TY - JOUR A1 - Hurtienne, Jörn T1 - Inter-coder reliability of categorising force-dynamic events in human-technology interaction N2 - Two studies are reported that investigate how readily accessible and applicable ten force-dynamic categories are to novices in describing short episodes of human-technology interaction (Study 1) and that establish a measure of inter-coder reliability when re-classifying these episodes into force-dynamic categories (Study 2). The results of the first study show that people can easily and confidently relate their experiences with technology to the definitions of force-dynamic events (e.g. “The driver released the handbrake” as an example of restraint removal). The results of the second study show moderate agreement between four expert coders across all ten force-dynamic categories (Cohen’s kappa = .59) when re-classifying these episodes. Agreement values for single force-dynamic categories ranged between ‘fair’ and ‘almost perfect’, i.e. between kappa = .30 and .95. Agreement with the originally intended classifications of study 1 was higher than the pure inter-coder reliabilities. Single coders achieved an average kappa of .71, indicating substantial agreement. Using more than one coder increased kappas to almost perfect: up to .87 for four coders. A qualitative analysis of the predicted versus the observed number of category confusions revealed that about half of the category disagreement could be predicted from strong overlaps in the definitions of force-dynamic categories. From the quantitative and qualitative results, guidelines are derived to aid the better training of coders in order to increase inter-coder reliability. KW - inter-coder reliability KW - force dynamics KW - image schemas KW - humantechnology interaction Y1 - 2013 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-194127 SN - 2197-2796 SN - 2197-2788 N1 - This publication is with permission of the rights owner freely accessible due to an Alliance licence and a national licence (funded by the DFG, German Research Foundation) respectively. VL - 1 IS - 1 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 - 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 - 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 - von Mammen, Sebastian Albrecht A1 - Wagner, Daniel A1 - Knote, Andreas A1 - Taskin, Umut T1 - Interactive simulations of biohybrid systems JF - Frontiers in Robotics and AI N2 - In this article, we present approaches to interactive simulations of biohybrid systems. These simulations are comprised of two major computational components: (1) agent-based developmental models that retrace organismal growth and unfolding of technical scaffoldings and (2) interfaces to explore these models interactively. Simulations of biohybrid systems allow us to fast forward and experience their evolution over time based on our design decisions involving the choice, configuration and initial states of the deployed biological and robotic actors as well as their interplay with the environment. We briefly introduce the concept of swarm grammars, an agent-based extension of L-systems for retracing growth processes and structural artifacts. Next, we review an early augmented reality prototype for designing and projecting biohybrid system simulations into real space. In addition to models that retrace plant behaviors, we specify swarm grammar agents to braid structures in a self-organizing manner. Based on this model, both robotic and plant-driven braiding processes can be experienced and explored in virtual worlds. We present an according user interface for use in virtual reality. As we present interactive models concerning rather diverse description levels, we only ensured their principal capacity for interaction but did not consider efficiency analyzes beyond prototypic operation. We conclude this article with an outlook on future works on melding reality and virtuality to drive the design and deployment of biohybrid systems. KW - biohybrid systems KW - augmented reality KW - virtual reality KW - user interfaces KW - biological development KW - generative systems Y1 - 2017 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-195755 SN - 2296-9144 VL - 4 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 -