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  • Rasmussen, Troels; Feuchtner, Tiare; Huang, Weidong; Grønbæk, Kaj (2022): Supporting workspace awareness in remote assistance through a flexible multi-camera system and Augmented Reality awareness cues Journal of Visual Communication and Image Representation. Elsevier. 2022, 89, 103655. ISSN 1047-3203. eISSN 1095-9076. Available under: doi: 10.1016/j.jvcir.2022.103655

    Supporting workspace awareness in remote assistance through a flexible multi-camera system and Augmented Reality awareness cues

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    Workspace awareness is critical for remote assistance with physical tasks, yet it remains difficult to facilitate. For example, if the remote helper is limited to the single viewpoint provided by the worker’s hand-held or head-mounted camera, she lacks the ability to gain an overview of the workspace. This may be addressed by granting the helper view-independence, e.g., through a multi-camera system. However, it can be cumbersome to set up and calibrate multiple cameras, and it can be challenging for the local worker to identify the current viewpoint of the remote helper. We present CueCam, a multi-camera remote assistance system that supports mutual workspace awareness through a flexible ad-hoc camera calibration and various Augmented Reality cues that communicate the helper’s viewpoint and focus. In particular, we propose visual cues presented through a head-mounted Augmented Reality display (Virtual Hand, Color Cue), and sound cues emitted from the cameras’ physical locations (Spatial Sound). Findings from a lab study indicate that all proposed cues effectively support the worker’s awareness of helper’s location and focus, while the Color Cue demonstrated superiority in task performance and preference ratings during a search task.

  • Niese, Till; Pirk, Sören; Albrecht, Matthias; Benes, Bedrich; Deussen, Oliver (2022): Procedural Urban Forestry ACM Transactions on Graphics. Association for Computing Machinery (ACM). 2022, 41(2), 20. ISSN 0730-0301. eISSN 1557-7368. Available under: doi: 10.1145/3502220

    Procedural Urban Forestry

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    The placement of vegetation plays a central role in the realism of virtual scenes. We introduce procedural placement models (PPMs) for vegetation in urban layouts. PPMs are environmentally sensitive to city geometry and allow identifying plausible plant positions based on structural and functional zones in an urban layout. PPMs can either be directly used by defining their parameters or learned from satellite images and land register data. This allows us to populate urban landscapes with complex 3D vegetation and enhance existing approaches for generating urban landscapes. Our framework’s effectiveness is shown through examples of large-scale city scenes and close-ups of individually grown tree models. We validate the results generated with our framework with a perceptual user study and its usability based on urban scene design sessions with expert users.

  • Mueller, Florian 'Floyd'; Semertzidis, Nathan; Andres, Josh; Weigel, Martin; Nanayakkara, Suranga; Patibanda, Rakesh; Li, Zhuying; Strohmeier, Paul; Knibbe, Jarrod; Greuter, Stefan; Obrist, Marianna; Maes, Pattie; Wang, Dakuo; Wolf, Katrin; Gerber, Liz; Marshall, Joe; Kunze, Kai; Grudin, Jonathan; Reiterer, Harald; Byrne, Richard (2022): Human–Computer Integration : towards Integrating the Human Body with the Computational Machine Foundations and Trends in Human-Computer Interaction. Now Publishers. 2022, 16(1), pp. 1-64. ISSN 1551-3955. eISSN 1551-3963. Available under: doi: 10.1561/1100000086

    Human–Computer Integration : towards Integrating the Human Body with the Computational Machine

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    Human-Computer Integration (HInt) is an emerging new paradigm in the human-computer interaction (HCI) field. Its goal is to integrate the human body and the computational machine. This monograph presents two key dimensions of Human-Computer Integration (bodily agency and bodily ownership) and proposes a set of challenges that we believe need to be resolved in order to bring the paradigm forward. Ultimately, our work aims to facilitate a more structured investigation into human body and computational machine integration.

  • Mateescu, Magdalena; Pimmer, Christoph; Zahn, Carmen; Klinkhammer, Daniel; Reiterer, Harald (2021): Collaboration on large interactive displays : a systematic review Human–Computer Interaction. Taylor & Francis. 2021, 36(3), pp. 243-277. ISSN 0737-0024. eISSN 1532-7051. Available under: doi: 10.1080/07370024.2019.1697697

    Collaboration on large interactive displays : a systematic review

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    Large Interactive Displays (LIDs), such as tabletops or interactive walls, are promising innovations, which are increasingly used to support co-located collaboration. Yet the current evidence base on the impact of LID use on collaborative processes and outcomes, and associated influencing factors, is fragmented, particularly in comparison with other media. To address this gap, a systematic review was carried out in the databases Web of Science, Psych.Info, ACM, Elsevier, JSTOR and Springer and in the ACM CHI conference database. A corpus of 38 articles with experimental study designs met the eligibility criteria and was analyzed in-depth. With regard to collaboration processes, the findings suggest a relatively clear advantage of the use of LIDs over classic forms of collaboration, in particular over single-user environments (e.g. laptops). With attention to collaborative outcomes, positive effects of LIDs were identified for knowledge gains and social encounters, and mixed effects for task-related outcomes. The analysis further shows relevant influencing factors of LID, such as the separation of personal and joint work spaces and the deployment of horizontal instead of vertical displays. Conceptual and practice implications are discussed.

  • 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.

  • Dürr, Maximilian; Borowski, Marcel; Gröschel, Carla; Pfeil, Ulrike; Müller, Jens; Reiterer, Harald (2021): KiTT - The Kinaesthetics Transfer Teacher : Design and Evaluation of a Tablet-based System to Promote the Learning of Ergonomic Patient Transfers Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2021). New York: ACM, 2021, 233. ISBN 978-1-4503-8096-6. Available under: doi: 10.1145/3411764.3445496

    Projekt : ERTRAG

    KiTT - The Kinaesthetics Transfer Teacher : Design and Evaluation of a Tablet-based System to Promote the Learning of Ergonomic Patient Transfers

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    Nurses frequently transfer patients as part of their daily work. However, manual patient transfers pose a major risk to nurses’ health. Although the Kinaesthetics care conception can help address this issue, existing support to learn the concept is low. We present KiTT, a tablet-based system, to promote the learning of ergonomic patient transfers based on the Kinaesthetics care conception. KiTT supports the training of Kinaesthetics-based patient transfers by two nurses. The nurses are guided by the phases (i) interactive instructions, (ii) training of transfer conduct, and (iii) feedback and reflection. We evaluated KiTT with 26 nursing-care students in a nursing-care school. Our results indicate that KiTT provides a good subjective support for the learning of Kinaesthetics. Our results also suggest that KiTT can promote the ergonomically correct conduct of patient transfers while providing a good user experience adequate to the nursing-school context, and reveal how KiTT can extend existing practices.

    Forschungszusammenhang (Projekte)

  • Belo, João; Feit, Anna Maria; Feuchtner, Tiare; Grønbæk, Kaj (2021): XRgonomics : Facilitating the Creation of Ergonomic 3D Interfaces CHI '21 : Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM, 2021, 290. ISBN 978-1-4503-8096-6. Available under: doi: 10.1145/3411764.3445349

    XRgonomics : Facilitating the Creation of Ergonomic 3D Interfaces

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    Arm discomfort is a common issue in Cross Reality applications involving prolonged mid-air interaction. Solving this problem is difficult because of the lack of tools and guidelines for 3D user interface design. Therefore, we propose a method to make existing ergonomic metrics available to creators during design by estimating the interaction cost at each reachable position in the user’s environment. We present XRgonomics, a toolkit to visualize the interaction cost and make it available at runtime, allowing creators to identify UI positions that optimize users’ comfort. Two scenarios show how the toolkit can support 3D UI design and dynamic adaptation of UIs based on spatial constraints. We present results from a walkthrough demonstration, which highlight the potential of XRgonomics to make ergonomics metrics accessible during the design and development of 3D UIs. Finally, we discuss how the toolkit may address design goals beyond ergonomics.

  • 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.

  • Breitinger, Corinna; Reiterer, Harald (2021): Visualizing Feature-based Similarity for Research Paper Recommendation DOWNIE, J. Stephen, ed. and others. 2021 ACM/IEEE Joint Conference on Digital Libraries, JCDL 2021, Virtual Conference, Hosted by the University of Illinois at Urbana-Champaign, USA, 27-30 September 2021 ; Proceedings. Piscataway, NJ: IEEE, 2021, pp. 212-221. ISBN 978-1-66541-770-9. Available under: doi: 10.1109/JCDL52503.2021.00033

    Visualizing Feature-based Similarity for Research Paper Recommendation

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    Research paper recommender systems are widely used by academics to discover and explore the most relevant publications on a topic. While existing recommendation interfaces present researchers with a ranked list of publications based on a global relevance score, they fail to visualize the full range of non-textual features uniquely present in academic publications: citations, figures, charts, or images, and mathematical formulae or expressions. Especially for STEM literature, examining such non-textual features efficiently can provide utility to researchers interested in answering specialized research questions or information needs. If research paper search and recommender systems are to consider the similarity of such features as one facet of a content-based similarity assessment for academic literature, new methods for visualizing these non-textual features are needed. In this paper, we review the state-of-the-art in visualizing feature-based similarity in documents. We subsequently propose a set of user-customizable visualization approaches tailored to STEM literature and the research paper recommendation context. Results from a study with 10 expert users show that the interactive visualization interface we propose for the exploration of non-textual features in publications can effectively address specialized information retrieval tasks, which cannot be addressed by existing research paper search or recommendation interfaces.

  • Jetter, Hans-Christian; Schröder, Jan-Henrik; Gugenheimer, Jan; Billinghurst, Mark; Anthes, Christoph; Khamis, Mohamed; Feuchtner, Tiare (2021): Transitional Interfaces in Mixed and Cross-Reality : A new frontier? ISS ‘21 Companion : Companion Proceedings of the 2021 Conference on Interactive Surfaces and Spaces. New York, NY: ACM, 2021, pp. 46-49. ISBN 978-1-4503-8340-0. Available under: doi: 10.1145/3447932.3487940

    Transitional Interfaces in Mixed and Cross-Reality : A new frontier?

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    Transitional interfaces (TIs) and related concepts such as cross-reality (XR) or cross-virtuality (XV) are key topics for future HCI and AR/VR research. Future TIs will enable users to freely move between different locations within the reality-virtuality continuum during work, to choose the best technologies for their task at hand and current information need. Our workshop will explore the core advantages and challenges of TIs and related concepts and address them in presentations and workshop activities at ACM ISS 2021.

  • Auer, Stefan; Gerken, Jens; Reiterer, Harald; Jetter, Hans-Christian (2021): Comparison Between Virtual Reality and Physical Flight Simulators for Cockpit Familiarization Mensch und Computer 2021 (MuC '21). New York, NY: ACM, 2021, pp. 378-392. ISBN 978-1-4503-8645-6. Available under: doi: 10.1145/3473856.3473860

    Comparison Between Virtual Reality and Physical Flight Simulators for Cockpit Familiarization

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    Airlines and flying schools use high-end physical flight simulators (PFS) to reduce costs and risks of pilot training. However, such PFS with full-scale cockpits have very high acquisition and operation costs. In contrast, recent consumer-grade and off-the-shelf soft- and hardware can be used to create increasingly realistic virtual reality flight simulators (VRFS) that could potentially serve as cost-efficient and flexible alternatives. We present a user study with 11 participants to determine whether consumer-grade VRFS can supplement or even replace a PFS during cockpit familiarization training (CFT). We compared a full-scale Boeing 737-800NG PFS with a VRFS based on off-the-shelf flight simulator software combined with a consumer-grade head-mounted display and either finger tracking or a handheld controller as input device. Participants performed instrument reading tasks and check procedures from the aircraft’s operating manual. We did not observe statistically significant differences in successful instrument reading tasks, error rates and task completion between PFS and VRFS during CFT. However, we found that VRFS’ Mental Demand, Physical Demand, Effort, task completion times, and levels of simulator sickness were significantly higher and exceeded acceptable levels. We conclude that future consumer-grade VRFS will need to improve soft- and hard- ware for interacting with simulated switches and reduce simulator sickness before they can serve as PFS alternatives for CFT.

  • Belo, João; Feuchtner, Tiare; Hwang, Chiwoong; Lunding, Rasmus; Lystbæk, Mathias; Pfeuffer, Ken; Rasmussen, Troels (2021): Challenges of XR Transitional Interfaces in Industry 4.0 ISS'21 Workshop Proceedings: "Transitional Interfaces in Mixed and Cross-Reality: A new frontier?". 2021. Available under: doi: 10.18148/kops/352-2-1jsg9yzf5d0qs0

    Challenges of XR Transitional Interfaces in Industry 4.0

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    dc.title:


    dc.contributor.author: Belo, João; Hwang, Chiwoong; Lunding, Rasmus; Lystbæk, Mathias; Pfeuffer, Ken; Rasmussen, Troels

  • Dürr, Maximilian; Schweitzer, Daniel; Reiterer, Harald (2021): ViTT: Towards a Virtual Reality System that Supports the Learning of Ergonomic Patient Transfers NICHOLS, Jeffrey, ed., Ranjitha KUMAR, ed., Michael NEBELING, ed.. UIST '21: The 34th Annual ACM Symposium on User Interface Software and Technology. New York, NY: ACM, 2021, pp. 78-82. ISBN 978-1-4503-8655-5. Available under: doi: 10.1145/3474349.3480234

    ViTT: Towards a Virtual Reality System that Supports the Learning of Ergonomic Patient Transfers

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    While patient transfers are part of nurses’ daily work, the manual transfer of patients can also pose a major risk to nurses’ health. The Kinaesthetics care conception may help nurses to conduct patient transfers more ergonomically. However, existing support to learn the concept is low. We introduce ViTT, a Virtual Reality system to promote the individual, self-directed learning of ergonomic patient transfers based on the Kinaesthetics care conception. The current implementation of ViTT supports a nurse in two phases: (i) instructions for a patient transfer, and (ii) training of the transfer with a virtual patient (based on a physics engine; implementation limited). In contrast to previous work, our approach provides an immersive experience that may allow for the ‘safe’ training of different transfer scenarios—e.g., patients with different impairments—and the study of different parameters that may influence nurses’ learning experience—e.g., the simulation of stress—in the future.

  • Hubenschmid, Sebastian; Zagermann, Johannes; Fink, Daniel I.; Wieland, Jonathan; Feuchtner, Tiare; Reiterer, Harald (2021): Towards Asynchronous Hybrid User Interfaces for Cross-Reality Interaction ISS'21 Workshop Proceedings: "Transitional Interfaces in Mixed and Cross-Reality: A new frontier?". 2021. Available under: doi: 10.18148/kops/352-2-84mm0sggczq02

    Towards Asynchronous Hybrid User Interfaces for Cross-Reality Interaction

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    dc.title:

  • Wieland, Jonathan; Zagermann, Johannes; Müller, Jens; Reiterer, Harald (2021): Separation, Composition, or Hybrid? : Comparing Collaborative 3D Object Manipulation Techniques for Handheld Augmented Reality 2021 IEEE International Symposium on Mixed and Augmented Reality. Piscataway, NJ: IEEE, 2021, pp. 403-412. ISBN 978-1-66540-158-6. Available under: doi: 10.1109/ISMAR52148.2021.00057

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Separation, Composition, or Hybrid? : Comparing Collaborative 3D Object Manipulation Techniques for Handheld Augmented Reality

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    Augmented Reality (AR) supported collaboration is a popular topic in HCI research. Previous work has shown the benefits of collaborative 3D object manipulation and identified two possibilities: Either separate or compose users’ inputs. However, their experimental comparison using handheld AR displays is still missing. We, therefore, conducted an experiment in which we tasked 24 dyads with collaboratively positioning virtual objects in handheld AR using three manipulation techniques: 1) Separation – performing only different manipulation tasks (i. e., translation or rotation) simultaneously, 2) Composition – performing only the same manipulation tasks simultaneously and combining individual inputs using a merge policy, and 3) Hybrid – performing any manipulation tasks simultaneously, enabling dynamic transitions between Separation and Composition. While all techniques were similarly effective, Composition was least efficient, with higher subjective workload and worse user experience. Preferences were polarized between clear work division (Separation) and freedom of action (Hybrid). Based on our findings, we offer research and design implications.

  • 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.

  • Mayer, Janine; Auer, Stefan; Friedl, Judith; Anthes, Christoph (2021): Volumetric Data Interaction in AR and VR Using a Handheld Touch-Sensitive Device JETTER, Hans-Christian, ed., Jan-Henrik SCHRÖDER, ed., Jan GUGENHEIMER, ed., Mark BILLINGHURST, ed., Christoph ANTHES, ed., Mohamed KHAMIS, ed., Tiare FEUCHTNER, ed.. ISS'21 Workshop Proceedings: "Transitional Interfaces in Mixed and Cross-Reality: A new frontier?". 2021. Available under: doi: 10.18148/kops/352-2-1qsz0ws7eufba2

    Volumetric Data Interaction in AR and VR Using a Handheld Touch-Sensitive Device

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    dc.title:


    dc.contributor.author: Mayer, Janine; Friedl, Judith; Anthes, Christoph

  • Kjærup, Maria; Skov, Mikael B.; Nielsen, Peter A.; Kjeldskov, Jesper; Gerken, Jens; Reiterer, Harald (2021): Longitudinal Studies in HCI Research : A Review of CHI Publications from 1982-2019 KARAPANOS, Evangelos, ed., Jens GERKEN, ed., Jesper KJELDSKOV, ed., Mikael B. SKOV, ed.. Advances in Longitudinal HCI Research. Cham: Springer, 2021, pp. 11-39. ISBN 978-3-030-67321-5. Available under: doi: 10.1007/978-3-030-67322-2_2

    Longitudinal Studies in HCI Research : A Review of CHI Publications from 1982-2019

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    Longitudinal studies in HCI research have the potential to increase our understanding of how human-technology interactions evolve over time. Potentially, longitudinal studies eliminate learning or novelty-effects by considering change through repeated measurements of interaction and use. However, there seems to exist no agreement of how longitudinal HCI study designs are characterized. We conducted an analysis of 106 HCI papers published at the CHI conference from 1982 to 2019 where longitudinal studies were explicitly reported. We analysed these papers using classical longitudinal study metrics, for example duration, metrics, methods, change or stability. We illustrate that longitudinal studies in HCI research are highly diverse in terms of duration lasting from few days to several years and different metrics are applied. It appears that the paper contribution type highly in- fluences study design. While, only a little more than half of the papers discuss or illustrate change/stability during their studies. We further underline considerations of durations vs. saturation, identifying points of measurements and matching con- tribution types with research questions. Finally, we urge researchers to extend im- plications presented on perceiving duration as a singular attribute, as well as longi- tudinal systematic approaches to ‘in-situ’ studies and ethnography in HCI.

  • Renner, Britta; Breyer, Friedrich; Reiterer, Harald; Schupp, Harald T.; Sonnentag, Sabine; Woll, Alexander (2021): SMARTACT Das Gesundheitswesen. Georg Thieme Verlag. 2021, 83(08/09), 718. ISSN 0949-7013. eISSN 1439-4421. Available under: doi: 10.1055/s-0041-1732179

    SMARTACT

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    Einleitung: Das Ziel des Verbundprojektes SMARTACT ist es, Interventionen zu entwickeln und zu testen, mit denen das gesunde Ernährungsverhalten und die körperliche Aktivität unter Einsatz mobiler Technologie gefördert werden. Mobile Anwendungen bieten die Möglichkeit, effektive Interventionen in realen Kontext, d.h. „im Moment“ der Verhaltensausführung für größere Zielgruppen zur Verfügung zu stellen.
    Methoden: Das interdisziplinäre Konsortium besteht aus zwei Themen- (SMARTFOOD, SMARTMOVE) und Methodenbereichen (SMARTMOBILITY, SMARTECONOMICS) sowie der Konstanzer Life-Studie. Die mobilen Interventionen, die technisch durch SMARTMOBILITY umgesetzt werden, basieren auf aktuellen Verhaltensmustern, Verhaltensauslösern und situativen Kontexten (Familie, Arbeitsplatz). Ein Hauptfokus liegt auf der Verbesserung der Teilnehmeraktivität durch Hinweisreize und der Aufrechterhaltung von Verhaltensänderungen durch Kurzinterventionen. Des Weiteren erfolgt eine Kosten-Nutzen-Analyse der verschiedenen Interventionen.
    Ergebnisse: SMARTACT hat in den beiden Themenbereichen (SMARTFOOD, SMARTMOVE) und den verschiedenen Lebensbereichen (Arbeitsplatz und Familie) vielversprechende Ergebnisse gewonnen. Wichtige Beispiele beinhalten eine Meta-Analyse zur Effektivität mobiler Interventionen zu Änderungen der Ernährung und Gesundheitsmarkern, mobile Interventionen zur Steigerung der Zufriedenheit mit Essen und Änderungen der Ernährung anhand intuitiver Heuristiken und Zielsetzungsstrategien im Alltag sowie im Berufskontext und Familienverbund. Ferner wurden neue Konzepte zur Steigerung der körperlichen Aktivität entwickelt.
    Fazit: Die Ergebnisse zeigen, dass mobile Interventionen im Bereich der Ernährung und körperlichen Aktivität einen wichtigen Beitrag zur Primärprävention leisten können.

  • Seinfeld, Sofia; Feuchtner, Tiare; Maselli, Antonella; Müller, Jörg (2021): User Representations in Human-Computer Interaction Human-Computer Interaction. Taylor & Francis. 2021, 36(5-6), pp. 400-438. ISSN 0737-0024. eISSN 1532-7051. Available under: doi: 10.1080/07370024.2020.1724790

    User Representations in Human-Computer Interaction

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    Cursors, avatars, virtual hands or tools, and other rendered graphical objects, enable users to interact with computers such as PCs, game consoles or virtual reality systems. We analyze the role of these various objects from a user perspective under the unifying concept of “User Representations”. These representations are virtual objects that artificially extend the users’ physical bodies, enabling them to manipulate the virtual environment by performing motor actions that are continuously mapped to their User Representations. In this paper, we identify a set of concepts that are relevant for different User Representations, and provide a multidisciplinary review of the multisensory and cognitive factors underlying the control and subjective experience of User Representations. These concepts include visual appearance, multimodal feedback, sense of agency, input methods, peripersonal space, visual perspective, and body ownership. We further suggest a research agenda for these concepts, which can lead the human-computer interaction community towards a wider perspective of how users perceive and interact through their User Representations.

  • Wunsch, Kathrin; Eckert, Tobias; Fiedler, Janis; Cleven, Laura; Niermann, Christina; Reiterer, Harald; Renner, Britta; Woll, Alexander (2020): Effects of a Collective Family-Based Mobile Health Intervention Called "SMARTFAMILY" on Promoting Physical Activity and Healthy Eating: Protocol for a Randomized Controlled Trial JMIR research protocols. JMIR Publications Inc.. 2020, 9(11), e20534. ISSN 1929-0748. Available under: doi: 10.2196/20534

    Effects of a Collective Family-Based Mobile Health Intervention Called "SMARTFAMILY" on Promoting Physical Activity and Healthy Eating: Protocol for a Randomized Controlled Trial

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    Background: Numerous smartphone apps are targeting physical activity and healthy eating, but empirical evidence on their effectiveness for initialization and maintenance of behavior change, especially in children and adolescents, is still limited.

    Objective: The aim of this study was to conceptualize a theory-based and evidence-based mHealth intervention called SMARTFAMILY (SF) that targets physical activity and healthy eating in a collective family-based setting. Subsequently, the app will be refined and re-evaluated to analyze additional effects of just-in-time adaptive interventions (JITAIs) and gamification features.

    Methods: A smartphone app based on behavior change theories and behavior change techniques was developed and implemented and will be evaluated with family members individually and cooperatively (SF trial). Existing evidence and gained results were used to refine and will be used to re-evaluate the app (SF2.0 trial). Both trials are cluster randomized controlled trials with 3 measurement occasions. The intervention group uses the app for 3 consecutive weeks, whereas the control group receives no treatment. Baseline measurements (T0) and postintervention measurements (T1) include physical activity (ie, self-reported and accelerometry) and healthy eating measurements (ie, self-reported fruit and vegetable intake) as the primary outcomes. The secondary outcomes (ie, self-reported) are intrinsic motivation, behavior-specific self-efficacy, and the family health climate, complemented by an intentional measure in SF2.0. Four weeks following T1, a follow-up assessment (T2) is completed by the participants, consisting of all questionnaire items to assess the stability of the intervention effects. Mixed-method analysis of covariance will be used to calculate the primary intervention effects (ie, physical activity, fruit and vegetable intake) while controlling for covariates, including family health climate, behavior-specific self-efficacy, and intrinsic motivation.

    Results: This study is funded by the German Federal Ministry of Education and Research and ethically approved by the Karlsruhe Institute of Technology. For both trials, it is hypothesized that the apps will positively influence physical activity and healthy eating in the whole family. Furthermore, SF2.0 is expected to produce stronger effects (ie, higher effect sizes) compared to SF. SF app development and piloting are completed. Data acquisition for the SF trial is terminated and discontinued due to the COVID-19 pandemic. SF2.0 app development and piloting are completed, while data acquisition is ongoing. Participant recruitment for the SF 2.0 trial started in February 2020. The results for SF are expected to be published in mid-2021, and the results of SF2.0 are expected to be published in mid-2022.

    Conclusions: In this study, it is hypothesized that targeting the whole family will facilitate behavior change at the individual level and the family level, as the implemented strategies address changes in daily family life. Furthermore, subsequent app development (SF2.0) with supplementary addition of motivation-enhancing features and a JITAI approach is expected to enhance positive intervention effects.

  • Occurrence of and Reasons for "Missing Events" in Mobile Dietary Assessments : Results From Three Event-Based Ecological Momentary Assessment Studies

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    Background: Establishing a methodology for assessing nutritional behavior comprehensively and accurately poses a great challenge. Mobile technologies such as mobile image-based food recording apps enable eating events to be assessed in the moment in real time, thereby reducing memory biases inherent in retrospective food records. However, users might find it challenging to take images of the food they consume at every eating event over an extended period, which might lead to incomplete records of eating events (missing events).

    Objective: Analyzing data from 3 studies that used mobile image-based food recording apps and varied in their technical enrichment, this study aims to assess how often eating events (meals and snacks) were missed over a period of 8 days in a naturalistic setting by comparing the number of recorded events with the number of normative expected events, over time, and with recollections of missing events.

    Methods: Participants in 3 event-based Ecological Momentary Assessment (EMA) studies using mobile image-based dietary assessments were asked to record all eating events (study 1, N=38, 1070 eating events; study 2, N=35, 934 eating events; study 3, N=110, 3469 eating events). Study 1 used a basic app; study 2 included 1 fixed reminder and the possibility to add meals after the actual eating events occurred instead of in the moment (addendum); and study 3 included 2 fixed reminders, an addendum feature, and the option to record skipped meals. The number of recalled missed events and their reasons were assessed by semistructured interviews after the EMA period (studies 1 and 2) and daily questionnaires (study 3).

    Results: Overall, 183 participants reported 5473 eating events. Although the momentary adherence rate as indexed by a comparison with normative expected events was generally high across all 3 studies, a differential pattern of results emerged with a higher rate of logged meals in the more technically intensive study 3. Multilevel models for the logging trajectories of reported meals in all 3 studies showed a significant, albeit small, decline over time (b=−.11 to −.14, Ps<.001, pseudo-R²=0.04-0.06), mainly because of a drop in reported snacks between days 1 and 2. Intraclass coefficients indicated that 38% or less of the observed variance was because of individual differences. The most common reasons for missing events were competing activities and technical issues, whereas situational barriers were less important.

    Conclusions: Three different indicators (normative, time stability, and recalled missing events) consistently indicated missing events. However, given the intensive nature of diet EMA protocols, the effect sizes were rather small and the logging trajectories over time were remarkably stable. Moreover, the individual’s actual state and context seemed to exert a greater influence on adherence rates than stable individual differences, which emphasizes the need for a more nuanced understanding of the factors that affect momentary adherence.

  • 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.

  • Winther, Frederik; Ravindran, Linoj; Svendsen, Kasper Paabøl; Feuchtner, Tiare (2020): Design and Evaluation of a VR Training Simulation for Pump Maintenance CHI EA '20 : Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM, 2020, CS 16. ISBN 978-1-4503-6819-3. Available under: doi: 10.1145/3334480.3375213

    Design and Evaluation of a VR Training Simulation for Pump Maintenance

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    Through technological advancements more and more companies consider virtual reality (VR) for training of their workforce, in particular for situations that occur rarely, are dangerous, expensive, or very difficult to recreate in the real world. This creates the need for understanding the potentials and limitations of VR training and establish best practices. In pursuit of this, we have developed a VR Training simulation for a use case at Grundfos, in which apprentices learn a sequential maintenance task. We evaluated this simulation in a user study with 36 participants, comparing it to two traditional forms of training (Pairwise Training and Video Training). This case study describes the developed virtual training scenario and discusses design considerations for such VR simulations. The results of our evaluation support that, while VR Training is effective in teaching the procedure for a maintenance task, traditional approaches with hands-on experience still lead to a significantly better outcome.

  • Babic, Teo; Perteneder, Florian; Reiterer, Harald; Haller, Michael (2020): Simo: Interactions with Distant Displays by Smartphones with Simultaneous Face and World Tracking CHI EA '20 : Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM, 2020, LBW221. ISBN 978-1-4503-6819-3. Available under: doi: 10.1145/3334480.3382962

    Simo: Interactions with Distant Displays by Smartphones with Simultaneous Face and World Tracking

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    The interaction with distant displays often demands complex, multi-modal inputs which need to be achieved with a very simple hardware solution so that users can perform rich inputs wherever they encounter a distant display. We present Simo, a novel approach, that transforms a regular smartphone into a highly-expressive user motion tracking device and controller for distant displays. Both the front and back cameras of the smartphone are used simultaneously to track the user’s hand as well as the head, and body movements in real-world space and scale. In this work, we first define the possibilities for simultaneous face- and world-tracking using current off-the-shelf smartphones. Next, we present the implementation of a smartphone app enabling hand, head, and body motion tracking. Finally, we present a technical analysis outlining the possible tracking range.

  • Borowski, Marcel; Zagermann, Johannes; Klokmose, Clemens N.; Reiterer, Harald; Rädle, Roman (2020): Exploring the Benefits and Barriers of Using Computational Notebooks for Collaborative Programming Assignments SIGCSE '20 : Proceedings of the 51st ACM Technical Symposium on Computer Science Education. New York, NY: ACM, 2020, pp. 468-474. ISBN 978-1-4503-6793-6. Available under: doi: 10.1145/3328778.3366887

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    Exploring the Benefits and Barriers of Using Computational Notebooks for Collaborative Programming Assignments

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    Programming assignments in computer science courses are often processed in pairs or groups of students. While working together, students face several shortcomings in today's software: The lack of real-time collaboration capabilities, the setup time of the development environment, and the use of different devices or operating systems can hamper students when working together on assignments. Text processing platforms like Google Docs solve these problems for the writing process of prose text, and computational notebooks like Google Colaboratory for data analysis tasks. However, none of these platforms allows users to implement interactive applications. We deployed a web-based literate programming system for three months during an introductory course on application development to explore how collaborative programming practices unfold and how the structure of computational notebooks affect the development. During the course, pairs of students solved weekly programming assignments. We analyzed data from weekly questionnaires, three focus groups with students and teaching assistants, and keystroke-level log data to facilitate the understanding of the subtleties of collaborative programming with computational notebooks. Findings reveal that there are distinct collaboration patterns; the preferred collaboration pattern varied between pairs and even varied within pairs over the course of three months. Recognizing these distinct collaboration patterns can help to design future computational notebooks for collaborative programming assignments.

  • Zagermann, Johannes; Pfeil, Ulrike; von Bauer, Philipp; Fink, Daniel; Reiterer, Harald (2020): "It’s in my other hand!" : Studying the Interplay of Interaction Techniques and Multi-Tablet Activities CHI '20 : Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM, 2020, 413. ISBN 978-1-4503-6708-0. Available under: doi: 10.1145/3313831.3376540

    Projekt : SFB TRR 161 TP C 01 Quantitative Messung von Interaktion

    "It’s in my other hand!" : Studying the Interplay of Interaction Techniques and Multi-Tablet Activities

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    Cross-device interaction with tablets is a popular topic in HCI research. Recent work has shown the benefits of including multiple devices into users’ workflows while various interaction techniques allow transferring content across devices. However, users are only reluctantly using multiple devices in combination. At the same time, research on cross-device interaction struggles to find a frame of reference to compare techniques or systems. In this paper, we try to address these challenges by studying the interplay of interaction techniques, device utilization, and task-specific activities in a user study with 24 participants from different but complementary angles of evaluation using an abstract task, a sensemaking task, and three interaction techniques. We found that different interaction techniques have a lower influence than expected, that work behaviors and device utilization depend on the task at hand, and that participants value specific aspects of cross-device interaction.

  • Dürr, Maximilian; Weber, Rebecca; Pfeil, Ulrike; Reiterer, Harald (2020): EGuide : Investigating different Visual Appearances and Guidance Techniques for Egocentric Guidance Visualizations TEI '20 : Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY: ACM, 2020, pp. 311-322. ISBN 978-1-4503-6107-1. Available under: doi: 10.1145/3374920.3374945

    Projekt : ERTRAG

    EGuide : Investigating different Visual Appearances and Guidance Techniques for Egocentric Guidance Visualizations

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    Forschungszusammenhang (Projekte)

  • Dürr, Maximilian; Gröschel, Carla; Pfeil, Ulrike; Reiterer, Harald (2020): NurseCare : Design and ‘In-The-Wild’ Evaluation of a Mobile System to Promote the Ergonomic Transfer of Patients CHI '20 : Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM, 2020, 722. ISBN 978-1-4503-6708-0. Available under: doi: 10.1145/3313831.3376851

    Projekt : ERTRAG

    NurseCare : Design and ‘In-The-Wild’ Evaluation of a Mobile System to Promote the Ergonomic Transfer of Patients

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    Nurses are frequently required to transfer patients as part of their daily duties. However, the manual transfer of patients is a major risk factor for injuries to the back. Although the Kinaesthetics Care Conception can help to address this issue, existing support for the integration of the concept into nursing-care practice is low. We present NurseCare, a mobile system that aims to promote the practical application of ergonomic patient transfers based on the Kinaesthetics Care Conception. NurseCare consists of a wearable and a smartphone app. Key features of NurseCare include mobile accessible instructions for ergonomic patient transfers, in-situ feedback for the risky bending of the back, and long-term feedback. We evaluated NurseCare in a nine participant 'in-the-wild' evaluation. Results indicate that NurseCare can facilitate ergonomic work while providing a high user experience adequate to the nurses' work domain, and reveal how NurseCare can be incorporated in given practices.

    Forschungszusammenhang (Projekte)

  • Olin, Patrick Aggergaard; Issa, Ahmad Mohammad; Feuchtner, Tiare; Grønbæk, Kaj (2020): Designing for Heterogeneous Cross-Device Collaboration and Social Interaction in Virtual Reality OzCHI '20 : 32nd Australian Conference on Human-Computer Interaction. New York, NY: ACM, 2020, pp. 112-127. ISBN 978-1-4503-8975-4. Available under: doi: 10.1145/3441000.3441070

    Designing for Heterogeneous Cross-Device Collaboration and Social Interaction in Virtual Reality

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    Collaboration in virtual reality (VR) across heterogeneous devices poses challenges for effectively supporting manipulation, navigation, and communication through different interfaces. We explored these in the design and development of a collaborative VR system that allows interaction through a mobile touchscreen device (Handheld User) and a head-mounted display (HMD User). In a qualitative evaluation, we further analyzed how these interfaces affect social roles and user interactions during collaboration. Our observations reveal that Handheld Users achieved presence in the virtual environment, despite the non-immersive interface, and assumed similar spatial positions in a conversational scenario as they would in the real world. In a collaborative building task, we found leadership roles not tied to immersion, but potentially influenced by users’ eye-level. Further, Handheld Users exhibited stronger movement patterns than HMD Users. Based on such behavioral patterns, we contribute a classification framework for Handheld Users that facilitates future analysis of interactions in shared virtual environments through handheld devices. Finally, we offer several design considerations for collaborative cross-device VR, which are based on our observations and exemplified in our presented system.

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