TY - THES A1 - Schneider, Florian Alexander T1 - Voice Assistants are Social Actors – An Empirical Analysis of Media Equation Effects in Human-Voice Assistant Interaction T1 - Sprachassistenten als soziale Akteure - Eine empirische Untersuchung von Media Equation Effekten in der Mensch-Sprachassistenten Interaktion N2 - Ownership and usage of personal voice assistant devices like Amazon Echo or Google Home have increased drastically over the last decade since their market launch. This thesis builds upon existing computers are social actors (CASA) and media equation research that is concerned with humans displaying social reactions usually exclusive to human-human interaction when interacting with media and technological devices. CASA research has been conducted with a variety of technological devices such as desktop computers, smartphones, embodied virtual agents, and robots. However, despite their increasing popularity, little empirical work has been done to examine social reactions towards these personal stand-alone voice assistant devices, also referred to as smart speakers. Thus, this dissertation aims to adopt the CASA approach to empirically evaluate social responses to smart speakers. With this goal in mind, four laboratory experiments with a total of 407 participants have been conducted for this thesis. Results show that participants display a wide range of social reactions when interacting with voice assistants. This includes the utilization of politeness strategies such as the interviewer-bias, which led to participants giving better evaluations directly to a smart speaker device compared to a separate computer. Participants also displayed prosocial behavior toward a smart speaker after interdependence and thus a team affiliation had been induced. In a third study, participants applied gender stereotypes to a smart speaker not only in self-reports but also exhibited conformal behavior patterns based on the voice the device used. In a fourth and final study, participants followed the rule of reciprocity and provided help to a smart speaker device that helped them in a prior interaction. This effect was also moderated by subjects’ personalities, indicating that individual differences are relevant for CASA research. Consequently, this thesis provides strong empirical support for a voice assistants are social actors paradigm. This doctoral dissertation demonstrates the power and utility of this research paradigm for media psychological research and shows how considering voice assistant devices as social actors lead to a more profound understanding of voice-based technology. The findings discussed in this thesis also have implications for these devices that need to be carefully considered both in future research as well as in practical design. N2 - Die Verbreitung und Nutzung von persönlichen Sprachassistenten wie Amazon Echo oder Google Home haben seit deren Veröffentlichung im Laufe des letzten Jahrzehnts stark zugenommen. Diese Thesis baut auf existierender computers are social actors (CASA) und media equation Forschung auf, die sich mit sozialen Reaktionen auf Medien und technologische Geräte befasst, die normalerweise nur in der Mensch-Mensch Interaktion auftreten. CASA Forschung wurde bereits zu einer Bandbreite an technologischen Geräten durchgeführt, darunter Desktopcomputer, Smartphones, virtuelle Agenten und Roboter. Trotz ihrer zunehmenden Popularität wurde bisher wenig empirische Forschung zu sozialen Reaktionen auf Geräte wie die genannten Sprachassistenten, auch Smart Speaker genannt, durchgeführt. Deshalb ist es das Ziel dieser Dissertation, soziale Reaktionen auf Smart Speaker basierend auf dem CASA Ansatz empirisch zu evaluieren. Zu diesem Zweck wurden im Rahmen dieser Thesis vier Laborexperimente mit insgesamt 407 TeilnehmerInnen durchgeführt. Die Ergebnisse machen deutlich, dass Nutzer eine Bandbreite an sozialen Reaktionen in der Interaktion mit Sprachassistenten zeigen. Darunter die Verwendung von Höflichkeitsstrategien wie des Interviewer-Bias, was zu besseren Bewertungen eines Smart Speakers geführt hat, wenn dieser direkt am Gerät selbst bewertet wurde. Im Vergleich dazu fielen Bewertungen, die an einem separaten Computer abgegeben wurden, schlechter aus. Die TeilnehmerInnen zeigten außerdem prosoziales Verhalten gegenüber einem Sprachassistenten, nachdem eine Interdependenz und Teamzugehörigkeit induziert wurde. In einer dritten Studie wandten die TeilnehmerInnen Geschlechterstereotype auf Sprachassistenten an, basierend nur auf der Stimme, die das Gerät in der Interaktion verwendet hatte. Dies zeige sich sowohl in einer Bewertung des Geräts als auch durch konforme Verhaltensmuster. In einer vierten und letzten Studie zeigten die TeilnehmerInnen reziprokes Verhalten und halfen einem Smart Speaker Gerät, das ihnen zuvor bereits geholfen hatte. Dieser Effekt wurde außerdem durch die Persönlichkeit der TeilnehmerInnen moderiert, was ein starkes Indiz dafür liefert, dass individuelle Unterschiede relevant für die CASA Forschung sind. Folglich liefert diese Dissertation starke empirische Belege für ein voice assistants are social actors Paradigma. Sie demonstriert die Nützlichkeit dieses Paradigmas für medienpsychologische Forschung und wie die Betrachtung von Smart Speaker Geräten als soziale Akteure zu einem vertieften Verständnis von sprachbasierten Technologien führen kann. Die Ergebnisse, die in dieser Dissertation diskutiert werden, haben Implikationen sowohl für zukünftige Forschung als auch für das praktische Design von Sprachassistenten. KW - Mensch-Maschine-Kommunikation KW - Media Equation KW - Voice Assistants KW - Human-Computer-Interaction Y1 - 2024 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-346704 ER - TY - THES A1 - von Andrian-Werburg, Maximilian T. P. T1 - Sex/Gender: A Revised Integrative Model for Sex/Gender Differences and Its Application on Media Research T1 - Geschlecht?! Eine Revision des Integrativen Modells für Geschlechtsunterschiede und dessen medienpsychologische Anwendung N2 - Far more women than men like to watch sad films, and far more men than women use video-based pornography. Do sex-affiliated biological-evolutionary influences cause these apparent differences, are they caused by social-cultural ones associated with gender, or do these dimensions interact? In the first step of this thesis, the Integrative Model for Sex/Gender Differences was thoroughly discussed and substantially revised. The model subsumed the current state of knowledge in psychology, which is based on wrong assumptions or outdated knowledge. In the second chapter, the Revised Integrative Model for Sex/Gender Differences yielded a theoretical guide to drive an extensive literature review for studies that used biological- evolutionary variables to predict sex/gender differences in media selection, use, and effects. In the study process, a large number of 6231 study titles and, if these appeared promising, abstracts were assessed for eligibility. In sum, only 39 studies were discovered that were attached to the topics of the revised integrative model and briefly outlined. Topics researched were as broad as exploring the potential of online dating advertisements to evaluate Sexual Strategies Theory and assess neuronal sex differences that affect video game and website use. The following chapter dealt with biopsychosocial predictor variables of pornography use, which appeared to be strongly affected by biological-evolutionary variables like the sex drive. The last empirical chapter assessed predictor variables for sad film use, which were social-culturally driven variables, such as the masculine gender role affecting the use of sad films. Men are taught that the sadness a sad film induces in them is not a socially desirable emotion to experience for them. Therefore, they like to watch sad films less in the first place. The final discussion highlighted that in line with recent acknowledgments in psychology science, human behavior can only be sufficiently explained if nature and nurture approaches for research are combined. N2 - Weit mehr Frauen als Männer sehen sich gerne traurige Filme an, und weit mehr Männer als Frauen nutzen videobasierte Pornografie. Diese beiden offensichtlichen Geschlechtsunterschiede dienen in empirischen Beispielen in der vorliegenden Dissertation der Erforschung der Frage ob Geschlechtsunterschiede eher auf biologisch-evolutionäre Einflüsse (sex), auf soziokulturelle Einflüsse (gender), oder aber aus Interaktionen aus beiden Themengebieten zurückzuführen sind. Im ersten Schritt dieser Arbeit wurde hierzu das Integrative Modell für Geschlechtsunterschiede diskutiert und grundlegend überarbeitet. Das Modell subsumiert den vorhergehenden Wissens- stand zur Entstehungsgeschichte von Geschlechtsunterschieden in der Psychologie, welcher jedoch zu Teilen auf falschen Annahmen oder veraltetem Wissen beruht. Im zweiten Kapitel lieferte das überarbeitete Integrative Modell für Geschlechtsunterschiede einen theoretischen Leitfaden für eine umfangreiche Literaturrecherche nach Studien, die biologisch-evolutionäre Variablen zur Vorhersage von Geschlechtsunterschieden bei der Medienauswahl, -nutzung und -wirkung verwendeten. Dabei wurde eine große Anzahl von 6231 Studientiteln und, falls die Titel vielversprechend erschienen, auch Abstracts auf ihre Eignung geprüft. Insgesamt wurden 39 Studien gefunden, die den Themen des überarbeiteten integrativen Modells zugeordnet werden konnten. Diese untersuchten breitgefächerte Themen wie die Erforschung des Inhalts von Online-Dating-Anzeigen zur Evaluation der Sexual Strategies Theory hin zur Untersuchung von neuronalen Geschlechtsunterschieden, die in Verdacht stehen die Nutzung von Videospielen und Websiten zu beeinflussen. Das darauffolgende Kapitel befasste sich mit biopsychosozialen Prädiktorvariablen von Pornografiekonsum, welcher offenbar stark von biologisch-evolutionären Variablen wie dem Sexualtrieb beeinflusst wird. Im letzten empirischen Kapitel wurden Prädiktorvariablen für die Nutzung trauriger Filme untersucht. Das Gefallen trauriger Filme wird stark von sozial-kulturellen Variablen, wie z. B. durch die männliche Geschlechterrolle, beeinflusst. Männern wird durch Erziehung beigebracht, dass die Trauer, die solch Film in ihnen auslöst, keine sozial akzeptable Emotion für sie ist. Daher sehen sie sich traurige Filme von vornherein weniger gern an. In der abschließenden Diskussion wird hervorgehoben, dass nach neueren Erkenntnissen der Psychologie menschliches Verhalten nur dann hinreichend erklärt werden kann, wenn biologisch-evolutionäre und sozial-kulturelle Forschungsansätze kombiniert werden. N2 - Few topics have been the subject of more controversy than those encapsulated by the terms "sex" and "gender". Social-cultural and biological-evolutionary argumentation patterns frequently clash and especially the public debate appears to be stuck in a stalemate between the two competing parties. From a psychological perspective both topics appear deeply intertwined and are not easy to be separated. This study pursues an integrative approach to better understand the roots of differences best subsumed under the term sex/gender. It will become apparent that both nature and nurture variables interact and form the complex system of human behavior and experience. KW - Geschlecht KW - Neue Medien KW - Pornografie KW - Drama KW - Evolutionspsychologie KW - Sex/Gender KW - Biopsychosocial KW - Media Research Y1 - 2024 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-345669 SN - 978-3-95826-236-2 SN - 978-3-95826-237-9 N1 - Parallel erschienen als Druckausgabe bei Würzburg University Press, ISBN 978-3-95826-236-2, 33,80 Euro. PB - Würzburg University Press CY - Würzburg ER - TY - JOUR A1 - Hutmacher, Fabian A1 - Schläger, Linus A1 - Meerson, Rinat T1 - Autobiographical memory in the digital age: Insights based on the subjective reports of users of smart journaling apps JF - Applied Cognitive Psychology N2 - Humans have long used external memory aids to support remembering. However, modern digital technologies could facilitate recording and remembering personal information in an unprecedented manner. The present research sought to understand the potential impact of these technologies on autobiographical memory based on interviews with users of smart journaling apps. In Study 1 (N = 12), participants who had no prior experience with smart journaling apps tested the app Day One for 2 weeks and were interviewed about their subjective perceptions afterwards. In order to cross-validate the obtained findings, Study 2 (N = 4) was based on in-depth interviews with long-time users of different smart journaling apps. Taken together, the two studies provide insights into the way autobiographical remembering may change in the digital age – but also into the opportunities and risks potentially associated with the use of technologies that allow creating a detailed and multimedia-based record of one's life. KW - autobiographical memory KW - total recall KW - smart journaling KW - digital age KW - new media Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-318620 SN - 0888-4080 VL - 37 IS - 4 SP - 686 EP - 698 ER - TY - THES A1 - Huber, Stephan T1 - Proxemo: Documenting Observed Emotions in HCI T1 - Proxemo: Die Dokumentation Beobachteter Emotionen in der Mensch-Computer-Interaktion N2 - 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. N2 - Für formative Evaluationen der User Experience (UX) wurden im Laufe der Jahre zahlreiche Methoden entwickelt. Die meisten Methoden erfordern jedoch, dass die Benutzer als Nebenaufgabe mit der Studie interagieren. Diese aktive Beteiligung an der Evaluation kann das untersuchte Erlebnis verfälschen und schließt Benutzer komplett aus, die keine kognitiven Ressourcen zur Verfügung haben. Dies ist der Fall, wenn 1) die kognitiven Fähigkeiten der Benutzer beeinträchtigt sind (z. B. Menschen mit Demenz) oder 2) Benutzer mit sehr anspruchsvollen Aufgaben konfrontiert sind (z. B. Fluglotsen). In dieser Arbeit konzentrieren wir uns auf Emotionen als eine Schlüsselkomponente von UX und schlagen die neue strukturierte Beobachtungsmethode Proxemo für formative UX-Evaluationen vor. Proxemo ermöglicht es qualifizierten Beobachtern, die Emotionen der Nutzer in Echtzeit zu dokumentieren und sie direkt mit Auslösern zu verknüpfen. Technisch wird dies erreicht, indem die Zeitstempel der von den Beobachtern dokumentierten Emotionen mit einer Videoaufzeichnung der Interaktion synchronisiert werden. Um die Dokumentation von beobachteten Emotionen in sehr unterschiedlichen Kontexten zu erleichtern, konzipieren und implementieren wir zwei verschiedene Versionen einer Dokumentationshilfe namens Proxemo App. Für formative UX-Evaluationen von technologiegestützten Erinnerungssitzungen mit Menschen mit Demenz erstellen wir eine Smartwatch-App zur unauffälligen Dokumentation von Emotionen aus den Kategorien Ärger, allgemeine Wachsamkeit, Freude, Wehmut und Stolz. Für formative UX-Evaluationen prototypischer Nutzerschnittstellen mit Fluglotsen erstellen wir eine Smartphone-App zur effizienten Dokumentation von Emotionen aus den Kategorien Ärger, Langeweile, Überraschung, Stress und Stolz. Deskriptive Fallstudien in beiden Anwendungsfeldern zeigen die Machbarkeit und den Nutzen der Methode Proxemo und die Angemessenheit des jeweiligen Designs der Proxemo App. Der dritte Teil dieser Arbeit besteht aus einer Reihe von Meta-Evaluationsstudien zu den Gütekriterien von Proxemo. Wir evaluieren Proxemo hinsichtlich der Reliabilität, Validität, Gründlichkeit und Effektivität, und vergleichen die Effizienz von Proxemo und die UX der Beobachter mit der Dokumentation mit Stift und Papier. Proxemo ist reliabel, sowie effizienter, gründlicher und effektiver als handschriftliche Notizen und bietet den Beobachtern eine bessere UX. Proxemo schneidet gut ab im Vergleich zu bestehenden Methoden, für die Benchmarks verfügbar sind. Mit Proxemo stellen wir eine validierte, strukturierte Beobachtungsmethode vor, die nachweislich den Anforderungen formativer UX Evaluationen in den extremen Kontexten von Benutzern mit kognitiven Beeinträchtigungen oder hohen Aufgabenanforderungen gerecht wird. Proxemo ist agnostisch bezüglich der theoretischen Ansätze von Forschenden und vereint reduktionistische und ganzheitliche Perspektiven in einer Methode. Zukünftige Arbeiten sollten die Anwendbarkeit von Proxemo für weitere Domänen erkunden und die Liste der geprüften Gütekriterien erweitern, zum Beispiel um das Kriterium Downstream Utility. In Bezug auf die Grundlagenforschung werden wir versuchen, die Quellen besser zu verstehen, auf denen die empathischen Urteile der Beobachter fußen und schlagen Erinnerungen und ältere Erwachsene als Modellumgebung für die künftige Erforschung gemischter Emotionen vor. KW - Gefühl KW - Wissenschaftliche Beobachtung KW - Methode KW - Benutzererlebnis KW - Benutzerforschung KW - Emotionserkennung KW - Emotion inference KW - Emotionsinterpretation Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-305730 ER - TY - RPRT A1 - Nord, Ilona A1 - Ess, Charles A1 - Hurtienne, Jörn A1 - Schlag, Thomas T1 - Robotics in Christian Religious Practice Reflections on initial experiments in this field N2 - In this article we offer initial insights into the fairly new interdisciplinary and international domain of robotics in Christian religious practice. We are a group of scholars in media ethics, practical theology/religious education, and human computer interaction, who have been engaged in this discourse since 2017. A natural starting point is our study of BlessU2, a “blessing robot,” a device which received considerable recognition from the global public at the Wittenberg 500th reformation anniversary in 2017. We thus begin with the results of this study. Secondly, we will briefly address the relevant theses from Gabriele Trovato et al., as presented in their 2019 article on so-called theomorphic robots – followed by our interdisciplinary discussion of their approach. Finally, we draw conclusions for further work on the field of “religious robots.” Somewhat more carefully: Section 1 offers starting points within the perspectives of Christian religious practice: here, the blessing robot is both cause and occasion for doing religion and theologizing in the context of existential questions (1.1). We continue with perceptions in the field of religion regarding “Discursive Design Theory” (1.2). The interaction of humans with computers as posing questions for theological standardization of religious practice is focused upon in 1.3. Section 2 reconstructs the HRI/HCI-initiative to develop theomorphic robots in a twofold manner, i.e., the idea of developing theomorphic robots (2.1) and the concept of theomorphic robots: Questions and objections (2.2). In this part of the article we raise discussion points concerning the relationship between technology and religion and the need for sharpening the understanding of religion within the research field. Section 3 closes with propositions and alternatives. KW - Soziale Robotik KW - Christentum KW - Religious Practice KW - Robotics KW - Human Computer Interaction KW - BlessU2 Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-303149 ER - TY - CHAP A1 - Abendschein, Robin A1 - Desai, Shital A1 - Astell, Arlene J. T1 - Towards Accessibility Guidelines for the Metaverse : A Synthesis of Recommendations for People Living With Dementia T2 - Conference on Human Factors in Computing Systems (CHI’23) : Workshop "Towards an Inclusive and Accessible Metaverse" N2 - Given the growing interest of corporate stakeholders in Metaverse applications, there is a need to understand accessibility of these technologies for marginalized populations such as people living with dementia to ensure inclusive design of Metaverse applications. We assessed the accessibility of extended reality technology for people living with mild cognitive impairment and dementia to develop accessibility guidelines for these technologies. We used four strategies to synthesize evidence for barriers and facilitators of accessibility: (1) Findings from a non-systematic literature review, (2) guidelines from well-researched technology, (3) exploration of selected mixed reality technologies, and (4) observations from four sessions and video data of people living with dementia using mixed reality technologies. We utilized template analysis to develop codes and themes towards accessibility guidelines. Future work can validate our preliminary findings by applying them on video recordings or testing them in experiments. KW - CHI Conference KW - Accessibility KW - Metaverse KW - extended reality KW - dementia KW - cognitive impairment KW - Human-centered computing / Access KW - Human-centered computing / Human computer interaction (HCI) / Interaction paradigms / Mixed / augmented reality KW - Human-centered computing / Human computer interaction (HCI) / Interaction paradigms / Virtual reality KW - Human-centered computing / Human computer interaction (HCI) / Interactiondevices KW - Human-centered computing / Human computerinteraction (HCI) / Interaction techniques Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-320199 UR - https://sites.google.com/view/accessiblemetaverse ER - TY - THES A1 - Winkler, Julia T1 - The Experience of Emotional Shifts as a Narrative Process: Investigating the Relationship of Emotional Shifts and Transportation and Their Roles in Narrative Persuasion T1 - Das Erleben von emotionalen Wechseln als narrativer Prozess: Untersuchung des Zusammenhangs zwischen emotional dynamischem Erleben von Geschichten und Transportation sowie ihrer Rolle im Kontext narrativer Persuasion N2 - Emotional shifts are often a fundamental part of the narrative experience and engrained into the schematic structures of stories. Recent theoretical work suggests that these shifts are key for narrative influence and are interconnected with transportation, a known mechanism of narrative effects. Empirical research examining this proposition is still scarce, inconclusive, and lacking measures that assess the experience of emotional shifts throughout a narrative to explain effects. This thesis aims to contribute to this research lacuna and investigates the link between emotional shifts, transportation, and story-consistent outcomes using different methods to measure emotional shifts in the moment they occur (Manuscript #1 and #2), and using various narrative stimuli (audiovisual, written, auditive). Manuscript #1 uses real-time-response (RTR) measurement to examine the relationship of valence shifts experienced during film viewing with transportation and post-exposure self-reported emotional flow. Manuscript #2 reports a pilot study and two experiments in which a self-probed emotional retrospection task is used to measure the number and intensity of emotional shifts during reading. I investigate the effect of reviews on transportation, the link between transportation and emotional shifts, and their respective associations with story-consistent attitudes, social sharing intentions, and donation behavior. In Manuscript #3, narrative structures are manipulated. Two experiments examine the effects of audio stories with shifting (positive-negative-positive) vs. positive-only emotional trajectories on the experience of happiness- and sadness-shifts, transportation, and post-exposure emotional flow. Transportation was positively linked to valence shifts (M#1), and the number and intensity of emotional shifts (M#2), and emotional flow (M#1, M#3). In M#3, transportation was predicted by shifts in happiness, but not sadness. Emotional flow was linked to shifts in happiness, sadness, and RTR valence (M#1, M#3). Emotional shifts and transportation were associated with social sharing intentions, but only transportation was linked to some story-consistent attitudes (affective attitudes in particular). N2 - Dynamisches emotionales Erleben ist oft charakteristisch für die Rezeption von Geschichten. Aktuelle theoretische Arbeiten postulieren, dass diese emotionalen Wechsel für den Einfluss von Narrationen entscheidend und mit Transportation, einem bekannten Mechanismus für narrative Wirkungen, verflochten sind. Empirische Evidenz zu dieser These ist noch rar, inkonsistent, und es kommt meist kein Prozessmaß emotionaler Wechsel zum Einsatz, um Effekte zu erklären. Die vorliegende Arbeit soll einen Beitrag zu dieser Forschungslücke leisten und untersucht den Zusammenhang zwischen emotionalen Wechseln, Transportation und persuasiven Wirkungen unter Verwendung verschiedener Stimuli (audiovisuell, schriftlich, auditiv) und Methoden zur Messung emotionaler Veränderungen im Moment ihres Auftretens (Manuskript 1 und 2). Manuskript #1 verwendet Real-Time-Response Messung (RTR) zur Untersuchung der Beziehung zwischen Valenzverschiebungen während der Filmrezeption, Transportation und retrospektiv selbstberichtetem Emotional Flow. Manuskript #2 berichtet eine Pilotstudie und zwei Experimente, die eine Self-Probed Emotional Retrospection Task zur Messung der Anzahl und Intensität emotionaler Wechsel während des Lesens verwenden. Die Experimente untersuchen die Wirkungen einer Rezensions-Manipulation auf Transportation sowie die Zusammenhänge zwischen Transportation, emotionalen Wechseln, Einstellungen, Absichten zum sozialen Teilen und Spendenverhalten. In Manuskript #3 werden Erzählstrukturen manipuliert. In zwei Experimenten werden die Wirkungen auditiver Geschichten mit wechselnden (positiv-negativ-positiv) bzw. nur positiven Strukturen auf erlebte Veränderungen von Freude und Trauer, Transportation, und Emotional Flow untersucht. Transportation stand in positivem Zusammenhang mit Valenzverschiebungen (M#1), der Anzahl und Intensität emotionaler Wechsel (M#2) und Emotional Flow (M#1, M#3). In M#3 wurde Transportation durch Veränderungen von Freude, aber nicht Trauer vorhergesagt. Emotional Flow war mit Veränderungen von Freude, Trauer und RTR-Valenzverschiebungen korreliert (M#1, M#3). Mehr und intensivere emotionale Wechsel und Transportation gingen mit einer erhöhten Absicht einher, Inhalte zu teilen bzw. über Inhalte zu reden. Nur Transportation war jedoch mit einigen der untersuchten (insbesondere affektiven) Einstellungen assoziiert. KW - Gefühl KW - Erzählung KW - Rezeptionsforschung KW - emotional shifts KW - emotion measurement KW - narrative effects KW - narrative persuasion KW - transportation KW - Medienwirkungsforschung KW - Massenmedien + Wirkung KW - Medien + Psychologie Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-321794 ER - TY - THES A1 - Grundke, Andrea T1 - Head and Heart: On the Acceptability of Sophisticated Robots Based on an Enhancement of the Mind Perception Dichotomy and the Uncanny Valley of Mind T1 - Herz und Kopf: Zur Akzeptanz von elaborierten Robotern anhand einer Weiterentwicklung der Mind-Perception-Dichotomie und des Uncanny Valleys of Mind N2 - With the continuous development of artificial intelligence, there is an effort to let the expressed mind of robots resemble more and more human-like minds. However, just as the human-like appearance of robots can lead to feelings of aversion to such robots, recent research has shown that the apparent mind expressed by machines can also be responsible for their negative evaluations. This work strives to explore facets of aversion evoked by machines with human-like mind (uncanny valley of mind) within three empirical projects from a psychological point of view in different contexts, including the resulting consequences. In Manuscript #1, the perspective of previous work in the research area is reversed and thus shows that humans feel eeriness in response to robots that can read human minds, a capability unknown from human-human interaction. In Manuscript #2, it is explored whether empathy for a robot being harmed by a human is a way to alleviate the uncanny valley of mind. A result of this work worth highlighting is that aversion in this study did not arise from the manipulation of the robot’s mental capabilities but from its attributed incompetence and failure. The results of Manuscript #3 highlight that status threat is revealed if humans perform worse than machines in a work-relevant task requiring human-like mental capabilities, while higher status threat is linked with a higher willingness to interact, due to the machine’s perceived usefulness. In sum, if explanatory variables and concrete scenarios are considered, people will react fairly positively to machines with human-like mental capabilities. As long as the machine’s usefulness is palpable to people, but machines are not fully autonomous, people seem willing to interact with them, accepting aversion in favor of the expected benefits. N2 - Mit der stetigen Weiterentwicklung von künstlicher Intelligenz besteht das Bestreben, das ausgedrückte Bewusstsein von Robotern dem menschlichen Bewusstsein immer mehr nachzubilden. Die Forschung hat dargelegt, dass das augenscheinlich von Maschinen ausgedrückte Bewusstsein für negative Bewertungen verantwortlich sein kann (Uncanny Valley of Mind). Dieser Befund soll aus psychologischer Perspektive in verschiedenen Kontexten inklusive der daraus resultierenden Konsequenzen genauer betrachtet werden. Mit Manuskript #1 wird die Perspektive bisheriger Arbeiten in dem Forschungsgebiet umgekehrt und gezeigt, dass Menschen Unheimlichkeit gegenüber Robotern empfinden, die scheinbar menschliche Gedanken lesen können, was aus der Mensch-Mensch-Interaktion unbekannt ist. In Manuskript #2 wird der Frage nachgegangen, ob Empathie für einen von einem Menschen verletzt werdenden Roboter eine Möglichkeit ist, das Uncanny Valley of Mind abzuschwächen. Ein hervorzuhebendes Resultat dieser Arbeit ist, dass Aversion in dieser Studie nicht durch die Manipulation der Bewusstseinszustände des Roboters aufgekommen ist, sondern durch dessen attribuierte Inkompetenz und sein Versagen. Die Ergebnisse von Manuskript #3 zeigen, dass Statusbedrohung auftritt, wenn Menschen bei einer arbeitsrelevanten Aufgabe, die menschenähnliche mentale Fähigkeiten erfordert, schlechter abschneiden als Maschinen. Es wird auf die wahrgenommene Nützlichkeit der Maschine Bezug genommen um zu erklären, dass höhere Statusbedrohung mit höherer Bereitschaft zur Interaktion assoziiert ist. Zusammenfassend reagieren Menschen recht positiv auf Maschinen mit menschenähnlichen mentalen Fähigkeiten, sobald erklärende Variablen und konkrete Szenarien mitberücksichtigt werden. Solange die Nützlichkeit der Maschinen deutlich gemacht wird, diese aber nicht vollkommen autonom sind, scheinen Menschen gewillt zu sein, mit diesen zu interagieren und dabei Gefühle von Aversion zugunsten der antizipierten Vorteile in Kauf zu nehmen. KW - Humanoider Roboter KW - Künstliche Intelligenz KW - Mensch-Maschine-Kommunikation KW - Uncanny Valley of Mind KW - Eeriness KW - Empathy KW - Status Threat KW - Perceived Usefulness KW - Mensch-Maschine-Interaktion Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-330152 ER - TY - JOUR A1 - Grundgeiger, Tobias A1 - Ertle, Franz A1 - Diethei, Daniel A1 - Mengelkamp, Christoph A1 - Held, Volker T1 - Improving procedural skills acquisition of students during medical device training: experiments on e-Learning vs. e-Learning with hands-on JF - Advances in Health Sciences Education N2 - In the context of medical device training, e-Learning can address problems like unstandardized content and different learning paces. However, staff and students value hands-on activities during medical device training. In a blended learning approach, we examined whether using a syringe pump while conducting an e-Learning program improves the procedural skills needed to operate the pump compared to using the e-Learning program only. In two experiments, the e-Learning only group learned using only the e-Learning program. The e-Learning + hands-on group was instructed to use a syringe pump during the e-Learning to repeat the presented content (section “Experiment 1”) or to alternate between learning on the e-Learning program and applying the learned content using the pump (section “Experiment 2”). We conducted a skills test, a knowledge test, and assessed confidence in using the pump immediately after learning and two weeks later. Simply repeating the content (section “Experiment 1”) did not improve performance of e-Learning + hands-on compared with e-Learning only. The instructed learning process (section “Experiment 1”) resulted in significantly better skills test performance for e-Learning + hands-on compared to the e-Learning only. Only a structured learning process based on multi-media learning principles and memory research improved procedural skills in relation to operating a medical device. KW - clinical skills KW - e-Learning KW - blended learning KW - education KW - medical device training Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-324477 VL - 28 IS - 1 ER - TY - JOUR A1 - Hutmacher, Fabian A1 - Mayrhofer, Roland T1 - Psychology as a historical science? Theoretical assumptions, methodological considerations, and potential pitfalls JF - Current Psychology N2 - The current condition of (Western) academic psychology can be criticized for various reasons. In the past years, many debates have been centered around the so-called “replication crisis” and the “WEIRD people problem”. However, one aspect which has received relatively little attention is the fact that psychological research is typically limited to currently living individuals, while the psychology of the past remains unexplored. We find that more research in the field of historical psychology is required to capture both the similarities and differences between psychological mechanisms both then and now. We begin by outlining the potential benefits of understanding psychology also as a historical science and explore these benefits using the example of stress. Finally, we consider methodological, ideological, and practical pitfalls, which could endanger the attempt to direct more attention toward cross-temporal variation. Nevertheless, we suggest that historical psychology would contribute to making academic psychology a truly universal endeavor that explores the psychology of all humans. KW - historical psychology KW - history of psychology KW - replication crisis KW - methodological pluralism Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-324491 SN - 1046-1310 VL - 42 IS - 22 ER - TY - JOUR A1 - Wienrich, Carolin A1 - Carolus, Astrid A1 - Markus, André A1 - Augustin, Yannik A1 - Pfister, Jan A1 - Hotho, Andreas T1 - Long-term effects of perceived friendship with intelligent voice assistants on usage behavior, user experience, and social perceptions JF - Computers N2 - Social patterns and roles can develop when users talk to intelligent voice assistants (IVAs) daily. The current study investigates whether users assign different roles to devices and how this affects their usage behavior, user experience, and social perceptions. Since social roles take time to establish, we equipped 106 participants with Alexa or Google assistants and some smart home devices and observed their interactions for nine months. We analyzed diverse subjective (questionnaire) and objective data (interaction data). By combining social science and data science analyses, we identified two distinct clusters—users who assigned a friendship role to IVAs over time and users who did not. Interestingly, these clusters exhibited significant differences in their usage behavior, user experience, and social perceptions of the devices. For example, participants who assigned a role to IVAs attributed more friendship to them used them more frequently, reported more enjoyment during interactions, and perceived more empathy for IVAs. In addition, these users had distinct personal requirements, for example, they reported more loneliness. This study provides valuable insights into the role-specific effects and consequences of voice assistants. Recent developments in conversational language models such as ChatGPT suggest that the findings of this study could make an important contribution to the design of dialogic human–AI interactions. KW - intelligent voice assistant KW - smart speaker KW - social relationship KW - social role KW - long-term analysis KW - social interaction KW - human–computer interaction KW - anthropomorphism Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-313552 SN - 2073-431X VL - 12 IS - 4 ER - TY - JOUR A1 - Rudloff, Jan Philipp A1 - Hutmacher, Fabian A1 - Appel, Markus T1 - Post-truth epistemic beliefs rooted in the Dark Factor of Personality are associated with higher COVID-19 vaccination refusal JF - Scientific Reports N2 - A substantial number of people refused to get vaccinated against COVID-19, which prompts the question as to why. We focus on the role of individual worldviews about the nature and generation of knowledge (epistemic beliefs). We propose a model that includes epistemic beliefs, their relationship to the Dark Factor of Personality (D), and their mutual effect on the probability of having been vaccinated against COVID-19. Based on a US nationally representative sample (N = 1268), we show that stronger endorsement of post-truth epistemic beliefs was associated with a lower probability of having been vaccinated against COVID-19. D was also linked to a lower probability of having been vaccinated against COVID-19, which can be explained by post-truth epistemic beliefs. Our results indicate that the more individuals deliberately refrain from adhering to the better argument, the less likely they are vaccinated. More generally, post-truth epistemic beliefs pose a challenge for rational communication. KW - diseases KW - psychology Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-357619 VL - 13 ER - TY - JOUR A1 - Possler, Daniel A1 - Bowman, Nicholas David A1 - Daneels, Rowan T1 - Explaining the formation of eudaimonic gaming experiences: a theoretical overview and systemization based on interactivity and game elements JF - Frontiers in Communication N2 - Over the past years, scholars have explored eudaimonic video game experiences—profound entertainment responses that include meaningfulness, reflection, and others. In a comparatively short time, a plethora of explanations for the formation of such eudaimonic gaming experiences has been developed across multiple disciplines, making it difficult to keep track of the state of theory development. Hence, we present a theoretical overview of these explanations. We first provide a working definition of eudaimonic gaming experiences (i.e., experiences that reflect human virtues and encourage players to develop their potential as human beings fully) and outline four layers of video games—agency, narrative, sociality, and aesthetics—that form the basis for theorizing. Subsequently, we provide an overview of the theoretical approaches, categorizing them based on which of the four game layers their explanation mainly rests upon. Finally, we suggest the contingency of the different theoretical approaches for explaining eudaimonic experiences by describing how their usefulness varies as a function of interactivity. As different types of games offer players various levels of interactivity, our overview suggests which theories and which game layers should be considered when examining eudaimonic experiences for specific game types. KW - video games KW - interactivity KW - eudaimonia KW - theory KW - game layers Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-328136 SN - 2297-900X VL - 8 ER - TY - JOUR A1 - Hutmacher, Fabian T1 - Taking methodological pluralism seriously BT - considerations based on the work of Norbert Groeben JF - Frontiers in Psychology N2 - No abstract available. KW - methodological pluralism KW - quantitative methods KW - qualitative methods KW - replication crisis KW - Norbert Groeben Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-328221 SN - 1664-1078 VL - 14 ER - TY - JOUR A1 - Hruschka, Timon M. J. A1 - Appel, Markus T1 - Learning about informal fallacies and the detection of fake news: an experimental intervention JF - PLoS One N2 - The philosophical concept of informal fallacies–arguments that fail to provide sufficient support for a claim–is introduced and connected to the topic of fake news detection. We assumed that the ability to identify informal fallacies can be trained and that this ability enables individuals to better distinguish between fake news and real news. We tested these assumptions in a two-group between-participants experiment (N = 116). The two groups participated in a 30-minute-long text-based learning intervention: either about informal fallacies or about fake news. Learning about informal fallacies enhanced participants’ ability to identify fallacious arguments one week later. Furthermore, the ability to identify fallacious arguments was associated with a better discernment between real news and fake news. Participants in the informal fallacy intervention group and the fake news intervention group performed equally well on the news discernment task. The contribution of (identifying) informal fallacies for research and practice is discussed. KW - learning KW - human learning KW - reasoning KW - social media KW - psychology KW - psychometrics KW - social psychology KW - statistical data Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-350404 SN - 1932-6203 VL - 18 IS - 3 ER - TY - JOUR A1 - Hutmacher, Fabian A1 - Morgenroth, Karolina T1 - The beginning of the life story: The meaning of the earliest autobiographical memory from an adult perspective JF - Applied Cognitive Psychology N2 - Earliest autobiographical memories mark a potential beginning of our life story. However, their meaning has hardly been investigated. Against this background, participants (N = 182) were asked to think about two kinds of meaning: the meaning that the remembered event might have had in the moment of experience and the meaning that the memory of the event has for their present life situation. With respect to the meaning in the moment of experience, participants most frequently referred to situational characteristics. The meaning for the present life situation was most frequently related to aspects of the memory that told something about the person beyond the immediate context of the remembered event. Moreover, these meanings were more frequently associated with continuity than with a contrast between then and now. Apart from these overarching commonalities, our data also show that the earliest autobiographical memories of different people can tell very different stories. KW - earliest autobiographical memories KW - meaning-making KW - early memory KW - autobiographical memory KW - life story Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-318610 SN - 0888-4080 VL - 36 IS - 3 SP - 612 EP - 622 ER - TY - JOUR A1 - Hein, Rebecca M. A1 - Latoschik, Marc Erich A1 - Wienrich, Carolin T1 - Inter- and transcultural learning in cocial virtual reality: a proposal for an inter- and transcultural virtual object database to be used in the implementation, reflection, and evaluation of virtual encounters JF - Multimodal Technologies and Interaction N2 - Visual stimuli are frequently used to improve memory, language learning or perception, and understanding of metacognitive processes. However, in virtual reality (VR), there are few systematically and empirically derived databases. This paper proposes the first collection of virtual objects based on empirical evaluation for inter-and transcultural encounters between English- and German-speaking learners. We used explicit and implicit measurement methods to identify cultural associations and the degree of stereotypical perception for each virtual stimuli (n = 293) through two online studies, including native German and English-speaking participants. The analysis resulted in a final well-describable database of 128 objects (called InteractionSuitcase). In future applications, the objects can be used as a great interaction or conversation asset and behavioral measurement tool in social VR applications, especially in the field of foreign language education. For example, encounters can use the objects to describe their culture, or teachers can intuitively assess stereotyped attitudes of the encounters. KW - virtual stimuli KW - implicit association test KW - virtual reality KW - social VR KW - InteractionSuitcase Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-278974 SN - 2414-4088 VL - 6 IS - 7 ER - TY - JOUR A1 - Wolf, Erik A1 - Döllinger, Nina A1 - Mal, David A1 - Wenninger, Stephan A1 - Bartl, Andrea A1 - Botsch, Mario A1 - Latoschik, Marc Erich A1 - Wienrich, Carolin T1 - Does distance matter? Embodiment and perception of personalized avatars in relation to the self-observation distance in virtual reality JF - Frontiers in Virtual Reality N2 - Virtual reality applications employing avatar embodiment typically use virtual mirrors to allow users to perceive their digital selves not only from a first-person but also from a holistic third-person perspective. However, due to distance-related biases such as the distance compression effect or a reduced relative rendering resolution, the self-observation distance (SOD) between the user and the virtual mirror might influence how users perceive their embodied avatar. Our article systematically investigates the effects of a short (1 m), middle (2.5 m), and far (4 m) SOD between users and mirror on the perception of their personalized and self-embodied avatars. The avatars were photorealistic reconstructed using state-of-the-art photogrammetric methods. Thirty participants repeatedly faced their real-time animated self-embodied avatars in each of the three SOD conditions, where they were repeatedly altered in their body weight, and participants rated the 1) sense of embodiment, 2) body weight perception, and 3) affective appraisal towards their avatar. We found that the different SODs are unlikely to influence any of our measures except for the perceived body weight estimation difficulty. Here, the participants perceived the difficulty significantly higher for the farthest SOD. We further found that the participants’ self-esteem significantly impacted their ability to modify their avatar’s body weight to their current body weight and that it positively correlated with the perceived attractiveness of the avatar. Additionally, the participants’ concerns about their body shape affected how eerie they perceived their avatars. The participants’ self-esteem and concerns about their body shape influenced the perceived body weight estimation difficulty. We conclude that the virtual mirror in embodiment scenarios can be freely placed and varied at a distance of one to four meters from the user without expecting major effects on the perception of the avatar. KW - virtual human KW - virtual body ownership KW - agency KW - body image distortion KW - body weight perception KW - body weight modification KW - affective appraisal KW - distance compression Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-299415 SN - 2673-4192 VL - 3 ER - TY - JOUR A1 - Eder, Andreas B. A1 - Maas, Franzisca A1 - Schubmann, Alexander A1 - Krishna, Anand A1 - Erle, Thorsten M. T1 - Motivations underlying self-infliction of pain during thinking for pleasure JF - Scientific Reports N2 - Previous research suggested that people prefer to administer unpleasant electric shocks to themselves rather than being left alone with their thoughts because engagement in thinking is an unpleasant activity. The present research examined this negative reinforcement hypothesis by giving participants a choice of distracting themselves with the generation of electric shock causing no to intense pain. Four experiments (N = 254) replicated the result that a large proportion of participants opted to administer painful shocks to themselves during the thinking period. However, they administered strong electric shocks to themselves even when an innocuous response option generating no or a mild shock was available. Furthermore, participants inflicted pain to themselves when they were assisted in the generation of pleasant thoughts during the waiting period, with no difference between pleasant versus unpleasant thought conditions. Overall, these results question that the primary motivation for the self-administration of painful shocks is avoidance of thinking. Instead, it seems that the self-infliction of pain was attractive for many participants, because they were curious about the shocks, their intensities, and the effects they would have on them. KW - pain KW - self-infliction KW - thinking Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-301059 VL - 12 IS - 1 ER - TY - JOUR A1 - Döllinger, Nina A1 - Wolf, Erik A1 - Mal, David A1 - Wenninger, Stephan A1 - Botsch, Mario A1 - Latoschik, Marc Erich A1 - Wienrich, Carolin T1 - Resize Me! Exploring the user experience of embodied realistic modulatable avatars for body image intervention in virtual reality JF - Frontiers in Virtual Reality N2 - Obesity is a serious disease that can affect both physical and psychological well-being. Due to weight stigmatization, many affected individuals suffer from body image disturbances whereby they perceive their body in a distorted way, evaluate it negatively, or neglect it. Beyond established interventions such as mirror exposure, recent advancements aim to complement body image treatments by the embodiment of visually altered virtual bodies in virtual reality (VR). We present a high-fidelity prototype of an advanced VR system that allows users to embody a rapidly generated personalized, photorealistic avatar and to realistically modulate its body weight in real-time within a carefully designed virtual environment. In a formative multi-method approach, a total of 12 participants rated the general user experience (UX) of our system during body scan and VR experience using semi-structured qualitative interviews and multiple quantitative UX measures. Using body weight modification tasks, we further compared three different interaction methods for real-time body weight modification and measured our system’s impact on the body image relevant measures body awareness and body weight perception. From the feedback received, demonstrating an already solid UX of our overall system and providing constructive input for further improvement, we derived a set of design guidelines to guide future development and evaluation processes of systems supporting body image interventions. KW - virtual reality KW - avatar embodiment KW - user experience KW - body awareness KW - body weight perception KW - body weight modification KW - body image disturbance KW - eating and body weight disorders Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-292940 SN - 2673-4192 VL - 3 ER - TY - JOUR A1 - Carolus, Astrid A1 - Wienrich, Carolin T1 - “Imagine this smart speaker to have a body”: An analysis of the external appearances and the characteristics that people associate with voice assistants JF - Frontiers in Computer Science N2 - Introduction Modern digital devices, such as conversational agents, simulate human–human interactions to an increasing extent. However, their outward appearance remains distinctly technological. While research revealed that mental representations of technology shape users' expectations and experiences, research on technology sending ambiguous cues is rare. Methods To bridge this gap, this study analyzes drawings of the outward appearance participants associate with voice assistants (Amazon Echo or Google Home). Results Human beings and (humanoid) robots were the most frequent associations, which were rated to be rather trustworthy, conscientious, agreeable, and intelligent. Drawings of the Amazon Echos and Google Homes differed marginally, but “human,” “robotic,” and “other” associations differed with respect to the ascribed humanness, consciousness, intellect, affinity to technology, and innovation ability. Discussion This study aims to further elaborate on the rather unconscious cognitive and emotional processes elicited by technology and discusses the implications of this perspective for developers, users, and researchers. KW - media equation KW - conversational agents KW - smart speakers KW - visualization of technology KW - embodiment Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-297175 SN - 2624-9898 VL - 4 ER - TY - JOUR A1 - Palmisano, Chiara A1 - Kullmann, Peter A1 - Hanafi, Ibrahem A1 - Verrecchia, Marta A1 - Latoschik, Marc Erich A1 - Canessa, Andrea A1 - Fischbach, Martin A1 - Isaias, Ioannis Ugo T1 - A fully-immersive virtual reality setup to study gait modulation JF - Frontiers in Human Neuroscience N2 - Objective: Gait adaptation to environmental challenges is fundamental for independent and safe community ambulation. The possibility of precisely studying gait modulation using standardized protocols of gait analysis closely resembling everyday life scenarios is still an unmet need. Methods: We have developed a fully-immersive virtual reality (VR) environment where subjects have to adjust their walking pattern to avoid collision with a virtual agent (VA) crossing their gait trajectory. We collected kinematic data of 12 healthy young subjects walking in real world (RW) and in the VR environment, both with (VR/A+) and without (VR/A-) the VA perturbation. The VR environment closely resembled the RW scenario of the gait laboratory. To ensure standardization of the obstacle presentation the starting time speed and trajectory of the VA were defined using the kinematics of the participant as detected online during each walking trial. Results: We did not observe kinematic differences between walking in RW and VR/A-, suggesting that our VR environment per se might not induce significant changes in the locomotor pattern. When facing the VA all subjects consistently reduced stride length and velocity while increasing stride duration. Trunk inclination and mediolateral trajectory deviation also facilitated avoidance of the obstacle. Conclusions: This proof-of-concept study shows that our VR/A+ paradigm effectively induced a timely gait modulation in a standardized immersive and realistic scenario. This protocol could be a powerful research tool to study gait modulation and its derangements in relation to aging and clinical conditions. KW - gait modulation KW - virtual reality KW - obstacle avoidance KW - gait analysis KW - kinematics Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-267099 SN - 1662-5161 VL - 16 ER - TY - JOUR A1 - Rudloff, Jan Philipp A1 - Hutmacher, Fabian A1 - Appel, Markus T1 - Beliefs about the nature of knowledge shape responses to the pandemic: Epistemic beliefs, the Dark Factor of Personality, and COVID‐19–related conspiracy ideation and behavior JF - Journal of Personality N2 - Objective Global challenges such as climate change or the COVID‐19 pandemic have drawn public attention to conspiracy theories and citizens' non‐compliance to science‐based behavioral guidelines. We focus on individuals' worldviews about how one can and should construct reality (epistemic beliefs) to explain the endorsement of conspiracy theories and behavior during the COVID‐19 pandemic and propose the Dark Factor of Personality (D) as an antecedent of post‐truth epistemic beliefs. Method and Results This model is tested in four pre‐registered studies. In Study 1 (N = 321), we found first evidence for a positive association between D and post‐truth epistemic beliefs (Faith in Intuition for Facts, Need for Evidence, Truth is Political). In Study 2 (N = 453), we tested the model proper by further showing that post‐truth epistemic beliefs predict the endorsement of COVID‐19 conspiracies and disregarding COVID‐19 behavioral guidelines. Study 3 (N = 923) largely replicated these results at a later stage of the pandemic. Finally, in Study 4 (N = 513), we replicated the results in a German sample, corroborating their cross‐cultural validity. Interactions with political orientation were observed. Conclusion Our research highlights that epistemic beliefs need to be taken into account when addressing major challenges to humankind. KW - conspiracy theories KW - COVID‐19 KW - Dark Factor of Personality KW - epistemic beliefs KW - post‐truth Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-293793 VL - 90 IS - 6 SP - 937 EP - 955 ER - TY - JOUR A1 - Latoschik, Marc Erich A1 - Wienrich, Carolin T1 - Congruence and plausibility, not presence: pivotal conditions for XR experiences and effects, a novel approach JF - Frontiers in Virtual Reality N2 - Presence is often considered the most important quale describing the subjective feeling of being in a computer-generated and/or computer-mediated virtual environment. The identification and separation of orthogonal presence components, i.e., the place illusion and the plausibility illusion, has been an accepted theoretical model describing Virtual Reality (VR) experiences for some time. This perspective article challenges this presence-oriented VR theory. First, we argue that a place illusion cannot be the major construct to describe the much wider scope of virtual, augmented, and mixed reality (VR, AR, MR: or XR for short). Second, we argue that there is no plausibility illusion but merely plausibility, and we derive the place illusion caused by the congruent and plausible generation of spatial cues and similarly for all the current model’s so-defined illusions. Finally, we propose congruence and plausibility to become the central essential conditions in a novel theoretical model describing XR experiences and effects. KW - XR KW - experience KW - presence KW - congruence KW - plausibility KW - coherence KW - theory KW - prediction Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-284787 SN - 2673-4192 VL - 3 ER - TY - JOUR A1 - Wienrich, Carolin A1 - Carolus, Astrid A1 - Roth-Isigkeit, David A1 - Hotho, Andreas T1 - Inhibitors and enablers to explainable AI success: a systematic examination of explanation complexity and individual characteristics JF - Multimodal Technologies and Interaction N2 - With the increasing adaptability and complexity of advisory artificial intelligence (AI)-based agents, the topics of explainable AI and human-centered AI are moving close together. Variations in the explanation itself have been widely studied, with some contradictory results. These could be due to users’ individual differences, which have rarely been systematically studied regarding their inhibiting or enabling effect on the fulfillment of explanation objectives (such as trust, understanding, or workload). This paper aims to shed light on the significance of human dimensions (gender, age, trust disposition, need for cognition, affinity for technology, self-efficacy, attitudes, and mind attribution) as well as their interplay with different explanation modes (no, simple, or complex explanation). Participants played the game Deal or No Deal while interacting with an AI-based agent. The agent gave advice to the participants on whether they should accept or reject the deals offered to them. As expected, giving an explanation had a positive influence on the explanation objectives. However, the users’ individual characteristics particularly reinforced the fulfillment of the objectives. The strongest predictor of objective fulfillment was the degree of attribution of human characteristics. The more human characteristics were attributed, the more trust was placed in the agent, advice was more likely to be accepted and understood, and important needs were satisfied during the interaction. Thus, the current work contributes to a better understanding of the design of explanations of an AI-based agent system that takes into account individual characteristics and meets the demand for both explainable and human-centered agent systems. KW - explainable AI KW - human-centered AI KW - recommender agent KW - explanation complexity KW - individual differences Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-297288 SN - 2414-4088 VL - 6 IS - 12 ER - TY - JOUR A1 - Hohm, Anna A1 - Happel, Oliver A1 - Hurtienne, Jörn A1 - Grundgeiger, Tobias T1 - User experience in safety–critical domains: a survey on motivational orientations and psychological need satisfaction in acute care JF - Cognition, Technology & Work N2 - The relevance of user experience in safety–critical domains has been questioned and lacks empirical investigation. Based on previous studies examining user experience in consumer technology, we conducted an online survey on positive experiences with interactive technology in acute care. The participants of the study consisted of anaesthesiologists, nurses, and paramedics (N = 55) from three German cities. We report qualitative and quantitative data examining (1) the relevance and notion of user experience, (2) motivational orientations and psychological need satisfaction, and (3) potential correlates of hedonic, eudaimonic, and extrinsic motivations such as affect or meaning. Our findings reveal that eudaimonia was the most salient aspect in these experiences and that the relevance of psychological needs is differently ranked than in experiences with interactive consumer technology. We conclude that user experience should be considered in safety–critical domains, but research needs to develop further tools and methods to address the domain-specific requirements. KW - user experience KW - healthcare KW - eudaimonia KW - hedonia KW - need satisfaction KW - meaning Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-324486 SN - 1435-5558 VL - 24 IS - 2 ER - TY - JOUR A1 - Stein, Jan-Philipp A1 - Cimander, Paula A1 - Appel, Markus T1 - Power-posing robots: the influence of a humanoid robot’s posture and size on its perceived dominance, competence, eeriness, and threat JF - International Journal of Social Robotics N2 - When interacting with sophisticated digital technologies, people often fall back on the same interaction scripts they apply to the communication with other humans—especially if the technology in question provides strong anthropomorphic cues (e.g., a human-like embodiment). Accordingly, research indicates that observers tend to interpret the body language of social robots in the same way as they would with another human being. Backed by initial evidence, we assumed that a humanoid robot will be considered as more dominant and competent, but also as more eerie and threatening once it strikes a so-called power pose. Moreover, we pursued the research question whether these effects might be accentuated by the robot’s body size. To this end, the current study presented 204 participants with pictures of the robot NAO in different poses (expansive vs. constrictive), while also manipulating its height (child-sized vs. adult-sized). Our results show that NAO’s posture indeed exerted strong effects on perceptions of dominance and competence. Conversely, participants’ threat and eeriness ratings remained statistically independent of the robot’s depicted body language. Further, we found that the machine’s size did not affect any of the measured interpersonal perceptions in a notable way. The study findings are discussed considering limitations and future research directions. KW - robot KW - humanoid KW - embodiment KW - body language KW - posture KW - nonverbal communication Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-324502 SN - 1875-4791 VL - 14 IS - 6 ER - TY - THES A1 - Oberdörfer, Sebastian T1 - Better Learning with Gaming: Knowledge Encoding and Knowledge Learning Using Gamification T1 - Besser Lernen durch Spielen: Wissensencodierung und Lernen von Wissen mit Gamification N2 - Computer games are highly immersive, engaging, and motivating learning environments. By providing a tutorial at the start of a new game, players learn the basics of the game's underlying principles as well as practice how to successfully play the game. During the actual gameplay, players repetitively apply this knowledge, thus improving it due to repetition. Computer games also challenge players with a constant stream of new challenges which increase in difficulty over time. As a result, computer games even require players to transfer their knowledge to master these new challenges. A computer game consists of several game mechanics. Game mechanics are the rules of a computer game and encode the game's underlying principles. They create the virtual environments, generate a game's challenges and allow players to interact with the game. Game mechanics also can encode real world knowledge. This knowledge may be acquired by players via gameplay. However, the actual process of knowledge encoding and knowledge learning using game mechanics has not been thoroughly defined, yet. This thesis therefore proposes a theoretical model to define the knowledge learning using game mechanics: the Gamified Knowledge Encoding. The model is applied to design a serious game for affine transformations, i.e., GEtiT, and to predict the learning outcome of playing a computer game that encodes orbital mechanics in its game mechanics, i.e., Kerbal Space Program. To assess the effects of different visualization technologies on the overall learning outcome, GEtiT visualizes the gameplay in desktop-3D and immersive virtual reality. The model's applicability for effective game design as well as GEtiT's overall design are evaluated in a usability study. The learning outcome of playing GEtiT and Kerbal Space Program is assessed in four additional user studies. The studies' results validate the use of the Gamified Knowledge Encoding for the purpose of developing effective serious games and to predict the learning outcome of existing serious games. GEtiT and Kerbal Space Program yield a similar training effect but a higher motivation to tackle the assignments in comparison to a traditional learning method. In conclusion, this thesis expands the understanding of using game mechanics for an effective learning of knowledge. The presented results are of high importance for researches, educators, and developers as they also provide guidelines for the development of effective serious games. N2 - Computerspiele stellen attraktive, spannende und motivierende Lernumgebungen dar. Spieler erlernen zu Spielbeginn die grundlegenden Spielregeln und wenden dieses Wissen während des Spielablaufs an. Dadurch wird das dem Spiel zu Grunde liegende Wissen durch Wiederholung geübt und verinnerlicht. Durch einen konstanten Fluss an neuen Herausforderungen, die in ihrer Schwierigkeit ansteigen, müssen Spieler das Wissen auf neue Szenarien übertragen. Innerhalb eines Computerspiels sind Spielmechaniken für eine Anwendung als auch Demonstration des Spielwissens verantwortlich. Die Spielmechaniken regeln den Spielablauf, in dem sie die Spieleraktionen definieren, die virtuelle Umgebung generieren und die Herausforderungen des Spiels festlegen. Das in den Spielmechaniken kodierte Wissen kann jedoch auch der realen Welt entstammen. In diesem Fall entwickeln Spieler Kompetenzen, die später auch in der Realität Anwendung finden können. Das Kodieren von Wissen in Spielmechaniken und der damit einhergehende Lernprozess wurde allerdings noch nicht genau theoretisch erfasst. Diese Dissertation versucht diese Forschungslücke zu schließen, indem ein theoretisches Model der Wissenskodierung in Spielmechaniken entworfen wird: das Gamified Knowledge Encoding. Dieses Model wird sowohl für das Design einer Lernanwendung für das Wissen der Affinen Transformationen, GEtiT, als auch zur Vorhersage von Lerneffekten eines Computerspiels, Kerbal Space Program, herangezogen. In einer Usability-Studie wird sowohl die Anwendbarkeit des Modells für ein effektives Spieldesign als auch das Gesamtdesign von GEtiT bewertet. Das Lernergebnis, das beim Spielen von GEtiT und Kerbal Space Program erzielt wird, wird in vier weiteren Nutzerstudien überprüft. Die Studien validieren den Einsatz des Gamified Knowledge Encoding Models zur Entwicklung von computerspielbasierten Lernumgebungen und die Vorhersage von Lerneffekten. GEtiT und Kerbal Space Program erzielen ein ähnliches Lernergebnis bei einer höheren Motivation im Vergleich zu einer traditionellen Lernmethode. Als Endergebnis erweitert das präsentierte Forschungsprojekt das generelle Verständnis über die Verwendung von Spielmechaniken für ein effektives Lernen. Die präsentierten Ergebnisse sind von großer Bedeutung für Forscher, Pädagogen und Entwickler, da sie auch Richtlinien für die Entwicklung effektiver Serious Games hervorbringen. KW - Serious game KW - Gamification KW - Lernen KW - Game mechanic KW - Spielmechanik KW - Knowledge encoding KW - Wissensencodierung KW - Virtuelle Realität Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-219707 ER - TY - CHAP A1 - Förster, Kristina A1 - Hein, Rebecca A1 - Grafe, Silke A1 - Latoschik, Marc Erich A1 - Wienrich, Carolin ED - Basteans, Theo T1 - Fostering Intercultural Competencies in Initial Teacher Education: Implementation of Educational Design Prototypes Using a Social Virtual Reality Environment T2 - Proceedings of Innovate Learning Summit N2 - The combination of globalization and digitalization emphasizes the importance of media-related and intercultural competencies of teacher educators and preservice teachers. This article reports on the initial prototypical implementation of a pedagogical concept to foster such competencies of preservice teachers. The proposed pedagogical concept utilizes a social virtual reality (VR) framework since related work on the characteristics of VR has indicated that this medium is particularly well suited for intercultural professional development processes. The development is integrated into a larger design-based research approach that develops a theory-guided and empirically grounded professional development concept for teacher educators with a special focus on teacher educator technology competencies (TETC8). TETCs provide a suitable competence framework capable of aligning requirements for both media-related and intercultural competencies. In an exploratory study with student teachers, we designed, implemented, and evaluated a pedagogical concept. Reflection reports were qualitatively analyzed to gain insights into factors that facilitate or hinder the implementation of the immersive learning scenario as well as into the participants’ evaluation of their learning experience. The results show that our proposed pedagogical concept is particularly suitable for promoting the experience of social presence, agency, and empathy in the group. KW - Interkulturelles Lernen KW - Lehrerbildung KW - Virtuelle Realität KW - Medienkompetenz KW - International Comparative Research KW - TETCs Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-260586 UR - https://www.learntechlib.org/primary/p/220276/ ER - TY - JOUR A1 - Carolus, Astrid A1 - Wienrich, Carolin A1 - Törke, Anna A1 - Friedel, Tobias A1 - Schwietering, Christian A1 - Sperzel, Mareike T1 - ‘Alexa, I feel for you!’ Observers’ empathetic reactions towards a conversational agent JF - Frontiers in Computer Science N2 - 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. KW - conversational agent KW - empathy KW - smart speaker KW - media equation KW - computers as social actors KW - human-computer interaction Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-258807 VL - 3 ER - TY - JOUR A1 - Döllinger, Nina A1 - Wienrich, Carolin A1 - Latoschik, Marc Erich T1 - Challenges and opportunities of immersive technologies for mindfulness meditation: a systematic review JF - Frontiers in Virtual Reality N2 - Mindfulness is considered an important factor of an individual's subjective well-being. Consequently, Human-Computer Interaction (HCI) has investigated approaches that strengthen mindfulness, i.e., by inventing multimedia technologies to support mindfulness meditation. These approaches often use smartphones, tablets, or consumer-grade desktop systems to allow everyday usage in users' private lives or in the scope of organized therapies. Virtual, Augmented, and Mixed Reality (VR, AR, MR; in short: XR) significantly extend the design space for such approaches. XR covers a wide range of potential sensory stimulation, perceptive and cognitive manipulations, content presentation, interaction, and agency. These facilities are linked to typical XR-specific perceptions that are conceptually closely related to mindfulness research, such as (virtual) presence and (virtual) embodiment. However, a successful exploitation of XR that strengthens mindfulness requires a systematic analysis of the potential interrelation and influencing mechanisms between XR technology, its properties, factors, and phenomena and existing models and theories of the construct of mindfulness. This article reports such a systematic analysis of XR-related research from HCI and life sciences to determine the extent to which existing research frameworks on HCI and mindfulness can be applied to XR technologies, the potential of XR technologies to support mindfulness, and open research gaps. Fifty papers of ACM Digital Library and National Institutes of Health's National Library of Medicine (PubMed) with and without empirical efficacy evaluation were included in our analysis. The results reveal that at the current time, empirical research on XR-based mindfulness support mainly focuses on therapy and therapeutic outcomes. Furthermore, most of the currently investigated XR-supported mindfulness interactions are limited to vocally guided meditations within nature-inspired virtual environments. While an analysis of empirical research on those systems did not reveal differences in mindfulness compared to non-mediated mindfulness practices, various design proposals illustrate that XR has the potential to provide interactive and body-based innovations for mindfulness practice. We propose a structured approach for future work to specify and further explore the potential of XR as mindfulness-support. The resulting framework provides design guidelines for XR-based mindfulness support based on the elements and psychological mechanisms of XR interactions. KW - virtual reality KW - augmented reality KW - mindfulness KW - XR KW - meditation Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-259047 VL - 2 ER - TY - JOUR A1 - Lange, Benjamin P. A1 - Wühr, Peter A1 - Schwarz, Sascha T1 - Of Time Gals and Mega Men: Empirical Findings on Gender Differences in Digital Game Genre Preferences and the Accuracy of Respective Gender Stereotypes JF - Frontiers in Psychology N2 - We investigated the accuracy of gender stereotypes regarding digital game genre preferences. In Study 1, 484 female and male participants rated their preference for 17 game genres (gender differences). In Study 2, another sample of 226 participants rated the extent to which the same genres were presumably preferred by women or men (gender stereotypes). We then compared the results of both studies in order to determine the accuracy of the gender stereotypes. Study 1 revealed actual gender differences for most genres—mostly of moderate size. Study 2 revealed substantial gender stereotypes about genre preferences. When comparing the results from both studies, we found that gender stereotypes were accurate in direction for most genres. However, they were, to some degree, inaccurate in size: For most genres, gender stereotypes overestimated the actual gender difference with a moderate mean effect size. KW - digital game KW - genre KW - stereotype accuracy KW - gender differences KW - sex differences Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-238278 SN - 1664-1078 VL - 12 ER - TY - THES A1 - Dittrich, Monique T1 - Persuasive Technology to Mitigate Aggressive Driving : A Human-centered Design Approach T1 - Persuasive Technologie zur Minderung Aggressiven Fahrens : Ein menschzentrierter Design-Ansatz N2 - 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. N2 - Aggressives Fahren, egal ob Drängeln, Rasen oder Fluchen, ist kein Kavaliersdelikt, sondern ein ernstzunehmendes Problem mit schwerwiegenden Folgen—sowohl für den Täter als auch für das Opfer. Es nimmt die Freude am Fahren, beeinträchtigt die Herzgesundheit, verursacht Stau und erhöht das Unfallrisiko. Ziel dieser Arbeit war es daher nach den Prinzipien persuasiver Technologie (engl. Persuasive Technology) eine technische Lösung zu entwickeln, die aggressives Fahren verringert. Als persuasiv werden Systeme bezeichnet, die ein bestimmtes Verhalten oder eine bestimmte Einstellung ihres Nutzers verstärken, verändern oder formen, ohne dabei Zwang auf ihn auszuüben oder ihn zu täuschen. Vor diesem Hintergrund wurde im Rahmen dieser Arbeit der sogenannte Driving Feedback Avatar (DFA) entwickelt. Das System ist eine visuelle Benutzerschnittstelle im Fahrzeug, die dem Fahrer Rückmeldung zu bestimmten aggressiven Verhaltensweisen gibt. Hauptelement ist ein abstrakter Avatar, der in einem Display angezeigt wird. Das Feedback selbst wird durch den emotionalen Zustand dieses Avatars vermittelt. Verhält sich der Fahrer aggressiv, wird er zunehmend wütender (negatives Feedback). Legt der Fahrer hingegen keine aggressiven Verhaltensweisen an den Tag, zeigt sich der Avatar nach und nach entspannter (positives Feedback). Darüber hinaus erhält der Fahrer ein sofortiges Feedback, indem das Display kurz aufblinkt, direkt nachdem eine aggressive Handlung vom System erkannt wurde. Zur Entwicklung des Systems wurden, unter Einsatz menschenzentrierter Forschungsmethoden, insgesamt fünf empirische Studien durchgeführt. Diese dienten dazu, den Nutzer und den Nutzungskontext des zukünftigen Systems zu verstehen, Ideen für mögliche Systeme zu entwickeln und die finale Lösung anhand eines Prototypens zu evaluieren. Zunächst stand dabei die Forschungsfrage im Raum, welche Auslöser für aggressives Fahren es heute gibt. In einer Fahrerstudie auf öffentlicher Straße berichteten dazu 34 Teilnehmer während der Fahrt von ihren Emotionen und deren Auslösern (Studie 1). Die zweite Forschungsfrage ergründete Maßnahmen zur Bewältigung von Aggression im Alltag. Hierzu wurden 15 Experten, die sich beruflich mit der Behandlung von aggressiven Personen befassen, interviewt (Studie 2). Insgesamt konnten so 75 Auslöser aggressiven Fahrens und 34 Maßnahmen zur Regulierung von Aggression im Allgemeinen abgeleitet werden. Inspiriert von diesen Erkenntnissen, entwickelten 108 Teilnehmer in einer Reihe von Workshops mehr als 100 Ideen, wie Aggression beim Fahren, unter Einsatz von Technologie, verringert werden könnte (Studie 3). Basierend auf diesen Ideen, entstand das Konzept des DFA. In einer Onlineumfrage mit 1.047 deutschen Teilnehmern wurde das Konzept evaluiert, um eine erste Bewertung der Wahrnehmung des Systems zu erhalten (Studie 4). Später wurde der DFA prototypisch umgesetzt und dessen Effektivität in einer Fahrerstudie unter experimentellen Bedingungen untersucht (Studie 5). Es zeigte sich, dass das System nur schwache und in Teilen auch unerwartete Effekte hat, die eine eingehende Diskussion verlangen. Diese Arbeit hat gezeigt, dass es möglich ist, aggressives Fahren mit Hilfe persuasiver Technologie zu beeinflussen. Jedoch ist dies ein sehr sensibles Vorhaben, das besondere Anforderungen an das Design Avatar-basierter Feedbacksysteme im Kontext aggressiven Fahrens stellt. Darüber hinaus leistet diese Arbeit vor allem aufgrund der gewonnenen empirischen Erkenntnisse rund um das Problem aggressiven Fahrens einen wichtigen Beitrag für Wissenschaft und Praxis und will zu weiteren Forschungs- und Designaktivitäten anregen. KW - Fahrerassistenzsystem KW - Avatar KW - Fahrerverhalten KW - Aggression KW - Driving Behavior KW - Aggressive Driving KW - Behavior Change KW - Empirical Research KW - In-Car Interface KW - Mensch-Maschine-Kommunikation KW - Persuasive Technology KW - Human-Centered Design Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-230226 ER - TY - JOUR A1 - Wienrich, Carolin A1 - Latoschik, Marc Erich T1 - eXtended Artificial Intelligence: New Prospects of Human-AI Interaction Research JF - Frontiers in Virtual Reality N2 - Artificial Intelligence (AI) covers a broad spectrum of computational problems and use cases. Many of those implicate profound and sometimes intricate questions of how humans interact or should interact with AIs. Moreover, many users or future users do have abstract ideas of what AI is, significantly depending on the specific embodiment of AI applications. Human-centered-design approaches would suggest evaluating the impact of different embodiments on human perception of and interaction with AI. An approach that is difficult to realize due to the sheer complexity of application fields and embodiments in reality. However, here XR opens new possibilities to research human-AI interactions. The article’s contribution is twofold: First, it provides a theoretical treatment and model of human-AI interaction based on an XR-AI continuum as a framework for and a perspective of different approaches of XR-AI combinations. It motivates XR-AI combinations as a method to learn about the effects of prospective human-AI interfaces and shows why the combination of XR and AI fruitfully contributes to a valid and systematic investigation of human-AI interactions and interfaces. Second, the article provides two exemplary experiments investigating the aforementioned approach for two distinct AI-systems. The first experiment reveals an interesting gender effect in human-robot interaction, while the second experiment reveals an Eliza effect of a recommender system. Here the article introduces two paradigmatic implementations of the proposed XR testbed for human-AI interactions and interfaces and shows how a valid and systematic investigation can be conducted. In sum, the article opens new perspectives on how XR benefits human-centered AI design and development. KW - human-artificial intelligence interface KW - human-artificial intelligence interaction KW - XR-artificial intelligence continuum KW - XR-artificial intelligence combination KW - research methods KW - human-centered, human-robot KW - recommender system Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-260296 VL - 2 ER - TY - JOUR A1 - Wienrich, Carolin A1 - Carolus, Astrid T1 - Development of an Instrument to Measure Conceptualizations and Competencies About Conversational Agents on the Example of Smart Speakers JF - Frontiers in Computer Science N2 - The concept of digital literacy has been introduced as a new cultural technique, which is regarded as essential for successful participation in a (future) digitized world. Regarding the increasing importance of AI, literacy concepts need to be extended to account for AI-related specifics. The easy handling of the systems results in increased usage, contrasting limited conceptualizations (e.g., imagination of future importance) and competencies (e.g., knowledge about functional principles). In reference to voice-based conversational agents as a concrete application of AI, the present paper aims for the development of a measurement to assess the conceptualizations and competencies about conversational agents. In a first step, a theoretical framework of “AI literacy” is transferred to the context of conversational agent literacy. Second, the “conversational agent literacy scale” (short CALS) is developed, constituting the first attempt to measure interindividual differences in the “(il) literate” usage of conversational agents. 29 items were derived, of which 170 participants answered. An explanatory factor analysis identified five factors leading to five subscales to assess CAL: storage and transfer of the smart speaker’s data input; smart speaker’s functional principles; smart speaker’s intelligent functions, learning abilities; smart speaker’s reach and potential; smart speaker’s technological (surrounding) infrastructure. Preliminary insights into construct validity and reliability of CALS showed satisfying results. Third, using the newly developed instrument, a student sample’s CAL was assessed, revealing intermediated values. Remarkably, owning a smart speaker did not lead to higher CAL scores, confirming our basic assumption that usage of systems does not guarantee enlightened conceptualizations and competencies. In sum, the paper contributes to the first insights into the operationalization and understanding of CAL as a specific subdomain of AI-related competencies. KW - artificial intelligence literacy KW - artificial intelligence education KW - voice-based artificial intelligence KW - conversational agents KW - measurement Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-260198 VL - 3 ER - TY - JOUR A1 - Wienrich, Carolin A1 - Reitelbach, Clemens A1 - Carolus, Astrid T1 - The Trustworthiness of Voice Assistants in the Context of Healthcare Investigating the Effect of Perceived Expertise on the Trustworthiness of Voice Assistants, Providers, Data Receivers, and Automatic Speech Recognition JF - Frontiers in Computer Science N2 - As an emerging market for voice assistants (VA), the healthcare sector imposes increasing requirements on the users’ trust in the technological system. To encourage patients to reveal sensitive data requires patients to trust in the technological counterpart. In an experimental laboratory study, participants were presented a VA, which was introduced as either a “specialist” or a “generalist” tool for sexual health. In both conditions, the VA asked the exact same health-related questions. Afterwards, participants assessed the trustworthiness of the tool and further source layers (provider, platform provider, automatic speech recognition in general, data receiver) and reported individual characteristics (disposition to trust and disclose sexual information). Results revealed that perceiving the VA as a specialist resulted in higher trustworthiness of the VA and of the provider, the platform provider and automatic speech recognition in general. Furthermore, the provider’s trustworthiness affected the perceived trustworthiness of the VA. Presenting both a theoretical line of reasoning and empirical data, the study points out the importance of the users’ perspective on the assistant. In sum, this paper argues for further analyses of trustworthiness in voice-based systems and its effects on the usage behavior as well as the impact on responsible design of future technology. KW - voice assistant KW - trustworthiness KW - trust KW - anamnesis tool KW - expertise framing (Min5-Max 8) Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-260209 VL - 3 ER - TY - JOUR A1 - Wienrich, Carolin A1 - Komma, Philipp A1 - Vogt, Stephanie A1 - Latoschik, Marc E. T1 - Spatial Presence in Mixed Realities – Considerations About the Concept, Measures, Design, and Experiments JF - Frontiers in Virtual Reality N2 - Plenty of theories, models, measures, and investigations target the understanding of virtual presence, i.e., the sense of presence in immersive Virtual Reality (VR). Other varieties of the so-called eXtended Realities (XR), e.g., Augmented and Mixed Reality (AR and MR) incorporate immersive features to a lesser degree and continuously combine spatial cues from the real physical space and the simulated virtual space. This blurred separation questions the applicability of the accumulated knowledge about the similarities of virtual presence and presence occurring in other varieties of XR, and corresponding outcomes. The present work bridges this gap by analyzing the construct of presence in mixed realities (MR). To achieve this, the following presents (1) a short review of definitions, dimensions, and measurements of presence in VR, and (2) the state of the art views on MR. Additionally, we (3) derived a working definition of MR, extending the Milgram continuum. This definition is based on entities reaching from real to virtual manifestations at one time point. Entities possess different degrees of referential power, determining the selection of the frame of reference. Furthermore, we (4) identified three research desiderata, including research questions about the frame of reference, the corresponding dimension of transportation, and the dimension of realism in MR. Mainly the relationship between the main aspects of virtual presence of immersive VR, i.e., the place-illusion, and the plausibility-illusion, and of the referential power of MR entities are discussed regarding the concept, measures, and design of presence in MR. Finally, (5) we suggested an experimental setup to reveal the research heuristic behind experiments investigating presence in MR. The present work contributes to the theories and the meaning of and approaches to simulate and measure presence in MR. We hypothesize that research about essential underlying factors determining user experience (UX) in MR simulations and experiences is still in its infancy and hopes this article provides an encouraging starting point to tackle related questions. KW - mixed reality KW - virtual-reality-continuum KW - spatial presence KW - place-illusion KW - plausibility-illusion KW - transportation KW - realism Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-260328 VL - 2 ER - TY - JOUR A1 - Glémarec, Yann A1 - Lugrin, Jean-Luc A1 - Bosser, Anne-Gwenn A1 - Collins Jackson, Aryana A1 - Buche, Cédric A1 - Latoschik, Marc Erich T1 - Indifferent or Enthusiastic? Virtual Audiences Animation and Perception in Virtual Reality JF - Frontiers in Virtual Reality N2 - In this paper, we present a virtual audience simulation system for Virtual Reality (VR). The system implements an audience perception model controlling the nonverbal behaviors of virtual spectators, such as facial expressions or postures. Groups of virtual spectators are animated by a set of nonverbal behavior rules representing a particular audience attitude (e.g., indifferent or enthusiastic). Each rule specifies a nonverbal behavior category: posture, head movement, facial expression and gaze direction as well as three parameters: type, frequency and proportion. In a first user-study, we asked participants to pretend to be a speaker in VR and then create sets of nonverbal behaviour parameters to simulate different attitudes. Participants manipulated the nonverbal behaviours of single virtual spectator to match a specific levels of engagement and opinion toward them. In a second user-study, we used these parameters to design different types of virtual audiences with our nonverbal behavior rules and evaluated their perceptions. Our results demonstrate our system’s ability to create virtual audiences with three types of different perceived attitudes: indifferent, critical, enthusiastic. The analysis of the results also lead to a set of recommendations and guidelines regarding attitudes and expressions for future design of audiences for VR therapy and training applications. KW - virtual reality KW - perception KW - nonverbal behavior KW - interaction KW - virtual agent KW - virtual audience Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-259328 VL - 2 ER - TY - JOUR A1 - Hein, Rebecca M. A1 - Wienrich, Carolin A1 - Latoschik, Marc E. T1 - A systematic review of foreign language learning with immersive technologies (2001-2020) JF - AIMS Electronics and Electrical Engineering N2 - 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. KW - foreign language learning and teaching KW - intercultural learning and teaching KW - immersive technologies KW - education KW - human-computer interaction KW - systematic literature review Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-268811 VL - 5 IS - 2 ER - TY - JOUR A1 - Wienrich, Carolin A1 - Döllinger, Nina A1 - Hein, Rebecca T1 - Behavioral Framework of Immersive Technologies (BehaveFIT): How and why virtual reality can support behavioral change processes JF - Frontiers in Virtual Reality N2 - 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. KW - immersive technologies KW - behavior change KW - intervention design KW - intervention evaluation KW - framework KW - virtual reality KW - intention-behavior-gap KW - human-computer interaction Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-258796 VL - 2 ER - TY - JOUR A1 - Herget, Ann-Kristin A1 - Bötzl, Franziska T1 - Sounds Like Respect. The Impact of Background Music on the Acceptance of Gay Men in Audio-Visual Advertising JF - Frontiers in Psychology N2 - Companies increasingly seek to use gay protagonists in audio-visual commercials to attract a new affluent target group. There is also growing demand for the diversity present in society to be reflected in media formats such as advertising. Studies have shown, however, that heterosexual consumers (especially men), who may be part of the company's loyal consumer base, tend to react negatively to gay-themed advertising campaigns. Searching for an instrument to mitigate this unwanted effect, the present study investigated whether carefully selected background music can shape the perceived gender of gay male advertising protagonists. In a 2 × 2 between-subjects online experiment (musical connotation × gender of the participant), 218 heterosexual participants watched a commercial promoting engagement rings that featured gay male protagonists, scored with feminine- or masculine-connoted background music. As expected, women generally reacted more positively than men to the advertising. Men exposed to the masculine-connoted background music rated the promoted brand more positively, and masculine music also enhanced (at least in the short term) these men's acceptance of gay men in general (low and medium effect sizes) more than was the case for feminine background music. Carefully selected background music affecting the perceived gender of gay male advertising protagonists may prevent negative reactions from heterosexual audiences and, therefore, motivate companies to use gay protagonists in television commercials on a more regular basis. KW - music KW - perception KW - advertising KW - musical stereotypes KW - acceptance of gay men Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-237236 SN - 1664-1078 VL - 12 ER - TY - JOUR A1 - Breves, Priska A1 - Dodel, Nicola T1 - The influence of cybersickness and the media devices’ mobility on the persuasive effects of 360° commercials JF - Multimedia Tools and Applications N2 - With the rise of immersive media, advertisers have started to use 360° commercials to engage and persuade consumers. Two experiments were conducted to address research gaps and to validate the positive impact of 360° commercials in realistic settings. The first study (N = 62) compared the effects of 360° commercials using either a mobile cardboard head-mounted display (HMD) or a laptop. This experiment was conducted in the participants’ living rooms and incorporated individual feelings of cybersickness as a moderator. The participants who experienced the 360° commercial with the HMD reported higher spatial presence and product evaluation, but their purchase intentions were only increased when their reported cybersickness was low. The second experiment (N = 197) was conducted online and analyzed the impact of 360° commercials that were experienced with mobile (smartphone/tablet) or static (laptop/desktop) devices instead of HMDs. The positive effects of omnidirectional videos were stronger when participants used mobile devices. KW - virtual reality KW - immersive advertising KW - spatial presence KW - cybersickness KW - advertising effectiveness Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-269194 SN - 1573-7721 VL - 80 IS - 18 ER - TY - JOUR A1 - Stein, Jan‐Philipp A1 - Yeo, Jiyeon T1 - Investigating meal‐concurrent media use: Social and dispositional predictors, intercultural differences, and the novel media phenomenon of “mukbang” eating broadcasts JF - Human Behavior and Emerging Technologies N2 - Meal-concurrent media use has been linked to several problematic outcomes, including higher caloric intake and an increased risk for obesity. Nevertheless, the sociocultural and dispositional predictors of using media while eating are not yet well-understood, including potential cross-cultural differences. Inspired by the recent emergence of a new food-related media phenomenon called “mukbang”—digital eating broadcasts that have become immensely popular throughout East and Southeast Asia—we inquire 296 participants from two cultures (Germany and South Korea) about their meal-concurrent media use. Our results suggest that South Koreans tend to use media more frequently during meals than Germans, especially for social purposes. Meanwhile, younger age only predicts meal-concurrent media use in the German sample. Apart from that, however, many other examined predictors (e.g., gender, living situation, body-esteem, the Big Five) remain statistically insignificant, indicating notable universality for the behavior in question. In the second part of our study, we then put special focus on the emerging mukbang trend and conduct a theory-driven exploration of its gratifications. Doing so, we find that participants' parasocial and social experiences during eating broadcasts significantly predict their enjoyment of the genre. KW - big five KW - body esteem KW - cross-cultural comparison KW - loneliness KW - parasocial relationship KW - meal-concurrent media use Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-257482 VL - 3 IS - 5 ER - TY - JOUR A1 - Mayrhofer, Roland A1 - Hutmacher, Fabian T1 - The Principle of Inversion: Why the Quantitative-Empirical Paradigm Cannot Serve as a Unifying Basis for Psychology as an Academic Discipline JF - Frontiers in Psychology KW - self-perception of psychology KW - principle of inversion KW - methods in psychology KW - operationalism KW - definitions of psychology Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-219487 SN - 1664-1078 VL - 11 ER - TY - THES A1 - Krause, Stefan T1 - How stories influence the self: Antecedents, processes and consequences T1 - Wie Geschichten das Selbst beeinflussen: Antezedenzien, Prozesse und Konsequenzen N2 - The impact of stories in their ability to shape our view on the world has long been a central topic in communication science and media psychology. While reading a book or watching a movie, we are transported into story worlds and we identify with depicted protagonists. Several studies showed that high levels of transportation lead to greater story-consistent beliefs. Similar effects were found for identification. However, much less is known how and in which direction stories could affect the self. Five experimental studies were conducted and summarized in three manuscripts. Manuscript #1 explored the moderating role of transportation that could shift one’s self-perception towards traits of a depicted story character (assimilation) or away from him/her (contrast). Manuscript #2 focused on downward social comparisons with a protagonist and possible contrast effects on participants’ self-perception in relation to others, their motives and behavior. Thereby, the mediating role of transportation and identification were investigated. Finally, upward social comparison with a protagonist and related emotions (e.g., envy) that mediate possible effects on one’s self perception and behavioral intentions were investigated in manuscript #3. This dissertation project contributes to the literature on stories and the self. Consistent with previous work, assimilation effects were found for highly transported recipients. However, stories might also elicit contrast effects on recipients’ selves and behavioral intentions that are opposite to a depicted character. Extending prior research, there were evidence that transportation and envy are important process variables explaining assimilation vs. contrast effects. N2 - Wie Geschichten unsere Weltsicht verändern können ist seit langem ein zentrales Themenfeld in der Kommunikationswissenschaft und Medienpsychologie. Beim Lesen eines Buches oder beim Schauen eines Films werden wir in die Welt der Geschichte hinein trans-portiert und identifizieren uns mit den Protagonisten. Mehrere Studien haben gezeigt, dass Transportation und Identifikation zu Einstellungsänderungen in Übereinstimmung mit der Geschichte führt. Es wurde jedoch bisher weniger wissenschaftlich untersucht wie und in welche Richtung Geschichten das Selbst beeinflussen können. Daher wurden fünf experimentelle Studien durchgeführt und in drei Manuskripten zusammengefasst. In Manuskript #1 wurde die Rolle von Transportation als Moderator auf die Selbstwahrnehmung von Rezipienten erforscht. Eine hohe Ausprägung von Transportation führte zur Assimilation von Protagonisten-Eigenschaften auf die Selbstwahrnehmung, wohin gegen eine niedrige Ausprägung von Transportation in einen Kontrast bei der Selbstwahrnehmung resultierte. Manuskript #2 fokussierte auf soziale Abwärtsvergleiche mit einem Protagonisten und mögliche Kontrasteffekte auf die Selbstwahrnehmung im Vergleich zu anderen Personen, Motiven und tatsächlichem Verhalten. Dabei wurden mögliche Mediatoren, wie Transportation und Identifikation, experimentell manipuliert. In Manuskript #3 standen soziale Aufwärtsvergleiche mit einer Protagonistin und die dabei erlebten Emotionen (z.B. Neid) im Vordergrund, was Effekte auf die eigene Selbstwahrnehmung sowie Verhaltensintentionen mediierte. Meine Dissertation leistet einen Beitrag zum Forschungsfeld Geschichten und das Selbst. Übereinstimmend mit früheren Studien ließen sich Assimilationseffekte bei einem hohen Maß an Transportation finden. Geschichten können jedoch auch zum Protagonisten entgegengesetzte Effekte (Kontrasteffekte) auf die Selbstwahrnehmung und Verhaltensintentionen hervorrufen. Über bisherige Forschung hinaus, fanden sich Belege, dass Transportation und Neid wichtige Prozessvariablen sind, die Assimilations- und Kontrasteffekte erklären können. KW - Selbst KW - Medien KW - Psychologie KW - Narrative KW - Transportation KW - Medien KW - Narrativ Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-207611 ER - TY - THES A1 - Marker, Caroline T1 - On a meta-level: Contributions of meta-analytic summaries in media psychological research T1 - Auf der Meta-Ebene: Der Beitrag meta-analytischer Zusammenfassungen für die Medienpsychologie N2 - The rising use of new media has given rise to public discussions about their possible negative consequences. The social sciences have answered these concerns, providing many studies investigating different media types (e.g., social media, video games) and different related variables (e.g., psychological well-being, academic achievement). Within this big body of research, some research results have confirmed negative associations with frequent media use; other studies have found no or even positive relationships. With heterogeneous results, it is difficult to obtain a clear picture of the relationships and causalities of new media. The method of meta-analysis allows a synthesis of all existing data, providing an overall effect size as well as moderator and mediator analyses which might explain the heterogeneity. Three manuscripts present meta-analytic evidence related to a) the relationship between social media use and academic achievement, b) the relationship between video gaming and overweight, and c) the relationship between social media and psychological correlates. Manuscript #1 found small relationships which depend on the usage pattern of social media. The relationship is positive, as long as social media use is related to school. Manuscript #2 showed that children’s and adolescents’ video gaming is independent from their body mass, while adults who play more have a higher body mass. Manuscript #3 summarized existing meta-analytic evidence that links social media with psychological wellbeing, academic achievement, and narcissism with small to moderate effect sizes. All three manuscripts underscore the potential of meta-analyses to synthesize previous research and to identify moderators. Although meta-analyses are not necessarily superior to other approaches because of their limitations (e.g. limited information or quality of primary studies) they are very promising for media psychology. Meta-analyses can reduce complexity and might be helpful for the communication of research results to the general public. N2 - Die Entwicklung neuer Medien wurde von öffentlichen Debatten über mögliche negative Folgen begleitet. Wissenschaftler*innen reagierten auf diese Bedenken mit einer Vielzahl von Studien und untersuchten mögliche Effekte verschiedener Medientypen (z. B. soziale Medien, Videospiele) auf verschiedene Variablen (z. B. psychologisches Wohlbefinden, akademische Leistungen). Während manche Forschungsergebnisse die diskutierten negativen Zusammenhänge häufiger Mediennutzung bestätigten, fanden andere Studien jedoch keine oder sogar positive Zusammenhänge. Die Forschungslage zu medienpsychologischen Fragestellungen zeigt oft heterogene Ergebnisse, die keine abschließenden Aussagen erlauben. Eine Lösung für dieses Problem ist die Methode der Meta-Analyse. Hierbei werden alle vorhandenen Studien zusammengefasst und ein Gesamteffekt berechnet. Darüber hinaus können Moderator- und Mediatoranalysen durchgeführt werden, die die Heterogenität zwischen den Studien erklären könnten. In drei Manuskripten wurden a) die Beziehung zwischen Social Media-Nutzung und akademischen Leistungen, b) die Beziehung zwischen Videospielen und Übergewicht und c) die Beziehung zwischen sozialen Medien und psychologischen Korrelaten meta-analytisch untersucht. In Manuskript Nr. 1 zeigte sich, dass der Zusammenhang zwischen sozialen Medien und akademischer Leistung von der Art der Nutzung abhing. Der Zusammenhang war positiv, solange die Nutzung sozialer Medien akademischen Zwecken diente. Manuskript 2 zeigte, dass das Körpergewicht von Kindern und Jugendlichen nicht in Verbindung mit der Videospielenutzung stand, während Erwachsene, die mehr spielten, eine höhere Körpermasse hatten. Manuskript Nr. 3 fasste meta-analytische Studien mit gleichen Fragestellungen zu sozialen Medien und psychologischen Variablen (Wohlbefinden, akademische Leistung, Narzissmus) zusammen. Alle drei Manuskripte unterstreichen das Potenzial von Metaanalysen, den existierenden Forschungsstand zusammenzufassen und Moderatorvariablen zu identifizieren. Obwohl Meta-Analysen aufgrund ihrer Einschränkungen (z. B. die begrenzte Anzahl und Qualität von Primärstudien) anderen Methoden nicht unbedingt überlegen sind, sind sie dennoch für medienpsychologische Fragestellungen sehr vielversprechend. Metaanalysen sind in der Lage die Komplexität des Forschungsstands zu reduzieren und könnten für die Kommunikation von Forschungsergebnissen an die breite Öffentlichkeit hilfreich sein. KW - Medienkonsum KW - Social Media KW - Schulleistung KW - Übergewicht KW - Psychologie KW - Meta-analysis KW - new media KW - academic achievement KW - well-being KW - body weight KW - Metaanalyse KW - akademische Leistung KW - Körpergewicht KW - Wohlbefinden KW - Neue Medien Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-209173 ER - TY - JOUR A1 - Hutmacher, Fabian A1 - Kuhbandner, Christof T1 - Does the Attentional Boost Effect Depend on the Intentionality of Encoding? Investigating the Mechanisms Underlying Memory for Visual Objects Presented at Behaviorally Relevant Moments in Time JF - Frontiers in Psychology N2 - Pictures in a rapid serial visual presentation (RSVP) stream are better remembered when they are simultaneously presented with targets of an unrelated detection task than when they are presented with distractors. However, it is unclear whether this so-called “attentional boost effect” depends on the intentionality of encoding. While there are studies suggesting that the attentional boost effect even occurs when encoding is incidental, there are several methodological issues with these studies, which may have undermined the incidental encoding instructions. The present study (N = 141) investigated the role of the intentionality of encoding with an improved experimental design. Specifically, to prevent a spill-over of intentional resources to the pictures in the RSVP stream, the speed of the stream was increased (to four pictures per second) and each picture was presented only once during the course of the experiment. An attentional boost effect was only found when encoding was intentional but not when encoding was incidental. Interestingly, memory performance for incidentally encoded pictures was nevertheless substantially above chance, independently of whether images were presented with search-relevant targets or distractors. These results suggest that the attentional boost effect is a memory advantage that occurs only under intentional encoding conditions, and that perceptual long-term memory representations are formed as a natural product of perception, independently of the presence of behaviorally relevant events. KW - attentional boost effect KW - visual long-term memory KW - incidental encoding KW - intentional encoding KW - perceptual long-term memory Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-215902 VL - 11 ER - TY - THES A1 - Schaper, Philipp T1 - Errors in Prospective Memory T1 - Fehler im Prospektiven Gedächtnis N2 - Prospektives Gedächtnis beschreibt die Fähigkeit Intentionen zu einem späteren Zeitpunkt als Reaktion auf einen Hinweisreiz auszuführen. Derartige Aufgaben finden sich zahlreich in Alltags- wie auch Arbeitskontexten, waren aber im Gegensatz zum retrospektiven Gedächtnis 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 vergrößernden Forschungsfeldes. Aufbauend auf dieser Forschung werden im Rahmen dieser Dissertationsschrift fünf Journal-Artikel präsentiert und verknüpft, die das Verständnis zum prospektiven Gedächtnis durch die Betrachtung von möglichen Fehlern erweitern. Die erste Studie beschäftigt sich mit der Frage ob zusätzliche kognitiven Ressourcen benötigt werden um eine Intention zwischen dem Hinweisreiz und ihrer Ausführung 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 Ausführung der Intention insbesondere dann negative Folgen zeigen, wenn sie mit einem Kontextwechsel verbunden sind. In den Studien drei bis fünf stand das irrtümliche Ausführen von beendeten prospektiven Gedächtnisaufgaben im Zentrum der Untersuchung. Hier konnte nicht nur gezeigt werden, dass die bisherige Theorie zur Vorhersage derartiger Fehler, die vor allem auf Unterdrückung der Reaktion beruht (Bugg, Scullin, & Rauvola, 2016), mit den Ergebnissen speziell zu deren Prüfung entworfener Experimente nicht zu vereinbaren ist. Darüber hinaus wurde im Rahmen der Untersuchungen eine Modifikation der Theorie ausgearbeitet, die besser geeignet erscheint sowohl bisherige Ergebnisse als auch die hinzugekommenen Experimente vorherzusagen. Über alle fünf Artikel wird zusätzlich verdeutlicht, dass der Moment in dem der Hinweisreiz präsentiert wird eine noch größere Rolle zu spielen scheint, als durch bisherige Forschung deutlich geworden ist. N2 - Prospective memory is the ability to implement intentions at a later point in time in response to a specified cue. Such prospective memory tasks often occur in daily living and workplace situations. However, in contrast to retrospective memory there has been relatively little research on prospective memory. The studies by Harris (1984) and Einstein and MacDaniel (1990) served as a starting point for a now steadily growing area of research. Based on this emerging field of study this dissertation presents and connects and five journal articles, which further explore prospective memory by focusing on its potential errors. The first article addresses the question if additional cognitive resources are needed after a prospective memory cue occurs to keep the intention active until it is implemented. The theory by Einstein, McDaniel, Williford, Pagan and Dismukes (2003), which suggested this active maintenance, could not be replicated. The second article demonstrated that interruptions between cue and the window of opportunity to implement the intention reduce prospective memory performance, especially if the interruption is tied with a change of context. Article three to five were focused on the erroneous implementation of a no longer active prospective memory task, so called commission errors. The suggested mechanism for their occurrence, the dual-mechanism account (Bugg, Scullin, & Rauvola, 2016), was not suited to explain the present results. A modification for the dual-mechanism account was formulated, which can account for prior work, as well as for the present data. The results of all five articles also indicate that the moment of cue retrieval is even more relevant for prospective memory and its errors than previously accounted for. KW - Gedächtnis KW - Prospektives Gedächtnis KW - prospective memory KW - commission error Y1 - 2019 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-175217 ER - TY - THES A1 - Tscharn, Robert T1 - Innovative And Age-Inclusive Interaction Design with Image-Schematic Metaphors T1 - Innovatives und Alters-Inklusives Interaktionsdesign mit Image-Schematischen Metaphern N2 - 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. N2 - Innovative Benutzungsoberflächen sind eines der Hauptziele der Mensch-Computer Interaktion. Diese neuartigen Benutzungsoberflächen sind eine Herausforderung gerade für ältere Benutzer und drohen diese aus der immer digitaleren Welt auszuschließen. Hierbei spielen abnehmende kognitive Fähigkeiten und eine geringere Vorerfahrung mit Technologie eine wichtige Rolle. Diese Arbeit zielt darauf ab, die Spannung zwischen Innovation und Alters-Inklusivität zu verringern und Benutzungsoberflächen zu entwickeln, die unabhängig von kognitiven Fähigkeiten und technologieabhängigem Vorwissen benutzt werden können. Die Methode der image-schematischen Metaphern verspricht innovative und zugleich alters-inklusives Interaktionsdesign. Image-schematische Metaphern stellen eine technologieunabhängige Form von Vorwissen dar. Sie offenbaren grundlegende mentale Modelle und können aus metaphorischer Sprache extrahiert werden (z.B. Bankkonto ist Container ausgehend von "Geld ein}zahlen). Die vorliegende Arbeit leitet aus vorangegangen Anwendung von image-schematischen Metaphern im Bereich der Mensch-Computer Interaktion drei empirische Forschungsfragen mit dem Fokus auf innovatives und alters-inklusives Interaktionsdesign ab. Die erste Forschungsfrage behandelt die bisher ungetestete Annahme, dass junge und ältere Menschen in ihrem technologieunabhängigem Vorwissen und damit auch im Gebrauch image-schematischer Metaphern übereinstimmen. In Studie 1 beschrieben 41 Probanden abstrakte Konzepte in den Bereichen Online Banking und Alltag. In Studie 2 wurden zehn kontextuelle Interviews durchgeführt. In beiden Studien wurde eine Übereinstimmung zwischen 70% und 75% gefunden, was auf eine substantielle Übereinstimmung der mentalen Modelle hinweist. Die zweite Forschungsfrage zielte auf die Anwendbarkeit und das Potential image-schematischer Metaphern für innovatives Design aus der Perspektive von Designern ab. In Studie 3 durchliefen 18 studentische Designteams einen Ideenfindungsprozess mit Prototypenerstellung, der entweder auf einem Affinity Diagramm als Industriestandard, image-schematischen Metaphern oder beiden Ansätzen in Kombination basierte. Die Methode der image-schematischen Metaphern, aber nicht die Kombination beider Methoden, war ebenso leicht anwendbar wie die bekanntere Standardmethode. In Studie 4 erstellten professionelle Interaktionsdesigner Prototypen mit oder ohne image-schematische Metaphern. In beiden Studien wurde die neue Methode als leicht anwendbar und die Kreativität stimulierend wahrgenommen. Die dritte Forschungsfrage ging der Frage nach, ob Prototypen, die explizit auf image-schematischen Metaphern basieren, tatsächlich innovativer wahrgenommen werden und alters-inklusiver bezüglich kognitiver Fähigkeiten und Technologievorwissen sind. In zwei experimentellen Studien (Studie 5 und 6) mit insgesamt 54 jüngeren und 53 älteren Menschen wurden Prototypen, die mit image-schematischen Metaphern entwickelt worden waren, als innovativer wahrgenommen als solche, die nicht explizit mit der neuen Methode entwickelt worden waren. Zudem war der Einfluss von Technologievorwissen auf die Interaktion geringer für Prototypen, die mit image-schematischen Metaphern erstellt worden waren. Der Einfluss von kognitiven Fähigkeiten und Alter auf die Interaktion blieb jedoch signifikant. Die vorliegende Arbeit liefert sowohl in empirischer als auch methodischer Hinsicht einen Beitrag zur Weiterentwicklung der Methode der image-schematischen Metaphern im Interaktionsdesign. Als Ergebnis dieser Arbeit lässt sich festhalten, dass image-schematische Metaphern eine leicht anwendbare und effektive Methode darstellen, um innovative Benutzungsoberflächen zu entwickeln, die unabhängig von Technologievorwissen benutzt werden können. KW - Mensch-Maschine-Kommunikation KW - Innovation KW - Human-Computer Interaction KW - Innovation KW - Experimental Studies KW - Interaction Design KW - Methodology KW - Benutzeroberfläche Y1 - 2019 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-175762 ER - TY - THES A1 - Brill, Michael T1 - Spontaneous eye blinks as an alternative measure for spatial presence experiences T1 - Spontanes Lidschlussverhalten als alternativer Messzugang zu räumlichem Präsenzerleben N2 - Spatial presence, a state in which media users temporarily overlook the mediated nature of their media use experience, is frequently assessed by means of post-session self-report scales. However, such methods have methodical limitations, for example concerning measurement of dynamic fluctuations in presence during media use. Consequently, researchers have tested several approaches that try to infer subjective experiences of spatial presence from objectively measurable indicators. The present doctoral thesis examines aspects of temporal structure in spontaneous eye-blink behavior. Cognitive processes—and especially attention—are seen as essential antecedents of presence experiences. Because such cognitive processes influence timing of spontaneous eye-blinks, it is tested if the degree of stimulus-dependent structure in spontaneous eye-blink behavior is related to presence self-report scores. To address this research question, the thesis first establishes a theoretical framework, including theorizing and empirical findings on presence, on related media use phenomena, spontaneous eye-blink behavior, and subjective and objective approaches for presence assessment. Then, three experiments are presented that examine the relation between self-reported presence, and amount of stimulus-dependent structure in blinking behavior. Three different methods for quantification of stimulus-dependent structure are tested in different media environments, and are related to an established presence scale. Discussion of the experimental findings leads, on the one hand, to fundamental questions on the presence concept and on the understanding of stimulus-dependent structure in spontaneous eye-blink behavior. On the other hand, interpretation of the results emphasizes the necessity for methods with appropriate temporal resolution, that consider both media events and user behavior. N2 - Räumliches Präsenzerleben bei der Mediennutzung, also ein Zustand, in dem MediennutzerInnen zeitweise vergessen, dass die genutzten Inhalte medial vermittelt sind, wird häufig durch Selbstauskunft in Fragebögen erhoben. Solche Methoden weisen jedoch einige Einschränkungen auf, beispielsweise bei der Erfassung dynamischer Schwankungen des Präsenzerlebens während der Mediennutzung. Daher wurde eine Reihe von Ansätzen erprobt, die versuchen, durch objektive Erfassung verschiedener Indikatoren auf die subjektiv erlebte Präsenz von MediennutzerInnen zu schließen. In dieser Dissertation wird die zeitliche Struktur des spontanen Lidschlussverhaltens als Indikator untersucht. Für die Entstehung von Präsenzerleben werden kognitive Prozesse und ganz besonders Aufmerksamkeit als wesentliche Vorläufer angesehen. Spontanes Lidschlussverhalten wird von solchen kognitiven Vorgängen beeinflusst; daher wurde untersucht, inwiefern das Ausmaß von Stimulus-abhängiger Struktur im spontanen Lidschlussverhalten mit der Selbstauskunft über Präsenzerleben zusammenhängt. Zur Untersuchung dieser Fragestellung wird in der Dissertation zunächst ein theoretischer Rahmen konstruiert, der die Bereiche Präsenzerleben und ähnliche Konzepte der Mediennutzung, sowie Lidschlussverhalten und subjektive und objektive Erhebungsverfahren für Präsenz behandelt. Anschließend werden drei Experimente beschrieben, welche die Beziehung zwischen dem Ausmaß an Struktur im Lidschlussverhalten und dem berichteten Präsenzerleben untersuchen. Drei verschiedene Verfahren zur Quantifizierung Stimulus-abhängiger Struktur der Lidschlüsse werden in verschiedenen Medienumgebungen untersucht und zu einem etablierten Fragebogeninstrument für räumliches Präsenzerleben in Beziehung gesetzt. Aus der Diskussion der Ergebnisse folgen einerseits grundlegende Fragen zum Verständnis von Präsenzerleben und von Stimulus-abhängiger Struktur im spontanen Lidschlussverhalten. Andererseits wird, gerade in Hinsicht auf interaktive Medien, die Notwendigkeit von Methoden mit angemessener zeitlicher Auflösung betont, die sowohl Medienereignisse als auch Nutzerverhalten berücksichtigen. N2 - Spatial presence is a state in which media users temporarily overlook the mediated nature of their experience. This study discusses stimulus-dependent structure in spontaneous eye-blink behavior as analternative to presence selfreport measures. To this end, theories and empirical evidence on presence, spontaneous eye-blink behavior, and existing approaches for presence assessment are used to link antecedent processes of presence, especially attention, to presence and structure in blinking behavior. Three experiments in different media environments relate three different methods for quantification of stimulus-dependent structure to an established presence scale. The results are not conclusive, but raise questions on presence and its measurement, and advance the understanding of stimulus-dependent structure in spontaneous eye-blink behavior. KW - Lidschlag KW - Visuelle Aufmerksamkeit KW - Medienkonsum KW - Präsenz KW - presence KW - measurement KW - Messung KW - Psychometrie KW - Muster Y1 - 2019 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-167898 SN - 978-3-95826-094-8 SN - 978-3-95826-095-5 N1 - Parallel erschienen als Druckausgabe in Würzburg University Press, 978-3-95826-094-8, 32,90 EUR. PB - Würzburg University Press CY - Würzburg ET - 1. Auflage ER -