@phdthesis{Schaper2019, author = {Schaper, Philipp}, title = {Errors in Prospective Memory}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-175217}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2019}, abstract = {Prospektives Ged{\"a}chtnis beschreibt die F{\"a}higkeit Intentionen zu einem sp{\"a}teren Zeitpunkt als Reaktion auf einen Hinweisreiz auszuf{\"u}hren. Derartige Aufgaben finden sich zahlreich in Alltags- wie auch Arbeitskontexten, waren aber im Gegensatz zum retrospektiven Ged{\"a}chtnis lange Zeit nicht im Fokus der Forschung. Erst die Arbeit von Harris (1984) und insbesondere der Artikel von Einstein and McDaniel (1990) wurden Ausgangspunkte eines sich stetig vergr{\"o}ßernden Forschungsfeldes. Aufbauend auf dieser Forschung werden im Rahmen dieser Dissertationsschrift f{\"u}nf Journal-Artikel pr{\"a}sentiert und verkn{\"u}pft, die das Verst{\"a}ndnis zum prospektiven Ged{\"a}chtnis durch die Betrachtung von m{\"o}glichen Fehlern erweitern. Die erste Studie besch{\"a}ftigt sich mit der Frage ob zus{\"a}tzliche kognitiven Ressourcen ben{\"o}tigt werden um eine Intention zwischen dem Hinweisreiz und ihrer Ausf{\"u}hrung aufrecht zu erhalten. Die Folgerungen von Einstein, McDaniel, Williford, Pagan, and Dismukes (2003), die eine derartige Aufrechterhaltung vorschlugen konnten nicht repliziert werden. In der zweiten Studie konnte gezeigt werden, dass Unterbrechungen zwischen Hinweisreiz und Ausf{\"u}hrung der Intention insbesondere dann negative Folgen zeigen, wenn sie mit einem Kontextwechsel verbunden sind. In den Studien drei bis f{\"u}nf stand das irrt{\"u}mliche Ausf{\"u}hren von beendeten prospektiven Ged{\"a}chtnisaufgaben im Zentrum der Untersuchung. Hier konnte nicht nur gezeigt werden, dass die bisherige Theorie zur Vorhersage derartiger Fehler, die vor allem auf Unterdr{\"u}ckung der Reaktion beruht (Bugg, Scullin, \& Rauvola, 2016), mit den Ergebnissen speziell zu deren Pr{\"u}fung entworfener Experimente nicht zu vereinbaren ist. Dar{\"u}ber hinaus wurde im Rahmen der Untersuchungen eine Modifikation der Theorie ausgearbeitet, die besser geeignet erscheint sowohl bisherige Ergebnisse als auch die hinzugekommenen Experimente vorherzusagen. {\"U}ber alle f{\"u}nf Artikel wird zus{\"a}tzlich verdeutlicht, dass der Moment in dem der Hinweisreiz pr{\"a}sentiert wird eine noch gr{\"o}ßere Rolle zu spielen scheint, als durch bisherige Forschung deutlich geworden ist.}, subject = {Ged{\"a}chtnis}, language = {en} } @phdthesis{Reinhardt2020, author = {Reinhardt, Daniel}, title = {IntuiBeat: Formative und summative Evaluation intuitiver Benutzung}, doi = {10.25972/OPUS-21759}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-217599}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Intuitive Benutzung wird in dieser Arbeit definiert als das Ausmaß, mit dem ein Produkt mental effizient und effektiv genutzt wird, was mit einem starken metakognitiven Gef{\"u}hl von Fl{\"u}ssigkeit einhergeht. Aktuelle Methoden verf{\"u}gen nicht {\"u}ber eine ausreichend hohe zeitliche Anwendungseffizienz, um im Industrieprojekt 3D-GUIde effektiv zur Evaluation von Interaktionspatterns f{\"u}r 3D-Creation-Oriented-User-Interfaces (3D-CUIs) eingesetzt werden zu k{\"o}nnen. Diese Interaktionspatterns beschreiben strukturiert, wie 3D-CUIs als User Interfaces zur Erstellung von dreidimensionalen Inhalten gestaltet werden m{\"u}ssen, um intuitive Benutzung zu unterst{\"u}tzen. In dieser Arbeit werden daher zwei neue Evaluationsmethoden vorgeschlagen: 1) IntuiBeat-F als formative Evaluationsmethode und 2) IntuiBeat-S als summative Evaluationsmethode. Basierend auf Default-Interventionist-Theorien und bestehenden Definitionen intuitiver Benutzung werden die mentale Beanspruchung als zentrales objektives, das metakognitive Gef{\"u}hl von Fl{\"u}ssigkeit als zentrales subjektives und die Effektivit{\"a}t als zentrales pragmatisches mit intuitiver Benutzung assoziiertes Merkmal identifiziert. Die Evaluation intuitiver Benutzung mithilfe von IntuiBeat-F und IntuiBeat-S ist vielversprechend, da es sich bei beiden Methoden um Inhibition basierende Rhythmuszweitaufgaben handelt und diese somit mentale Beanspruchung objektiv erfassen k{\"o}nnen. Das Potential beider Methoden wird im Hinblick auf vorherige Forschungsarbeiten zur zeitlich effizienten Evaluation von 3D-CUIs aus der Mensch-Computer-Interaktion und der Psychologie diskutiert. Aus dieser Diskussion werden empirische Forschungsfragen abgeleitet. Die erste Forschungsfrage untersucht die wissenschaftliche G{\"u}te von IntuiBeat-S. Im ersten, zweiten und dritten Experiment werden Paare von 3D-CUIs miteinander summativ verglichen (d.h. weniger vs. st{\"a}rker intuitiv benutzbare User Interfaces). Dabei wird die wissenschaftliche G{\"u}te von IntuiBeat-S hinsichtlich der Hauptg{\"u}tekriterien Objektivit{\"a}t, Reliabilit{\"a}t und Validit{\"a}t beurteilt. Die Ergebnisse zeigen, dass IntuiBeat-S eine hohe wissenschaftliche G{\"u}te bei der summativen Evaluation besitzt. Zudem macht es bei der Anwendung von IntuiBeat-S keinen Unterschied, ob der Rhythmus {\"u}ber die Ferse oder den Fußballen eingeben wird, und ob als Stichproben Studierende mit h{\"o}herer oder geringerer Vorerfahrung bez{\"u}glich der Nutzung von 3D-CUIs verwendet werden. Die zweite Forschungsfrage untersucht die wissenschaftliche G{\"u}te von IntuiBeat-F. Im vierten, f{\"u}nften, sechsten und siebten Experiment werden 3D-CUIs einzeln formativ evaluiert (d.h. entweder ein weniger oder st{\"a}rker intuitiv benutzbares User Interface). Dabei wird die wissenschaftliche G{\"u}te von IntuiBeat-F hinsichtlich der Hauptg{\"u}tekriterien Gr{\"u}ndlichkeit, G{\"u}ltigkeit und Zuverl{\"a}ssigkeit beurteilt. Die Ergebnisse zeigen, dass IntuiBeat-F eine hohe wissenschaftliche G{\"u}te bei der formativen Evaluation besitzt. Diese liegt bei strikter Anwendung der Methode (d.h. Ber{\"u}cksichtigung ausschließlich mit der Methode entdeckter Nutzungsprobleme) zwar h{\"o}her, ist aber bei wenig strikter Anwendung der Methode (d.h. Ber{\"u}cksichtigung auch unabh{\"a}ngig von der Methode entdeckter Nutzungsprobleme) noch ausreichend hoch. Jedoch konnte erst die Entwicklung und Einf{\"u}hrung einer zus{\"a}tzlichen Analysesoftware im Zuge des sechsten und siebten Experiments die wissenschaftliche G{\"u}te von IntuiBeat-F hinsichtlich aller drei Hauptg{\"u}tekriterien demonstrieren, da ohne deren Unterst{\"u}tzung IntuiBeat-F vom Evaluator nicht ausreichend gr{\"u}ndlich angewendet wird. Die dritte Forschungsfrage untersucht, wie hoch die zeitliche Anwendungseffizienz beider Methoden als wichtiger Aspekt praktischer G{\"u}te im Vergleich zu bereits vorhandenen Evaluationsmethoden f{\"u}r intuitive Benutzung ist. Bez{\"u}glich der summativen Evaluation wird im zweiten Experiment eine h{\"o}here zeitliche Anwendungseffizienz von IntuiBeat-S im Vergleich zum aktuellen summativen Benchmark, der CHAI-Methode, sowohl bei der Evaluation von weniger als auch bei der von st{\"a}rker intuitiv benutzbaren 3D-CUIs demonstriert. Auch bez{\"u}glich der formativen Evaluation konnten die Ergebnisse der letzten vier Experimente zeigen, dass die zeitliche Anwendungseffizienz von IntuiBeat-F im Vergleich zum aktuellen formativen Benchmark, dem Nutzertest mit retrospektivem Think-Aloud- Protokoll, sowohl bei der Evaluation von weniger als auch st{\"a}rker intuitiv benutzbaren 3D-CUIs h{\"o}her liegt. Dieser Unterschied bleibt bestehend, egal ob eine zus{\"a}tzliche Analysesoftware vom Evaluator verwendet wird oder nicht. Als Ergebnis aller Experimente l{\"a}sst sich feststellen, dass die wissenschaftliche G{\"u}te und die zeitliche Anwendungseffizienz beider Methoden zur Evaluation intuitiver Benutzung von 3D-CUIs mehr als zufriedenstellend beurteilt werden kann. Die Arbeit wird mit einer Diskussion des geleisteten Forschungsbeitrags geschlossen. Dabei werden Anregungen f{\"u}r k{\"u}nftige Forschung aus theoretischer (z.B. Ber{\"u}cksichtigung des Gef{\"u}hls von Fl{\"u}ssigkeit bei der Evaluation), praktischer (z.B. Untersuchung der Anwendbarkeit beider Methoden in anderen Dom{\"a}nen) und methodischer (z.B. Beurteilung der praktischen G{\"u}te beider Methoden anhand anderer Kriterien) Perspektive gegeben.}, subject = {Mensch-Maschine-Kommunikation}, language = {de} } @phdthesis{LyTung2017, author = {Ly Tung, Nam}, title = {Toward an Intelligent Long-Term Assistance for People with Dementia In the Context of Navigation in Indoor Environments}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-155235}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2017}, abstract = {Dementia is a complex neurodegenerative syndrome that by 2050 could affect about 135 Million people worldwide. People with dementia experience a progressive decline in their cognitive abilities and have serious problems coping with activities of daily living, including orientation and wayfinding tasks. They even experience difficulties in finding their way in a familiar environment. Being lost or fear of getting lost may consequently develop into other psychological deficits such as anxiety, suspicions, illusions, and aggression. Frequent results are social isolation and a reduced quality of life. Moreover, the lives of relatives and caregivers of people with dementia are also negatively affected. Regarding navigation and orientation, most existing approaches focus on outdoor environment and people with mild dementia, who have the capability to use mobile devices. However, Rasquin (2007) observe that even a device with three buttons may be too complicated for people with moderate to severe dementia. In addition, people who are living in care homes mainly perform indoor activities. Given this background, we decided to focus on designing a system for indoor environments for people with moderate to severe dementia, who are unable or reluctant to use smartphone technology. Adopting user-centered design approach, context and requirements of people with dementia were gathered as a first step to understand needs and difficulties (especially in spatial disorientation and wayfinding problems) experienced in dementia care facilities. Then, an "Implicit Interactive Intelligent (III) Environment" for people with dementia was proposed emphasizing implicit interaction and natural interface. The backbone of this III Environment is based on supporting orientation and navigation tasks with three systems: a Monitoring system, an intelligent system, and a guiding system. The monitoring system and intelligent system automatically detect and interpret the locations and activities performed by the users i.e. people with dementia. This approach (implicit input) reduces cognitive workload as well as physical workload on the user to provide input. The intelligent system is also aware of context, predicts next situations (location, activity), and decides when to provide an appropriate service to the users. The guiding system with intuitive and dynamic environmental cues (lighting with color) has the responsibility for guiding the users to the places they need to be. Overall, three types of a monitoring system with Ultra-Wideband and iBeacon technologies, different techniques and algorithms were implemented for different contexts of use. They showed a high user acceptance with a reasonable price as well as decent accuracy and precision. In the intelligent system, models were built to recognize the users' current activity, detect the erroneous activity, predict the next location and activity, and analyze the history data, detect issues, notify them and suggest solutions to caregivers via visualized web interfaces. About the guiding systems, five studies were conducted to test and evaluate the effect of lighting with color on people with dementia. The results were promising. Although several components of III Environment in general and three systems, in particular, are in place (implemented and tested separately), integrating them all together and employing this in the dementia context as a fully properly evaluation with formal stakeholders (people with dementia and caregivers) are needed for the future step.}, language = {en} } @phdthesis{Tscharn2019, author = {Tscharn, Robert}, title = {Innovative And Age-Inclusive Interaction Design with Image-Schematic Metaphors}, doi = {10.25972/OPUS-17576}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-175762}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2019}, abstract = {The field of human-computer interaction (HCI) strives for innovative user interfaces. Innovative and novel user interfaces are a challenge for a growing population of older users and endanger older adults to be excluded from an increasingly digital world. This is because older adults often have lower cognitive abilities and little prior experiences with technology. This thesis aims at resolving the tension between innovation and age-inclusiveness by developing user interfaces that can be used regardless of cognitive abilities and technology-dependent prior knowledge. The method of image-schematic metaphors holds promises for innovative and age-inclusive interaction design. Image-schematic metaphors represent a form of technology-independent prior knowledge. They reveal basic mental models and can be gathered in language (e.g. bank account is container from "I put money into my bank account"). Based on a discussion of previous applications of image-schematic metaphors in HCI, the present work derives three empirical research questions regarding image-schematic metaphors for innovative and age-inclusive interaction design. The first research question addresses the yet untested assumption that younger and older adults overlap in their technology-independent prior knowledge and, therefore, their usage of image-schematic metaphors. In study 1, a total of 41 participants described abstract concepts from the domains of online banking and everyday life. In study 2, ten contextual interviews were conducted. In both studies, younger and older adults showed a substantial overlap of 70\% to 75\%, indicating that also their mental models overlap substantially. The second research question addresses the applicability and potential of image-schematic metaphors for innovative design from the perspective of designers. In study 3, 18 student design teams completed an ideation process with either an affinity diagram as the industry standard, image-schematic metaphors or both methods in combination and created paper prototypes. The image-schematic metaphor method alone, but not the combination of both methods, was readily adopted and applied just as a well as the more familiar standard method. In study 4, professional interaction designers created prototypes either with or without image-schematic metaphors. In both studies, the method of image-schematic metaphors was perceived as applicable and creativity stimulating. The third research question addresses whether designs that explicitly follow image-schematic metaphors are more innovative and age-inclusive regarding differences in cognitive abilities and prior technological knowledge. In two experimental studies (study 5 and 6) involving a total of 54 younger and 53 older adults, prototypes that were designed with image-schematic metaphors were perceived as more innovative compared to those who were designed without image-schematic metaphors. Moreover, the impact of prior technological knowledge on interaction was reduced for prototypes that had been designed with image-schematic metaphors. However, participants' cognitive abilities and age still influenced the interaction significantly. The present work provides empirical as well as methodological findings that can help to promote the method of image-schematic metaphors in interaction design. As a result of these studies it can be concluded that the image-schematic metaphors are an applicable and effective method for innovative user interfaces that can be used regardless of prior technological knowledge.}, subject = {Mensch-Maschine-Kommunikation}, language = {en} } @phdthesis{Loeffler2017, author = {L{\"o}ffler, Diana}, title = {Color, Metaphor and Culture - Empirical Foundations for User Interface Design}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-153782}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2017}, abstract = {Using color in user interface design is both art and science. Often, designers focus on aesthetic properties of color, but neglect that it also carries meaning and entails profound psychological consequences. Color psychology, filling this gap, is in its infancy, and lacks a theoretical approach that predicts and explains color-meaning associations shared by a large group of people in a large variety of contexts. To amend this situation, this work develops Conceptual Metaphor Theory of Color (CMToC), which predicts and explains cross-cultural and experience-based semantic color associations. The theory is based on the idea from cognitive linguistics that the study of metaphorical language provides valuable insights into our mental models involving color. A discussion of three types of metaphors that cover associations with physical and abstract concepts in light of existing empirical evidence provides the basis for deriving empirical research questions. The first research question addresses the use of color for conveying physical information like weight in user interfaces. The results of four online surveys involving a total of 295 German and Japanese participants show the relative impact of hue, saturation and brightness for associations with 16 physical properties. Two thirds of these color associations were correctly predicted by CMToC. Participants frequently matched physical properties to colors based on sensorimotor correspondences and participants of both cultures did not considerably vary in their performance. The second research question addresses the use of color for conveying abstract information like importance in user interfaces. In one experimental study, a total of 75 German and Japanese participants validated color-to-abstract mappings in form of color population stereotypes like important is dark. The majority of these color associations (86\%) were correctly predicted by CMToC. Again, participants of both cultures did not considerably vary in their performance. The third research question addresses whether predicted color associations with physical and abstract information are processed automatically as a precondition for intuitive use. The results of three studies involving a total of 85 German and Japanese participants show on the example of temperature that color automatically influences the identification speed of related physical properties, but not vice versa. Color and abstract information were not automatically associated. As a result of these studies it can be concluded that predictions of CMToC are cross-culturally valid for user interface design. Derived implicit associations with physical properties and explicit associations with abstract concepts can inform design decisions in both hard- and software user interface design.}, subject = {Softwareergonomie}, language = {en} } @phdthesis{Huber2023, author = {Huber, Stephan}, title = {Proxemo: Documenting Observed Emotions in HCI}, doi = {10.25972/OPUS-30573}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-305730}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2023}, abstract = {For formative evaluations of user experience (UX) a variety of methods have been developed over the years. However, most techniques require the users to interact with the study as a secondary task. This active involvement in the evaluation is not inclusive of all users and potentially biases the experience currently being studied. Yet there is a lack of methods for situations in which the user has no spare cognitive resources. This condition occurs when 1) users' cognitive abilities are impaired (e.g., people with dementia) or 2) users are confronted with very demanding tasks (e.g., air traffic controllers). In this work we focus on emotions as a key component of UX and propose the new structured observation method Proxemo for formative UX evaluations. Proxemo allows qualified observers to document users' emotions by proxy in real time and then directly link them to triggers. Technically this is achieved by synchronising the timestamps of emotions documented by observers with a video recording of the interaction. In order to facilitate the documentation of observed emotions in highly diverse contexts we conceptualise and implement two separate versions of a documentation aid named Proxemo App. For formative UX evaluations of technology-supported reminiscence sessions with people with dementia, we create a smartwatch app to discreetly document emotions from the categories anger, general alertness, pleasure, wistfulness and pride. For formative UX evaluations of prototypical user interfaces with air traffic controllers we create a smartphone app to efficiently document emotions from the categories anger, boredom, surprise, stress and pride. Descriptive case studies in both application domains indicate the feasibility and utility of the method Proxemo and the appropriateness of the respectively adapted design of the Proxemo App. The third part of this work is a series of meta-evaluation studies to determine quality criteria of Proxemo. We evaluate Proxemo regarding its reliability, validity, thoroughness and effectiveness, and compare Proxemo's efficiency and the observers' experience to documentation with pen and paper. Proxemo is reliable, as well as more efficient, thorough and effective than handwritten notes and provides a better UX to observers. Proxemo compares well with existing methods where benchmarks are available. With Proxemo we contribute a validated structured observation method that has shown to meet requirements formative UX evaluations in the extreme contexts of users with cognitive impairments or high task demands. Proxemo is agnostic regarding researchers' theoretical approaches and unites reductionist and holistic perspectives within one method. Future work should explore the applicability of Proxemo for further domains and extend the list of audited quality criteria to include, for instance, downstream utility. With respect to basic research we strive to better understand the sources leading observers to empathic judgments and propose reminisce and older adults as model environment for investigating mixed emotions.}, subject = {Gef{\"u}hl}, language = {en} } @phdthesis{Dittrich2021, author = {Dittrich, Monique}, title = {Persuasive Technology to Mitigate Aggressive Driving : A Human-centered Design Approach}, doi = {10.25972/OPUS-23022}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-230226}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2021}, abstract = {Manifestations of aggressive driving, such as tailgating, speeding, or swearing, are not trivial offenses but are serious problems with hazardous consequences—for the offender as well as the target of aggression. Aggression on the road erases the joy of driving, affects heart health, causes traffic jams, and increases the risk of traffic accidents. This work is aimed at developing a technology-driven solution to mitigate aggressive driving according to the principles of Persuasive Technology. Persuasive Technology is a scientific field dealing with computerized software or information systems that are designed to reinforce, change, or shape attitudes, behaviors, or both without using coercion or deception. Against this background, the Driving Feedback Avatar (DFA) was developed through this work. The system is a visual in-car interface that provides the driver with feedback on aggressive driving. The main element is an abstract avatar displayed in the vehicle. The feedback is transmitted through the emotional state of this avatar, i.e., if the driver behaves aggressively, the avatar becomes increasingly angry (negative feedback). If no aggressive action occurs, the avatar is more relaxed (positive feedback). In addition, directly after an aggressive action is recognized by the system, the display is flashing briefly to give the driver an instant feedback on his action. Five empirical studies were carried out as part of the human-centered design process of the DFA. They were aimed at understanding the user and the use context of the future system, ideating system ideas, and evaluating a system prototype. The initial research question was about the triggers of aggressive driving. In a driver study on a public road, 34 participants reported their emotions and their triggers while they were driving (study 1). The second research question asked for interventions to cope with aggression in everyday life. For this purpose, 15 experts dealing with the treatment of aggressive individuals were interviewed (study 2). In total, 75 triggers of aggressive driving and 34 anti-aggression interventions were identified. Inspired by these findings, 108 participants generated more than 100 ideas of how to mitigate aggressive driving using technology in a series of ideation workshops (study 3). Based on these ideas, the concept of the DFA was elaborated on. In an online survey, the concept was evaluated by 1,047 German respondents to get a first assessment of its perception (study 4). Later on, the DFA was implemented into a prototype and evaluated in an experimental driving study with 32 participants, focusing on the system's effectiveness (study 5). The DFA had only weak and, in part, unexpected effects on aggressive driving that require a deeper discussion. With the DFA, this work has shown that there is room to change aggressive driving through Persuasive Technology. However, this is a very sensitive issue with special requirements regarding the design of avatar-based feedback systems in the context of aggressive driving. Moreover, this work makes a significant contribution through the number of empirical insights gained on the problem of aggressive driving and wants to encourage future research and design activities in this regard.}, subject = {Fahrerassistenzsystem}, language = {en} } @phdthesis{Muth2023, author = {Muth, Felicitas Vanessa}, title = {Step by step: Sense of agency for complex action-event sequences}, doi = {10.25972/OPUS-30756}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-307569}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2023}, abstract = {From simply ringing a bell to preparing a five-course menu, human behavior commonly causes changes in the environment. Such episodes where an agent acts, thereby causing changes in their environment constitute the sense of agency. In this thesis four series of experi-ments elucidate how the sense of agency is represented in complex action-event sequences, thereby bridging a gap between basic cognitive research and real-life practice. It builds upon extensive research on the sense of agency in unequivocal sequences consisting of single ac-tions and distinct, predominantly auditory, outcomes. Employing implicit as well as explicit measures, the scope is opened up to multi-step sequences. The experiments show that it is worthwhile devoting more research to complex action-event sequences. With a newly introduced auditory measure (Chapter II), common phenomena such as temporal binding and a decrease in agency ratings following distorted feedback were replicated in multi-step sequences. However, diverging results between traditional implicit and explicit measures call for further inspection. Multisensory integration appears to gain more weight when multiple actions have to be performed to attain a goal leading to more accurate representations of the own actions (Chapter III). Additionally, freedom of choice (Chapter III) as well as early spatial ambiguity altered the perceived timing of outcomes, while late spatial ambi-guity (Chapter IV) and the outcome's self-relevance did not (Chapter V). The data suggests that the cognitive system is capable of representing multi-step action-event sequences implicitly and explicitly. Actions and sensory events show a temporal attraction stemming from a bias in the perception of outcomes. Explicit knowledge about causing an event-sequence facilitates neither feelings of control nor taking authorship. The results corroborate current theorizing on the un-derpinnings of temporal binding and the divergence between traditional implicit and explicit measures of the sense of agency. Promising avenues for further research include structured analyses of how much inferred causality contributes to implicit and explicit measures of agency as well as finding alternative measures to capture conceptual as well as non-conceptual facets of the agency experience with one method.}, subject = {Psychologie}, language = {en} } @phdthesis{vonEitzen2024, author = {von Eitzen, Ingo Martin}, title = {Faktoren zur Akzeptanz von Virtual Reality Anwendungen}, doi = {10.25972/OPUS-34632}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-346326}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2024}, abstract = {Immersive Technologien, wie Augmented und Virtual Reality, k{\"o}nnen bestehende Gesch{\"a}ftsmodelle entweder verbessern oder gef{\"a}hrden. Jedoch kann sich das f{\"o}rderliche Potential nur entfalten, wenn die Anwender:innen die Technologien akzeptieren und letztendlich auch nutzen. In dieser Arbeit wird beschrieben, was Akzeptanz ist und welche Einflussgr{\"o}ßen (Faktoren) f{\"u}r die Akzeptanz von Virtual Reality besonders relevant sind. Anschließend ist, basierend auf der diskutierten Fachliteratur, ein neuartiges, holistisches Akzeptanzmodell f{\"u}r Virtual Reality entworfen und mit drei Studien {\"u}berpr{\"u}ft worden. In der ersten Studie wurden 129 Personen gebeten entweder in Augmented oder Virtual Reality ein Schulungsszenario oder ein Mini-Spiel auszuprobieren (2x2-Design). In beiden Anwendungen sollten Flaschen von einem virtuellen Fließband entfernt werden. Im Fokus der Untersuchung stand die Immersion, die N{\"u}tzlichkeit, das empfundene Vergn{\"u}gen (Hedonismus) und die Zufriedenheit. Die Ergebnisse ergaben zum einen, dass sich die Immersion zwischen Augmented und Virtual Reality unterscheidet, und zum anderen, dass das empfundene Vergn{\"u}gen und die N{\"u}tzlichkeit signifikante Pr{\"a}diktoren f{\"u}r die Zufriedenheit darstellen. An der zweiten Studie nahmen 62 Personen teil. Sie wurden gebeten das Schulungsszenario erneut zu absolvieren, wobei dieses mit auditiven Inhalten und animierten Figuren angereicht wurde, sowie {\"u}ber eine etwas bessere Grafikqualit{\"a}t verf{\"u}gte. Die Daten wurden mit den Virtual Reality Szenarien aus der ersten Studie verglichen, um den Einfluss der Pr{\"a}senz auf den Hedonismus zu untersuchen. Obwohl kein relevanter Unterschied zwischen den Gruppen festgestellt wurde, konnte nachgewiesen werden, dass Pr{\"a}senz Hedonismus signifikant vorhersagt. An der dritten Studie beteiligten sich insgesamt 35 Personen. Untersuchungsgegenstand der Studie war die virtuelle Darstellung der eigenen Person in der virtuellen Realit{\"a}t (Verk{\"o}rperung) und dessen Einfluss auf den Hedonismus. Die Versuchspersonen wurden gebeten das Schulungsszenario erneut zu durch-laufen, wobei sie diesmal das Eingabeger{\"a}t (Controller) der Visieranzeige (head-mounted display) zur Steuerung benutzen. In der ersten Studie erfolgte die Bedienung {\"u}ber eine Gestensteuerung. Die Analyse dieser Manipulation offenbarte keinerlei Auswirkungen auf die Verk{\"o}rperung. Allerdings stellte die Verk{\"o}rperung einen signifikanten Pr{\"a}diktor f{\"u}r den Hedonismus dar. Im Anschluss an die Studien ist das Modell mit den Daten aus den Virtual Reality Gruppen der ersten Studie beurteilt worden, wobei es sich weitgehend best{\"a}tigt hat. Abschließend werden die Befunde in Bezug auf die Fachliteratur eingeordnet, m{\"o}gliche Ursachen f{\"u}r die Ergebnisse diskutiert und weitere Forschungsbedarfe aufgezeigt.}, subject = {Akzeptanz}, language = {de} }