Lea S. Müller, Sarah M. Meeßen, M. Thielsch, Christoph Nohe, Dennis M. Riehle, Guido Hertel
{"title":"Do not disturb!: trust in decision support systems improves work outcomes under certain conditions","authors":"Lea S. Müller, Sarah M. Meeßen, M. Thielsch, Christoph Nohe, Dennis M. Riehle, Guido Hertel","doi":"10.1145/3404983.3405515","DOIUrl":"https://doi.org/10.1145/3404983.3405515","url":null,"abstract":"Organizations provide their employees with decision support systems (DSS) to facilitate successful decision making. However, the mere provision of a DSS may not be sufficient to facilitate beneficial work outcomes because employees often do not rely on a DSS. Therefore, we examined whether users' trust in a DSS increases positive effects of DSS provision on several core work outcomes (i.e., performance, well-being, and release of cognitive capacities). Moreover, we examined whether trust effects on these work outcomes depend on specific context conditions (i.e., user accountability, distraction, and market dynamics). We tested our hypotheses in a laboratory experiment with N = 201 participants who received assistance by a DSS in a simulated sales planning scenario. In line with our assumptions, trust in the DSS was positively related to users' performance and well-being. Moreover, the link between trust and strain as well as release of cognitive capacities were qualified by distraction, so that higher distraction diminished these links. No such moderation occurred for user accountability and market dynamics.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"171 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116635575","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Exploring the effect of transient cognitive load on bodily arousal and secondary task performance","authors":"Jan Ehlers","doi":"10.1145/3404983.3410017","DOIUrl":"https://doi.org/10.1145/3404983.3410017","url":null,"abstract":"Human failure constitutes a major cause for accidents of all kinds. Especially drowsiness or situations of cognitive overload impair the ability to react quickly and appropriately to critical events. The present study applies brief periods of monotonous and repetitive trains of thoughts to induce states of hypovigilance and, on the other hand, arithmetical exercises to increase cognitive load. Aim is to determine whether transient cognitive events exert an influence on bodily arousal (here: pupil diameter) as well as on secondary task reaction times. Findings confirm that pupil diameter constitutes a valid indicator of cognitive load. Reaction times emerge particularly slow during high cognitive load, whereas the risk of overlooking brief cue stimuli is not increased. However, it remains unclear whether a valid state of cognitive underload can be induced on basis of short periods of repetitive thoughts. While the associated pupil size changes do not differ from baseline dynamics, motor reactions occur considerably slower compared to a control condition.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124960609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A head-in-hand metaphor for user-centric direct camera control in virtual reality","authors":"Tobias Günther, E. Querner, Rainer Groh","doi":"10.1145/3404983.3410019","DOIUrl":"https://doi.org/10.1145/3404983.3410019","url":null,"abstract":"The explorative examination of constructed 3D models in immersive environments requires suitable user-centric interaction methods. Especially novel concepts for virtual camera control can offer advantages, e.g. for the analysis of model details. We extend the known concept of the camera-in-hand metaphor and implement a multidimensional viewport control technique that can be used with common head-mounted displays and VR-controllers. With our head-in-hand view the user is able to control the virtual camera directly by hand without losing the flexibility of head movements. To ensure convenient operation, the method restricts special rotation parameters and smoothes jerky gestures of the user hand. In addition, we discuss implications and improvement potential of the proposed concept as well as adverse effects on the user, such as motion sickness.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125146913","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Security onboarding: an interview study on security training for temporary employees","authors":"Alex Hudock, Jake Weidman, Jens Grossklags","doi":"10.1145/3404983.3405525","DOIUrl":"https://doi.org/10.1145/3404983.3405525","url":null,"abstract":"After being placed into a position, it is common for new employees to be acclimated to an organization's culture, rules, and procedures via a process called onboarding. These processes are critical to ensure that employees become valuable assets to an organization and abide by organizational rules and procedures. In this research study, we interviewed senior undergraduate students who had recently completed internships to determine what, if any, onboarding process they completed for their placement. Applying qualitative analysis, we find that the onboarding processes for these interns varied widely, from no onboarding at all to several extensive training sessions. Similarly, some interns reported high-level technical security training, while others reported almost no restrictions while on organizational networks. We build on our findings by providing recommendations for organizational improvements for interns, and by extension, full-time employees.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"492 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116543525","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Personal quizmaster: a pattern approach to personalized interaction experiences with the MiRo robot","authors":"K. Pollmann, Daniel Ziegler","doi":"10.1145/3404983.3410414","DOIUrl":"https://doi.org/10.1145/3404983.3410414","url":null,"abstract":"In Human-Robot Interaction, personalization has been proposed as a strategy to increase acceptance for social robots. The present paper describes how behavioral design patterns can be used to tailor the interaction experience to the individual user's characteristics and needs. To demonstrate this approach, we designed a quiz game application for the MiRo robot. The robot acts as the quizmaster and shows different behaviors (coach-like/empathic vs. challenging/provocative) depending on the type of user who is playing the game (community-focused vs. competition-focused player). We describe the process of creating the two quizmaster personalities and related behavioral patterns as well as the technical background for integrating them with the interaction model for the quiz game. The result is a Wizard-of-Oz demonstration of the personalizable quiz game that is accompanied by an interactive video prototype remote for user studies and demo purposes.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129761095","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Oberdörfer, Anne Elsässer, D. Schraudt, Silke Grafe, Marc Erich Latoschik
{"title":"Horst - The teaching frog: learning the anatomy of a frog using tangible AR","authors":"S. Oberdörfer, Anne Elsässer, D. Schraudt, Silke Grafe, Marc Erich Latoschik","doi":"10.1145/3404983.3410007","DOIUrl":"https://doi.org/10.1145/3404983.3410007","url":null,"abstract":"Learning environments targeting Augmented Reality (AR) visualize complex facts, can increase a learner's motivation, and allow for the application of learning contents. When using tangible user interfaces, the learning process receives a physical aspect improving the overall intuitive use. We present a tangible AR system targeting the learning of a frog's anatomy. The learning environment is based on a plushfrog containing removable markers. Detecting the markers, replaces them with 3D models of the organs. By extracting individual organs, learners can inspect them up close and learn more about their functions. Our AR frog further includes a quiz for a self-assessment of the learning progress and a gamification system to raise the overall motivation.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122766545","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The effects of consultant avatar size and dynamics on customer trust in online consultations","authors":"Gordon Brown, Michael Prilla","doi":"10.1145/3404983.3405591","DOIUrl":"https://doi.org/10.1145/3404983.3405591","url":null,"abstract":"This study investigates the impact of avatars on interactions between customers and consultants in remote, online consultations supported by Augmented Reality (AR). Based on past research, we were interested whether the appearance of an avatar and its dynamics affect important factors for online consultations such as social presence, trust in the consultant and perceived customer satisfaction. In particular, we chose avatar size and dynamics (movement/gaze) to compare different avatars in a 2x2 experiment, in which customers wear AR head mounted devices to consult a remotely located consultant in a mock furniture consultation session. Our results show no significant differences in trust and satisfaction, but significantly different levels of perceived social presence for life-sized, dynamic avatars as well as significantly higher co-presence for all life-sized avatars. Additional data from interviews with the participants revealed a clear preference for dynamic avatars over static ones. Based on an analysis of these findings, we make design recommendations and suggest directions for future research.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129175351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Freiwald, Yvonne Göbel, Fariba Mostajeran, Frank Steinicke
{"title":"The cybersickness susceptibility questionnaire: predicting virtual reality tolerance","authors":"J. Freiwald, Yvonne Göbel, Fariba Mostajeran, Frank Steinicke","doi":"10.1145/3404983.3410022","DOIUrl":"https://doi.org/10.1145/3404983.3410022","url":null,"abstract":"In this paper we propose the Cybersickness Susceptibility Questionnaire (CSSQ), which predicts the likeliness of a user experiencing cybersickness related symptoms when exposed to virtual reality (VR). The items on this questionnaire were compiled from several previous works that have demonstrated the influence of various biological, chemical and psychological factors on the human senses and nervous system. A pilot study with 24 participants showed a correlation between CSSQ items and the perceived cybersickness during and after a virtual roller coaster ride. A high mean value in the CSSQ indicates a stronger perception of cybersickness during and after the exposure to VR.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"124 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131467000","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Torben Volkmann, Daniel Wessel, Tim Ole Caliebe, Nicole Jochems
{"title":"What you see isn't necessarily what you get: testing the influence of polygon count on physical and self-presence in virtual environments","authors":"Torben Volkmann, Daniel Wessel, Tim Ole Caliebe, Nicole Jochems","doi":"10.1145/3404983.3405590","DOIUrl":"https://doi.org/10.1145/3404983.3405590","url":null,"abstract":"A key characteristic for the effectiveness of Virtual Reality Environments is a high sense of presence - the feeling of being in that virtual place, even though being physically in another location. For a more differentiated perspective on presence, the term can be defined by subtypes, such as physical, social and self-presence. The Multimodal Presence Scale (MPS) by Makransky and colleagues deals with these dimensions, was translated into German, and evaluated regarding the sensitivity and specificity of the social presence subscale. The results raise the question how well differences in physical and self-presence can be detected by the scale. We conducted an experiment by constructing two virtual worlds, manipulating the polygon count of objects in each world, and measuring presence. Additionally, we assessed the correlation of the MPS with the Igroup Presence Questionnaire (IPQ). No significant differences in physical or self-presence were found. However, when examining an item that closely matches the manipulation of the self-presence world (the user's virtual hands), a statistically significant difference was found. We provide three possible explanations for these results: 1) an insufficient impact of the abstraction levels, e.g., due to insufficient time and attention to the manipulation, or too little difference between the abstraction levels, 2) a lack of sensitivity of the used MPS and IPQ, or 3) the polygon count not being important for physical or self-presence. We conclude that high polygon count might not be that crucial for presence and provide suggestions for future research.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"644 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123284983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Playing in virtual nature: improving mood of elderly people using VR technology","authors":"Linda Graf, Stefan Liszio, M. Masuch","doi":"10.1145/3404983.3405507","DOIUrl":"https://doi.org/10.1145/3404983.3405507","url":null,"abstract":"Age-related physical, mental, and social limitations can severely reduce the quality of life of elderly people. Research has shown that virtual reality (VR) can provide stimulating experiences, elicit positive emotions, and provoke relaxation. In this paper, we present an approach that integrates stimulating cognitive tasks, playful elements, and virtual natural environments in one VR app tailored for elderly people. We developed a virtual walk in the forest where the players can solve cognitive tasks in two mini-games. To support a feeling of social presence and to reduce loneliness, we integrated a virtual dog as a companion who accompanies the players. We conducted an evaluation with 14 participants aged 66 to 84 years. The results show a change of positive and negative affect scores after using the VR experience. That supports our assumption, even though the differences were not significant. The participants enjoyed the VR app and were especially impressed by the experience of presence. Despite their inexperience in using VR technology, the participants behaved naturally and were interested in using it again. Our results support the assumption that elderly people can benefit from VR games in their everyday lives.","PeriodicalId":298769,"journal":{"name":"Proceedings of Mensch und Computer 2020","volume":"149 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116700221","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}