SMARTACT Teilprojekt 6: Smartmobility / SMARTACT 2 Teilprojekt 6

Institutions
  • FB Informatik und Informationswissenschaft
Publications
    Hubenschmid, Sebastian; Wieland, Jonathan; Fink, Daniel Immanuel; Batch, Andrea; Zagermann, Johannes; Elmqvist, Niklas; Reiterer, Harald (2022): ReLive : Bridging In-Situ and Ex-Situ Visual Analytics for Analyzing Mixed Reality User Studies CHI '22 : Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. - New York, NY : ACM, 2022. - 24. - ISBN 978-1-4503-9157-3

ReLive : Bridging In-Situ and Ex-Situ Visual Analytics for Analyzing Mixed Reality User Studies

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The nascent field of mixed reality is seeing an ever-increasing need for user studies and field evaluation, which are particularly challenging given device heterogeneity, diversity of use, and mobile deployment. Immersive analytics tools have recently emerged to support such analysis in situ, yet the complexity of the data also warrants an ex-situ analysis using more traditional non-immersive visual analytics setups. To bridge the gap between both approaches, we introduce ReLive: a mixed-immersion visual analytics framework for exploring and analyzing mixed reality user studies. ReLive combines an in-situ virtual reality view with a complementary ex-situ desktop view. While the virtual reality view allows users to relive interactive spatial recordings replicating the original study, the synchronized desktop view provides a familiar interface for analyzing aggregated data. We validated our concepts in a two-step evaluation consisting of a design walkthrough and an empirical expert user study.

Origin (projects)

    Wang, Yunlong; König, Laura M.; Reiterer, Harald (2021): A Smartphone App to Support Sedentary Behavior Change by Visualizing Personal Mobility Patterns and Action Planning (SedVis) : Development and Pilot Study JMIR formative research ; 5 (2021), 1. - e15369. - JMIR Publications. - eISSN 2561-326X

A Smartphone App to Support Sedentary Behavior Change by Visualizing Personal Mobility Patterns and Action Planning (SedVis) : Development and Pilot Study

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Prolonged sedentary behavior is related to a number of risk factors for chronic diseases. Given the high prevalence of sedentary behavior in daily life, simple yet practical solutions for behavior change are needed to avoid detrimental health effects.

Origin (projects)

    Hubenschmid, Sebastian; Zagermann, Johannes; Butscher, Simon; Reiterer, Harald (2021): STREAM : Exploring the Combination of Spatially-Aware Tablets with Augmented Reality Head-Mounted Displays for Immersive Analytics Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2021). - New York : ACM, 2021. - ISBN 978-1-4503-8096-6

STREAM : Exploring the Combination of Spatially-Aware Tablets with Augmented Reality Head-Mounted Displays for Immersive Analytics

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Recent research in the area of immersive analytics demonstrated the utility of head-mounted augmented reality devices for visual data analysis. However, it can be challenging to use the by default supported mid-air gestures to interact with visualizations in augmented reality (e.g. due to limited precision). Touch-based interaction (e.g. via mobile devices) can compensate for these drawbacks, but is limited to two-dimensional input. In this work we present STREAM: Spatially-aware Tablets combined with Augmented Reality Head-Mounted Displays for the multimodal interaction with 3D visualizations. We developed a novel eyes-free interaction concept for the seamless transition between the tablet and the augmented reality environment. A user study reveals that participants appreciated the novel interaction concept, indicating the potential for spatially-aware tablets in augmented reality. Based on our findings, we provide design insights to foster the application of spatially-aware touch devices in augmented reality and research implications indicating areas that need further investigation.

Origin (projects)

    Vock, Katja; Hubenschmid, Sebastian; Zagermann, Johannes; Butscher, Simon; Reiterer, Harald (2021): IDIAR : Augmented Reality Dashboards to Supervise Mobile Intervention Studies Mensch und Computer 2021 (MuC '21). - New York, NY : ACM, 2021. - S. 248-259. - ISBN 978-1-4503-8645-6

IDIAR : Augmented Reality Dashboards to Supervise Mobile Intervention Studies

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Mobile intervention studies employ mobile devices to observe participants’ behavior change over several weeks. Researchers regularly monitor high-dimensional data streams to ensure data quality and prevent data loss (e.g., missing engagement or malfunctions). The multitude of problem sources hampers possible automated detection of such irregularities – providing a use case for interactive dashboards. With the advent of untethered head-mounted AR devices, these dashboards can be placed anywhere in the user's physical environment, leveraging the available space and allowing for flexible information arrangement and natural navigation. In this work, we present the user-centered design and the evaluation of IDIAR: Interactive Dashboards in AR, combining a head-mounted display with the familiar interaction of a smartphone. A user study with 15 domain experts for mobile intervention studies shows that participants appreciated the multimodal interaction approach. Based on our findings, we provide implications for research and design of interactive dashboards in AR.

Origin (projects)

    Villinger, Karoline; Wahl, Deborah R.; König, Laura M.; Ziesemer, Katrin; Butscher, Simon; Müller, Jens; Reiterer, Harald; Schupp, Harald T.; Renner, Britta (2020): Do We Know What We Enjoy? : Accuracy of Forecasted Eating Happiness Frontiers in Psychology ; 11 (2020). - 1187. - Frontiers Research Foundation. - eISSN 1664-1078

Do We Know What We Enjoy? : Accuracy of Forecasted Eating Happiness

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Forecasting how we will react in the future is important in every area of our lives. However, people often demonstrate an “impact bias” which leads them to inaccurately forecast their affective reactions to distinct and outstanding future events. The present study examined forecasting accuracy for a day-to-day repetitive experience for which people have a wealth of past experiences (eating happiness), along with dispositional expectations toward eating (“foodiness”). Seventy-three participants (67.12% women, Mage = 41.85 years) used a smartphone-based ecological momentary assessment to assess their food intake and eating happiness over 14 days. Eating happiness experienced in-the-moment showed considerable inter-and intra-individual variation, ICC = 0.47. Comparing forecasted and in-the-moment eating happiness revealed a significant discrepancy whose magnitude was affected by dispositional expectations and the variability of the experience. The results demonstrate that biased forecasts are a general phenomenon prevalent both in outstanding and well-known experiences, while also emphasizing the importance of inter-individual differences for a detailed understanding of affective forecasting.

Origin (projects)

    Wang, Yunlong; Reiterer, Harald (2019): The Point-of-Choice Prompt or the Always-On Progress Bar? : A Pilot Study of Reminders for Prolonged Sedentary Behavior Change Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. - New York, NY : ACM Press, 2019. - LBW0213. - ISBN 978-1-4503-5971-9

The Point-of-Choice Prompt or the Always-On Progress Bar? : A Pilot Study of Reminders for Prolonged Sedentary Behavior Change

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Prolonged sedentary behavior contributes to many chronic diseases. An appropriate reminder could help screen-based workers to reduce their prolonged sedentary behavior. The fixed-duration point-of-choice prompt has been frequently used in related work. However, this prompting system has several drawbacks. In this paper, we propose the SedentaryBar, a context-aware reminding system using an always-on progress bar to show the duration of a working session, as an alternative to the prompt. The new reminding system uses both users' keyboard/mouse events on the computer and the state-of-the-art computer vision algorithm with the webcam to detect users' presence, which makes the system more accurate and intelligent. Our evaluation study compared the SedentaryBar and the prompt using subjective and objective measurements. After using each method for a week respectively, more participants preferred the SedentaryBar. The participants' perceived interruption and usefulness also suggested the SedentaryBar was more popular during the study. However, the logged data of the participants' working durations indicated the prompt was more effective in reducing their sedentary behavior.

Origin (projects)

    Wang, Yunlong; Wu, Lingdan; Lange, Jan-Philipp; Fadhil, Ahmed; Reiterer, Harald (2018): Persuasive Technology in Reducing Prolonged Sedentary Behavior at Work : A Systematic Review Smart Health ; 7-8 (2018). - S. 19-30. - eISSN 2352-6483

Persuasive Technology in Reducing Prolonged Sedentary Behavior at Work : A Systematic Review

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Prolonged sedentary behavior is prevalent among office workers and has been found to be detrimental to health. Preventing and reducing prolonged sedentary behavior require interventions, and persuasive technology is expected to make a contribution in this domain. In this paper, we use the framework of persuasive system design (PSD) principles to investigate the utilization and effectiveness of persuasive technology in intervention studies at reducing sedentary behavior at work. This systematic review reveals that reminders are the most frequently used PSD principle. The analysis on reminders shows that hourly PC reminders alone have no significant effect on reducing sedentary behavior at work, while coupling with education or other informative session seems to be promising. Details of deployed persuasive technology with behavioral theories and user experience evaluation are expected to be reported explicitly in the future intervention studies.

Origin (projects)

    Wang, Yunlong; Fadhil, Ahmed; Reiterer, Harald (2018): Supporting Action Planning for Sedentary Behavior Change by Visualizing Personal Mobility Patterns on Smartphone Proceedings of the 12th EAI International Conference on Pervasive Computing Technologies for Healthcare. - New York, NY : ACM, 2018. - S. 396-401. - ISBN 978-1-4503-6450-8

Supporting Action Planning for Sedentary Behavior Change by Visualizing Personal Mobility Patterns on Smartphone

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Scientific evidence has shown that long-term sedentary behaviour is detrimental to human health. Therefore, a trend appears in the field of healthy lifestyle promotion that more attention is drawn to sedentary behaviour rather than only physical activity. However, technology-based mobile health intervention tools targeting reducing sedentary behaviour are still lacking. This paper aims to explore a solution for sedentary behaviour change through supporting action planning. Action planning can not only bridge the intention-behavior gap in controlled motivation processes, but also enforce the cue-behavior association in unconscious processes. We present a smartphone-based personal mobility pattern visualization, with which we expect the users can make better action plans. The interactive visualization integrates temporal and spatial patterns of personal sedentary and walking behaviour, to provide explicit hints on when, where, and how to reduce sedentary behaviour and increase daily steps. We also present our experimental design to evaluate the visualization- based intervention tool.

Origin (projects)

    Wang, Yunlong; Breitinger, Corinna; Sommer, Björn; Schreiber, Falk; Reiterer, Harald (2018): Comparing Sequential and Temporal Patterns from Human Mobility Data for Next-Place Prediction Proceedings of UMAP '18 : Adjunct Publication of the 26th Conference on User Modeling, Adaptation and Personalization. - New York : ACM Press, 2018. - S. 157-164. - ISBN 978-1-4503-5784-5

Comparing Sequential and Temporal Patterns from Human Mobility Data for Next-Place Prediction

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In the domain of human behavior prediction, next-place prediction is an active research field. While prior work has applied sequential and temporal patterns for next-place prediction, no work has yet studied the prediction performance of combining sequential with temporal patterns compared to using them separately. In this paper, we address next-place prediction using the sequential and temporal patterns embedded in human mobility data that has been collected using the GPS sensor of smartphones. We test five next-place prediction methods, including single pattern-based methods and hybrid methods that combine temporal and sequential patterns. Instead of only examining average accuracy as in related work, we additionally evaluate the selected methods using incremental-prediction accuracy on two publicly available datasets (the MDC dataset and the StudentLife dataset). Our results suggest that (1) integrating multiple patterns is not necessarily more effective than using single patterns in average prediction accuracy, (2) most of the tested methods can outperform others for a certain time period (either for the prediction of all places or each place individually), and (3) average prediction accuracies of the top-three candidates using sequential patterns are relatively high (up to 0.77 and 0.91 in the median for both datasets). For real-time applications, we recommend applying multiple methods in parallel and choosing the prediction of the best method according to incremental-prediction accuracy. Lastly, we present an expert tool for visualizing the prediction results.

Origin (projects)

  Hubenschmid, Sebastian; Zagermann, Johannes; Butscher, Simon; Reiterer, Harald (2018): Employing Tangible Visualisations in Augmented Reality with Mobile Devices MultimodalVis ’18 Workshop at AVI 2018

Employing Tangible Visualisations in Augmented Reality with Mobile Devices

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Recent research has demonstrated the benefits of mixed realities for information visualisation. Often the focus lies on the visualisation itself, leaving interaction opportunities through different modalities largely unexplored. Yet, mixed reality in particular can benefit from a combination of different modalities. This work examines an existing mixed reality visualisation which is combined with a large tabletop for touch interaction. Although this allows for familiar operation, the approach comes with some limitations which we address by employing mobile devices, thus adding tangibility and proxemics as input modalities.

Origin (projects)

    Butscher, Simon; Hubenschmid, Sebastian; Müller, Jens; Fuchs, Johannes; Reiterer, Harald (2018): Clusters, Trends, and Outliers : How Immersive Technologies Can Facilitate the Collaborative Analysis of Multidimensional Data Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. - New York, NY : ACM Press, 2018. - 90. - ISBN 978-1-4503-5620-6

Clusters, Trends, and Outliers : How Immersive Technologies Can Facilitate the Collaborative Analysis of Multidimensional Data

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Immersive technologies such as augmented reality devices are opening up a new design space for the visual analysis of data. This paper studies the potential of an augmented reality environment for the purpose of collaborative analysis of multidimensional, abstract data. We present ART, a collaborative analysis tool to visualize multidimensional data in augmented reality using an interactive, 3D parallel coordinates visualization. The visualization is anchored to a touch-sensitive tabletop, benefiting from well-established interaction techniques. The results of group-based, expert walkthroughs show that ART can facilitate immersion in the data, a fluid analysis process, and collaboration. Based on the results, we provide a set of guidelines and discuss future research areas to foster the development of immersive technologies as tools for the collaborative analysis of multidimensional data.

Origin (projects)

    Butscher, Simon; Dürr, Maximilian; Reiterer, Harald (2017): InformationSense : Trade-offs for the Design and the Implementation of a Large Highly Deformable Cloth Display Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies ; 1 (2017), 2. - 7. - eISSN 2474-9567

InformationSense : Trade-offs for the Design and the Implementation of a Large Highly Deformable Cloth Display

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Deformable displays can provide two major benefits compared to rigid displays: Objects of different shapes and deformabilities, situated in our physical environment, can be equipped with deformable displays, and users can benefit from their pre-existing knowledge about the interaction with physical objects when interacting with deformable displays. In this article we present InformationSense, a large, highly deformable cloth display. The article contributes to two research areas in the context of deformable displays: It presents an approach for the tracking of large, highly deformable surfaces, and it presents one of the first UX analyses of cloth displays that will help with the design of future interaction techniques for this kind of display. The comparison of InformationSense with a rigid display interface unveiled the trade-off that while users are able to interact with InformationSense more naturally and significantly preferred InformationSense in terms of joy of use, they preferred the rigid display interfaces in terms of efficiency. This suggests that deformable displays are already suitable if high hedonic qualities are important but need to be enhanced with additional digital power if high pragmatic qualities are required.

Origin (projects)

    Müller, Jens; Rädle, Roman; Reiterer, Harald (2017): Remote Collaboration With Mixed Reality Displays : How Shared Virtual Landmarks Facilitate Spatial Referencing Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI '17 / Mark, Gloria et al. (Hrsg.). - New York, USA : ACM Press, 2017. - S. 6481-6486. - ISBN 978-1-4503-4655-9

Remote Collaboration With Mixed Reality Displays : How Shared Virtual Landmarks Facilitate Spatial Referencing

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HCI research has demonstrated Mixed Reality (MR) as being beneficial for co-located collaborative work. For remote collaboration, however, the collaborators' visual contexts do not coincide due to their individual physical environments. The problem becomes apparent when collaborators refer to physical landmarks in their individual environments to guide each other's attention. In an experimental study with 16 dyads, we investigated how the provisioning of shared virtual landmarks (SVLs) influences communication behavior and user experience. A quantitative analysis revealed that participants used significantly less ambiguous spatial expressions and reported an improved user experience when SVLs were provided. Based on these findings and a qualitative video analysis we provide implications for the design of MRs to facilitate remote collaboration.

Origin (projects)

    Butscher, Simon; Wang, Yunlong; Ziesemer, Katrin; Villinger, Karoline; Wahl, Deborah; König, Laura; Sproesser, Gudrun; Renner, Britta; Schupp, Harald T.; Reiterer, Harald (2016): Lightweight Visual Data Analysis on Mobile Devices : Providing Self-Monitoring Feedback VVH 2016 : Valuable Visualization of Healthcare Information: from the quantified self data to conversations ; Proceedings of the Workshop on Valuable Visualization of Healthcare Information: from the quantified self data to conversations ; Bari, Italy, June 7th, 2016 / Cabitza, Federico et al. (Hrsg.). - (CEUR Workshop Proceedings ; 1658). - S. 28-34. - eISSN 1613-0073

Lightweight Visual Data Analysis on Mobile Devices : Providing Self-Monitoring Feedback

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Butscher, Simon; Wang, Yunlong; Ziesemer, Katrin; Villinger, Karoline; Wahl, Deborah; König, Laura; Sproesser, Gudrun; Renner, Britta; Schupp, Harald T.; Reiterer, Harald

Origin (projects)

    Müller, Jens; Butscher, Simon; Reiterer, Harald (2016): Immersive Analysis of Health-Related Data with Mixed Reality Interfaces : Potentials and Open Questions ISS Companion '16 Proceedings of the 2016 ACM : Companion on Interactive Surfaces and Spaces / Hancock, Mark (Hrsg.). - New York : ACM, 2016. - S. 71-76. - ISBN 978-1-4503-4530-9

Immersive Analysis of Health-Related Data with Mixed Reality Interfaces : Potentials and Open Questions

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In this paper we propose Mixed Reality (MR) interfaces as tools for the analysis and exploration of health-related data. Reported findings originate from the research project "SMARTACT" in which several intervention studies are conducted to investigate how participants' long-term health behavior can be improved. We conducted a focus group to identify limitations of current data analysis technologies and practices, possible uses of MR interfaces and associated open questions to leverage their potentials in the given domain.

Origin (projects)

    Wang, Yunlong; Pfeil, Ulrike; Reiterer, Harald (2016): Supporting Self-Assembly : A Demo on Mobile Health Apps MMHealth '16 : Proceedings of the 2016 ACM Workshop on Multimedia for Personal Health and Health Care. - New York, NY : ACM, 2016. - S. 49. - ISBN 978-1-4503-4518-7

Supporting Self-Assembly : A Demo on Mobile Health Apps

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This is the demo version of our workshop paper (Supporting Self-Assembly: The IKEA Effect on Mobile Health Persuasive Technology). We describe our proposal and experimental plan in this demo.

Origin (projects)

    Wang, Yunlong; Pfeil, Ulrike; Reiterer, Harald (2016): Supporting Self-Assembly : the IKEA Effect on Mobile Health Persuasive Technology MMHealth '16 : Proceedings of the 2016 ACM Workshop on Multimedia for Personal Health and Health Care. - New York, NY : ACM, 2016. - S. 19-22. - ISBN 978-1-4503-4518-7

Supporting Self-Assembly : the IKEA Effect on Mobile Health Persuasive Technology

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In this paper, we propose the idea of examining the effect of self-assembly on the success of mobile health persuasive technology. The IKEA effect shows that individuals evaluate products assembled by themselves more positively than pre-assembled products. The IKEA effect has been proven in several domains, e.g., in human robot interaction, where participants who assembled the robot evaluated the robot and the interaction with the robot more favorably than participants who did not assemble the robot themselves. We propose that the IKEA effect exists in the context of mobile health persuasive technology and has high potential for improving users' engagement and long-term user experience of mobile health persuasive applications. In this paper, we describe the IKEA effect and its potential for mobile health applications. In addition, we propose an experimental design to analyze the effect of self-assembly on user engagement and satisfaction.

Origin (projects)

    Wang, Yunlong; Duan, Le; Butscher, Simon; Mueller, Jens; Reiterer, Harald (2016): Fingerprints : detecting meaningful moments for mobile health intervention MobileHCI '16 : Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct. - New York, NY : ACM, 2016. - S. 1085-1088. - ISBN 978-1-4503-4413-5

Fingerprints : detecting meaningful moments for mobile health intervention

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Personalized and contextual interventions are promising techniques for mobile persuasive technologies in mobile health. In this paper, we propose the "fingerprints" technique to analyze the users' daily behavior patterns to find the meaningful moments to better support mobile persuasive technologies, especially mobile health interventions. We assume that for many persons, their behaviors have patterns and can be detected through the sensor data from smartphones. We develop a three-step interactive machine learning workflow to describe the concept and approach of the "fingerprints" technique. By this we aim to implement a practical and light-weight mobile intervention system without burdening the users with manual logging. In our feasibility study, we show results that provide first insights into the design of the "fingerprints" technique.

Origin (projects)

    Müller, Jens; Reiterer, Harald (2015): Mixed Reality Environments as Ecologies for Cross-Device Interaction Cross-Surface : interacting with multi-device ecologies in the wild : proceedings of Cross-Surface 2015 / Houben, Steven; Reiterer, Harald et al. (Hrsg.). - S. 37-41

Mixed Reality Environments as Ecologies for Cross-Device Interaction

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In Mixed Reality (MR) environments, virtual objects can be represented as if they were situated in the viewer’s physical environment. While the potentials of MR have been recognized and extensively researched for single user scenarios (e.g., in perceptual studies), MR for collaborative scenarios has not been widely investigated. In this paper we propose MR environments as ecologies for collaborative, cross-device interaction. We provide a scenario that illustrates its potentials and discuss possible research directions. We then present intermediate results of our research.

Origin (projects)

  Butscher, Simon; Reiterer, Harald (2015): Proxemics-Aware Multi-Focus Visualizations to Support Mutual Awareness during Co-located Collaboration Workshop on Collaboration Meets Interactive Surfaces (CMIS)

Proxemics-Aware Multi-Focus Visualizations to Support Mutual Awareness during Co-located Collaboration

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Butscher, Simon; Reiterer, Harald

Origin (projects)

Funding sources
Name Project no. Description Period
Bundesministerium für Bildung und Forschung418/15TP 6 zum Verbundprojekt FP 414/15 Renner01.02.2015 – 31.01.2018
Bundesministerium für Bildung und Forschung559/1801.04.2018 – 31.03.2021
Further information
Period: 01.02.2015 – 31.01.2018
Link: Project homepage