- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Innovative Human-Technology Interaction
- Research Data Management Practices
- Scientific Computing and Data Management
- Interactive and Immersive Displays
- Team Dynamics and Performance
- Conferences and Exhibitions Management
- Impact of Technology on Adolescents
- Functional Brain Connectivity Studies
- Flow Experience in Various Fields
- Mind wandering and attention
- Human-Automation Interaction and Safety
- EEG and Brain-Computer Interfaces
- Service-Oriented Architecture and Web Services
- Educational Games and Gamification
- Privacy, Security, and Data Protection
- Neural and Behavioral Psychology Studies
- Petri Nets in System Modeling
- Business Process Modeling and Analysis
- Behavioral Health and Interventions
- Data Quality and Management
- Digital Games and Media
- AI in Service Interactions
- Human Motion and Animation
University of Bremen
2018-2024
Questionnaires are among the most common research tools in virtual reality (VR) evaluations and user studies. However, transitioning from worlds to physical world respond VR experience questionnaires can potentially lead systematic biases. Administering (inVRQs) is becoming more contemporary research. This based on intuitive notion that inVRQs may ease participation, reduce Break Presence (BIP) avoid In this paper, we perform a investigation into effects of interrupting through using...
Translation apps and devices are often presented in the context of providing assistance while traveling abroad. However, spectrum needs for cross-language communication is much wider. To investigate these needs, we conducted three studies with populations spanning socioeconomic status geographic regions: (1) United States-based travelers, (2) migrant workers India, (3) immigrant States. We compare frequent travelers' perception actual translation those two communities. The latter two, low...
During the Covid-19 pandemic, online meetings became common for daily teamwork in home office. To understand opportunities and challenges of meeting virtual reality (VR) compared to video conferences, we conducted weekly team our human-computer interaction research lab on five off-the-shelf platforms over four months. After each 12 meetings, asked participants (N = 32) share their experiences, resulting 200 completed questionnaires. We evaluated ratings overall experience an exploratory...
In human-computer interaction (HCI), there has been a push towards open science, but to date, this not happened consistently for HCI research utilizing brain signals due unclear guidelines support reuse and reproduction. To understand existing practices in the field, paper examines 110 publications, exploring domains, applications, modalities, mental states processes, more. This analysis reveals variance how authors report experiments, which creates challenges understand, reproduce, build on...
Data-flow errors in BPMN 2.0 process models, such as missing or unused data, lead to undesired executions. In particular, since with a standardized execution semantics allows specifying alternatives for data well optional identifying systematically is difficult. this paper, we propose an approach detecting data-flow models. We formalize models by mapping them Petri Nets and unfolding the regarding data. define set of anti-patterns representing By employing anti-patterns, our tool performs...
Social networking services (SNSs) have become integral in people's lives to create and maintain meaningful relationships. However, their user interfaces (UIs) matured into complex structures often manifesting as labyrinthine layouts that result frustration among users – for instance, when trying control privacy-related settings. In this paper, we address problem with two studies. First, assessed users' expectations through an extended card sorting exercise, tasking N = 21 participants group...
Many serious games are most effective when played regularly; however, little is known about how individual game elements support player adherence over time. This work draws on evidence from existing frameworks and design theories as well the of casual to investigate mechanics affect attrition in a game. We implemented math-learning which we could individually layer various mechanics, course 3 weeks, 99 participants one six versions: Baseline, Rewards, Novelty, Completion, Waiting, or...
extended-abstract Share on Evaluating User Experiences in Mixed Reality Authors: Dmitry Alexandrovsky DMLab University of Bremen Bremen, Germany GermanyView Profile , Susanne Putze Valentin Schwind Frankfurt Applied Sciences Frankfurt, Elisa D. Mekler Aalto Helsinki, Finland FinlandView Jan David Smeddinck Newcastle University, UK UKView Denise Kahl DFKI Saarland Informatics Campus Saarbrücken, Antonio Krüger Rainer Malaka Authors Info & Claims CHI EA '21: Extended Abstracts the 2021...
This study explores the prevalence of dark patterns in mobile games that exploit players through temporal, monetary, social, and psychological means. Recognizing ethical concerns potential harm surrounding these manipulative strategies, we analyze user-generated data 1496 to identify relationships between deployment within "dark" "healthy" games. Our findings reveal are not only widespread typically seen as problematic but also present may be perceived benign. research contributes needed...
We present VRBox--an interactive sandbox for playful and immersive terraforming that combines the approach of augmented sandboxes with virtual reality technology mid-air gestures. Our demonstration offers a (VR) environment containing landscape, which user designs via interacting real sand while wearing VR head-mounted display (HMD). Whereas have been used before, our using in novel original features such as exploring landscape from first person perspective. In this demo, users can...
In many research areas, such as the material sciences, researchers plan and conduct numerous experiments. The corresponding findings are published, while underlying data remains described haphazardly or not at all within respective institutes and, therefore, is neither shared nor reused by scientific community.
During the Covid-19 pandemic, online meetings became common for daily teamwork in home office. To understand opportunities and challenges of meeting virtual reality (VR) compared to video conferences, we conducted weekly team our human-computer interaction research lab on five off-the-shelf platforms over four months. After each 12 meetings, asked participants (N = 32) share their experiences, resulting 200 completed questionnaires. We evaluated ratings overall experience an exploratory...
Measure user experience in MR (i.e., AR/VR) studies is essential. Researchers apply a wide range of measuring methods using objective (e.g., biosignals, time logging), behavioral gaze direction, movement amplitude), and subjective standardized questionnaires) metrics. Many these measurement instruments were adapted from use-cases outside but have not been validated for usage experiments. However, researchers are faced with various challenges design alternatives when immersive experiences....
Subjective self-reports in VR user studies is a burdening and often tedious task for the participants. To minimize disruption with ongoing experience research has started to administer surveying directly inside virtual environments. However, due nature of text-entry VR, most tools focus on closed questions predetermined responses, while open free-text responses remain unexplored. This neglects crucial part UX research. provide guidance suitable self-reporting methods studies, this position...