Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

 
 
Session Overview
Session
MCI-Demo
Time:
Monday, 05/Sept/2022:
6:30pm - 10:00pm

Session Chair: Florian Müller
Session Chair: Martin Schmitz
Location: S1|11 Mensa Stadtmitte / Otto-Berndt-Halle


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Presentations

Footprints Without Borders: Eine interaktive Installation zur greifbaren Kommunikation nachfragebasierter CO₂-Emissionen im Ausstellungskontext

Anne F. Merkle, Michael A. Herzog, Dominik Schumacher

Hochschule Magdeburg-Stendal, Deutschland

Die Betrachtung nachfragebasierter Emissionen ist unmittelbar relevant für politische Diskussionen. Um wirksame Klimastrategien zu entwickeln, muss Klimapolitik die grundlegenden Ursachen adressieren, was ein Verständnis der Trends zur Auslagerung von CO₂-Emissionen voraussetzt. Mit einem Design Science Research Methodology Prozess wurde ein interaktives Exponat entwickelt, das territoriale Emissionsdaten im Kontrast zu nachfragebasierten Daten dreidimensional verkörpert. In einer Ausstellungsumgebung werden die wissenschaftlich erhobenen Daten durch eine tangible Weltkarte visuell und haptisch erkundbar kommuniziert. Erste Ergebnisse der Evaluation zeigen, dass die Besucher:innen auf verschiedenen Taxonomiestufen nach Bloom angesprochen werden. Das entwickelte Design- und Interaktionskonzept wurde in ersten Nutzertests mit hohen pragmatischen und sehr hohen hedonischen Qualitäten bewertet. Auf Basis der Ergebnisse bietet das designte Lernobjekt einen alternativen Ansatz, über ausgelagerte Emissionen zu informieren und damit einen Diskurs über nachfragebasierte Bilanzierung von Treibhausgasen zu fördern.



Casino Melanom – Spiel mit Deinem Leben: Ein interaktives Roulette-Spiel zur Sensibilisierung des individuellen Hautkrebsrisikos

Lisa Renz, Michael A. Herzog, Dominik Schumacher

Hochschule Magdeburg-Stendal, Deutschland

Der interaktive Ausstellungsprototyp Casino Melanom beschäftigt sich spielerisch mit dem Einfluss von UV-Strahlung in Verbindung mit persönlichen Faktoren, um auf die Gefahr einer Erkrankung an Hautkrebs aufmerksam zu machen. Angelehnt an das klassische Roulette-Spiel erfolgt ein Spieleinsatz in den Kategorien Hauttyp, Anzahl an Nävi (Muttermale und Leberflecke), Hautkrebs in Eigen- oder Familienanamnese, Aufenthalt im Freien und Sonnenbrände pro Jahr. Im Verlauf der einzelnen Runden werden die Spielenden sowohl mit dem steigenden Hautkrebsrisiko als auch dem Glücksspiel um eine Erkrankung in den kommenden Jahren konfrontiert. In einer quantitativen Erhebung (n=24) und begleitenden Interviews wurde überprüft, inwiefern die spielerische Vermittlung von wichtigen Gesundheitsthemen wie Hautkrebs das zukünftige Verhalten einer Person beeinflussen kann. Der hedonisch und pragmatisch positiv bewertete Prototyp und dessen Wirkungsprojektion zeigen einen aufklärenden und verhaltensanregenden Effekt. Neben der Sensibilisierung für das Thema regt Casino Melanom die Menschen zum Nachdenken über das eigene Sonnenexpositionsverhalten sowie einer möglichen Verhaltensänderung in der Zukunft an.



How to Induce a Physical and Virtual Rubber Hand Illusion

Alexander Kalus1, Martin Kocur1, Niels Henze1, Johanna Bogon1, Valentin Schwind2

1University of Regensburg, Germany; 2Frankfurt University of Applied Sciences, Frankfurt, Germany

Understanding body ownership is essential when creating virtual reality (VR) applications using avatars. One of the most widely-used paradigm to investigate body ownership is the rubber hand illusion (RHI). When a real hand and a rubber hand are synchronously stroked, participants can experience the rubber hand as their own hand. Although the knowledge from RHI experiments in the real world is applied to when users embody avatars in VR, it is still unclear whether the illusory ownership of a virtual and physical body produces the same effects. In addition, conducting RHI studies in VR would allow gaining a range of novel experiments that are not possible in the real world. With this demonstration, we therefore present a system and approach to investigate the RHI in the real world and in VR.



Using an Infrared Pen as an Input Device for Projected Augmented Reality Tabletops

Vitus Maierhöfer, Andreas Schmid, Raphael Wimmer

University of Regensburg, Germany

Interactive tabletops do not only offer a large surface for collaborative interaction. They also offer quick access to digital tools directly at the table - where a large number of everyday activities take place.Tabletops with an embedded display are generally less flexible and more fragile than ordinary massive tabletops. Physical objects on the tabletop occlude the digital content. In contrast, top-down-projected interfaces using an overhead projector-camera system allow for augmenting arbitrary tables and objects lying on them. However, detecting pointing input only via a camera image captured from above requires robustly recognizing whether a finger or pen touches the tabletop or whether it hovers slightly above it.

In this demonstration, we showcase a solution for reliably tracking a pen on arbitrary tabletop surfaces. The pen emits infrared light via a tip made of optical fiber. A camera captures position and shape of the light point on the surface. Our open-source tracking algorithm combines heuristics and a neural network to distinguish between drawing and hovering. This system can be reliably used for drawing and writing on tabletops. However, occlusion by users' hands can deteriorate tracking of the pen.



Browser-Based, VR-Enhanced Vocational Training of Nursing Staff With and Without Migration Background

Tino Hentschel, Jan Neuhöfer

Hochschule für Angewandte Wissenschaften Hamburg, Germany

To ensure high standards in nursing and healthcare, an effective conveyance of procedures and knowledge is essential during vocational training. At this point, we, the Department of Media Technology at Hamburg University of Applied Sciences, in cooperation with Knappschaft Kliniken GmbH, want to make a significant contribution with our project ‘PflegeDigital 2.0’, funded by the German Federal Ministry of Health. Our demo shows a fully digital, modular learning solution, comprising an overall of 22 interactive multi-lingual e-learning modules that can be used in the web browser on either a mobile device or a PC. Each module teaches in-depth a specific, essential nursing procedure, utilizing high-resolution 3d rendered images, detailed text, and professional audio narration. As a unique feature, trainees can additionally practice selected, motorically exceptionally demanding steps in immersive Virtual Reality (“VR nuggets”). To make switching between e-learning modules and VR nuggets more accessible, the latter’s implementation is based on W3C-Standard WebXR, which allows execution in a web browser, too. In this way, both the e-learning modules as well as the VR nuggets can be deployed and managed complementarily in Learning Management Systems like Moodle.



Demonstrating MagneTisch: Tangibles in Motion on an Interactive Surface

Sebastian Günther, Frank Nelles, Florian Horn, Max Mühlhäuser

Technische Universität Darmstadt, Germany

In this demonstration, we present MagneTisch, an interactive surface that can move, rotate, and modify 3D printed tangibles. A height-adjustable gripper arm grips tangibles using magnets and is able to move them to any location on the interactive table surface and rotate them as a whole or internal parts independently. In addition, the tangibles are externally tracked and a top-down projector can render digital content. Thereby, our demonstrator will showcase three applications: (1) a tangible virtual whiteboard, (2) a racing application, and (3) a tech demo highlighting all features.



Immersive Experience of Multidimensional Data using Mixed Reality based Scatterplots

Jonas Potthast, Valentin Grimm, Jessica Rubart

Technische Hochschule Ostwestfalen-Lippe, Germany

Scatterplots are widespread mathematical diagrams visualizing data in usually two or three dimensions. In this paper, we present a prototypical app implemented for the Microsoft HoloLens 2 device, which demonstrates an immersive experience for multidimensional data. The data is visualized by a three-dimensional scatterplot using color for an optional fourth dimension. The immersive experience enables the manipulation of the dimensions as well as the interaction with the data elements. First user feedback indicates that in this way, users tend to get a better understanding of the underlying multidimensional data.



WeHub: The Social Center of Smart Homes

Sabrina Großkopp1, Tim zum Hoff1, Emil Cyrill Gerhardt2, Tina Malburg2

1University of Siegen, Germany; 2Duesseldorf University of Applied Sciences, Germany

There is relatively little discussion on the strengthening of interpersonal relationships as a potential benefit of Smart Homes. The social nodes of our households remain largely unaffected by digital support to this day. We propose the design concept WeHub – a flexible tabletop device that enables, supports and enhances a multitude of social practices in order to foster wellbeing in private living contexts. Based on our vision of integrating an interactive table as a central smart furniture-device hybrid into homes, we describe the design of two prototypes that each focus on different factors: I. technical feasibility and 2. the envisioned user experience.



A Digital Application for Digital Natives to Improve Orientation Competence and Career Choice Decisions

Jessica Brandenburger1, Hamid Mergan1, Jan Schametat2, Annika Vergin2, Alexandra Engel2, Monique Janneck1

1Technische Hochschule Lübeck, Institut für Interaktive Systeme (ISy); 2HAWK Hochschule für angewandte Wissenschaft und Kunst, Zukunftszentrum Holzminden-Höxter, Hildesheim/Holzminden/Göttingen

Die Berufswahlentscheidung fällt vielen jungen Menschen schwer. Das Angebot ist vielfältig und häufig undurchsichtig. In Rahmen des Projekts JOLanDA - Verbesserung der Orientierungskompetenz von Jugendlichen in ländlichen Regionen bei biografischen Entscheidungsprozessen - gefördert vom BMBF, wird eine digitale Anwendung entwickelt. Ziel ist, die Orientierung von jungen Menschen zu verbessern und die Berufswahlentscheidung zu fördern. Speziell Jugendliche aus ländlichen Regionen stehen häufig unter einer Doppelbelastung: sie müssen eine Berufswahlentscheidung treffen und gleichzeitig überlegen, ob dieser Beruf auch in ihrer Region ausgeübt werden kann. Damit verbunden ist für sie oftmals auch eine Migrationsentscheidung (Gehen oder Bleiben?). Durch den Einsatz verschiedener Methoden, wie z. B. Gamification sollen Digital Natives, die mit Technologien des digitalen Zeitalters aufgewachsen sind [17], spielerisch auf die Phase der Berufsorientierung vorbereitet werden. Auf der Plattform gehen die Jugendlichen auf eine Entdeckungsreise, sie können verschiedene Expeditionen starten und Entdeckungspfade entlang gehen, auf denen sie herausfinden können, was beruflich zu ihnen passen könnte und was sie glücklich macht. Die Anwendung möchte für die Dynamiken biografischer Entscheidungen sensibilisieren.



A Gamification Design Tool to Improve Design Quality

Valentin Grimm

Technische Hochschule Ostwestfalen-Lippe, Germany

This demo features a software tool to guide developers through the process of gamification design. It shall improve gameful designs, especially in the scientific community, and make the process of gamification design more accessible for non-experts in the field.



A Virtual Environment for Emergency Ultrasound Training during Cardiopulmonary Resuscitation

Thomas Bublak1, Marie Bofferding1, Christopher Olson1, Henk Jonas2, Jannis Rademeier1, Christian Hansen1

1Otto-von-Guericke University Magdeburg, Germany; 2Schallware GmbH, Berlin, Germany

We propose a virtual reality (VR) communication training environment to train cardiopulmonary resuscitation (CPR) and ultrasound (US) imaging simultaneously. Existing simulators only allow separate training of the two procedures.

Our method separates the users spatially, as they each work on their own manikin. One manikin is part of a US simulator commonly used in medical training, and the other manikin is a CPR manikin. Our VR application simulates the users working on the same virtual patient.

This allows for an immersive training experience in which communication skills, which are especially important in such critical situations, can be practiced by medical professionals.

The prototype has the potential to provide an important foundation for advanced VR-based emergency medical training.



IDeA: A Demonstration of a Mixed Reality System to Support Living with Central Field Loss

Florian Lang1, Jesse W. Grootjen1, Lewis L. Chuang2, Tonja Machulla2

1LMU Munich, Germany; 2TU Chemnitz, Germany

People with visual impairment face multiple challenges in their everyday life. They must regularly visit doctors to examine the progress of their impairment and advisory offices or local support groups to learn strategies to overcome challenges in everyday life. However, traveling to appropriate facilities itself often poses challenges to the patients. We propose IDeA, a system based on augmented and virtual reality technology for people with visual impairments. IDeA can lower the cost and improve access to medical care, support digitalization in treating visual impairments, and provide support in the everyday lives of people with visual impairments. IDeA is a three-fold system supporting: 1) the simulation of symptoms of visual impairments to raise awareness in persons without visual impairment, 2) showcasing early detection of symptoms and providing visual augmentations of the real world to support patients in overcoming challenges, and 3) supporting doctors through telemedical consultation, medical eye examinations, and the training of visual strategies. We outline the benefit for all stakeholders and how IDeA can improve the lives of people with visual impairment.



Prototypes for E-government Websites to support the Digital Sovereignty of Citizens

Daniel Wessel1, Sandra Claudy2, Karlson Hanke1, Christian Herzog1, Robin Preiß1, Christiane Wegner3, Moreen Heine1

1University of Lübeck, Germany; 2Hansestadt Lübeck, Germany; 3MACH AG, Germany

Given the increasingly digital interactions between citizens and public administration, E-government websites provide an opportunity to support the digital sovereignty of citizens. They can lead by example by making their data sharing processes transparent, and in turn, even raise awareness to data sharing practices in the private sector. In this demonstration we would like to present the first prototypes to achieve this end. Developed by implementing a human-centered design process, these prototypes cover three major life events that require interaction with the government and aim to show how and why data is shared between government agencies.



BotOrNot: A Platform for Conducting Experiments with Undisclosed Chat Agents

Leon Hanschmann, Ulrich Gnewuch, Alexander Maedche

Karlsruher Institut für Technologie, Germany

Chatbots are omnipresent in today’s online environments in work and private life. While early chatbots were easy to identify, recently released open-domain chatbots, such as GPT3 and Blenderbot2, increasingly blur the line between human and chatbot interaction. Dedicated research is required to better understand how different design configurations of open-domain chatbots impact their users, whether users are able to distinguish between human and bot chat agents, and how users respond to the undisclosed identity of their counterpart. However, there is a lack of experimental platforms that integrate state-of-the-art chatbots in order to enable such research. We therefore propose BotOrNot, which enables large-scale experimental research with participants in a Turing test setting. Participants are matched with either Blenderbot2/GPT3 or another human participant and tasked to figure out whether the counterpart is a human or bot. We designed the platform in a way that it allows to adapt the settings of the experiment to enable different experimental scenarios and follow an open approach allowing to integrate future bots via an API. Participants can personalize their avatars and chatbots can also be personalized with regards their personality and avatar.



AID-Watch - Smartwatch for People with Cognitive Impairments

Rahel Schneider, Hauke Wendt, Alexander Kuon

Julius-Maximilians-Universität Würzburg, Germany

In many cases, individuals with cognitive impairments are unable to use basic daily living aids such as a watch and are therefore not able to plan or even go through their daily lives without additional help. For this reason, we developed iteratively and in collaboration with a potential user the product concept AID-Watch.

The basic idea of AID-Watch is to replace the traditional wristwatch with an individual and interactive daily schedule displayed on a Smartwatch. In general, a schedule consists of customizable symbols associated with the user's daily events. This way, users can follow the watch hand wandering past events, rather than common digits of a clock. Furthermore, AID-Watch is complemented by vibrotactile and auditory notification features of ordinary Smartwatches.

AID-Watch has been validated in user tests, where we identified improvements in the ability to keep appointments independently, as well as a more extensive understanding of the daily structure. This technological aid could therefore not only relieve family members or caregivers, but also give people with cognitive impairments more independence and autonomy through better time perception.



AppliHelp: Virtueller Assistent zur Überwindung von Bewerbungshürden

Kristina Wagner

Hochschule Reutlingen, Deutschland

Die vorliegende Arbeit befasst sich mit der Entwicklung von AppliHelp, einem virtuellen Assistenten in Chatbotformat, welcher es Berufseinsteiger*innen ermöglichen soll, potenzielle Bewerbungshürden mithilfe von einem Zugewinn an Selbstvertrauen und weiterführenden Informationen zu überwinden. Vor der Umsetzung des Assistenten mit IBM Watson Assistant wurde auf Basis einer Literaturrecherche zu Chatbots im Rekrutierungsbereich eine Umfrage unter Studierenden zur Einstellung zu Chatbots sowie zu Potenzialen für AppliHelp durchgeführt. Außerdem trugen Expertinneninterviews mit einer Selbstvertrauenstrainerin sowie einer Personalexpertin zur Konzeption von AppliHelp bei. Die Ausarbeitung von dementsprechend festgelegten Use Cases wird ebenso beschrieben wie die formative Nutzerevaluation während der Entwicklung.



Introducing Roboticising User Interfaces (RUIs): Utilising mechanic’s inherent psychophysical feedback 
to design means for cooperation with semi-automated systems

Maximilian Kullmann

Bauhaus-Universität Weimar, Germany

I propose the notion of Roboticising User Interfaces (RUIs) that help cope with the daily problems we let into our homes and lives by automation. A culture of cooperation in the form of recommendations and requests is established by enabling a system to become part of a bidirectional (voiceless) dialogue instigated by the (implicit) interaction between human and machine. The means of communication on the system side are based on gestures made up of the psychophysical stimuli resulting from mechanics; users respond to such recommendations or requests by interacting with the system based on the given interaction paradigm(s). During a first empirical study with 15 participants, a prototype of a RUI in the form of a lighting system has been investigated. It can be derived that RUIs enable to articulate intent. Moreover, indications were found that allow the assumption that by positively influencing their user's behaviour, automated systems with a RUI have a greater supporting effect in achieving an arbitrary but common goal (often the reason for automation in the first place) than those without one.



 
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