@article{CarolusWienrichToerkeetal.2021, author = {Carolus, Astrid and Wienrich, Carolin and T{\"o}rke, Anna and Friedel, Tobias and Schwietering, Christian and Sperzel, Mareike}, title = {'Alexa, I feel for you!' Observers' empathetic reactions towards a conversational agent}, series = {Frontiers in Computer Science}, volume = {3}, journal = {Frontiers in Computer Science}, doi = {10.3389/fcomp.2021.682982}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-258807}, year = {2021}, abstract = {Conversational agents and smart speakers have grown in popularity offering a variety of options for use, which are available through intuitive speech operation. In contrast to the standard dyad of a single user and a device, voice-controlled operations can be observed by further attendees resulting in new, more social usage scenarios. Referring to the concept of 'media equation' and to research on the idea of 'computers as social actors,' which describes the potential of technology to trigger emotional reactions in users, this paper asks for the capacity of smart speakers to elicit empathy in observers of interactions. In a 2 × 2 online experiment, 140 participants watched a video of a man talking to an Amazon Echo either rudely or neutrally (factor 1), addressing it as 'Alexa' or 'Computer' (factor 2). Controlling for participants' trait empathy, the rude treatment results in participants' significantly higher ratings of empathy with the device, compared to the neutral treatment. The form of address had no significant effect. Results were independent of the participants' gender and usage experience indicating a rather universal effect, which confirms the basic idea of the media equation. Implications for users, developers and researchers were discussed in the light of (future) omnipresent voice-based technology interaction scenarios.}, language = {en} } @article{HeinWienrichLatoschik2021, author = {Hein, Rebecca M. and Wienrich, Carolin and Latoschik, Marc E.}, title = {A systematic review of foreign language learning with immersive technologies (2001-2020)}, series = {AIMS Electronics and Electrical Engineering}, volume = {5}, journal = {AIMS Electronics and Electrical Engineering}, number = {2}, doi = {10.3934/electreng.2021007}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-268811}, pages = {117-145}, year = {2021}, abstract = {This study provides a systematic literature review of research (2001-2020) in the field of teaching and learning a foreign language and intercultural learning using immersive technologies. Based on 2507 sources, 54 articles were selected according to a predefined selection criteria. The review is aimed at providing information about which immersive interventions are being used for foreign language learning and teaching and where potential research gaps exist. The papers were analyzed and coded according to the following categories: (1) investigation form and education level, (2) degree of immersion, and technology used, (3) predictors, and (4) criterions. The review identified key research findings relating the use of immersive technologies for learning and teaching a foreign language and intercultural learning at cognitive, affective, and conative levels. The findings revealed research gaps in the area of teachers as a target group, and virtual reality (VR) as a fully immersive intervention form. Furthermore, the studies reviewed rarely examined behavior, and implicit measurements related to inter- and trans-cultural learning and teaching. Inter- and transcultural learning and teaching especially is an underrepresented investigation subject. Finally, concrete suggestions for future research are given. The systematic review contributes to the challenge of interdisciplinary cooperation between pedagogy, foreign language didactics, and Human-Computer Interaction to achieve innovative teaching-learning formats and a successful digital transformation.}, language = {en} } @article{WienrichDoellingerHein2021, author = {Wienrich, Carolin and D{\"o}llinger, Nina and Hein, Rebecca}, title = {Behavioral Framework of Immersive Technologies (BehaveFIT): How and why virtual reality can support behavioral change processes}, series = {Frontiers in Virtual Reality}, volume = {2}, journal = {Frontiers in Virtual Reality}, doi = {10.3389/frvir.2021.627194}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-258796}, year = {2021}, abstract = {The design and evaluation of assisting technologies to support behavior change processes have become an essential topic within the field of human-computer interaction research in general and the field of immersive intervention technologies in particular. The mechanisms and success of behavior change techniques and interventions are broadly investigated in the field of psychology. However, it is not always easy to adapt these psychological findings to the context of immersive technologies. The lack of theoretical foundation also leads to a lack of explanation as to why and how immersive interventions support behavior change processes. The Behavioral Framework for immersive Technologies (BehaveFIT) addresses this lack by 1) presenting an intelligible categorization and condensation of psychological barriers and immersive features, by 2) suggesting a mapping that shows why and how immersive technologies can help to overcome barriers and finally by 3) proposing a generic prediction path that enables a structured, theory-based approach to the development and evaluation of immersive interventions. These three steps explain how BehaveFIT can be used, and include guiding questions for each step. Further, two use cases illustrate the usage of BehaveFIT. Thus, the present paper contributes to guidance for immersive intervention design and evaluation, showing that immersive interventions support behavior change processes and explain and predict 'why' and 'how' immersive interventions can bridge the intention-behavior-gap.}, language = {en} }