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BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220505T094500
DTEND;TZID=America/New_York:20220505T100000
DTSTAMP:20260509T162401
CREATED:20220422T100000Z
LAST-MODIFIED:20220422T102432Z
UID:1797-1651743900-1651744800@www.germanhci.de
SUMMARY:Where Should We Put It? Layout and Placement Strategies of Documents in Augmented Reality for Collaborative Sensemaking
DESCRIPTION:Future offices are likely reshaped by Augmented Reality (AR) extending the display space while maintaining awareness of surroundings\, and thus promise to support collaborative tasks such as brainstorming or sensemaking. However\, it is unclear how physical surroundings and co-located collaboration influence the spatial organization of virtual content for sensemaking.Therefore\, we conducted a study (N=28) to investigate the effect of office environments and work styles during a document classification task using AR with regard to content placement\, layout strategies\, and sensemaking workflows. Results show that participants require furniture\, especially tables and whiteboards\, to assist sensemaking and collaboration regardless of room settings\, while generous free spaces (e.g.\, walls) are likely used when available. Moreover\, collaborating participants tend to use furniture despite personal layout preferences. We identified different placement and layout strategies\, as well as the transitions in-between. Finally\, we propose design implications for future immersive sensemaking applications and beyond.
URL:https://www.germanhci.de/event/where-should-we-put-it-layout-and-placement-strategies-of-documents-in-augmented-reality-for-collaborative-sensemaking/
LOCATION:Room: 393
CATEGORIES:Reasoning and Sensemaking
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220505T094500
DTEND;TZID=America/New_York:20220505T100000
DTSTAMP:20260509T162401
CREATED:20220422T095003Z
LAST-MODIFIED:20220426T170025Z
UID:1738-1651743900-1651744800@www.germanhci.de
SUMMARY:Remote VR Studies: A Framework for Running Virtual Reality Studies Remotely Via Participant-Owned HMDs
DESCRIPTION:We investigate opportunities and challenges of running virtual reality (VR) studies remotely. Today\, many consumers own head-mounted displays (HMDs)\, allowing them to participate in scientific studies from their homes using their own equipment. Researchers can benefit from this approach by being able to recruit study populations normally out of their reach\, and to conduct research at times when it is difficult to get people into the lab (cf. the COVID pandemic). In an initial online survey (N=227)\, we assessed HMD owners’ demographics\, their VR setups and their attitudes towards remote participation. We then identified different approaches to running remote studies and conducted two case studies for an in-depth understanding. We synthesize our findings into a framework for remote VR studies\, discuss strengths and weaknesses of the different approaches\, and derive best practices. Our work is valuable for HCI researchers conducting VR studies outside labs.
URL:https://www.germanhci.de/event/remote-vr-studies-a-framework-for-running-virtual-reality-studies-remotely-via-participant-owned-hmds/
LOCATION:Room: 383-385
CATEGORIES:Empirical Studies and Design Methods
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220505T091500
DTEND;TZID=America/New_York:20220505T093000
DTSTAMP:20260509T162401
CREATED:20220422T095220Z
LAST-MODIFIED:20220426T165923Z
UID:1750-1651742100-1651743000@www.germanhci.de
SUMMARY:Squeezy-Feely: Investigating Lateral Thumb-Index Pinching as an Input Modality
DESCRIPTION:From zooming on smartphones and mid-air gestures to deformable user interfaces\, thumb-index pinching grips are used in many interaction techniques. However\, there is still a lack of systematic understanding of how the accuracy and efficiency of such grips are affected by various factors such as counterforce\, grip span\, and grip direction. Therefore\, in this paper\, we contribute an evaluation (N = 18) of thumb-index pinching performance in a visual targeting task using scales up to 75 items. As part of our findings\, we conclude that the pinching interaction between the thumb and index finger is a promising modality also for one-dimensional input on higher scales. Furthermore\, we discuss and outline implications for future user interfaces that benefit from pinching as an additional and complementary interaction modality.
URL:https://www.germanhci.de/event/squeezy-feely-investigating-lateral-thumb-index-pinching-as-an-input-modality/
LOCATION:Room: 286-287
CATEGORIES:Interaction Schemes and Patterns I
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T163000
DTEND;TZID=America/New_York:20220504T164500
DTSTAMP:20260509T162401
CREATED:20220422T095858Z
LAST-MODIFIED:20220426T165904Z
UID:1790-1651681800-1651682700@www.germanhci.de
SUMMARY:"Your Eyes Tell You Have Used This Password Before": Identifying Password Reuse from Gaze and Keystroke Dynamics
DESCRIPTION:A significant drawback of text passwords for end-user authentication is password reuse. We propose a novel approach to detect password reuse by leveraging gaze as well as typing behavior and study its accuracy. We collected gaze and typing behavior from 49 users while creating accounts for 1) a webmail client and 2) a news website. While most participants came up with a new password\, 32% reported having reused an old password when setting up their accounts. We then compared different ML models to detect password reuse from the collected data. Our models achieve an accuracy of up to 87.7% in detecting password reuse from gaze\, 75.8% accuracy from typing\, and 88.75% when considering both types of behavior. We demonstrate that revised{using gaze\, password} reuse can already be detected during the registration process\, before users entered their password. Our work paves the road for developing novel interventions to prevent password reuse.
URL:https://www.germanhci.de/event/your-eyes-tell-you-have-used-this-password-before-identifying-password-reuse-from-gaze-and-keystroke-dynamics/
LOCATION:Room: 288-289
CATEGORIES:Touch and tangibility
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T161500
DTEND;TZID=America/New_York:20220504T163000
DTSTAMP:20260509T162401
CREATED:20220422T100001Z
LAST-MODIFIED:20220426T165852Z
UID:1800-1651680900-1651681800@www.germanhci.de
SUMMARY:Smooth as Steel Wool: Effects of Visual Stimuli on the Haptic Perception of Roughness in Virtual Reality
DESCRIPTION:Haptic Feedback is essential for lifelike Virtual Reality (VR) experiences. To provide a wide range of matching sensations of being touched or stroked\, current approaches typically need large numbers of different physical textures. However\, even advanced devices can only accommodate a limited number of textures to remain wearable. Therefore\, a better understanding is necessary of how expectations elicited by different visualizations affect haptic perception\, to achieve a balance between physical constraints and great variety of matching physical textures.\nIn this work\, we conducted an experiment (N=31) assessing how the perception of roughness is affected within VR. We designed a prototype for arm stroking and compared the effects of different visualizations on the perception of physical textures with distinct roughnesses. Additionally\, we used the visualizations’ real-world materials\, no-haptics and vibrotactile feedback as baselines. As one result\, we found that two levels of roughness can be sufficient to convey a realistic illusion.
URL:https://www.germanhci.de/event/smooth-as-steel-wool-effects-of-visual-stimuli-on-the-haptic-perception-of-roughness-in-virtual-reality/
LOCATION:Room: 288-289
CATEGORIES:Touch and tangibility
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T161500
DTEND;TZID=America/New_York:20220504T163000
DTSTAMP:20260509T162401
CREATED:20220422T095946Z
LAST-MODIFIED:20220426T165807Z
UID:1792-1651680900-1651681800@www.germanhci.de
SUMMARY:It Is Not Always Discovery Time': Four Pragmatic Approaches in Designing AI Systems
DESCRIPTION:While systems that use Artificial Intelligence (AI) are increasingly becoming part of everyday technology use\, we do not fully understand how AI changes design processes. A structured understanding of how designers work with AI is needed to improve the design process and educate future designers. To that end\, we conducted interviews with designers who participated in projects which used AI. While past work focused on AI systems created by experienced designers\, we focus on the perspectives of a diverse sample of interaction designers. Our results show that the design process of an interactive system is affected when AI is integrated and that design teams adapt their processes to accommodate AI. Based on our data\, we contribute four approaches adopted by interaction designers working with AI: a priori\, post-hoc\, model-centric\, and competence-centric. Our work contributes a pragmatic account of how design processes for AI systems are enacted.
URL:https://www.germanhci.de/event/it-is-not-always-discovery-time-four-pragmatic-approaches-in-designing-ai-systems/
LOCATION:Room: 383-385
CATEGORIES:Intelligent Systems and Applications
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T161500
DTEND;TZID=America/New_York:20220504T163000
DTSTAMP:20260509T162401
CREATED:20220422T095946Z
LAST-MODIFIED:20220426T165836Z
UID:1794-1651680900-1651681800@www.germanhci.de
SUMMARY:STRAIDE: A Research Platform for Shape-Changing Spatial Displays based on Actuated Strings
DESCRIPTION:We present STRAIDE\, a string-actuated interactive display environment that allows to explore the promising potential of shape-changing interfaces for casual visualizations. At the core\, we envision a platform that spatially levitates elements to create dynamic visual shapes in space. We conceptualize this type of tangible mid-air display and discuss its multifaceted design dimensions. Through a design exploration\, we realize a physical research platform with adjustable parameters and modular components. For conveniently designing and implementing novel applications\, we provide developer tools ranging from graphical emulators to in-situ augmented reality representations. To demonstrate STRAIDE’s reconfigurability\, we further introduce three representative physical setups as a basis for situated applications including ambient notifications\, personal smart home controls\, and entertainment. They serve as a technical validation\, lay the foundations for a discussion with developers that provided valuable insights\, and encourage ideas for future usage of this type of appealing interactive installation.
URL:https://www.germanhci.de/event/straide-a-research-platform-for-shape-changing-spatial-displays-based-on-actuated-strings/
LOCATION:Room: 290
CATEGORIES:Shape Displays
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T153000
DTEND;TZID=America/New_York:20220504T161500
DTSTAMP:20260509T162401
CREATED:20220502T221042Z
LAST-MODIFIED:20220502T221144Z
UID:2275-1651678200-1651680900@www.germanhci.de
SUMMARY:EyeMeet: A Joint Attention Support System for Remote Meetings
DESCRIPTION:A major challenge in remote meetings is that awareness cues\, such as gaze\, become degraded despite playing a crucial role in communication and establishing joint attention. Eye tracking allows overcoming these obstacles by enabling augmentation of remote meetings with gaze information. In this project\, we followed a participatory approach by first distributing a scenario-based survey to students (n=79) to uncover their preference of eye-based joint attention support (real-time\, retrospective\, real-time & retrospective\, no) for remote university meetings. Building on these findings\, we developed EyeMeet\, an eye-based joint attention support system that combines state-of-the-art real-time joint attention support with a retrospective attention feedback for remote meetings. In a four-week study\, two student groups worked remotely on course assignments using EyeMeet. Our findings of the study highlight that EyeMeets supports students in staying more focused on the meetings. Complementing real-time joint attention support\, retrospective joint attention feedback is recognized to provide valuable support for reflecting and adapting behavior for upcoming meetings.
URL:https://www.germanhci.de/event/eyemeet-a-joint-attention-support-system-for-remote-meetings-2/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T153000
DTEND;TZID=America/New_York:20220504T161500
DTSTAMP:20260509T162401
CREATED:20220422T100303Z
LAST-MODIFIED:20220426T165745Z
UID:1815-1651678200-1651680900@www.germanhci.de
SUMMARY:Spirituality at the Breakfast Table: Experiences of Christian Online Worship Services
DESCRIPTION:Since the COVID-19 pandemics\, we have witnessed an increase in online worship services. Nevertheless\, HCI has little insight into how technological mediation influences religious experiences and how technology should be designed for use in religious contexts. Therefore\, we see a unique opportunity to understand better real-world experiences of technology use in religious rituals and\, more specifically\, in online worship services. Inspired by contextual design\, We virtually observed and interviewed eight persons during and after participation in online worship services. We identified a field of tension between faith\, everyday life\, individuality\, and community.\nThe data suggests that current online worship service systems do not account for believers’ needs for community\, faith\, or extraordinariness. We discuss opportunities for future research and design\, and aim to contribute to the understanding of online worship service experiences and the design of technology-mediated religious experiences.
URL:https://www.germanhci.de/event/spirituality-at-the-breakfast-table-experiences-of-christian-online-worship-services-2/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T153000
DTEND;TZID=America/New_York:20220504T161500
DTSTAMP:20260509T162401
CREATED:20220422T100048Z
LAST-MODIFIED:20220426T165727Z
UID:1802-1651678200-1651680900@www.germanhci.de
SUMMARY:VRySmart: a Framework for Embedding Smart Devices in Virtual Reality
DESCRIPTION:As immersive virtual experiences find their way into our living room entertainment\, they are becoming part of our daily technological consumption. However\, state-of-the-art virtual reality (VR) remains disconnected from other digital devices in our environment\, such as smartphones or tablets. As context switches between acting in the virtual environment and resolving external notifications negatively influence immersion\, we look towards integrating smart devices into virtual experiences. To this aim\, we present the VRySmart framework. Through either optical marker tracking or simultaneous localization and mapping (SLAM)\, embedded smart devices can be used as VR controllers with different levels of integration while their content is incorporated into the virtual context to support the plausibility of the illusion. To investigate user impressions\, we conducted a study ($N = 10$) where participants used a smartphone in four different virtual scenarios. Participants positively assessed smart device usage in VR. We conclude by framing implications for future work.
URL:https://www.germanhci.de/event/vrysmart-a-framework-for-embedding-smart-devices-in-virtual-reality-2/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T153000
DTEND;TZID=America/New_York:20220504T161500
DTSTAMP:20260509T162401
CREATED:20220422T095858Z
LAST-MODIFIED:20220426T165707Z
UID:1789-1651678200-1651680900@www.germanhci.de
SUMMARY:"Where did you first meet the owner?'' -- Exploring Usable Authentication for Smart Home Visitors
DESCRIPTION:Visitors in smart homes might want to use certain device features\, as far as permitted by the device owner (e.g.\, streaming music on a smart speaker). At the same time\, protecting access to features from attackers is crucial\, motivating a need for authentication.However\, it is unclear if and how smart home visitors should authenticate as they usually do not have access to respective interfaces.\nWe explore considerations for the design of authentication for visitors evolving around\, e.g.\, the visitors themselves as well as the environment and concrete mechanisms.\nMoreover\, we suggest a concrete idea: security questions to authenticate visitors in smart homes.\nIn an interview study (N=24)\, we found that owners and visitors appreciated the low effort and would adapt our approach.\nWe conclude with future research directions that we hope will spark further discussions around the design of authentication for smart homes\, considering visitors and owners alike.
URL:https://www.germanhci.de/event/where-did-you-first-meet-the-owner-exploring-usable-authentication-for-smart-home-visitors-2/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T153000
DTEND;TZID=America/New_York:20220504T161500
DTSTAMP:20260509T162401
CREATED:20220422T095842Z
LAST-MODIFIED:20220426T165655Z
UID:1782-1651678200-1651680900@www.germanhci.de
SUMMARY:Towards Balancing Real-World Awareness and VR Immersion in Mobile VR
DESCRIPTION:Virtual Reality (VR) can be used to create immersive infotainment experiences for car passengers. However\, not much is known about how to best incorporate the essentials of their surroundings for balancing real-world awareness and immersion. To address this gap\, we explored 2D and 3D visual cues of the rear-seat space to notify passengers about different real-world tasks (lower armrest\, take cup\, close window\, and hold handle) during a first-person game in VR. Results from our pilot study (n=19) show that users perceive a lower workload in the task hold handle than all other tasks. They also feel more immersed in VR after completing this task\, compared to take cup and close window. Based on our findings\, we propose real-world task types\, synchronous visual cues\, and various input and transition approaches as promising future research directions.
URL:https://www.germanhci.de/event/towards-balancing-real-world-awareness-and-vr-immersion-in-mobile-vr-2/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T153000
DTEND;TZID=America/New_York:20220504T161500
DTSTAMP:20260509T162401
CREATED:20220422T095435Z
LAST-MODIFIED:20220426T165636Z
UID:1761-1651678200-1651680900@www.germanhci.de
SUMMARY:"I Want It That Way": Exploring Users' Customization and Personalization Preferences for Home Assistants
DESCRIPTION:Home assistants are becoming a widespread product\, but they mostly come as a compact device and offer very few customization and personalization features\, which often leads to dissatisfaction. With the technological advancements\, these systems are becoming more adaptable to the users’ needs and can better imitate a human personality. To achieve that efficiently\, understanding how different users envision their desired assistant is crucial. To identify people’s customization and personalization preferences and their desired personality for a home assistant\, we designed a set of storyboards depicting a variety of possible features in a domestic setting and conducted a user study (N=15)\, including a series of semi-structured interviews. Our quantitative results suggest that users prefer an agent which is highly agreeable and has higher conscientiousness and emotional stability. Furthermore\, we discuss users’ customization and personalization preferences for a home assistant\, which could be considered when designing the future generation of home assistants.
URL:https://www.germanhci.de/event/i-want-it-that-way-exploring-users-customization-and-personalization-preferences-for-home-assistants-2/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T153000
DTEND;TZID=America/New_York:20220504T161500
DTSTAMP:20260509T162401
CREATED:20220422T095020Z
LAST-MODIFIED:20220426T165620Z
UID:1747-1651678200-1651680900@www.germanhci.de
SUMMARY:If The Map Fits! Exploring Minimaps as Distractors from Non-Euclidean Spaces in Virtual Reality
DESCRIPTION:With non-Euclidean spaces\, Virtual Reality (VR) experiences can overcome the limitations of physical space by using overlapping virtual rooms. However\, the illusion created by these spaces can be discovered\, if the overlap is too large. Thus\, in this work\, we investigate if users can be distracted from the overlap by showing a minimap that suggests that there is none. When done correctly\, more VR space can be mapped into the existing physical space\, allowing for more spacious virtual experiences. Through a user study\, we found that participants uncovered the overlap of two virtual rooms when it was at 100% and above. Our results show that an additional minimap renders overlapping virtual rooms more believable and can serve as an additional tool to overcome physical limitations for natural locomotion in VR.
URL:https://www.germanhci.de/event/if-the-map-fits-exploring-minimaps-as-distractors-from-non-euclidean-spaces-in-virtual-reality-2/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T153000
DTEND;TZID=America/New_York:20220504T161500
DTSTAMP:20260509T162401
CREATED:20220422T095005Z
LAST-MODIFIED:20220426T165551Z
UID:1741-1651678200-1651680900@www.germanhci.de
SUMMARY:Mask removal isn't always convenient in public! -- The Impact of the Covid-19 Pandemic on Device Usage and User Authentication
DESCRIPTION:The ongoing Covid-19 pandemic has impacted our everyday lives and demands everyone to take countermeasures such as wearing masks or disinfecting their hands. However\, while previous work suggests that these countermeasures may profoundly impact biometric authentication\, an investigation of the actual impact is still missing.\nHence\, in this work\, we present our findings from an online survey (n=334) on experienced changes in device usage and failures of authentication.\nOur results show significant changes in personal and shared device usage\, as well as a significant increase in experienced failures when comparing the present situation to before the Covid-19 pandemic.\nFrom our qualitative analysis of participants’ responses\, we derive potential reasons for these changes in device usage and increases in authentication failures.\nOur findings suggest that making authentication contactless is only one of the aspects relevant to encounter the novel challenges caused by the pandemic.
URL:https://www.germanhci.de/event/mask-removal-isnt-always-convenient-in-public-the-impact-of-the-covid-19-pandemic-on-device-usage-and-user-authentication-2/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T150000
DTEND;TZID=America/New_York:20220504T151500
DTSTAMP:20260509T162401
CREATED:20220422T095005Z
LAST-MODIFIED:20220426T165527Z
UID:1743-1651676400-1651677300@www.germanhci.de
SUMMARY:Effects of Pedestrian Behavior\, Time Pressure\, and Repeated Exposure on Crossing Decisions in Front of Automated Vehicles Equipped with External Communication
DESCRIPTION:Automated vehicles are expected to substitute driver-pedestrian communication via LED strips or displays. This communication is expected to improve trust and the crossing process in general. However\, numerous factors such as other pedestrians’ behavior\, perceived time pressure\, or previous experience influence crossing decisions. Therefore\, we report the results of a triply subdivided Virtual Reality study (N=18) evaluating these. Results show that external communication was perceived as hedonically pleasing\, increased perceived safety and trust\, and also that pedestrians’ behavior affected participants’ behavior. A timer did not alter crossing behavior\, however\, repeated exposure increased trust and reduced crossing times\, showing a habituation effect.\nOur work helps better to integrate research on external communication in ecologically valid settings.
URL:https://www.germanhci.de/event/effects-of-pedestrian-behavior-time-pressure-and-repeated-exposure-on-crossing-decisions-in-front-of-automated-vehicles-equipped-with-external-communication/
LOCATION:Room: 386
CATEGORIES:Out and About
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T144500
DTEND;TZID=America/New_York:20220504T150000
DTSTAMP:20260509T162401
CREATED:20220422T095612Z
LAST-MODIFIED:20220426T164803Z
UID:1771-1651675500-1651676400@www.germanhci.de
SUMMARY:BikeAR: Understanding Cyclists’ Crossing Decision-Making at Uncontrolled Intersections using Augmented Reality
DESCRIPTION:Cycling has become increasingly popular as a means of transportation. However\, cyclists remain a highly vulnerable group of road users. According to accident reports\, one of the most dangerous situations for cyclists are uncontrolled intersections\, where cars approach from both directions. To address this issue and assist cyclists in crossing decision-making at uncontrolled intersections\, we designed two visualizations that: (1) highlight occluded cars through an X-ray vision and (2) depict the remaining time the intersection is safe to cross via a Countdown. To investigate the efficiency of these visualizations\, we proposed an Augmented Reality simulation as a novel evaluation method\, in which the above visualizations are represented as AR\, and conducted a controlled experiment with 24 participants indoors. We found that the X-ray ensures a fast selection of shorter gaps between cars\, while the Countdown facilitates a feeling of safety and provides a better intersection overview.
URL:https://www.germanhci.de/event/bikear-understanding-cyclists-crossing-decision-making-at-uncontrolled-intersections-using-augmented-reality/
LOCATION:Room: 386
CATEGORIES:Out and About
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T144500
DTEND;TZID=America/New_York:20220504T150000
DTSTAMP:20260509T162401
CREATED:20220422T095020Z
LAST-MODIFIED:20220426T165039Z
UID:1748-1651675500-1651676400@www.germanhci.de
SUMMARY:Pandemic Displays: Considering Hygiene on Public Touchscreens in the Post-Pandemic Era
DESCRIPTION:The COVID-19 pandemic created unprecedented questions for touch-based public displays regarding hygiene\, risks\, and general awareness. We study how people perceive and consider hygiene on shared touchscreens\, and how touchscreens could be improved through hygiene-related functions. First\, we report the results from an online survey (n = 286). Second\, we present a hygiene concept for touchscreens that visualizes prior touches and provides information about the cleaning of the display and number of prior users. Third\, we report the feedback for our hygiene concept from 77 participants. We find that there is demand for improved awareness of public displays’ hygiene status\, especially among those with stronger concerns about COVID-19. A particularly desired detail is when the display has been cleaned. For visualizing prior touches\, fingerprints worked best. We present further considerations for designing for hygiene on public displays
URL:https://www.germanhci.de/event/pandemic-displays-considering-hygiene-on-public-touchscreens-in-the-post-pandemic-era/
LOCATION:Room: 291
CATEGORIES:Everyday Life and Technologies
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T143000
DTEND;TZID=America/New_York:20220504T144500
DTSTAMP:20260509T162401
CREATED:20220422T095220Z
LAST-MODIFIED:20220426T165229Z
UID:1752-1651674600-1651675500@www.germanhci.de
SUMMARY:There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum
DESCRIPTION:Modern games make creative use of First- and Third-person perspectives (FPP and TPP) to allow the player to explore virtual worlds. Traditionally\, FPP and TPP perspectives are seen as distinct concepts. Yet\, Virtual Reality (VR) allows for flexibility in choosing perspectives. We introduce the notion of a perspective continuum in VR\, which is technically related to the camera position and conceptually to how users perceive their environment in VR. A perspective continuum enables adapting and manipulating the sense of agency and involvement in the virtual world. This flexibility of perspectives broadens the design space of VR experiences through deliberately manipulating perception. In a study\, we explore users’ attitudes\, experiences and perceptions while controlling a virtual character from the two known perspectives. Statistical analysis of the empirical results shows the existence of a perspective continuum in VR. Our findings can be used to design experiences based on shifts of perception.
URL:https://www.germanhci.de/event/there-is-no-first-or-third-person-view-in-virtual-reality-understanding-the-perspective-continuum/
LOCATION:Room: 386
CATEGORIES:Models and Theories
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T101500
DTEND;TZID=America/New_York:20220504T110000
DTSTAMP:20260509T162401
CREATED:20220502T221041Z
LAST-MODIFIED:20220502T221212Z
UID:2274-1651659300-1651662000@www.germanhci.de
SUMMARY:EyeMeet: A Joint Attention Support System for Remote Meetings
DESCRIPTION:A major challenge in remote meetings is that awareness cues\, such as gaze\, become degraded despite playing a crucial role in communication and establishing joint attention. Eye tracking allows overcoming these obstacles by enabling augmentation of remote meetings with gaze information. In this project\, we followed a participatory approach by first distributing a scenario-based survey to students (n=79) to uncover their preference of eye-based joint attention support (real-time\, retrospective\, real-time & retrospective\, no) for remote university meetings. Building on these findings\, we developed EyeMeet\, an eye-based joint attention support system that combines state-of-the-art real-time joint attention support with a retrospective attention feedback for remote meetings. In a four-week study\, two student groups worked remotely on course assignments using EyeMeet. Our findings of the study highlight that EyeMeets supports students in staying more focused on the meetings. Complementing real-time joint attention support\, retrospective joint attention feedback is recognized to provide valuable support for reflecting and adapting behavior for upcoming meetings.
URL:https://www.germanhci.de/event/eyemeet-a-joint-attention-support-system-for-remote-meetings/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T101500
DTEND;TZID=America/New_York:20220504T110000
DTSTAMP:20260509T162401
CREATED:20220422T100303Z
LAST-MODIFIED:20220426T165345Z
UID:1814-1651659300-1651662000@www.germanhci.de
SUMMARY:Spirituality at the Breakfast Table: Experiences of Christian Online Worship Services
DESCRIPTION:Since the COVID-19 pandemics\, we have witnessed an increase in online worship services. Nevertheless\, HCI has little insight into how technological mediation influences religious experiences and how technology should be designed for use in religious contexts. Therefore\, we see a unique opportunity to understand better real-world experiences of technology use in religious rituals and\, more specifically\, in online worship services. Inspired by contextual design\, We virtually observed and interviewed eight persons during and after participation in online worship services. We identified a field of tension between faith\, everyday life\, individuality\, and community.\nThe data suggests that current online worship service systems do not account for believers’ needs for community\, faith\, or extraordinariness. We discuss opportunities for future research and design\, and aim to contribute to the understanding of online worship service experiences and the design of technology-mediated religious experiences.
URL:https://www.germanhci.de/event/spirituality-at-the-breakfast-table-experiences-of-christian-online-worship-services/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T101500
DTEND;TZID=America/New_York:20220504T110000
DTSTAMP:20260509T162401
CREATED:20220422T100048Z
LAST-MODIFIED:20220426T165427Z
UID:1801-1651659300-1651662000@www.germanhci.de
SUMMARY:VRySmart: a Framework for Embedding Smart Devices in Virtual Reality
DESCRIPTION:As immersive virtual experiences find their way into our living room entertainment\, they are becoming part of our daily technological consumption. However\, state-of-the-art virtual reality (VR) remains disconnected from other digital devices in our environment\, such as smartphones or tablets. As context switches between acting in the virtual environment and resolving external notifications negatively influence immersion\, we look towards integrating smart devices into virtual experiences. To this aim\, we present the VRySmart framework. Through either optical marker tracking or simultaneous localization and mapping (SLAM)\, embedded smart devices can be used as VR controllers with different levels of integration while their content is incorporated into the virtual context to support the plausibility of the illusion. To investigate user impressions\, we conducted a study ($N = 10$) where participants used a smartphone in four different virtual scenarios. Participants positively assessed smart device usage in VR. We conclude by framing implications for future work.
URL:https://www.germanhci.de/event/vrysmart-a-framework-for-embedding-smart-devices-in-virtual-reality/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T101500
DTEND;TZID=America/New_York:20220504T110000
DTSTAMP:20260509T162401
CREATED:20220422T095857Z
LAST-MODIFIED:20220427T075942Z
UID:1788-1651659300-1651662000@www.germanhci.de
SUMMARY:"Where did you first meet the owner?'' -- Exploring Usable Authentication for Smart Home Visitors
DESCRIPTION:Visitors in smart homes might want to use certain device features\, as far as permitted by the device owner (e.g.\, streaming music on a smart speaker). At the same time\, protecting access to features from attackers is crucial\, motivating a need for authentication.However\, it is unclear if and how smart home visitors should authenticate as they usually do not have access to respective interfaces.\nWe explore considerations for the design of authentication for visitors evolving around\, e.g.\, the visitors themselves as well as the environment and concrete mechanisms.\nMoreover\, we suggest a concrete idea: security questions to authenticate visitors in smart homes.\nIn an interview study (N=24)\, we found that owners and visitors appreciated the low effort and would adapt our approach.\nWe conclude with future research directions that we hope will spark further discussions around the design of authentication for smart homes\, considering visitors and owners alike.
URL:https://www.germanhci.de/event/where-did-you-first-meet-the-owner-exploring-usable-authentication-for-smart-home-visitors/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T101500
DTEND;TZID=America/New_York:20220504T110000
DTSTAMP:20260509T162401
CREATED:20220422T095842Z
LAST-MODIFIED:20220427T075036Z
UID:1781-1651659300-1651662000@www.germanhci.de
SUMMARY:Towards Balancing Real-World Awareness and VR Immersion in Mobile VR
DESCRIPTION:Virtual Reality (VR) can be used to create immersive infotainment experiences for car passengers. However\, not much is known about how to best incorporate the essentials of their surroundings for balancing real-world awareness and immersion. To address this gap\, we explored 2D and 3D visual cues of the rear-seat space to notify passengers about different real-world tasks (lower armrest\, take cup\, close window\, and hold handle) during a first-person game in VR. Results from our pilot study (n=19) show that users perceive a lower workload in the task hold handle than all other tasks. They also feel more immersed in VR after completing this task\, compared to take cup and close window. Based on our findings\, we propose real-world task types\, synchronous visual cues\, and various input and transition approaches as promising future research directions.
URL:https://www.germanhci.de/event/towards-balancing-real-world-awareness-and-vr-immersion-in-mobile-vr/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T101500
DTEND;TZID=America/New_York:20220504T110000
DTSTAMP:20260509T162401
CREATED:20220422T095435Z
LAST-MODIFIED:20220427T075839Z
UID:1760-1651659300-1651662000@www.germanhci.de
SUMMARY:"I Want It That Way": Exploring Users' Customization and Personalization Preferences for Home Assistants
DESCRIPTION:Home assistants are becoming a widespread product\, but they mostly come as a compact device and offer very few customization and personalization features\, which often leads to dissatisfaction. With the technological advancements\, these systems are becoming more adaptable to the users’ needs and can better imitate a human personality. To achieve that efficiently\, understanding how different users envision their desired assistant is crucial. To identify people’s customization and personalization preferences and their desired personality for a home assistant\, we designed a set of storyboards depicting a variety of possible features in a domestic setting and conducted a user study (N=15)\, including a series of semi-structured interviews. Our quantitative results suggest that users prefer an agent which is highly agreeable and has higher conscientiousness and emotional stability. Furthermore\, we discuss users’ customization and personalization preferences for a home assistant\, which could be considered when designing the future generation of home assistants.
URL:https://www.germanhci.de/event/i-want-it-that-way-exploring-users-customization-and-personalization-preferences-for-home-assistants/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T101500
DTEND;TZID=America/New_York:20220504T110000
DTSTAMP:20260509T162401
CREATED:20220422T095020Z
LAST-MODIFIED:20220426T152513Z
UID:1746-1651659300-1651662000@www.germanhci.de
SUMMARY:If The Map Fits! Exploring Minimaps as Distractors from Non-Euclidean Spaces in Virtual Reality
DESCRIPTION:With non-Euclidean spaces\, Virtual Reality (VR) experiences can overcome the limitations of physical space by using overlapping virtual rooms. However\, the illusion created by these spaces can be discovered\, if the overlap is too large. Thus\, in this work\, we investigate if users can be distracted from the overlap by showing a minimap that suggests that there is none. When done correctly\, more VR space can be mapped into the existing physical space\, allowing for more spacious virtual experiences. Through a user study\, we found that participants uncovered the overlap of two virtual rooms when it was at 100% and above. Our results show that an additional minimap renders overlapping virtual rooms more believable and can serve as an additional tool to overcome physical limitations for natural locomotion in VR.
URL:https://www.germanhci.de/event/if-the-map-fits-exploring-minimaps-as-distractors-from-non-euclidean-spaces-in-virtual-reality/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T101500
DTEND;TZID=America/New_York:20220504T110000
DTSTAMP:20260509T162401
CREATED:20220422T095005Z
LAST-MODIFIED:20220427T075733Z
UID:1740-1651659300-1651662000@www.germanhci.de
SUMMARY:Mask removal isn't always convenient in public! -- The Impact of the Covid-19 Pandemic on Device Usage and User Authentication
DESCRIPTION:The ongoing Covid-19 pandemic has impacted our everyday lives and demands everyone to take countermeasures such as wearing masks or disinfecting their hands. However\, while previous work suggests that these countermeasures may profoundly impact biometric authentication\, an investigation of the actual impact is still missing.\nHence\, in this work\, we present our findings from an online survey (n=334) on experienced changes in device usage and failures of authentication.\nOur results show significant changes in personal and shared device usage\, as well as a significant increase in experienced failures when comparing the present situation to before the Covid-19 pandemic.\nFrom our qualitative analysis of participants’ responses\, we derive potential reasons for these changes in device usage and increases in authentication failures.\nOur findings suggest that making authentication contactless is only one of the aspects relevant to encounter the novel challenges caused by the pandemic.
URL:https://www.germanhci.de/event/mask-removal-isnt-always-convenient-in-public-the-impact-of-the-covid-19-pandemic-on-device-usage-and-user-authentication/
LOCATION:Room: Exhibit Hall J
CATEGORIES:LBW Onsite Round 2
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T094500
DTEND;TZID=America/New_York:20220504T100000
DTSTAMP:20260509T162401
CREATED:20220422T100303Z
LAST-MODIFIED:20220427T080311Z
UID:1811-1651657500-1651658400@www.germanhci.de
SUMMARY:Understanding\, Addressing\, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays
DESCRIPTION:Digital eye strain (DES)\, caused by prolonged exposure to digital screens\, stresses the visual system and negatively affects users’ well-being and productivity. While DES is well-studied in computer displays\, its impact on users of virtual reality (VR) head-mounted displays (HMDs) is largely unexplored—despite that some of their key properties (e.g.\, the vergence-accommodation conflict) make VR-HMDs particularly prone. This work provides the first comprehensive investigation into DES in VR HMDs. We present results from a survey with 68 experienced users to understand DES symptoms in VR-HMDs. To help address DES\, we investigate eye exercises resulting from survey answers and blue light filtering in three user studies (N = 71). Results demonstrate that eye exercises\, but not blue light filtering\, can effectively reduce DES. We conclude with an extensive analysis of the user studies and condense our findings in 10 key challenges that guide future work in this emerging research area.
URL:https://www.germanhci.de/event/understanding-addressing-and-analysing-digital-eye-strain-in-virtual-reality-head-mounted-displays/
LOCATION:Room: 383-385
CATEGORIES:and Virtual Reality,Brains,Senses
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T094500
DTEND;TZID=America/New_York:20220504T100000
DTSTAMP:20260509T162401
CREATED:20220422T095843Z
LAST-MODIFIED:20220427T080113Z
UID:1785-1651657500-1651658400@www.germanhci.de
SUMMARY:ADHD and Technology Research -- Investigated by Neurodivergent Readers
DESCRIPTION:Technology research for neurodivergent conditions is largely shaped by research aims which privilege neuro-normative outcomes. As such\, there is an epistemic imbalance in meaning making about these technologies. We conducted a critical literature review of technologies designed for people with ADHD\, focusing on how ADHD is framed\, the research aims and approaches\, the role of people with ADHD within the research process\, and the types of systems being developed within Computing and HCI. Our analysis and review is conducted explicitly from an insider perspective\, bringing our perspectives as neurodivergent researchers to the topic of technologies in the context of ADHD. We found that 1) technologies are largely used to `mitigate’ the experiences of ADHD which are perceived as disruptive to neurotypical standards of behaviour; 2) little HCI research in the area invites this population to co-construct the technologies or to leverage neurodivergent experiences in the construction of research aims; and 3) participant resistance to deficit frames can be read within the researchers’ own accounts of participant actions. We discuss the implications of this status quo for disabled people and technology researchers alike\, and close with a set of recommendations for future work in this area.
URL:https://www.germanhci.de/event/adhd-and-technology-research-investigated-by-neurodivergent-readers/
LOCATION:Room: 297
CATEGORIES:Justice & Equity I
END:VEVENT
BEGIN:VEVENT
DTSTART;TZID=America/New_York:20220504T093000
DTEND;TZID=America/New_York:20220504T094500
DTSTAMP:20260509T162401
CREATED:20220422T095557Z
LAST-MODIFIED:20220427T080635Z
UID:1766-1651656600-1651657500@www.germanhci.de
SUMMARY:Understanding HCI Practices and Challenges of Experiment Reporting with Brain Signals: Towards Reproducibility and Reuse
DESCRIPTION:In HCI\, there has been a push towards open science\, but to date\, this has not happened consistently for HCI research utilizing brain signals due to unclear guidelines to support reuse and reproduction. To understand existing practices in the field\, this paper examines 110 publications\, exploring domains\, applications\, modalities\, mental states and processes\, and more. This analysis reveals variance in how authors report experiments\, which creates challenges to understand\, reproduce\, and build on that research. It then describes an overarching experiment model that provides a formal structure for reporting HCI research with brain signals\, including definitions\, terminology\, categories\, and examples for each aspect. Multiple distinct reporting styles were identified through factor analysis and tied to different types of research. The paper concludes with recommendations and discusses future challenges. This creates actionable items from the abstract model and empirical observations to make HCI research with brain signals more reproducible and reusable.
URL:https://www.germanhci.de/event/understanding-hci-practices-and-challenges-of-experiment-reporting-with-brain-signals-towards-reproducibility-and-reuse/
LOCATION:Room: 383-385
CATEGORIES:and Virtual Reality,Brains,Senses
END:VEVENT
END:VCALENDAR