmentations of the real world to support patients in overcoming challenges, and 3) supporting doctors through telemedical consultation, medical eye examinations, and the training of visual strategies. We outline the benefit for all stakeholders and how IDeA can improve the lives of people with visual impairment.
  • Konferenzbeitrag
    Auto-Generating Multimedia Language Learning Material for Children with Off-the-Shelf AI
    (Mensch und Computer 2022 - Tagungsband, 2022) Draxler, Fiona; Haller, Laura; Schmidt, Albrecht; Chuang, Lewis L.
    The unique affordances of mobile devices enable the design of novel language learning experiences with auto-generated learning materials. Thus, they can support independent learning without increasing the burden on teachers. In this paper, we investigate the potential and the design requirements of such learning experiences for children. We implement a novel mobile app that auto-generates context-based multimedia material for learning English. It automatically labels photos children take with the app and uses them as a trigger for generating content using machine translation, image retrieval, and text-to-speech. An exploratory study with 25 children showed that children were ready to engage to an equal extent with this app and a non-personal version using random instead of personal photos. Overall, the children appreciated the independence gained compared to learning at school but missed the teachers’ support. From a technological perspective, we found that auto-generation works in many cases. However, handling erroneous input, such as blurry images and spelling mistakes, is crucial for children as a target group. We conclude with design recommendations for future projects, including scaffolds for the photo-taking process and information redundancy for identifying inaccurate auto-generation results.
  • Konferenzbeitrag
    Prototypes for E-government Websites to support the Digital Sovereignty of Citizens
    (Mensch und Computer 2022 - Tagungsband, 2022) Wessel, Daniel; Claudy, Sandra; Hanke, Karlson; Herzog, Christian; Preiß, Robin; Wegner, Christiane; Heine, Moreen
    Given the increasingly digital interactions between citizens and public administration, E-government websites provide an opportunity to support the digital sovereignty of citizens. They can lead by example by making their data sharing processes transparent, and in turn, even raise awareness to data sharing practices in the private sector. In this demonstration we would like to present the first prototypes to achieve this end. Developed by implementing a human-centered design process, these prototypes cover three major life events that require interaction with the government and aim to show how and why data is shared between government agencies.
  • Konferenzbeitrag
    A Gamification Design Tool to Improve Design Quality
    (Mensch und Computer 2022 - Tagungsband, 2022) Grimm, Valentin
    This demo features a prototype of a software tool to guide developers through the process of gamification design. It shall improve gameful designs, especially in the scientific community, and make the process of gamification design more accessible for non-experts in the field. The main goal of this first version is to gain user feedback on its usefulness with respect to intuition of use, its documentation capabilities and collaboration.
  • Konferenzbeitrag
    WeHub: The Social Center of Smart Homes
    (Mensch und Computer 2022 - Tagungsband, 2022) Großkopp, Sabrina; zum Hoff, Tim; Gerhardt, Emil Cyrill; Malburg, Tina
    There is relatively little discussion on the strengthening of interpersonal relationships as a potential benefit of Smart Homes. The social nodes of our households remain largely unaffected by digital support to this day. We propose the design concept WeHub – a flexible tabletop device that enables, supports and enhances a multitude of social practices in order to foster wellbeing in private living contexts. Based on our vision of integrating an interactive table as a central smart furniture-device hybrid into homes, we describe the design of two prototypes that each focus on different factors: I. technical feasibility and 2. the envisioned user experience.
  • Konferenzbeitrag
    A Digital Application for Digital Natives to Improve Orientation Competence and Career Choice Decisions
    (Mensch und Computer 2022 - Tagungsband, 2022) Brandenburger, Jessica; Mergan, Hamid; Schametat, Jan; Vergin, Annika; Engel, Alexandra; Janneck, Monique
    Many young people find it difficult to choose a career. The range of options is diverse and often opaque. A digital application is being developed as part of the JOLanDA project - Improving the orientation skills of young people in rural regions in biographical decision-making processes - funded by the Federal Ministry of Education and Research. The aim is to improve the orientation of young people and to promote career choice decisions. Especially young people from rural regions are often under a double burden: they have to make a career choice decision and at the same time consider whether this profession can be practiced in their region. This is often associated with a migration decision for them (leave or stay?). By using various methods, such as gamification, digital natives who have grown up with technologies of the digital age [18] are to be prepared for the career orientation phase in a playful way. On the platform, young people go on a journey of discovery, they can start different expeditions and walk along discovery paths where they can find out what might suit them professionally and what makes them happy. The application aims to raise awareness of the dynamics of biographical decisions.