Lakhnati, Younes; Springer, Raphael; White, Edward; Gerken, Jens Is It Real?: Understanding Interaction Mechanics Within the Reality-virtuality Continuum Inproceedings Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia, ACM, New York, NY, USA, 2019, ISBN: 978-1-4503-7624-2. Abstract | BibTeX | Links:   @inproceedings{Lakhnati2019,
title = {Is It Real?: Understanding Interaction Mechanics Within the Reality-virtuality Continuum},
author = {Younes Lakhnati and Raphael Springer and Edward White and Jens Gerken},
url = {https://hci.w-hs.de/pub_isitrealunderstandinteractionmechanics/, PDF Download},
doi = {10.1145/3365610.3365634},
isbn = {978-1-4503-7624-2},
year = {2019},
date = {2019-11-26},
booktitle = {Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia},
publisher = {ACM},
address = {New York, NY, USA},
abstract = {
The concept of Mixed Reality has existed in research for decades but has experienced rapid growth in recent years, mainly due to technological advances and peripherals such as the Microsoft HoloLens reaching the market. Despite this, certain design aspects of Mixed Reality experiences, such as the different nuances of real and virtual elements, remain largely unexplored.
This paper presents an explorative study with 15 participants which aims to investigate and gain a better understanding of the different qualities of real and virtual objects. To that end, we developed a Mixed Reality board game that offered different combinations of real and virtual game components, such as the board, the pieces and the dice. Our analysis shows that the participants generally preferred the completely virtual variant but appreciated different qualities of real and virtual elements. The results also indicate that virtual interaction elements work better on a real background than vice versa. However, this conflicts with some participants' preference of using physical pieces for the haptic experience, creating a design trade-off. This study represents a first step in exploring how the experience changes when swapping elements of differing realities for one another and identifying these trade-offs.
},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
The concept of Mixed Reality has existed in research for decades but has experienced rapid growth in recent years, mainly due to technological advances and peripherals such as the Microsoft HoloLens reaching the market. Despite this, certain design aspects of Mixed Reality experiences, such as the different nuances of real and virtual elements, remain largely unexplored.
This paper presents an explorative study with 15 participants which aims to investigate and gain a better understanding of the different qualities of real and virtual objects. To that end, we developed a Mixed Reality board game that offered different combinations of real and virtual game components, such as the board, the pieces and the dice. Our analysis shows that the participants generally preferred the completely virtual variant but appreciated different qualities of real and virtual elements. The results also indicate that virtual interaction elements work better on a real background than vice versa. However, this conflicts with some participants' preference of using physical pieces for the haptic experience, creating a design trade-off. This study represents a first step in exploring how the experience changes when swapping elements of differing realities for one another and identifying these trade-offs.
|
Arévalo-Arboleda, Stephanie; Miller, Stanislaw; Janka, Martha; Gerken, Jens What's behind a choice? Understanding Modality Choices under Changing Environmental Conditions InproceedingsMIA ICMI '19 2019 International Conference on Multimodal Interaction, S. 291-301, 2019, ISBN: 978-1-4503-6860-5. Abstract | BibTeX | Links:   @inproceedings{Arévalo-Arboleda2019,
title = {What's behind a choice? Understanding Modality Choices under Changing Environmental Conditions},
author = {Stephanie Arévalo-Arboleda and Stanislaw Miller and Martha Janka and Jens Gerken},
url = {https://hci.w-hs.de/pub_whatsbehindachoiceunderstandingmodalitychoicesunderchangingenvironmentalconditions/, PDF Download},
doi = {10.1145/3340555.3353717},
isbn = { 978-1-4503-6860-5},
year = {2019},
date = {2019-10-14},
booktitle = {ICMI '19 2019 International Conference on Multimodal Interaction},
pages = {291-301},
abstract = {Interacting with the physical and digital environment multimodally enhances user flexibility and adaptability to different scenarios. A body of research has focused on comparing the efficiency and effectiveness of different interaction modalities in digital environments. However, little is known about user behavior in an environment that provides freedom to choose from a range of modalities. That is why, we take a closer look at the factors that influence input modality choices. Building on the work by Jameson & Kristensson, our goal is to understand how different factors influence user choices. In this paper, we present a study that aims to explore modality choices in a hands-free interaction environment, wherein participants can choose and combine freely three hands-free modalities (Gaze, Head movements, Speech) to execute point and select actions in a 2D interface. On the one hand, our results show that users avoid switching modalities more often than we expected, particularly, under conditions that should prompt modality switching. On the other hand, when users make a modality switch, user characteristics and consequences of the experienced interaction have a higher impact on the choice, than the changes in environmental conditions. Further, when users switch between modalities, we identified different types of switching behaviors. Users who deliberately try to find and choose an optimal modality (single switcher), users who try to find optimal combinations of modalities (multiple switcher), and a switching behavior triggered by error occurrence (error biased switcher). We believe that these results help to further understand when and how to design for multimodal interaction in real-world systems.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Interacting with the physical and digital environment multimodally enhances user flexibility and adaptability to different scenarios. A body of research has focused on comparing the efficiency and effectiveness of different interaction modalities in digital environments. However, little is known about user behavior in an environment that provides freedom to choose from a range of modalities. That is why, we take a closer look at the factors that influence input modality choices. Building on the work by Jameson & Kristensson, our goal is to understand how different factors influence user choices. In this paper, we present a study that aims to explore modality choices in a hands-free interaction environment, wherein participants can choose and combine freely three hands-free modalities (Gaze, Head movements, Speech) to execute point and select actions in a 2D interface. On the one hand, our results show that users avoid switching modalities more often than we expected, particularly, under conditions that should prompt modality switching. On the other hand, when users make a modality switch, user characteristics and consequences of the experienced interaction have a higher impact on the choice, than the changes in environmental conditions. Further, when users switch between modalities, we identified different types of switching behaviors. Users who deliberately try to find and choose an optimal modality (single switcher), users who try to find optimal combinations of modalities (multiple switcher), and a switching behavior triggered by error occurrence (error biased switcher). We believe that these results help to further understand when and how to design for multimodal interaction in real-world systems. |
Becker, Marvin; Borsum, Florian; Ihmig, Maike; Terbeck, Clara Wheelchair Traffic Assistant - Ein Konzept für mehr Sicherheit durch Usability Inproceedings Mensch und Computer 2019 - Workshopband, Gesellschaft für Informatik e.V., Bonn, 2019. Abstract | BibTeX | Links:   @inproceedings{Becker2019,
title = {Wheelchair Traffic Assistant - Ein Konzept für mehr Sicherheit durch Usability},
author = {Marvin Becker and Florian Borsum and Maike Ihmig and Clara Terbeck},
url = {https://hci.w-hs.de/pub_wheelchair_traffic_assistant-2/, PDF Download},
doi = {10.18420/muc2019-ws-379},
year = {2019},
date = {2019-09-08},
booktitle = {Mensch und Computer 2019 - Workshopband},
publisher = {Gesellschaft für Informatik e.V.},
address = {Bonn},
abstract = {Barrierefreiheit hat sich über die letzten Jahre zu einem wichtigen Prinzip in der Gesellschaft und im Bauwesen entwickelt. Trotzdem ist Barrierefreiheit in vielen Bereichen noch ungenügend umgesetzt. Gehbehinderungen oder Lähmungen (z.B. Tetraplegie) machen sogar das Überqueren der Straße zu einer gefährlichen Situation. Personen im Rollstuhl können aufgrund der sitzenden Position nur schlecht um parkende Autos herum oder über sie hinwegsehen, um die Gefahrensituation einzuschätzen. Dieses Paper stellt ein Konzept für ein Assistenzsystem zur sicheren Straßenüberquerung vor, das Personen, die einen Rollstuhl benutzen, insbesondere Tetraplegiker, dabei unterstützen soll, die Straße an schlecht einsehbaren Stellen zu überqueren und diese bei der Einschätzung der Situation zu unterstützen und vor Gefahren zu warnen. Das Konzept basiert auf der Idee, Daten von am Rollstuhl befestigten Sensoren und Kameras in Echtzeit auszuwerten und diese auf einem Bildschirm darzustellen. Der Nutzer soll durch ein barrierefreies Navigationskonzept zwischen drei Ansichten (Kamerasicht, Vogelperspektive, Rückspiegel) navigieren können.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Barrierefreiheit hat sich über die letzten Jahre zu einem wichtigen Prinzip in der Gesellschaft und im Bauwesen entwickelt. Trotzdem ist Barrierefreiheit in vielen Bereichen noch ungenügend umgesetzt. Gehbehinderungen oder Lähmungen (z.B. Tetraplegie) machen sogar das Überqueren der Straße zu einer gefährlichen Situation. Personen im Rollstuhl können aufgrund der sitzenden Position nur schlecht um parkende Autos herum oder über sie hinwegsehen, um die Gefahrensituation einzuschätzen. Dieses Paper stellt ein Konzept für ein Assistenzsystem zur sicheren Straßenüberquerung vor, das Personen, die einen Rollstuhl benutzen, insbesondere Tetraplegiker, dabei unterstützen soll, die Straße an schlecht einsehbaren Stellen zu überqueren und diese bei der Einschätzung der Situation zu unterstützen und vor Gefahren zu warnen. Das Konzept basiert auf der Idee, Daten von am Rollstuhl befestigten Sensoren und Kameras in Echtzeit auszuwerten und diese auf einem Bildschirm darzustellen. Der Nutzer soll durch ein barrierefreies Navigationskonzept zwischen drei Ansichten (Kamerasicht, Vogelperspektive, Rückspiegel) navigieren können. |