We curated a list of this year’s publications — including links to social media, lab websites, and supplemental material. We have 58 full papers, 13 LBWs, one DC paper, and one Student Game Competition, and we lead five workshops. Two papers were awarded a best paper award, and four papers received an honourable mention.
Is your publication missing? Send us an email: contact@germanhci.de
“Tele” Me More: Using Telepresence Charades to Connect Strangers and Exhibits in Different Museums
Clara Sayffaerth (LMU Munich), Julian Rasch (LMU Munich), Florian Müller (LMU Munich)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Sayffaerth2024TeleMeMoreb,
title = {“Tele” Me More: Using Telepresence Charades to Connect Strangers and Exhibits in Different Museums},
author = {Clara Sayffaerth (LMU Munich), Julian Rasch (LMU Munich), Florian Müller (LMU Munich)},
url = {http://www.medien.ifi.lmu.de, website
https://twitter.com/mimuc, twitter},
doi = {https://doi.org/10.1145/3613905.3650834},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {The museum is changing from a place of passive consumption to a place of interactive experiences, opening up new ways of engaging with exhibits and others. As a promising direction, this paper explores the potential of telepresence stations in the museum context to enhance social connectedness among visitors over distance. Emphasizing the significance of social exchange, our research focuses on studying telepresence to foster interactions between strangers, share knowledge, and promote social connectedness. To do so, we first observe exhibitions and then interview individual visitors of a technical museum about their experiences and needs. Based on the results, we design appropriate voiceless and touchless communication channels and test them in a study. The findings of our in-situ user study with 24 visitors unfamiliar with each other in the museum provide insights into behaviors and perceptions, contributing valuable knowledge on seamlessly integrating telepresence technology in exhibitions, with a focus on enhancing learning, social connections, and the museum experience in general.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}

3DA: Assessing 3D-Printed Electrodes for Measuring Electrodermal Activity
Martin Schmitz (Saarland University), Dominik Schön (Technical University of Darmstadt), Henning Klagemann (Technical University of Darmstadt), Thomas Kosch (HU Berlin)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Schmitz20243Da,
title = {3DA: Assessing 3D-Printed Electrodes for Measuring Electrodermal Activity},
author = {Martin Schmitz (Saarland University), Dominik Schön (Technical University of Darmstadt), Henning Klagemann (Technical University of Darmstadt), Thomas Kosch (HU Berlin)},
url = {https://hcistudio.org, website},
doi = {10.1145/3613905.3650938},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {Electrodermal activity (EDA) reflects changes in skin conductance, which are closely tied to human psychophysiological states. For example, EDA sensors can assess stress, cognitive workload, arousal, or other measures tied to the sympathetic nervous system for interactive human-centered applications. Yet, current limitations involve the complex attachment and proper skin contact with EDA sensors. This paper explores the concept of 3D printing electrodes for EDA measurements, integrating sensors into arbitrary 3D-printed objects, alleviating the need for complex assembly and attachment. We examine the adaptation of conventional EDA circuits for 3D-printed electrodes, assessing different electrode shapes and their impact on the sensing accuracy. A user study (N=6) revealed that 3D-printed electrodes can measure EDA with similar accuracy, suggesting larger contact areas for improved precision. We derive design implications to facilitate the integration of EDA sensors into 3D-printed devices to foster diverse integration into everyday objects for prototyping physiological interfaces.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}

Closing the Loop: The Effects of Biofeedback Awareness on Physiological Stress Response Using Electrodermal Activity in Virtual Reality
Jessica Sehrt (Frankfurt University of Applied Sciences), Ugur Yilmaz (Frankfurt University of Applied Sciences), Thomas Kosch (HU Berlin), Valentin Schwind (Frankfurt University of Applied Sciences)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Sehrt2024ClosingLoop,
title = {Closing the Loop: The Effects of Biofeedback Awareness on Physiological Stress Response Using Electrodermal Activity in Virtual Reality},
author = {Jessica Sehrt (Frankfurt University of Applied Sciences), Ugur Yilmaz (Frankfurt University of Applied Sciences), Thomas Kosch (HU Berlin), Valentin Schwind (Frankfurt University of Applied Sciences)},
doi = {10.1145/3613905.3650830},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {This paper presents the results of a user study examining the impact of biofeedback awareness on the effectiveness of stress management, utilizing Electrodermal Activity (EDA) as the primary metric within an immersive Virtual Reality (VR). Employing a between-subjects design (N=30), we probed whether informing individuals of their capacity to manipulate the VR environment's weather impacts their physiological stress responses. Our results indicate lower EDA levels of participants who were informed of their biofeedback control than those participants who were not informed about their biofeedback control. Interestingly, the participants who were informed about the control over the environment also manifested variations in their EDA responses. Participants who were not informed of their ability to control the weather showed decreased EDA measures until the end of the biofeedback phase. This study enhances our comprehension of the significance of awareness in biofeedback in immersive settings and its potential to augment stress management techniques.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}
Cross-Country Examination of People’s Experience with Targeted Advertising on Social Media
Smirity Kaushik (School of Information Sciences, University of Illinois at Urbana-Champaign, Champaign, Illinois, United States), Tanusree Sharma (Information Sciences, University of Illinois at Urbana Champaign, Champaign, Illinois, United States), Yaman Yu (School of Information Sciences, University of Illinois at Urbana Champaign, Champaign, Illinois, United States), Amna F Ali (UIUC, Champaign, Illinois, United States), Yang Wang (University of Illinois at Urbana-Champaign, Champaign, Illinois, United States), Yixin Zou (Max Planck Institute for Security, Privacy, Bochum, Germany)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Kaushik2024CrosscountryExamination,
title = {Cross-Country Examination of People’s Experience with Targeted Advertising on Social Media},
author = {Smirity Kaushik (School of Information Sciences, University of Illinois at Urbana-Champaign, Champaign, Illinois, United States), Tanusree Sharma (Information Sciences, University of Illinois at Urbana Champaign, Champaign, Illinois, United States), Yaman Yu (School of Information Sciences, University of Illinois at Urbana Champaign, Champaign, Illinois, United States), Amna F Ali (UIUC, Champaign, Illinois, United States), Yang Wang (University of Illinois at Urbana-Champaign, Champaign, Illinois, United States), Yixin Zou (Max Planck Institute for Security and Privacy, Bochum, Germany)},
url = {https://yixinzou.github.io/, website
https://youtu.be/aJ2xmuFk0DM, full video
https://twitter.com/yixinzouu, social media},
doi = {10.1145/3613905.3650780},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {Social media effectively connects businesses with diverse audiences. However, research related to targeted advertising and social media is rarely done beyond Western contexts. Through an online survey with 412 participants in the United States and three South Asian countries (Bangladesh, India, and Pakistan), we found significant differences in participants' ad preferences, perceptions, and coping behaviors that correlate with individuals' country of origin, culture, religion, and other demographic factors. For instance, Indian and Pakistani participants preferred video ads to those in the US. Participants relying on themselves (horizontal individualism) also expressed more concerns about the security and privacy issues of targeted ads. Muslim participants were more likely to hide ads as a coping strategy than other religious groups. Our findings highlight that people's experiences with targeted advertising are rooted in their national, cultural, and religious backgrounds—an important lesson for the design of ad explanations and settings, user education, and platform governance.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}
Enhancing Online Meeting Experience through Shared Gaze-Attention
Chandan Kumar (Fraunhofer IAO), Bhupender Kumar Saini (Fraunhofer IAO & University of Stuttgart), Steffen Staab (University of Stuttgart & University of Southampton)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Kumar2024EnhancingOnline,
title = {Enhancing Online Meeting Experience through Shared Gaze-Attention},
author = {Chandan Kumar (Fraunhofer IAO), Bhupender Kumar Saini (Fraunhofer IAO & University of Stuttgart), Steffen Staab (University of Stuttgart & University of Southampton)},
url = {https://www.ki.uni-stuttgart.de/departments/ac/, website @AnalyticComp, twitter},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {Eye contact represents a fundamental element of human social interactions, providing essential non-verbal signals. Traditionally, it has played a crucial role in fostering social bonds during in-person gatherings. However, in the realm of virtual and online meetings, the capacity for meaningful eye contact is often compromised by the limitations of the platforms we use. In response to this challenge, we present an application framework that leverages webcams to detect and share eye gaze attention among participants. Through the framework, we organized 13 group meetings involving a total of 43 participants. The results highlight that the inclusion of gaze attention can enrich interactive experiences and elevate engagement levels in online meetings. Additionally, our evaluation of two levels of gaze sharing schemes indicates that users predominantly favor viewing gaze attention directed toward themselves, as opposed to visualizing detailed attention, which tends to lead to distraction and information overload.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}
Field Notes on Deploying Research Robots in Public Spaces
Fanjun Bu (Cornell Tech), Alexandra W.D. Bremers (Cornell Tech), Mark Colley (Institute of Media Informatics, Ulm University, Cornell Tech), Wendy Ju (Cornell Tech)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Bu2024FieldNotes,
title = {Field Notes on Deploying Research Robots in Public Spaces},
author = {Fanjun Bu (Cornell Tech), Alexandra W.D. Bremers (Cornell Tech), Mark Colley (Institute of Media Informatics, Ulm University and Cornell Tech), Wendy Ju (Cornell Tech)},
doi = {10.1145/3613905.3651044},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {Human-robot interaction requires to be studied in the wild. In the summers of 2022 and 2023, we deployed two trash barrel service robots through the wizard-of-oz protocol in public spaces to study human-robot interactions in urban settings. We deployed the robots at two different public plazas in downtown Manhattan and Brooklyn for a collective of 20 hours of field time. To date, relatively few long-term human-robot interaction studies have been conducted in shared public spaces. To support researchers aiming to fill this gap, we would like to share some of our insights and learned lessons that would benefit both researchers and practitioners on how to deploy robots in public spaces. We share best practices and lessons learned with the HRI research community to encourage more in-the-wild research of robots in public spaces and call for the community to share their lessons learned to a GitHub repository.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}
Gamification Concepts for a VR-based Visuospatial Training for Intraoperative Liver Ultrasound
Mareen Allgaier, Florentine Huettl, Laura Isabel Hanke, Tobias Huber, Bernhard Preim, Sylvia Saalfeld, Christian Hansen
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{10.1145/3613905.3650736,
title = {Gamification Concepts for a VR-based Visuospatial Training for Intraoperative Liver Ultrasound},
author = {Mareen Allgaier and Florentine Huettl and Laura Isabel Hanke and Tobias Huber and Bernhard Preim and Sylvia Saalfeld and Christian Hansen},
url = {https://doi.org/10.1145/3613905.3650736},
doi = {10.1145/3613905.3650736},
isbn = {9798400703317},
year = {2024},
date = {2024-01-01},
urldate = {2024-01-01},
booktitle = {Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems},
publisher = {Association for Computing Machinery},
address = {<conf-loc> <city>Honolulu</city> <state>HI</state> <country>USA</country> </conf-loc>},
series = {CHI EA '24},
abstract = {Gamification is widely used due to its positive influence on learning by adding emotions and steering behavior. In medical VR training applications, the use of gamification is rare, and when it is implemented, it often lacks thoughtful design decisions and empirical evaluation. Using a VR-based training for intraoperative ultrasound for liver surgery, we analyzed game elements regarding their suitability and examined two in more detail: difficulty levels and a kit, where the user has to assemble a virtual liver using US. In a broad audience study, levels achieved significantly better results regarding enjoyment. Qualitative feedback from medical students directly comparing the elements revealed that they prefer the kit as well as levels for training. Our studies indicate that levels and the more interactive kit improve the learning experience, which could also be taken as a basis for similar VR-based medical training applications.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}
How’s Your Sewing? Investigating Metrics to Automatically Assess Sewing Expertise
Marcel Lahaye (RWTH Aachen University), Ricarda Rahm (RWTH Aachen University), Andreas Dymek (RWTH Aachen University), Adrian Wagner (RWTH Aachen University), Judith Ernstberger (RWTH Aachen University), Jan Borchers (RWTH Aachen University)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Lahaye2024HowsYour,
title = {How’s Your Sewing? Investigating Metrics to Automatically Assess Sewing Expertise},
author = {Marcel Lahaye (RWTH Aachen University), Ricarda Rahm (RWTH Aachen University), Andreas Dymek (RWTH Aachen University), Adrian Wagner (RWTH Aachen University), Judith Ernstberger (RWTH Aachen University), Jan Borchers (RWTH Aachen University)},
url = {https://hci.rwth-aachen.de, website},
doi = {10.1145/3613905.3651067},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {Makers must regularly assess their expertise when planning projects or selecting tutorials. However, personal bias makes this assessment prone to error, potentially leading to frustration, loss of materials, and discouragement. Additionally, hobbyists have limited feedback possibilities to refine their skills, unlike, for example, apprentice artisans who receive continuous instructor feedback. To address these issues, automated expertise assessment systems could help makers assess their skills and progress. However, such systems require assessment metrics, which have been studied little in the maker context so far. We derived such metrics for sewing from semi-structured interviews with ten sewing-related instructors about their evaluation process. Additionally, we showed them a sewn object and asked them to assess the creator's expertise. From our findings, we derive criteria to use in future automated sewing expertise assessment systems. For one criterion, seam allowance, we present a functional demonstrator that automatically assesses related measurements.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}

Investigating Phubbing in Everyday Life: Challenges & Lessons for Future Research
Thomas Reiter (LMU Munich), Sophia Sakel (LMU Munich), Julian Scharbert (University of Münster), Julian ter Horst (Osnabrück University), Mitja Back (University of Münster), Maarten van Zalk (Osnabrück University), Markus Buehner (LMU Munich), Ramona Schoedel (LMU Munich, Charlotte Fresenius Univesity)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Reiter2024InvestigatingPhubbing,
title = {Investigating Phubbing in Everyday Life: Challenges & Lessons for Future Research},
author = {Thomas Reiter (LMU Munich), Sophia Sakel (LMU Munich), Julian Scharbert (University of Münster), Julian ter Horst (Osnabrück University), Mitja Back (University of Münster), Maarten van Zalk (Osnabrück University), Markus Buehner (LMU Munich), Ramona Schoedel (LMU Munich, Charlotte Fresenius Univesity)},
url = {https://www.medien.ifi.lmu.de/, website},
doi = {10.1145/3613905.3651009},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {The ubiquitous presence of smartphones has made them an integral part of our social lives. A well-known example of this phenomenon is phubbing, where smartphone use distracts people from their daily interpersonal interactions. While previous research has mostly relied on often biased global self-reports, our work introduces a novel approach to assessing phubbing in real life. To this end, we conducted an empirical study that integrated experience sampling and mobile sensing methods to obtain a more objective measure and the design of phubbing-aware technologies based on it. By highlighting the challenges associated with existing methods, we aim to stimulate discussion in the field of HCI and encourage the development of socially friendly technologies that benefit real-life interpersonal interactions.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}
Look Over Here! Comparing Interaction Methods for User-Assisted Remote Scene Reconstruction
Carina Liebers (University of Duisburg-Essen), Niklas Pfützenreuter (Universität Duisburg-Essen), Marvin Prochazka (University of Duisburg-Essen), Pranav Megarajan (OFFIS - Institute for Information Technology), Eike Furuno (OFFIS – Institute for Information Technology), Jan Löber (University of Duisburg-Essen), Tim Claudius Stratmann (OFFIS - Institute for Information Technology), Jonas Auda (University of Duisburg-Essen), Donald Degraen (University of Duisburg-Essen), Uwe Gruenefeld (University of Duisburg-Essen), Stefan Schneegass (University of Duisburg-Essen)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Liebers2024LookOver,
title = {Look Over Here! Comparing Interaction Methods for User-Assisted Remote Scene Reconstruction},
author = {Carina Liebers (University of Duisburg-Essen), Niklas Pfützenreuter (Universität Duisburg-Essen), Marvin Prochazka (University of Duisburg-Essen), Pranav Megarajan (OFFIS - Institute for Information Technology), Eike Furuno (OFFIS – Institute for Information Technology), Jan Löber (University of Duisburg-Essen), Tim Claudius Stratmann (OFFIS - Institute for Information Technology), Jonas Auda (University of Duisburg-Essen), Donald Degraen (University of Duisburg-Essen), Uwe Gruenefeld (University of Duisburg-Essen), Stefan Schneegass (University of Duisburg-Essen)
},
doi = {10.1145/3613905.3650982},
year = {2024},
date = {2024-05-11},
abstract = {Detailed digital representations of physical scenes are key in many cases, such as historical site preservation or hazardous area inspection. To automate the capturing process, robots or drones mounted with sensors can algorithmically record the environment from different viewpoints. However, environmental complexities often lead to incomplete captures. We believe humans can support scene capture as their contextual understanding enables easy identification of missing areas and recording errors. Therefore, they need to perceive the recordings and suggest new sensor poses. In this work, we compare two human-centric approaches in Virtual Reality for scene reconstruction through the teleoperation of a remote robot arm, i.e., directly providing sensor poses (direct method) or specifying missing areas in the scans (indirect method). Our results show that directly providing sensor poses leads to higher efficiency and user experience. In future work, we aim to compare the quality of human assistance to automatic approaches.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}
Mappings in the Home: Selecting Home Appliances in 3D Space
Oliver Nowak (RWTH Aachen University), Lennart Becker (RWTH Aachen University), Sebastian Pettirsch (RWTH Aachen University), Jan Borchers (RWTH Aachen University)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Nowak2024MappingsIn,
title = {Mappings in the Home: Selecting Home Appliances in 3D Space},
author = {Oliver Nowak (RWTH Aachen University), Lennart Becker (RWTH Aachen University), Sebastian Pettirsch (RWTH Aachen University), Jan Borchers (RWTH Aachen University)},
url = {https://hci.rwth-aachen.de, website
https://youtu.be/7WEvc7sth5M, teaser video},
doi = {10.1145/3613905.3650745},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {Unlike voice assistants, remotes, and smartphones, UIs embedded into furniture and other surfaces offer silent, discreet, and unobtrusive control of smart home appliances. However, as the number of appliances grows, fitting individual controls for each onto the surfaces in our environment becomes impractical, making it necessary to select appliances before controlling them. These appliances are placed in 3D at various heights around the room, while traditional controls are laid out in 2D, complicating control-to-target mapping. We compared six UIs using mappings with spatial analogies that are either absolute or relative to the user's position and perspective. Participants used each to select 20 targets in a simplified living room, once while looking and once eyes-free. We investigated performance and participants' ratings for, inter alia, ease of use, mapping comprehensibility, and mental demand. Map-based controllers were most promising, but participants also ranked perspective projection with touch input highly.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}

More than Task Performance: Developing New Criteria for Successful Human-AI Teaming Using the Cooperative Card Game Hanabi
Christiane Attig (University of Lübeck), Patricia Wollstadt (Honda Research Institute Europe GmbH), Tim Schrills (University of Lübeck), Thomas Franke (University of Lübeck), Christiane Wiebel-Herboth (Honda Research Institute Europe GmbH)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Attig2024MoreThan,
title = {More than Task Performance: Developing New Criteria for Successful Human-AI Teaming Using the Cooperative Card Game Hanabi},
author = {Christiane Attig (University of Lübeck), Patricia Wollstadt (Honda Research Institute Europe GmbH), Tim Schrills (University of Lübeck), Thomas Franke (University of Lübeck), Christiane Wiebel-Herboth (Honda Research Institute Europe GmbH)},
url = {https://www.imis.uni-luebeck.de/en/ingpsy, website},
doi = {10.1145/3613905.3650853},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {As we shift to designing AI agents as teammates rather than tools, the social aspects of human-AI interaction become more pronounced. Consequently, to develop agents that are able to navigate the social dynamics that accompany cooperative teamwork, evaluation criteria that refer only to objective task performance will not be sufficient. We propose perceived cooperativity and teaming perception as subjective metrics for investigating successful human-AI teaming. Corresponding questionnaire scales were developed and tested in a pilot study employing the collaborative card game Hanabi, which has been identified as a unique setting for investigating human-AI teaming. Preliminary descriptive results suggest that rule-based and reinforcement learning-based agents differ in terms of perceived cooperativity and teaming perception. Future work will extend the results in a large user study to psychometrically evaluate the scales and test a conceptual framework that includes further aspects related to social dynamics in human-AI teaming.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}
Simulating projective Augmented Reality Visualizations in Virtual Reality: Is VR a feasible Environment for medical AR Evaluations?
Laureen Polenz, Fabian Joeres, Christian Hansen, Florian Heinrich
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{10.1145/3613905.3650843,
title = {Simulating projective Augmented Reality Visualizations in Virtual Reality: Is VR a feasible Environment for medical AR Evaluations?},
author = {Laureen Polenz and Fabian Joeres and Christian Hansen and Florian Heinrich},
url = {https://doi.org/10.1145/3613905.3650843},
doi = {10.1145/3613905.3650843},
isbn = {9798400703317},
year = {2024},
date = {2024-01-01},
urldate = {2024-01-01},
booktitle = {Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems},
publisher = {Association for Computing Machinery},
address = {<conf-loc> <city>Honolulu</city> <state>HI</state> <country>USA</country> </conf-loc>},
series = {CHI EA '24},
abstract = {Augmented Reality (AR) has demonstrated potential in medical applications, such as enhancing surgical navigation. However, evaluating medical AR visualizations entails high costs and effort to provide suitable hardware solutions. This is particularly crucial in projective AR, as these systems require several error-prone calibration and registration steps. This work investigates the suitability of Virtual Reality (VR) as a cost-effective and controlled study environment for evaluating projective AR visualizations. A virtual twin of a real laboratory environment was created, and a user study comparing two needle navigation visualizations was conducted. The study simulated identical experiments in both AR and VR to assess if similar results would emerge. Our findings indicate that both AR and VR experiments exhibited comparable effects in terms of performance and workload of both needle insertion visualizations. This study serves as a preliminary step in demonstrating the feasibility of using VR as an evaluation environment for projective AR visualizations.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}
Still Not a Lot of Research? Re-Examining HCI Research on Religion and Spirituality
Sara Wolf (Chair of Psychological Ergonomics, Julius-Maximilians-Universität Würzburg), Paula Friedrich (Chair of Psychological Ergonomics, Julius-Maximilians-Universität Würzburg), Jörn Hurtienne (Chair of Psychological Ergonomics, Julius-Maximilians-Universität Würzburg)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Wolf2024StillNot,
title = {Still Not a Lot of Research? Re-Examining HCI Research on Religion and Spirituality},
author = {Sara Wolf (Chair of Psychological Ergonomics, Julius-Maximilians-Universität Würzburg), Paula Friedrich (Chair of Psychological Ergonomics, Julius-Maximilians-Universität Würzburg), Jörn Hurtienne (Chair of Psychological Ergonomics, Julius-Maximilians-Universität Würzburg)},
url = {https://www.mcm.uni-wuerzburg.de/psyergo/, website},
doi = {10.1145/3613905.3651058},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {A decade after Buie and Blythe's review "Spirituality: There's an App for That! (But Not a Lot of Research)", this sequel assesses the evolving landscape of Human-Computer Interaction (HCI) research on religion and spirituality. While the enduring importance of religion and spirituality for humanity and its influence on technology use remains, the last decade has seen transformative shifts catalysed by technological advances and the global impact of the COVID-19 pandemic. This paper explores whether and how HCI research on religion and spirituality has also changed. Providing a snapshot of the current research, we document and reflect on changes in the lines of research with a shift towards community, an increased consideration of religion and spirituality in related areas such as health, education, and society, and the broadening of challenges for HCI research on religion and spirituality.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}
The Illusion of Performance: The Effect of Phantom Display Refresh Rates on User Expectations and Reaction Times
Esther Bosch (German Aerospace Centre Braunschweig), Robin Welsch (Aalto University), Tamim Ayach (HU Berlin), Christopher Katins (HU Berlin), Thomas Kosch (HU Berlin)
Abstract | Tags: Late Breaking Work | Links:
@inproceedings{Bosch2024IllusionPerformance,
title = {The Illusion of Performance: The Effect of Phantom Display Refresh Rates on User Expectations and Reaction Times},
author = {Esther Bosch (German Aerospace Centre Braunschweig), Robin Welsch (Aalto University), Tamim Ayach (HU Berlin), Christopher Katins (HU Berlin), Thomas Kosch (HU Berlin)},
url = {hcistudio.org, website},
doi = {10.1145/3613905.3650875},
year = {2024},
date = {2024-05-11},
urldate = {2024-05-11},
abstract = {User expectations impact the evaluation of new interactive systems. Elevated expectations may enhance the perceived effectiveness of interfaces in user studies, similar to a placebo effect observed in medical studies. To showcase the placebo effect, we executed a user study with 18 participants who conducted a reaction time test with two different computer screen refresh rates. Participants saw a stated screen refresh rate before every condition, which corresponded to the true refresh rate only in half of the conditions and was lower or higher in the other half. Results revealed successful priming, as participants believed in superior or inferior performance based on the narrative despite using the opposite refresh rate. Post-experiment questionnaires confirmed participants still held onto the initial narrative. Interestingly, the objective performance remained unchanged between both refresh rates. We discuss how study narratives can influence subjective measures and suggest strategies to mitigate placebo effects in user-centered study designs.},
keywords = {Late Breaking Work},
pubstate = {published},
tppubtype = {inproceedings}
}