Veranstaltungsprogramm

Sitzung
MCI-Paper06: Immersive Realities
Zeit:
Mittwoch, 04.09.2024:
9:00 - 10:30

Chair der Sitzung: Sebastian Büttner
Ort: 30.95 Audimax


Präsentationen

Beyond Textbooks: A Study on Supporting Learning of Molecule Naming in a Virtual Reality Environment

Leonie Disch, Sebastian Überreiter, Viktoria Pammer-Schindler

Graz University of Technology

Virtual reality (VR) applications promise to enhance learning experiences, with literature emphasizing game-based components, immersiveness, and exploration of inaccessible scenarios. However, effective learning through VR applications depends on technology design. This within-subjects study investigates a VR application targeted to learning molecule naming, following design principles for VR and knowledge construction. Our results show that participants (𝑛=20) had a positive direct learning effect, as they scored significantly better in a knowledge test on molecule naming directly after the intervention compared to before. Further, a sustainable learning effect could be shown, as scores in the knowledge test after three weeks were significantly better than those before the intervention but did not differ from those directly after the intervention. Our contribution is demonstrating design guidelines for learning and knowledge construction in VR, specifically for chemistry, and showing that following such guidelines leads



Human-Animal Interaction in Immersvie Virtual Reality: The Role of Social Presence and Positive Effects

Wan Abdul Aliim Wanali, Markus Dresel, Nicole Jochems

Universität zu Lübeck

"In immersive virtual reality (IVR), the quality of interactions depends greatly on social presence (SP). Yet, SP research predominantly focuses on human-like actors, neglecting animals. We aim to explore SP beyond anthropomorphism by identifying factors influencing SP and investigating their transferability to virtual animals.

Additionally, we investigate SP in relation to positive effects of virtual human-animal interaction (HAI). In our subsequent IVR-experiment, subjects were accompanied by a golden-retriever in a dog park. Two different levels of SP factors were presented using a within-subject design (N=27). Results show that the manipulated SP factors, namely visual representation (behavior), interactivity and task type, significantly influenced SP (p<0.001). Regarding positive effects of virtual HAI, we measured subject's stress levels throughout the experimental procedure. A significant reduction in self-reported stress was observed between each of the two IVR-conditions and the previous stress-task, independent of SP factors. However no significant differences in heart rates could be identified. Moreover, SP factors appeared to have a significant impact on positive affect of subjects, but not on negative affect. These initial findings show promising possibilities for use in the development of future systems, e.g. concerning virtual animal-assisted interventions and can therefore offer benefits to both humans and animals."



Hands-free Selection in Scroll Lists for AR Devices

Heiko Drewes, Yara Fanger, Sven Mayer

LMU Munich, Munich

While desktops and smartphones have established user interface standards, they are still lacking for virtual and augmented reality devices. Hands-free interaction for these devices is desirable. This paper explores utilizing eye and head tracking for interaction beyond buttons, in particular, selection in scroll lists. We conducted a user study with three diferent interaction methods based on eye and head movements, gaze-based dwell-time, gaze-head offset, and gaze-based head gestures and compared them with the state-of-the-art hand-based interaction. The study evaluation of quantitative and qualitative measurement provides insights into the trade-off between physical and mental demands for augmented reality interfaces.



Conceptualizing and Designing a Virtual Reality Authoring Tool for Human-Robot Interaction Studies - Learnings and Guidance from Expert Interviews

Andre Helgert, Carolin Strassmann, Sabrina Cornelia Eimler

University of Applied Sciences Ruhr West, Bottrop

Conducting Virtual Reality (VR) studies in Human-Robot Interaction (HRI) offers substantial benefits. Researchers use VR as a versatile research instrument, providing a controlled and reproducible study environment while enabling less invasive, continuous, and more valid data generation through measurement methods like motion capture and eye-tracking. Despite its potential, technical complexities and resource-intensive VR application development pose barriers to researchers, which may prevent them from using the advantages of VR for their own research. Our vision is to address this challenge by creating an intuitive VR authoring tool that facilitates the creation and execution of HRI study designs, considering that different disciplines may have varying requirements for studies. To enable broad usability of such a tool, we conducted expert interviews with seven HRI researchers, gathering insights into perceptions, opportunities, and risks associated with VR, and subsequently derived a catalog of requirements for the authoring tool. We evaluated the mockups resulting from these interviews at an international robotics conference with 22 experts, aiming to collaboratively develop a suitable authoring tool within the HRI community.



Tick-tock: Revisiting the Influence of Zeitgebers and Cognitive Load on Time Judgments during and after VR Immersion

Aliya Andrich1, Florian Weidner2, Wolfgang Broll1

1Technische Universität Ilmenau; 2Lancaster University

Prior research has explored the impact of virtual reality (VR) on human time perception without definitive conclusions. To enhance understanding, we replicated a seminal study, refining it and introducing novel variables. Building upon the original study, we investigated the influence of virtual sun speed and cognitive workload on time perception in a VR environment. Our experiment involved 70 participants estimating time intervals under varying cognitive demands. In addition to assessing time perception during immersion, we examined post-VR time estimations. Contrary to the original study, virtual sun movements did not affect time judgments in VR. However, cognitive workload had a consistent effect, which is consistent with previous findings. Notably, virtual reality immersion affected post-VR time perception of short intervals, a previously overlooked aspect. We contribute to the field by deepening the understanding of time perception dynamics during and after VR experiences and refining earlier findings through replication.



[Invited Talk] ‘We Do Not Have the Capacity to Monitor All Media’: A Design Case Study on Cyber Situational Awareness in Computer Emergency Response Teams

Marc-André Kaufhold, Thea Riebe, Markus Bayer, Christian Reuter

Science and Technology for Peace and Security (PEASEC), Technical University of Darmstadt, Germany

Computer Emergency Response Teams (CERTs) provide advisory, preventive and reactive cybersecurity services for authorities, citizens, and businesses. However, their responsibility of monitoring, analyzing, and communicating cyber threats have become challenging due to the growing volume and varying quality of information disseminated through public channels. Based on a design case study conducted from 2021 to 2023, this paper combines three iterations of expert interviews, design workshops and cognitive walkthroughs to design an automated, cross-platform and real-time cybersecurity dashboard. By adopting the notion of cyber situational awareness, the study extracts user requirements and design heuristics for enhanced threat awareness and mission awareness in CERTs, discussing the aspects of source integration, data management, customizable visualization, relationship awareness, information assessment, software integration, (inter-)organizational collaboration, and communication of stakeholder warnings.