Jann, F., Reinhold, S., & Teistler, M. (2019). Use of a Smartphone as Virtual Probe for Medical Ultrasound Training: Six Degrees of Freedom Tracking with ARCore. In Proceedings of Mensch Und Computer 2019 (S. 759–763). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3340764.3344904
Abstract
Six Degrees of Freedom (6DoF) controllers are usually expensive and/or complex to set up. A smartphone as 6DoF controller could be a cost-effective and simple alternative. Within the scope of this research, the application context of medical ultrasound training is addressed, in which the smartphone could be used to control a virtual probe. For this purpose, the difference in rotation and position tracking has been examined between an HTC Vive Tracker as an established reference system and a smartphone using ARCore. Additionally, the usability of the smartphone for controlling a virtual ultrasound probe has been qualitatively evaluated by nine subjects using a simplified test system. ARCore s 6DoF tracking is generally less reliable and accurate than the HTC Vive tracker. However, both the characteristics of the measured tracking errors and the qualitative evaluation show that an ARCore-based 6DoF tracking can be used as a simple and acceptable solution for controlling a virtual ultrasound probe.
Spiel, K., Bertel, S., & Kayali, F. (2019). Adapting Gameplay to Eye Movements - An Exploration with TETRIS. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (S. 687–695). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3341215.3356267
Abstract
Gameplay experience is shaped by players expectations towards the game and how game features are presented to them. We created two modified versions of the classic TETRIS game: one that adapts game difficulty based on players performance and one that additionally adapts to players eye movements. An initial analysis of exploratory study results indicates that eye-movement-based adaptive difficulty in TETRIS might not affect player performance and that framing the use of adaptive difficulty might only have a limited influence on both players game experience and perceived competence.
Thrash, T., Lanini-Maggi, S., Fabrikant, S. I., Bertel, S., Brügger, A., Credé, S., … Richter, K.-F. (2019). The Future of Geographic Information Displays from GIScience, Cartographic, and Cognitive Science Perspectives. In 14th International Conference on Spatial Information Theory : (Bd. 142, S. 1–19). http://doi.org/10.4230/LIPIcs.COSIT.2019.19
Abstract
With the development of modern geovisual analytics tools, several researchers have emphasized the importance of understanding users cognitive, perceptual, and affective tendencies for supporting spatial decisions with geographic information displays (GIDs). However, most recent technological developments have focused on support for navigation in terms of efficiency and effectiveness while neglecting the importance of spatial learning. In the present paper, we will envision the future of GIDs that also support spatial learning in the context of large-scale navigation. Specifically, we will illustrate the manner in which GIDs have been (in the past) and might be (in the future) designed to be context-responsive, personalized, and supportive for active spatial learning from three different perspectives (i.e., GIScience, cartography, and cognitive science). We will also explain why this approach is essential for preventing the technological infantilizing of society (i.e., the reduction of our capacity to make decisions without technological assistance). Although these issues are common to nearly all emerging digital technologies, we argue that these issues become especially relevant in consideration of a person s current and future locations.
Jann, F., Reinhold, S., & Teistler, M. (2019). Use of a Smartphone as Virtual Probe for Medical Ultrasound Training: Six Degrees of Freedom Tracking with ARCore. In Proceedings of Mensch Und Computer 2019 (S. 759–763). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3340764.3344904
Abstract
Six Degrees of Freedom (6DoF) controllers are usually expensive and/or complex to set up. A smartphone as 6DoF controller could be a cost-effective and simple alternative. Within the scope of this research, the application context of medical ultrasound training is addressed, in which the smartphone could be used to control a virtual probe. For this purpose, the difference in rotation and position tracking has been examined between an HTC Vive Tracker as an established reference system and a smartphone using ARCore. Additionally, the usability of the smartphone for controlling a virtual ultrasound probe has been qualitatively evaluated by nine subjects using a simplified test system. ARCore s 6DoF tracking is generally less reliable and accurate than the HTC Vive tracker. However, both the characteristics of the measured tracking errors and the qualitative evaluation show that an ARCore-based 6DoF tracking can be used as a simple and acceptable solution for controlling a virtual ultrasound probe.
Süncksen, M., Teistler, M., Hamester, F., & Ebert, L. (2019). Preparing and Guiding Forensic Crime Scene Inspections in Virtual Reality. In Proceedings of Mensch Und Computer 2019 (S. 755–758). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3340764.3344903
Abstract
Computer-based scene reconstruction is a method for answering specific forensic questions in the context of accident or crime scenes. For the resulting 3D reconstruction, the use of virtual reality (VR) technology is a novel presentation form. For the presentation to a prosecutor, the need to put visible content into context awards special significance to the moderator, especially as in a VR presentation the head mounted display (HMD) cuts VR users off from their natural environment. We analyze use cases for the parties involved in the courtroom VR presentation and consider the author, moderator and spectator roles and their corresponding session types for creating, directing and watching the presentation. A prototype system has been implemented to allow for suitable VR interactions for the three roles. An evaluation of the system with 12 participants assuming the role of the spectator yielded positive results with regard to the user experience and utility.
Dohse, F., Nicolaisen, V., Wetzel, S., & Bertel, S. (2019). Potential of AR for the Analysis and Training of Spatial Skills: A Case Study. In Proceedings of Mensch Und Computer 2019 (S. 537–541). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3340764.3344453
Abstract
Good spatial skills are of particular importance in STEM domains. For the training of spatial skills, smartphones provide a promising platform because of their high dissemination. Additionally, new frameworks make it easy to develop and use augmented reality (AR) contents. To examine the potential of AR for the training of spatial skills, we developed a prototype of a smartphone app for the solving of cross section tasks.The prototype was tested in a user study with 32 university students. It was compared against a second prototype with a classical Arcball interaction. For both prototypes, success rates were equally high. However, 3D-objects could be rotated faster using the AR-app. For the AR-app, participants reported higher scores regarding innovation and motivation but also for physical demands. This is especially interesting because motor activity and spatial skills are highly connected. Therefore, the physical approach might be promising for the development of spatial skill training apps which might lead to good long-term training results.
Süncksen, M., Teistler, M., Hamester, F., & Ebert, L. (2019). Preparing and Guiding Forensic Crime Scene Inspections in Virtual Reality. In Proceedings of Mensch Und Computer 2019 (S. 755–758). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3340764.3344903
Abstract
Computer-based scene reconstruction is a method for answering specific forensic questions in the context of accident or crime scenes. For the resulting 3D reconstruction, the use of virtual reality (VR) technology is a novel presentation form. For the presentation to a prosecutor, the need to put visible content into context awards special significance to the moderator, especially as in a VR presentation the head mounted display (HMD) cuts VR users off from their natural environment. We analyze use cases for the parties involved in the courtroom VR presentation and consider the author, moderator and spectator roles and their corresponding session types for creating, directing and watching the presentation. A prototype system has been implemented to allow for suitable VR interactions for the three roles. An evaluation of the system with 12 participants assuming the role of the spectator yielded positive results with regard to the user experience and utility.
Sietas, J., Hansen, T., Ali, H., Reinhold, S., & Teistler, M. (2019). Tangible Browsing for E-Books: Design and Evaluation of a Haptic Approach for Digital Reading. In Proceedings of Mensch Und Computer 2019 (S. 737–741). New York, NY, USA: Association for Computing Machinery. http://doi.org/10.1145/3340764.3344900
Abstract
Sensory perception is an important part of reading. Physical books are experiencedhaptically, for instance when turning pages using one s fingers. When browsing e-bookson current reader devices, this tangibility is missing. Our research investigates if the userexperience of e-book readers can be improved by adding haptic feedback to the act of browsing. For this purpose an e-book reader with applied nylon wires has beendeveloped, with which browsing becomes tangible. The prototype has been tested withusers and compared to an e-book reader with a common touch-controlled scrollbar usingquantitative and qualitative methods. The results show that the scrollbar version enabledparticipants to navigate faster. However, the prototype with haptic feedback receivedbetter ratings in terms of pragmatic and hedonic quality as well as attractiveness.Additionally, tangible browsing enabled users to navigate more precisely. This wouldexplain, why participants appreciated the pragmatic qualities, even though the act of browsing was slower. Therefore haptic feedback can improve the acceptance of e-books.