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Showing papers by "Albrecht Schmidt published in 2019"


Journal ArticleDOI
09 Sep 2019
TL;DR: The findings not only demonstrate the potential of thermal imaging and eye tracking for unobtrusive classification of different attention types but also pave the way for novel applications for attentive user interfaces and attention-aware computing.
Abstract: Despite the importance of attention in user performance, current methods for attention classification do not allow to discriminate between different attention types. We propose a novel method that combines thermal imaging and eye tracking to unobtrusively classify four types of attention: sustained, alternating, selective, and divided. We collected a data set in which we stimulate these four attention types in a user study (N = 22) using combinations of audio and visual stimuli while measuring users' facial temperature and eye movement. Using a Logistic Regression on features extracted from both sensing technologies, we can classify the four attention types with high AUC scores up to 75.7% for the user independent-condition independent, 87% for the user-independent-condition dependent, and 77.4% for the user-dependent prediction. Our findings not only demonstrate the potential of thermal imaging and eye tracking for unobtrusive classification of different attention types but also pave the way for novel applications for attentive user interfaces and attention-aware computing.

32 citations


Journal ArticleDOI
TL;DR: This work illustrates the concept of interactive smart windows and provides insights regarding their design, development, and user controls for adaptive walls, and identifies design dimensions and challenges to stimulate further development in the domain of adaptive buildings.
Abstract: As architects usually decide on the shape and look of windows during the design of buildings, opportunities for interactive windows have not been systematically explored yet. In this work, we extend the vision of sustainable and comfortable adaptive buildings using interactive smart windows. We systematically explore the design space of interactive windows to chart requirements, constraints, and challenges. To that end, we built proof-of-concept prototypes of smart windows with fine-grained control of transparency. In two studies, we explored user attitudes towards interactive windows and elicited control methods. We found that users understand and see potential for interactive windows at home. We provide specific usage contexts and specify interactions that may facilitate domestic applications. Our work illustrates the concept of interactive smart windows and provides insights regarding their design, development, and user controls for adaptive walls. We identify design dimensions and challenges to stimulate further development in the domain of adaptive buildings.

23 citations


Proceedings ArticleDOI
02 May 2019
TL;DR: Clairbuoyance is a system that provides feedback about the swimmer's orientation through lights mounted on swimming goggles that enabled reaching the target faster than without the help of the system, although the discrete mode increased error.
Abstract: While we usually have no trouble with orientation, our sense of direction frequently fails in the absence of a frame of reference. Open-water swimmers raise their heads to look for a reference point, since disorientation might result in exhaustion or even drowning. In this paper, we report on Clairbuoyance - a system that provides feedback about the swimmer's orientation through lights mounted on swimming goggles. We conducted an experiment with two versions of Clairbuoyance: Discrete signals relative to a chosen direction, and continuous signals providing a sense of absolute direction. Participants swam to a series of targets. Proficient swimmers preferred the discrete mode; novice users the continuous one. We determined that both versions of Clairbuoyance enabled reaching the target faster than without the help of the system, although the discrete mode increased error. Based on the results, we contribute insights for designing directional guidance feedback for swimmers.

22 citations


Proceedings ArticleDOI
02 May 2019
TL;DR: Virsneaky, a system for producing auditory movement feedback, which helps participants orient themselves in a virtual environment by providing footstep sounds, shows that gait-aware audio feedback is a means to increase presence in virtual environments.
Abstract: While Virtual Reality continues to increase in fidelity, it remains an open question how to effectively reflect the user's movements and provide congruent feedback in virtual environments. We present VRsneaky, a system for producing auditory movement feedback, which helps participants orient themselves in a virtual environment by providing footstep sounds. The system reacts to the user's specific gait features and adjusts the audio accordingly. In a user study with 28 participants, we found that VRsneaky increases users' sense of presence as well as awareness of their own posture and gait. Additionally, we find that increasing auditory realism significantly influences certain characteristics of participants' gait. Our work shows that gait-aware audio feedback is a means to increase presence in virtual environments. We discuss opportunities and design requirements for future scenarios where users walk through immersive virtual worlds.

19 citations


Proceedings ArticleDOI
02 May 2019
TL;DR: In this paper, the authors explore possible uses of gamification to support reproducible practices in high energy physics in high-energy physics, and discuss design implications for gamification in science.
Abstract: The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster reproducibility. In this paper, we explore possible uses of gamification to support reproducible practices in High Energy Physics. To understand how gamification can be effective in research tools, we participated in a workshop and performed interviews with data analysts. We then designed two interactive prototypes of a research preservation service that use contrasting gamification strategies. The evaluation of the prototypes showed that gamification needs to address core scientific challenges, in particular the fair reflection of quality and individual contribution. Through thematic analysis, we identified four themes which describe perceptions and requirements of gamification in research: Contribution, Metrics, Applications and Scientific practice. Based on these, we discuss design implications for gamification in science.

18 citations


Proceedings ArticleDOI
TL;DR: It is shown that gamification needs to address core scientific challenges, in particular the fair reflection of quality and individual contribution, to support reproducible practices in High Energy Physics.
Abstract: The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster reproducibility. In this paper, we explore possible uses of gamification to support reproducible practices in High Energy Physics. To understand how gamification can be effective in research tools, we participated in a workshop and performed interviews with data analysts. We then designed two interactive prototypes of a research preservation service that use contrasting gamification strategies. The evaluation of the prototypes showed that gamification needs to address core scientific challenges, in particular the fair reflection of quality and individual contribution. Through thematic analysis, we identified four themes which describe perceptions and requirements of gamification in research: Contribution, Metrics, Applications and Scientific practice. Based on these, we discuss design implications for gamification in science.

18 citations


Proceedings ArticleDOI
02 May 2019
TL;DR: This paper reports on the current state of technological and human factors in reproducible science and presents challenges and opportunities for both HCI researchers and practitioners to understand, support and motivate core practices.
Abstract: The reproducibility crisis refers to the inability to reproduce scientific experiments and is one of science's great challenges. Alarming reports and growing public attention are leading to the development of services and tools that aim to support key reproducible practices. In the face of this rapid evolution, we envision the unique opportunity for Human-Computer Interaction to impact scientific practice through the systematic study of requirements and moderating effects of technology on research reproducibility. In this paper, we report on the current state of technological and human factors in reproducible science and present challenges and opportunities for both HCI researchers and practitioners to understand, support and motivate core practices.

16 citations


Proceedings ArticleDOI
01 Oct 2019
TL;DR: The results show that users are eager to benefit from on-demand information, assistance, enhanced sensory perception, and play offered by AR across many locations at home.
Abstract: While Augmented Reality (AR) technologies are becoming increasingly available, our understanding of AR is primarily limited to controlled experiments which address use at work or for entertainment. Little is known about how it could enhance everyday interaction from a user's perspective. Personal use of AR at home may improve how users' interface with information on a daily basis. Through an online survey, we investigated attitudes towards domestic AR. We further explored the opportunities for AR at home in a technology probe. We first introduced the users to AR by offering an AR experience presented through mixed reality smart glasses. We then used a tailor-made tablet application to elicit photos illustrating how users imagine future AR experiences. Finally, we conducted semi-structured interviews based on elicited photos. Our results show that users are eager to benefit from on-demand information, assistance, enhanced sensory perception, and play offered by AR across many locations at home. We contribute insights for future AR systems designed for domestic environments.

14 citations


Proceedings ArticleDOI
05 Jun 2019
TL;DR: It is found that caretaker assistance requires less time to prepare a meal when participants cooked previously with in-situ assistance, and how in-Situ assistance enables independent cooking sessions in living environments for cognitively impaired is discussed.
Abstract: To date, approximately 20% of the world population lives with a level of cognitive impairment. In Western Europe, sheltered living facilities have emerged which collaboratively convey and train daily living skills for people with cognitive disabilities. This includes cooking as an important communal activity. However, tenants receive rudimentary cooking training since most facilities are affected by a worker shortage as they are driven on a voluntary basis. In this work, we investigate how digital in-situ assistance can be used to convey cooking instructions in kitchens. We conduct a user study (N=10) over two weeks in a sheltered living facility to evaluate the cooking performance and subjective perception between in-situ assistance and caretaker assistance. We find that caretaker assistance requires less time to prepare a meal when participants cooked previously with in-situ assistance. Our results are complemented by positive feedback of using in-situ instructions. We discuss how in-situ assistance enables independent cooking sessions in living environments for cognitively impaired.

14 citations


Proceedings ArticleDOI
02 May 2019
TL;DR: In this paper, the authors conducted a study of user attitudes towards systems that support data preservation in high energy physics, one of science's most data-intensive branches, and reported on their interview study with 12 experimental physicists, studying requirements and opportunities in designing for research preservation and reproducibility.
Abstract: Reproducibility should be a cornerstone of scientific research and is a growing concern among the scientific community and the public. Understanding how to design services and tools that support documentation, preservation and sharing is required to maximize the positive impact of scientific research. We conducted a study of user attitudes towards systems that support data preservation in High Energy Physics, one of science's most data-intensive branches. We report on our interview study with 12 experimental physicists, studying requirements and opportunities in designing for research preservation and reproducibility. Our findings suggest that we need to design for motivation and benefits in order to stimulate contributions and to address the observed scalability challenge. Therefore, researchers' attitudes towards communication, uncertainty, collaboration and automation need to be reflected in design. Based on our findings, we present a systematic view of user needs and constraints that define the design space of systems supporting reproducible practices.

14 citations


Proceedings ArticleDOI
02 Dec 2019
TL;DR: The concept of Reflexive Interaction is introduced, which can be viewed as a specific manifestation of Peripheral Interaction, which allows the user to perform very short interactions, shorter than Microinteractions, without straining the user's main interaction channels occupied with the primary task.
Abstract: Human-computer interaction (HCI) continues to evolve and interaction scenarios have to fulfill mobility, flexibility, and ad-hoc interaction where ever users are. To address this, traditional interaction concepts are being extended. While Peripheral Interaction was previously introduced, it still remains as a rather broad concept, intersecting with others, and thus creating space for further definitions. Therefore, this paper introduces the concept of Reflexive Interaction, which can be viewed as a specific manifestation of Peripheral Interaction. In contrast, Reflexive Interaction is envisioned to be executed at a secondary task without involving substantial cognitive effort. It allows the user to perform very short interactions, shorter than Microinteractions, without straining the user's main interaction channels occupied with the primary task. To clearly classify Reflexive Interaction in respect to previous interaction concepts, we use a taxonomy relying on an attention-based HCI model.

Proceedings ArticleDOI
18 Jun 2019
TL;DR: The preliminary findings indicate that EDA measures and working performance correlate to workload levels when using both assembly systems, and future research in the area of smart factories that implicitly evaluate workload through EDA in real-time to adapt assistive technologies at workplaces individually during manual assembly is discussed.
Abstract: Production lines are increasingly defined by smaller lot sizes that require workers to memorize frequent changes of assembly instructions. Previous research reports positive results of using assistive systems that compensate increments of workload by providing "just-in-time" instructions. However, there is rare evidence to which degree workload is alleviated by using assistive technologies. This work explores the potential of electrodermal activity (EDA) as a real-time monitoring tool for workload that is placed by two different assistive systems during manual assembly. In a preliminary user study (N=18), participants were induced with temporal and mental workload while conducting an assembly task with two different assistive systems: paper instructions and in-situ projections. Our preliminary findings indicate that EDA measures and working performance correlate to workload levels when using both assembly systems. Based on our results, we discuss future research in the area of smart factories that implicitly evaluate workload through EDA in real-time to adapt assistive technologies at workplaces individually during manual assembly.

Proceedings ArticleDOI
26 Nov 2019
TL;DR: To assess the usability of DronOS, three drone programming modes are evaluated and it is found that Vive Scripting required the least subjective workload in programming drone routines while Unity Scripting yielded the highest accuracy and Vive Realtime the least task completion time.
Abstract: We present DronOS, a rapid prototyping framework that can track, control, and automate drone routines. Previous research in the domain of Human-Drone Interaction relied on hardware or proprietary vendor-dependent libraries that had to be exclusively programmed for specific use cases. This forces users to stick with a drone manufacturer or model as well as limiting users in transferring their drone control logic to other drones. To overcome the aforementioned issues, our framework uses low-cost off-the-shelf hardware and applies to a variety of already available or self-crafted drones. To assess the usability of DronOS, we evaluate three drone programming modes: Unity Scripting, Vive Scripting, and Vive Realtime. We find that Vive Scripting required the least subjective workload in programming drone routines while Unity Scripting yielded the highest accuracy and Vive Realtime the least task completion time. We anticipate requirements for drone prototyping frameworks that target novice and expert users as operators.

Proceedings ArticleDOI
TL;DR: A study of user attitudes towards systems that support data preservation in High Energy Physics, one of science's most data-intensive branches, presents a systematic view of user needs and constraints that define the design space of systems supporting reproducible practices.
Abstract: Reproducibility should be a cornerstone of scientific research and is a growing concern among the scientific community and the public. Understanding how to design services and tools that support documentation, preservation and sharing is required to maximize the positive impact of scientific research. We conducted a study of user attitudes towards systems that support data preservation in High Energy Physics, one of science's most data-intensive branches. We report on our interview study with 12 experimental physicists, studying requirements and opportunities in designing for research preservation and reproducibility. Our findings suggest that we need to design for motivation and benefits in order to stimulate contributions and to address the observed scalability challenge. Therefore, researchers' attitudes towards communication, uncertainty, collaboration and automation need to be reflected in design. Based on our findings, we present a systematic view of user needs and constraints that define the design space of systems supporting reproducible practices.

05 May 2019
TL;DR: This work presents past research in the area of human-drone interaction it conducted, and presents technical boundaries and user-based considerations that arose during the research.
Abstract: Recent technical advances introduced drones into the consumer market. Thus, past research explored drones as levitating objects that provide in-situ interaction and assistance. While specific use cases and feedback scenarios have been researched extensively, technical and social constraints prevent drones from proliferating into daily life. In this work, we present past research in the area of human-drone interaction we conducted. We present technical boundaries and user-based considerations that arose during our research. We discuss our lessons learned and conclude how to deal with current challenges in the area of human-drone interaction.

Proceedings ArticleDOI
02 May 2019
TL;DR: A study that compares viewing viewing unaltered photos, photos with blurred people, and a subset of the photos after deleting private ones, on memory recall shows that obfuscated content helps users recall a lot of content, but it also results in recalling less accurate details, which can sometimes mislead the user.
Abstract: The abundance of automatically-triggered lifelogging cameras is a privacy threat to bystanders. Countering this by deleting photos limits relevant memory cues and the informative content of lifelogs. An alternative is to obfuscate bystanders, but it is not clear how this impacts the lifelogger's recall of memories. We report on a study in which we compare viewing 1) unaltered photos, 2) photos with blurred people, and 3) a subset of the photos after deleting private ones, on memory recall. Findings show that obfuscated content helps users recall a lot of content, but it also results in recalling less accurate details, which can sometimes mislead the user. Our work informs the design of privacy-aware lifelogging systems that maximizes recall and steers discussion about ubiquitous technologies that could alter human memories.

Posted Content
TL;DR: There is still the need to clarify some terms such as information, knowledge, and experience in the context of CIL and to differentiate CIL from recent and ongoing research in related fields such as active learning, collaborative learning, and others.
Abstract: The field of collaborative interactive learning (CIL) aims at developing and investigating the technological foundations for a new generation of smart systems that support humans in their everyday life. While the concept of CIL has already been carved out in detail (including the fields of dedicated CIL and opportunistic CIL) and many research objectives have been stated, there is still the need to clarify some terms such as information, knowledge, and experience in the context of CIL and to differentiate CIL from recent and ongoing research in related fields such as active learning, collaborative learning, and others. Both aspects are addressed in this paper.

Proceedings ArticleDOI
11 Jun 2019
TL;DR: An investigation of thermal feedback for notifying users about stress comprising the exploration of the preferred temperature level, rate of change, and body location and found that cold stimuli are preferred in general, showing that ± − 0.5◦C is the optimal rate ofchange and preferably when presented at the lower back.
Abstract: Though many new technologies have been adopted for stress detection, communicating stress to the users is still experienced primarily through visual or auditory channels. However, these commonly used feedback channels are already associated with smartphone notifications. Instead, we focus on thermal feedback yielding the advantage to preserve privacy due to its unobtrusiveness. By this work, we contribute an investigation of thermal feedback for notifying users about stress comprising the exploration of the preferred temperature level, rate of change, and body location. Accordingly, we compared different stimuli for each for those in a user study involving 21 participants. From their quantitative and qualitative feedback, we found that cold stimuli are preferred in general, showing that ± − 0.5◦C is the optimal rate of change and preferably when presented at the lower back. We conclude with discussing our findings from both the quantitative and qualitative data and finally present our research agenda paving the way for thermal feedback as a stress notifier.

Proceedings ArticleDOI
20 May 2019
TL;DR: This research identified the problems for future interactions with augmented reality systems and proposed principles that re-think interaction concepts to tackle the causes of stress and suggests a research agenda to create the framework for stress-free interactions.
Abstract: Modern technology use has been linked to stress, with detrimental effects for users' health. Evidence indicates that stress is caused by the design of interaction between users and systems. Since the introduction of graphical user interfaces, designing the interaction between computing systems and the user has been largely incremental. Moving from the PC to mobile devices has added new interaction modalities and interaction metaphors, but the overall way we interact is still very similar. However, desktop computers were used in specific office situations, whereas mobile devices are in ubiquitous use. A lot of the experienced stress of users is linked to the interaction design that priorities computer initiated interactions over the real world and focuses on providing as much information as possible. Moving into the future and transferring the current interaction design to augmented reality systems is likely to worsen the problem by increasing causes of stress. In our research, we identified the problems for future interactions with augmented reality systems and propose principles that re-think interaction concepts to tackle the causes of stress. We propose a longer-term vision about how daily interactions might be designed to reduce the demand on the user. Based on this we suggest a research agenda to create the framework for stress-free interactions.

Proceedings ArticleDOI
26 Nov 2019
TL;DR: This work investigates how to further support grammar learning with the dynamic visualization and interaction opportunities offered by digital reading devices and designs four different concepts that augment adjectives and adverbs in English-language texts using typographic cues and interactive information displays.
Abstract: Reading foreign language texts is a frequently used strategy for language learning. Visual text augmentation methods further support the learning experience, e.g., by annotating vocabulary or grammar. Common approaches are integrated dictionaries or static grammar highlights. This work investigates how we can further support grammar learning with the dynamic visualization and interaction opportunities offered by digital reading devices. In collaboration with teachers and potential learners, we identify difficulties learners experience with English grammar and gather ideas for suitable interactive text augmentations. Based on this, we design four different concepts that augment adjectives and adverbs in English-language texts using typographic cues and interactive information displays. The concepts are evaluated in a within-subject study (N = 16). Results show that participants preferred concepts that presented case-specific support, did not distract too much from the text, and gave details on demand. We conclude with design recommendations for designing text augmentation for language learning.

Book ChapterDOI
02 Sep 2019
TL;DR: Electroencephalography (EEG) is investigated to assess single-word incomprehension within non-native learning contents and shows that incomprehensions of words can be detected in participants’ neural responses, as is confirmed by post hoc ratings.
Abstract: Ubiquitous technologies change the way we learn new languages. They provide easy access to multilingual media content within everyday scenarios to enhance language skills or improve vocabulary. The detection of learners’ vocabulary deficiencies is an integral part of effective language learning. However, retrieving translations during everyday media consumption causes inattention and hinders fluent learning. In this paper, we investigate Electroencephalography (EEG) to assess single-word incomprehension within non-native learning contents. In a user study (N = 10), we employed Rapid Serial Visual Presentation (RSVP) to display text while recording Event-Related Potentials (ERPs) for different word difficulties. Our results show that incomprehension of words can be detected in participants’ neural responses, as is confirmed by post hoc ratings. We conclude with use case scenarios in which our approach can facilitate seamless vocabulary deficiency detection in everyday life.

Proceedings ArticleDOI
26 Nov 2019
TL;DR: This study provides insights into how novice users wish to use thermal imaging technology to augment their vision in daily setups, as well as identifying and classifying common thermal imaging use cases.
Abstract: Recent work demonstrated the opportunities of thermal imaging in the development of novel interactive systems. However, the exploration is limited to controlled lab setups. Hence, little we know about how thermal imaging could be useful for a broader range of daily applications by novice users. To investigate the potential of domestication of thermal imaging, we conducted an exploration with a technology-cultural probe. Ten households (26 individuals) used a mobile thermal camera in their daily life. We collected thermal photos taken by the participants and conducted interviews after using the camera. We found that the users were excited about using thermal cameras in their everyday lives and found many practical uses for them. Our study provides insights into how novice users wish to use thermal imaging technology to augment their vision in daily setups, as well as identifying and classifying common thermal imaging use cases. Our work contributes implications for designing thermal imaging devices targeted towards novice users.

Proceedings ArticleDOI
08 Sep 2019
TL;DR: This work designed and developed four different visualizations to represent emotions detected through facial expression recognition of chat partners using a web cam to study the effects of emotion sharing by augmenting the WhatsApp Web user interface.
Abstract: Emotions are part of human communication shaping mimics and revealing feelings. Therefore, conveying emotions has been integrated in text-based messaging applications using emojis. While visualizing emotions in text messages has been investigated in prior work, we studied the effects of emotion sharing by augmenting the WhatsApp Web user interface. For this, we designed and developed four different visualizations to represent emotions detected through facial expression recognition of chat partners using a web cam. Investigating emotion representation and its effects, we conducted a four weeks longitudinal study with 28 participants being inquired via 48 semi-structured interviews and 64 questionnaires. Our findings revealed that users want to maintain control over their emotions, particularly regarding sharing, and their preference to view positive emotions avoiding unpleasant social situations. Based on that, we phrased four design recommendations stimulating novel approaches for augmenting chats.

Proceedings ArticleDOI
21 Sep 2019
TL;DR: A prototype which represents media content on a simulated windshield display and uses gaze tracking as an additional form of input device for the driver and hypothesize that the time to regain control with the prototype is shorter compared to traditional media presentation.
Abstract: The development of self-driving vehicles seems to go well with the growing demand for the daily use of mobile devices. However, autonomous vehicles will still need manual intervention in unforeseen or dangerous situations. Therefore, it is important for the driver to stay aware of the traffic situation around, and so to be quickly able to take over. We developed a prototype which represents media content on a simulated windshield display and uses gaze tracking as an additional form of input device for the driver. Although we intentionally pull away the driver's gaze from the driving situation, this seems to be less of a distraction than using hand-held mobile devices or dash-integrated display devices. We hypothesize that the time to regain control with our prototype is shorter compared to traditional media presentation. This work-in-progress paper provides insight to the concept of the prototype while first results will be presented at the conference.

Book ChapterDOI
02 Sep 2019
TL;DR: 5 TUI designs that can input both value and uncertainty and build low-fidelity prototypes are generated and one third of the participants were able to discover the uncertainty input function without any explanation, and once explained, all of them could easily understand the concept and input uncertainty.
Abstract: Experiencing uncertainty is common when answering questionnaires. E.g., users are not always sure to answer how often they use trains. Enabling users to input their uncertainty is thus important to increase the data’s reliability and to make better decision based on the data. However, few interfaces have been explored to support uncertain input, especially with TUIs. TUIs are more discoverable than GUIs and better support simultaneous input of multiple parameters. It motivates us to explore different TUI designs to input users’ best estimate answer (value) and uncertainty. In this paper, we first generate 5 TUI designs that can input both value and uncertainty and build low-fidelity prototypes. We then conduct focus group interviews to evaluate the prototypes and implement the best design, SplitSlider, as a working prototype. A lab study with SplitSlider shows that one third of the participants (4/12) were able to discover the uncertainty input function without any explanation, and once explained, all of them could easily understand the concept and input uncertainty.

Proceedings ArticleDOI
17 Mar 2019
TL;DR: Five designs that are based on dials and sliders and support uncertain input are presented that extend the input space of two traditional TUIs: dial and slider.
Abstract: Uncertainty is common when working with data and becomes more important as processing big data gains attention. However, no standard tangible interface element exists for inputting uncertain data. In this article, we extend the input space of two traditional TUIs: dial and slider. We present five designs that are based on dials and sliders and support uncertain input. We conduct focus group interviews to evaluate the designs. The interviews allow us to extend existing design requirements for parameter control UIs to support uncertain input.

Book ChapterDOI
01 Jan 2019
TL;DR: In this paper, the authors describe the use of augmented reality learning environments in introductory STEM laboratory courses aiming to provide students additional information and real-time feedback while sustaining their autonomy and the authenticity of their action.
Abstract: Learning is known to be a highly individual process affected by learners’ individual previous experience and self-directed action. Especially during laboratory courses in university science, technology, engineering and mathematics (STEM) education, all channels of knowledge construction become relevant: students have to match their theoretical background with experimental hands-on experience, leading to an intensive interaction between theory and experiment. Realizing augmented reality scenarios with see-through smartglasses allows to display information directly in the user’s field of view and creates a wearable educational technology, providing learners with active access to various kinds of additional information while keeping their hands free. The framework presented here describes the use of augmented reality learning environments in introductory STEM laboratory courses aiming to provide students additional information and real-time feedback while sustaining their autonomy and the authenticity of their action. Based on principles of the cognitive-affective theory of learning with media (CATLM), we hypothesize that this tool can structure students’ hands-on experiences and guides their attention to cue points of knowledge construction.

Proceedings ArticleDOI
12 Jun 2019
TL;DR: LifeRewinder is presented, a prototype for sequentially reviewing lifelogs as a time-lapse video with controllable speed using a knob and an alternative is to redesign interaction techniques and visualizations to leverage the human cognition to interact with complete datasets.
Abstract: Information overload from voluminous lifelogs hinders effective comprehension and sense-making. Despite extensive prior work to summarize such datasets, selection of important moments is an ongoing research challenge. An alternative is to redesign interaction techniques and visualizations to leverage the human cognition to interact with complete datasets. In this work, we present and evaluate LifeRewinder, a prototype for sequentially reviewing lifelogs as a time-lapse video with controllable speed using a knob.

Journal ArticleDOI
TL;DR: The meSch project aimed to empower heritage professionals to become part of the creative team, to make them able to negotiate and collaborate with developers and designers in the creation and deployment of the interactive installations.
Abstract: interactive experiences—to create ideas and quickly deploy them in place within the heritage site or museum. We also aimed to empower heritage professionals to become part of the creative team, to make them able to negotiate and collaborate with developers and designers in the creation and deployment of the interactive installations. In several use cases (see Demo Hour in this issue), we have demonstrated that the meSch technology can deliver exactly this. It is designed to allow an easy prototyping and deployment process, with a low entry barrier and a high ceiling, allowing a clear path from ideation to deployment. The meSch technology architecture (Figure 1) consists of 1) a local server, which stores the code defining the functionality and interactions. This also facilitates the connection to the various local interactive devices. As museums and cultural heritage sites face constant pressure to offer an exciting visitor experience, they are consistently looking for new ways to quickly create engaging interactions for the exhibition floor. Yet most heritage professionals are not experts in the creation of such experiences; rather, they have expertise in particular topical domains and also understand the needs of visitors. Most of the time they are cut off from the process of creating truly interactive installations because of the complexity of the task. Even envisioning new experiences and communicating the ideas to others to implement is beyond their abilities if this implies an in-depth knowledge of technologies. Our goal in the meSch project then was to lower the entry barrier to exploring, experimenting, envisioning, prototyping, and deploying tangible and embodied EXPERIMENTING AROUND IOT FOR HERITAGE