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  • Mueller, Florian 'Floyd'; Lopes, Pedro; Strohmeier, Paul; Ju, Wendy; Seim, Caitlyn; Weigel, Martin; Nanayakkara, Suranga; Obrist, Marianna; Li, Zhuying; Reiterer, Harald (2020): Next Steps in Human-Computer Integration CHI '20 : Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM, 2020, 115. ISBN 978-1-4503-6708-0. Available under: doi: 10.1145/3313831.3376242

    Next Steps in Human-Computer Integration

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    Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. However, we believe that with rapid technological advancements, increasing real-world deployments, and growing ethical and societal implications, it is critical to identify an agenda for future research. We present a set of challenges for HInt research, formulated over the course of a five-day workshop consisting of 29 experts who have designed, deployed, and studied HInt systems. This agenda aims to guide researchers in a structured way towards a more coordinated and conscientious future of human-computer integration.

  • Winther, Frederik; Ravindran, Linoj; Svendsen, Kasper Paabol; Feuchtner, Tiare (2020): Design and Evaluation of a VR Training Simulation for Pump Maintenance Based on a Use Case at Grundfos 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). Piscataway, NJ: IEEE, 2020, pp. 738-746. eISSN 2642-5254. ISBN 978-1-72815-608-8. Available under: doi: 10.1109/VR46266.2020.00097

    Design and Evaluation of a VR Training Simulation for Pump Maintenance Based on a Use Case at Grundfos

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    Encouraged by 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. Thereby the need arises for understanding the potentials and limitations of VR training and establishing 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 paper describes the developed virtual training scenario and discusses design considerations for such VR simulations. Further, it presents the results of our evaluation, which support that VR Training is effective in teaching the procedure of a maintenance task. However, according to our evidence, traditional approaches with hands-on experience still lead to a significantly better outcome.

  • Jetter, Hans-Christian; Rädle, Roman; Feuchtner, Tiare; Anthes, Christoph; Friedl, Judith; Klokmose, Clemens Nylandsted (2020): "In VR, everything is possible!" : Sketching and Simulating Spatially-Aware Interactive Spaces in Virtual Reality CHI '20 : Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM, 2020, 523. ISBN 978-1-4503-6708-0. Available under: doi: 10.1145/3313831.3376652

    "In VR, everything is possible!" : Sketching and Simulating Spatially-Aware Interactive Spaces in Virtual Reality

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    We propose using virtual reality (VR) as a design tool for sketching and simulating spatially-aware interactive spaces. Using VR, designers can quickly experience their envisioned spaces and interactions by simulating technologies such as motion tracking, multiple networked devices, or unusual form factors such as spherical touchscreens or bezel-less display tiles. Design ideas can be rapidly iterated without restrictions by the number, size, or shape and availability of devices or sensors in the lab. To understand the potentials and challenges of designing in VR, we conducted a user study with 12 interaction designers. As their tool, they used a custom-built virtual design environment with finger tracking and physics simulations for natural interactions with virtual devices and objects. Our study identified the designers' experience of space in relation to their own bodies and playful design explorations as key opportunities. Key challenges were the complexities of building a usable yet versatile VR-based "World Editor".

  • Bishop, Fearn; Zagermann, Johannes; Pfeil, Ulrike; Sanderson, Gemma; Reiterer, Harald; Hinrichs, Uta (2020): Construct-A-Vis : exploring the free-form visualization processes of children IEEE Transactions on Visualization and Computer Graphics. Institute of Electrical and Electronics Engineers (IEEE). 2020, 26(1), pp. 451-460. ISSN 1077-2626. eISSN 1941-0506. Available under: doi: 10.1109/TVCG.2019.2934804

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

    Construct-A-Vis : exploring the free-form visualization processes of children

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    Building data analysis skills is part of modern elementary school curricula. Recent research has explored how to facilitate children's understanding of visual data representations through completion exercises which highlight links between concrete and abstract mappings. This approach scaffolds visualization activities by presenting a target visualization to children. But how can we engage children in more free-form visual data mapping exercises that are driven by their own mapping ideas? How can we scaffold a creative exploration of visualization techniques and mapping possibilities? We present Construct-A-Vis, a tablet-based tool designed to explore the feasibility of free-form and constructive visualization activities with elementary school children. Construct-A-Vis provides adjustable levels of scaffolding visual mapping processes. It can be used by children individually or as part of collaborative activities. Findings from a study with elementary school children using Construct-A-Vis individually and in pairs highlight the potential of this free-form constructive approach, as visible in children's diverse visualization outcomes and their critical engagement with the data and mapping processes. Based on our study findings we contribute insights into the design of free-form visualization tools for children, including the role of tool-based scaffolding mechanisms and shared interactions to guide visualization activities with children.

  • Fadhil, Ahmed; Wang, Yunlong; Reiterer, Harald (2019): Assistive Conversational Agent for Health Coaching : a Validation Study Methods of information in medicine. 2019, 58(1), pp. 009-023. ISSN 0026-1270. eISSN 2511-705X. Available under: doi: 10.1055/s-0039-1688757

    Assistive Conversational Agent for Health Coaching : a Validation Study

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    Objectiv: Poor lifestyle represents a health risk factor and is the leading cause of morbidity and chronic conditions. The impact of poor lifestyle can be significantly altered by individual's behavioral modification. Although there are abundant lifestyle promotion applications and tools, they are still limited in providing tailored social support that goes beyond their predefined functionalities. In addition, virtual coaching approaches are still unable to handle user emotional needs. Our approach presents a human-virtual agent mediated system that leverages the conversational agent to handle menial caregiver's works by engaging users (e.g., patients) in a conversation with the conversational agent. The dialog used a natural conversation to interact with users, delivered by the conversational agent and handled with a finite state machine automaton. Our research differs from existing approaches that replace a human coach with a fully automated assistant on user support. The methodology allows users to interact with the technology and access health-related interventions. To assist physicians, the conversational agent gives weighting to user's adherence, based on prior defined conditions.

    Materials and Methods: This article describes the design and validation of CoachAI, a conversational agent-assisted health coaching system to support health intervention delivery to individuals or groups. CoachAI instantiates a text-based health care conversational agent system that bridges the remote human coach and the users.

    Results: We will discuss our approach and highlight the outcome of a 1-month validation study on physical activity, healthy diet, and stress coping. The study validates technology aspects of our human–virtual agent mediated health coaching system. We present the intervention settings and findings from the study. In addition, we present some user-experience validation results gathered during or after the experimentation.

    Conclusions: The study provided a set of dimensions when building a human–conversational agent powered health intervention tool. The results provided interesting insights when using human–conversational agent mediated approach in health coaching systems. The findings revealed that users who were highly engaged were also more adherent to conversational-agent activities. This research made key contributions to the literature on techniques in providing social, yet tailored health coaching support: (1) identifying habitual patterns to understand user preferences; (2) the role of a conversational agent in delivering health promoting microactivities; (3) building the technology while adhering to individuals' daily messaging routine; and (4) a socio-technical system that fits with the role of conversational agent as an assistive component.

    Future Work: Future improvements will consider building the activity recommender based on users' interaction data and integrating users' dietary pattern and emotional wellbeing into the initial user clustering by leveraging information and communication technology approaches (e.g., machine learning). We will integrate a sentiment analysis capability to gather further data about individuals and report these data to the caregiver.

  • Breitinger, Corinna; Wortner, Patrick; Gipp, Bela; Reiterer, Harald (2019): 'Too Late to Collaborate' : Challenges to the Discovery of in-Progress Research 2019 ACM/IEEE Joint Conference on Digital Libraries (JCDL). Piscataway, NJ: IEEE, 2019, pp. 134-137. ISBN 978-1-72811-547-4. Available under: doi: 10.1109/JCDL.2019.00028

    'Too Late to Collaborate' : Challenges to the Discovery of in-Progress Research

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    Identifying the ongoing research in one's field is an essential yet time-intensive information seeking task. Today's digital libraries support researchers in the search and discovery of published academic research. However, they are unable to support researchers in the discovery of ongoing research, i.e., research that has not yet been published. The discovery of ongoing research thus remains a manual information seeking task lacking standardized processes or automated support systems. We present findings from an initial qualitative study on how computer science researchers from four disciplines currently go about identifying ongoing research projects within their fields and the challenges they face. A major challenge we identify is what we term the discovery-confidentiality trade-off. On the one hand, researchers express a need to discover ongoing research projects in their domain to identify collaboration partners and to avoid performing duplicate research. However, at the same time, researchers are hesitant to reveal details about their own in-progress research for fear of idea plagiarism. We discuss several key factors influencing this trade-off, such as trust and timeliness. We argue that these factors must be accounted for in the design of future academic search and recommendation solutions to support researchers in the timely identification of ongoing research.

  • Skowronski, Moritz; Klinkhammer, Daniel; Reiterer, Harald (2019): Argus Vision : A Tracking Tool for Exhibition Designers i-com : Journal of Interactive Media. 2019, 18(1), pp. 41-53. ISSN 1618-162X. eISSN 2196-6826. Available under: doi: 10.1515/icom-2019-0001

    Projekt : Lehrprojekt Blended Museum, Badisches Landesmuseum

    Argus Vision : A Tracking Tool for Exhibition Designers

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    Contemporary exhibitions are increasingly staged using extensive and often interactive media. To create such exhibitions, exhibition design companies employ professionals from a wide range of different disciplines. The support of interdisciplinary exhibition designers in the design process is one goal of research in Human-Computer Interaction. This includes the deployment of Do-It-Yourself (DIY) Tools that enable professionals from all disciplines involved to design and create interactive media themselves. In this paper, we will present Argus Vision, a DIY Tool, which allows exhibition designers the use of camera-tracking to rapidly prototype and develop immersive exhibitions and interactive installations. We successfully used Argus Vision in two real-world case studies both in the prototyping and in the deployment of two installations in exhibitions. Additionally, we conducted expert interviews with exhibition designers, investigating the tool’s usefulness for them.

  • Jaeger, Sabrina; Klein, Karsten; Joos, Lucas; Zagermann, Johannes; de Ridder, Michael; Kim, Jinman; Yang, Jean; Pfeil, Ulrike; Reiterer, Harald; Schreiber, Falk (2019): Challenges for Brain Data Analysis in VR Environments 2019 IEEE Pacific Visualization Symposium (PacificVis). Piscataway, NJ: IEEE, 2019, pp. 42-46. ISSN 2165-8765. eISSN 2165-8773. ISBN 978-1-5386-9226-4. Available under: doi: 10.1109/PacificVis.2019.00013

    Challenges for Brain Data Analysis in VR Environments

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    Analysing and understanding brain function and disorder is the main focus of neuroscience. Due to the high complexity of the brain, directionality of the signal and changing activity over time, visual exploration and data analysis are difficult. For this reason, a vast amount of research challenges are still unsolved. We explored different challenges of the visual analysis of brain data and the design of corresponding immersive environments in collaboration with experts from the biomedical domain. We built a prototype of an immersive virtual reality environment to explore the design space and to investigate how brain data analysis can be supported by a variety of design choices. Our environment can be used to study the effect of different visualisations and combinations of brain data representation, as for example network layouts, anatomical mapping or time series. As a long-term goal, we aim to aid neuro-scientists in a better understanding of brain function and disorder.

  • Wang, Yunlong; Fadhil, Ahmed; Lange, Jan-Philipp; Reiterer, Harald (2019): Integrating Taxonomies Into Theory-Based Digital Health Interventions for Behavior Change : A Holistic Framework JMIR research protocols. 2019, 8(1), e8055. eISSN 1929-0748. Available under: doi: 10.2196/resprot.8055

    Integrating Taxonomies Into Theory-Based Digital Health Interventions for Behavior Change : A Holistic Framework

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    Digital health interventions (DHIs) have been emerging in the last decade. Due to their interdisciplinary nature, DHIs are guided and influenced by theories (eg, behavioral theories, behavior change technologies, and persuasive technology) from different research communities. However, DHIs are always coded using various taxonomies and reported in insufficient perspectives. This inconsistency and incomprehensiveness will cause difficulty in conducting systematic reviews and sharing contributions among communities. Therefore, based on existing related work, we propose a holistic framework that embeds behavioral theories, behavior change technique taxonomy, and persuasive system design principles. Including four development steps, two toolboxes, and one workflow, our framework aims to guide DHI developers to design, evaluate, and report their work in a formative and comprehensive way.

  • Blumenschein, Michael; Behrisch, Michael; Schmid, Stefanie; Butscher, Simon; Wahl, Deborah R.; Villinger, Karoline; Renner, Britta; Reiterer, Harald; Keim, Daniel A. (2019): SMARTexplore : Simplifying High-Dimensional Data Analysis through a Table-Based Visual Analytics Approach IEEE Conference on Visual Analytics Science and Technology (VAST) 2018. Piscataway, NJ: IEEE, 2019. ISBN 978-1-5386-6861-0. Available under: doi: 10.1109/VAST.2018.8802486

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

    SMARTexplore : Simplifying High-Dimensional Data Analysis through a Table-Based Visual Analytics Approach

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    We present SMARTEXPLORE, a novel visual analytics technique that simplifies the identification and understanding of clusters, correlations, and complex patterns in high-dimensional data. The analysis is integrated into an interactive table-based visualization that maintains a consistent and familiar representation throughout the analysis. The visualization is tightly coupled with pattern matching, subspace analysis, reordering, and layout algorithms. To increase the analyst’s trust in the revealed patterns, SMARTEXPLORE automatically selects and computes statistical measures based on dimension and data properties. While existing approaches to analyzing highdimensional data (e.g., planar projections and Parallel coordinates) have proven effective, they typically have steep learning curves for non-visualization experts. Our evaluation, based on three expert case studies, confirms that non-visualization experts successfully reveal patterns in high-dimensional data when using SMARTEXPLORE.

  • 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. Available under: doi: 10.1145/3290607.3313050

    Projekt : SMARTACT Teilprojekt 6: Smartmobility / SMARTACT 2 Teilprojekt 6

    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.

  • Belo, João; Fender, Andreas; Feuchtner, Tiare; Grønbæk, Kaj (2019): Digital Assistance for Quality Assurance : Augmenting Workspaces Using Deep Learning for Tracking Near-Symmetrical Objects ISS '19 : Proceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces. New York, NY: ACM, 2019, pp. 275-287. ISBN 978-1-4503-6891-9. Available under: doi: 10.1145/3343055.3359699

    Digital Assistance for Quality Assurance : Augmenting Workspaces Using Deep Learning for Tracking Near-Symmetrical Objects

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    We present a digital assistance approach for applied metrology on near-symmetrical objects. In manufacturing, systematically measuring products for quality assurance is often a manual task, where the primary challenge for the workers lies in accurately identifying positions to measure and correctly documenting these measurements. This paper focuses on a use-case, which involves metrology of small near-symmetrical objects, such as LEGO bricks. We aim to support this task through situated visual measurement guides. Aligning these guides poses a major challenge, since fine grained details, such as embossed logos, serve as the only feature by which to retrieve an object's unique orientation. We present a two-step approach, which consists of (1) locating and orienting the object based on its shape, and then (2) disambiguating the object's rotational symmetry based on small visual features. We apply and compare different deep learning approaches and discuss our guidance system in the context of our use case.

  • Geyer, Florian; Zagermann, Johannes; Reiterer, Harald (2019): Physical Meets Digital : Blending Reality and Computational Power with Digital Sticky Notes CHRISTENSEN, Bo, ed. and others. Sticky Creativity ; post-it (r) note cognition, computers, and design. San Diego: Academic Press, 2019, pp. 125-150. Explorations in Creativity Research. ISBN 978-0-12-816566-9. Available under: doi: 10.1016/B978-0-12-816566-9.00006-9

    Physical Meets Digital : Blending Reality and Computational Power with Digital Sticky Notes

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    dc.title:

  • Dürr, Maximilian; Pfeil, Ulrike; Müller, Jens; Borowski, Marcel; Gröschel, Carla; Reiterer, Harald (2019): Learning Patient Transfers with Technology : A Qualitative Investigation of the Design Space ALT, Florian, ed., Andreas BULLING, ed., Tanja DÖRING, ed.. MuC'19 : Proceedings of Mensch und Computer 2019. New York, NY: ACM, 2019, pp. 79-90. ISBN 978-1-4503-7198-8. Available under: doi: 10.1145/3340764.3340784

    Projekt : ERTRAG

    Learning Patient Transfers with Technology : A Qualitative Investigation of the Design Space

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    Nurses who care about patients with functional disabilities are frequently required to transfer a patient from one place to another. To prevent nurses from injuring themselves during patient transfers, many government-supported schools in Germany provide programs which teach how to conduct transfers based on the kinaesthetics care conception. However, the program is typically limited to merely three lectures. With the goal of promoting nurses’ health behavior, we analyzed current practices in kinaesthetics education and explored how interactive technology can extend those practices. We interviewed nursing-care teachers (N = 5) and students (N = 27), and conducted four contextual inquiries during kinaesthetics course sessions. A qualitative analysis of the data revealed three themes. Based on these, we describe a set of implications to support the learning of kinaesthetics-based transfers by means of technology. We propose the use of the implications as initial design goals for user-centered design processes and exemplify their application by illustrating a concept for a tablet-based learning system.

    Forschungszusammenhang (Projekte)

  • Sommer, Björn; Feyer, Stefan P.; Klinkhammer, Daniel; Klein, Karsten; Wieland, Jonathan; Fink, Daniel I.; Fiedler, Wolfgang; Flack, Andrea; Nagy, Mate; Wikelski, Martin; Reiterer, Harald; Schreiber, Falk (2019): BinocularsVR : A VR experience for the exhibition “From Lake Constance to Africa, a long distance travel with ICARUS” DOLINSKY, Margaret, ed., Ian E. MCDOWALL, ed.. IS&T International Symposium on Electronic Imaging 2019 : The Engineering Reality of Virtual Reality 2019. Springfield, VA: IS&T, 2019, 177. eISSN 2470-1173. Available under: doi: 10.2352/ISSN.2470-1173.2019.2.ERVR-177

    Projekt : Lehrprojekt Blended Museum, Badisches Landesmuseum

    BinocularsVR : A VR experience for the exhibition “From Lake Constance to Africa, a long distance travel with ICARUS”

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    Outreach and citizen science are important aspects in research and development. For example, the collection of bird-related data is driven forward by non-professional ornithologists as well as by researchers. At the exhibition “From Lake Constance to Africa, a long distance travel with ICARUS” which took place during the summer 2018 at the island Mainau in Germany, a Virtual Reality (VR) installation was shown utilizing movement data of a flock of storks. Two VR binoculars were installed which were used by the visitors to observe storks flying, following their way from Lake Constance towards Africa based on GPS data of real storks. In this way, viewers experienced a 360° view on top of the stork “Bubbel” as it flies with 26 flock mates. The VR binoculars were created as a 3D print equipped with a smartphone, VR headset and other special features enabling the long-term use. The overall project consists of three components: 1) the production software Bird Watcher, 2) the exhibitioncompatible exploration software Bird 360°, as well as 3) the hardware setup: the Sword of Stork Bubbel.

  • Müller, Jens; Zagermann, Johannes; Wieland, Jonathan; Pfeil, Ulrike; Reiterer, Harald (2019): A Qualitative Comparison Between Augmented and Virtual Reality Collaboration with Handheld Devices ALT, Florian, ed., Andreas BULLING, ed., Tanja DÖRING, ed.. MuC'19 : Proceedings of Mensch und Computer 2019. New York, NY: ACM, 2019, pp. 399-410. ISBN 978-1-4503-7198-8. Available under: doi: 10.1145/3340764.3340773

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

    A Qualitative Comparison Between Augmented and Virtual Reality Collaboration with Handheld Devices

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    Handheld Augmented Reality (AR) displays offer a see-through option to create the illusion of virtual objects being integrated into the viewer’s physical environment. Some AR display technologies also allow for the deactivation of the see-through option, turning AR tablets into Virtual Reality (VR) devices that integrate the virtual objects into an exclusively virtual environment. Both display configurations are typically available on handheld devices, raising the question of their influence on users’ experience during collaborative activities. In two experiments, we studied how the different display configurations influence user experience, workload, and team performance of co-located and distributed collaborators during a spatial referencing task. A mixed-methods approach revealed that participants’ opinions were polarized towards the two display configurations, regardless of the spatial distribution of collaboration. Based on our findings, we identify critical aspects to be addressed in future research to better understand and support co-located and distributed collaboration using AR and VR displays.

  • 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.

  • Reality-based Idioms : Designing Interfaces for Visual Data Analysis that Provide the Means for Familiar Interaction

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    Due to the increasing amount of data, visual data analysis has become more and more important. Visual data analysis makes it possible to use humans’ mental capabilities to quickly recognize visual patterns and find relevant information and make sense out of them. However, humans’ mental resources are not only required for the actual knowledge generation process but also for the operation of the analysis tools. The interaction with visualizations as data analysis tools is the focus of this dissertation. The fewer resources the user has to spend for operating the tool the more resources are left to interpret the visual representation of the data and make sense out of it. The research approach underlying this dissertation is based on the theory of Reality-based Interaction. Our physical and social environment is full of affordances, rules, and constraints that we are aware of and that frame our thinking and interaction with people and objects. A reality-based interaction technique makes use of this by aligning the operation of a digital system with our physical and social experiences from the real world. The goal is to create user interfaces that seem familiar to the user. In this dissertation user interfaces for the visual analysis of data based on reality-based visualization and interaction techniques are referred to as Reality-based Idioms. Reality-based Idioms often make use of novel input and output technologies, which, compared to traditional desktop systems, leverage the users’ preexisting and entrenched knowledge about the physical and social world to a much greater extent. The technologies examined in this dissertation include multi-touch displays, deformable displays, tangible user interfaces, and head-mounted augmented reality displays. The applied approach reflects the duality of Human-computer Interaction as a research and design discipline. In the sense of a research discipline, the thesis presents the theoretical foundations that explain when a user interface is perceived as reality-based and thus as familiar and summarizes them in the Model for Reality-based Idiom Design. In the sense of a design discipline, the practical applicability of the model is illustrated by three domain situations. These focus on navigating visual information spaces, filtering large amounts of data and, analyzing multi-dimensional data. In order to address these domain situations, the dissertation presents five Reality-based Idioms. The evaluation of these design artifacts helps to clarify the benefits of reality-based interaction for visual data analysis. With this approach, the work makes an important contribution to closing the gap between visualization and interaction research and to pointing out new ways to facilitate the operation of tools for visual data analysis.

  • Borowski, Marcel; Rädle, Roman; Klokmose, Clemens N. (2018): Codestrate Packages : An Alternative to "One-Size-Fits-All" Software Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM Press, 2018, LBW103. ISBN 978-1-4503-5621-3. Available under: doi: 10.1145/3170427.3188563

    Codestrate Packages : An Alternative to "One-Size-Fits-All" Software

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    We present Codestrate Packages, a package-based system to create extensible software within Codestrates. Codestrate Packages turns content creation from an application-centric model into a document-centric model. Codestrate Packages no longer restrict users to the feature set of the application. Instead packages allow users to add new features to their documents while already working on them. They can match the features to their current task at hand. Supporting the reprogrammable nature of Codestrates, new features can also be implemented by users themselves and shared with other people without having to leave the document. We illustrate the application of Codestrate Packages in an example scenario and present its technical concepts. We plan to conduct multiple user studies to investigate the benefits and barriers of Codestrate Packages' document-centric approach.

  • Collaborative Augmented Reality : Designing for Co-located and Distributed Spatial Activities

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    Augmented Reality (AR) can create the illusion of virtual objects being integrated into the viewer’s physical environment. Researchers have identified numerous application areas that can benefit from AR. Moreover, they have suggested AR displays as tools to support co-located and distributed collaboration. Usually, collaboration requires the collaborators to coordinate their joint actions through conversation. Today, an increasing number of AR-capable smartphones and tablets contributes to the dissemination of AR technology. Yet, research has not widely investigated the question of how ARs can be designed to support conversation and collaboration. With the goal of informing interaction designers, this thesis studies how the design of ARs can facilitate collaborative, spatial activities. It builds on the assumption that spatial activities require the collaborators to exchange spatial information through conversation, e. g., to guide each other’s attention to a task object in the AR environment. To specify the location of a specific task object, speakers often utilize visually outstanding objects—so-called landmarks—as reference objects. Collaborative ARs, however, do not necessarily provide as many landmarks as some spatial activities would require. Moreover, distributed ARs may only offer physical landmarks that exist in one of the collaborator’s environment exclusively. Such landmarks are, therefore, useless for spatial conversations with a remote AR-collaborator. This work makes two propositions to overcome this issue of missing referencing options during co-located and distributed, collaborative spatial activities. The first proposition consists in adding shared, virtual landmarks to the collaborators’ AR. The second proposition consists in embedding both the task objects and the virtual landmarks into a shared, virtual environment. Within three controlled lab studies, this thesis evaluates the two propositions and makes three contributions. First, it provides a better understanding of how the propositions shape synchronous, co-located, and distributed spatial referencing. Second, it provides a set of design guidelines on how to support collaborative activities in AR that involve spatial referencing. Third, it informs future research to support AR-based, collaborative spatial activities.

  • 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.

  • Skowronski, Moritz; Herzog, Katharina; Wieland, Jonathan; Fink, Daniel I.; Klinkhammer, Daniel; Reiterer, Harald; Schlag, Eberhard; Köhne, Eckart; Dresch, Jutta; Konstandin, Stefan; Schulenburg, Susanne (2018): Hybride Exponate und deren Kontextualisierung im BLM Karlsruhe BIENERT, Andreas, ed. and others. Konferenzband/Proceedings EVA Berlin 2018 : Elektronische Medien & Kunst, Kultur und Historie : 25. Berliner Veranstaltung der internationalen EVA-Serie. Berlin: Staatliche Museen zu Berlin, 2018, pp. 177-187. ISBN 978-3-88609-817-0

    Projekt : Lehrprojekt Blended Museum, Badisches Landesmuseum

    Hybride Exponate und deren Kontextualisierung im BLM Karlsruhe

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    In diesem Beitrag stellen wir das Konzept der Hybriden Exponate vor. Ziel dieses Interaktionskonzepts ist der kombinierte Einsatz von realer und virtueller Informationsvermittlung, ohne die Aura des Originals zu beeinträchtigen. Am Beispiel der Ausstellung „Archäologie in Baden“ des Badischen Landesmuseum Karlsruhe zeigen wir auf, wie Hybride Exponate in Ausstellungen eingesetzt werden können und wie solche Exponate mithilfe von neuartigen interaktiven Medien kontextualisiert werden können.

  • Rädle, Roman; Jetter, Hans-Christian; Fischer, Jonathan; Gabriel, Inti; Klokmose, Clemens N.; Reiterer, Harald; Holz, Christian (2018): PolarTrack : Optical Outside-In Device Tracking that Exploits Display Polarization Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. New York, NY: ACM Press, 2018, 497. ISBN 978-1-4503-5620-6. Available under: doi: 10.1145/3173574.3174071

    PolarTrack : Optical Outside-In Device Tracking that Exploits Display Polarization

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    PolarTrack is a novel camera-based approach to detecting and tracking mobile devices inside the capture volume. In PolarTrack, a polarization filter continuously rotates in front of an off-the-shelf color camera, which causes the displays of observed devices to periodically blink in the camera feed. The periodic blinking results from the physical characteristics of current displays, which shine polarized light either through an LC overlay to produce images or through a polarizer to reduce light reflections on OLED displays. PolarTrack runs a simple detection algorithm on the camera feed to segment displays and track their locations and orientations, which makes PolarTrack particularly suitable as a tracking system for cross-device interaction with mobile devices. Our evaluation of PolarTrack's tracking quality and comparison with state-of-the-art camera-based multi-device tracking showed a better tracking accuracy and precision with similar tracking reliability. PolarTrack works as standalone multi-device tracking but is also compatible with existing camera-based tracking systems and can complement them to compensate for their limitations.

  • Reichold, Johannes; Agrawal, Ankita; Thurlings, Marieke; Cohen, Iris; Weber-Fiori, Barbara; Rölle, Anita; Hassan, Muneeb; Dürr, Maximilian; Pfeil, Ulrike; Reiterer, Harald (2018): Human-Machine Interaction in Care-Education BURGHARDT, Manuel, ed., Raphael WIMMER, ed., Christian WOLFF, ed., Christa WOMSER-HACKER, ed.. Mensch und Computer 2017 : Tagungsband. Regensburg: Gesellschaft für Informatik e.V., 2018, pp. 351-356. ISBN 978-3-7460-8210-3. Available under: doi: 10.18420/muc2017-ws08-0311

    Human-Machine Interaction in Care-Education

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    The research project ERTRAG, funded by the German Federal Ministry of Education and Research, aims to develop a virtual ergonomics trainer for nursing as well as elderly care education. The trainer supports apprentices conducting the care related motions in an ergonomically correct fashion, thereby helping to prevent work-related health problems such as dorsal pain. The user interface of the ERTRAG system for instruction and feedback adjusts to the individual preferences and needs, as well as to the current cognitive state of the user. This adaptive, highly customizable human-machine interaction fosters effective and long-lasting learning.

  • 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, pp. 157-164. ISBN 978-1-4503-5784-5. Available under: doi: 10.1145/3213586.3226212

    Projekt : SMARTACT Teilprojekt 6: Smartmobility / SMARTACT 2 Teilprojekt 6

    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.

  • 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, pp. 396-401. ISBN 978-1-4503-6450-8. Available under: doi: 10.1145/3240925.3240962

    Projekt : SMARTACT Teilprojekt 6: Smartmobility / SMARTACT 2 Teilprojekt 6

    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.

  • Feuchtner, Tiare; Müller, Jörg (2018): Ownershift : Facilitating Overhead Interaction in Virtual Reality with an Ownership-Preserving Hand Space Shift UIST '18 : Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology. New York, NY: ACM, 2018, pp. 31-43. ISBN 978-1-4503-5948-1. Available under: doi: 10.1145/3242587.3242594

    Ownershift : Facilitating Overhead Interaction in Virtual Reality with an Ownership-Preserving Hand Space Shift

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    We present Ownershift, an interaction technique for easing overhead manipulation in virtual reality, while preserving the illusion that the virtual hand is the user's own hand. In contrast to previous approaches, this technique does not alter the mapping of the virtual hand position for initial reaching movements towards the target. Instead, the virtual hand space is only shifted gradually if interaction with the overhead target requires an extended amount of time. While users perceive their virtual hand as operating overhead, their physical hand moves gradually to a less strained position at waist level. We evaluated the technique in a user study and show that Ownershift significantly reduces the physical strain of overhead interactions, while only slightly reducing task performance and the sense of body ownership of the virtual hand.

  • Skowronski, Moritz; Wieland, Jonathan; Borowski, Marcel; Fink, Daniel I.; Gröschel, Carla; Klinkhammer, Daniel; Reiterer, Harald (2018): Blended Museum : The Interactive Exhibition "Rebuild Palmyra?" ABDENNADHER, Slim, ed., Florian ALT, ed.. Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia. New York, NY: ACM, 2018, pp. 529-535. ISBN 978-1-4503-6594-9. Available under: doi: 10.1145/3282894.3289746

    Projekt : Lehrprojekt Blended Museum, Badisches Landesmuseum

    Blended Museum : The Interactive Exhibition "Rebuild Palmyra?"

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    "Rebuild Palmyra?" is a multimedia exhibition about the ancient city of Palmyra, its destruction by Daesh, and the question of whether it should be rebuilt. As such, it tackles today's pressing question of how humanity should deal with the destruction of cultural heritage. In the design of the exhibition, we pursued the Blended Museum approach, in which we strive to seamlessly integrate interactive media into exhibition design to increase the overall visitor experience. In this work, we present the exhibition, which consists of four rooms. We focus on three interactive installations in which the topic of reconstructing Palmyra is mediated using new technologies such as 3D Printing, Augmented Reality, and Virtual Reality. The installations helped visitors in developing their own point of view on the question of rebuilding Palmyra. Lastly, we provide insights into the technical implementation of the installations and discuss the results of quantitative and qualitative evaluations.

  • Dürr, Maximilian; Pfeil, Ulrike; Reiterer, Harald (2018): HCI meets Nursing Care : The application of Mixed Reality in basic Nursing Care Education BOLL, Susanne, ed. and others. Zukunft der Pflege : Tagungsband der 1. Clusterkonferenz 2018. Oldenburg: BIS-Verlag der Carl von Ossietzky Universität Oldenburg, 2018, pp. 100-105. ISBN 978-3-8142-2367-4

    Projekt : ERTRAG

    HCI meets Nursing Care : The application of Mixed Reality in basic Nursing Care Education

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    The traditional education of basic activities in nursing care (e.g. patient mobilization or hygiene) poses different limitations like, e.g. restricted options for self-education or limited realism in the learning context. By blending the real-world with virtual content, Mixed Reality (MR) technology holds great potential to address given shortcomings in interactive learning scenarios. In this work we explore how Human-Computer Interaction (HCI) can inform the development of MR systems for basic nursing care education. We conducted a review of the current employment of MR and Virtual Reality (VR) displays (including desktop-based ones) in basic nursing care education and discuss our results in respect to the conceptual HCI framework Blended Interaction. In contrast to existing reviews, our work differs by placing a clear focus on activities of basic nursing care education and the question how HCI can inspire the design of MR applications which support such activities. We first conducted a search of the Web of Science Core Collection based on predefined search terms. 139 publications were found. We filtered them by inclusion criteria to ensure that only papers which use MR or VR displays to support basic nursing care education remained. The remaining publications were viewed with respect to the four domains of design provided by the Blended Interaction framework, namely (1) individual interaction, (2) social interaction and communication, (3) workflow and (4) physical environment. Our results indicate that MR in basic nursing care education just barely scratches the surface. The majority of systems employs desktop-based VR. Most systems facilitate individual interactions by mouse, keyboard or specific haptic devices, support limited or no social interactions, provide structured workflows or free interactions, and employ 2-dimensional VR displays to simulate work environments. Future MR systems could allow for more realistic interactions, stimulate collaboration through 3-dimensional real-world overlays, enhance learning workflows by rendering or deliberately hiding information within real-world scenarios, and facilitate immersive environments with physically enabled virtual objects. In conclusion, we show that the present use of MR in basic nursing care education is limited and introduce directions for design which can help leveraging the technologies’ full potential in the future.

    Forschungszusammenhang (Projekte)

  • Designing for Hand Ownership in Interaction with Virtual and Augmented Reality

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