CHIRA 2023 Abstracts


Area 1 - Interactive Devices

Full Papers
Paper Nr: 10
Title:

Empowering ProductionWorkers to Program Robots: A No-Code, Skill-Based Approach

Authors:

Charly Blanc, Lionel Boudry, Andreas Sonderegger, Julien Nembrini and Sarah Degallier Rochat

Abstract: The current market requires automated production systems to be reprogrammed by the shop floor workers to meet dynamic production needs. This requires new interfaces allowing the workers to acquire the needed skills for efficient and safe programming. In this article, an intuitive interface is introduced to foster both upskilling and empowerment through guided tutorials. A no-code approach to programming based on the notion of robotic skills enables interactions that are based on the worker’s competencies. A preliminary study with students (N = 58) using between-group testing was performed to evaluate the usability of the interface and skill acquisition through the tutorials. The effect of a basic understanding of robots’ behavior on users’ performance was evaluated: a demonstration with a real robot was presented to half of the participants before the study. Our results indicate that the proposed approach enabled most novice users to achieve simple programming tasks. The demonstration with the robot had a positive impact on performance suggesting the need for real robot interaction to improve learning. In summary, the combination of a no-code, skill-based approach with problem-based tutorials and demonstrations with real robots can help non-expert users develop the competencies and confidence to autonomously program a robot. Further tests with intended target users are planned in the future.

Paper Nr: 25
Title:

Tracing Stress and Arousal in Virtual Reality Games Using Players’ Motor and Vocal Behaviour

Authors:

Susanna Brambilla, Giuseppe Boccignone, N. Alberto Borghese, Eleonora Chitti, Riccardo Lombardi and Laura A. Ripamonti

Abstract: In this study, we tackle the integration of stressors and voice interaction in a Virtual Reality game to assess players’ arousal and stress levels. The selected game genre and its characteristic components are used as a basis to create stress-inducing elements. Additionally, a voice interaction module has been created using a voice assistant called Minerva. The module allows for real-time detection and recording of players’ emotional responses based on variations in pitch and intensity of speech. The game consists of a single level divided into four areas with increasing levels of stress. The experiment involved 16 volunteer students who played the game while their prosodic and behavioral movement data were collected. Participants also completed questionnaires and produced ratings to assess their perceived stress and arousal levels. The collected data were analyzed to evaluate the effectiveness of the real-time estimation of arousal and stress.

Short Papers
Paper Nr: 15
Title:

Towards Gesture Based Assistive Technology for Persons Experiencing Involuntary Muscle Contractions

Authors:

Christine Pocock, Chris Porter and May Agius

Abstract: This research investigates the viability of leveraging Machine Learning (ML) algorithms to develop gesture recognition systems that may benefit people who experience involuntary muscle contractions. This presents distinct challenges, such as the reduced ability to perform gestures accurately and repeatedly (flawed gestures) as well as the ability to provide sufficient data to pre-train models. This investigation revolves around three shortlisted gesture recognition algorithms which were evaluated in a controlled lab environment. The primary objective was to observe specific characteristics such as robustness under different simulated conditions, training requirements, as well as classification latency and accuracy. Results show distinct properties for each shortlisted algorithm. kNearest Neighbour (KNN) with Dynamic Time Warping (DTW), or KNN-DTW, is well suited where accurate gesture training is challenging due to frequent involuntary movements. Although this approach works well with one sample, the classification response time is significantly longer than KNN and Support Vector Machine (SVM). However, timing may not always be a priority, depending on the context of use. On the other hand, when real-time responses are necessary, KNN and SVM both offer a good level of performance. These, however, rely on training data to produce accurate classifications, in which case the user must be able to perform gestures in a reasonably repeatable manner. This work also presents a dataset of 1600 samples for four gesture classes, including a corresponding set of flawed gesture samples for each class.

Paper Nr: 29
Title:

3D Reconstruction Using a Mirror-Mounted Drone: Development and Evaluation of Actual Equipment

Authors:

Ayumi Noda, Kimi Ueda, Hitorake Ishii and Hiroshi Shimoda

Abstract: A possible method to support work inside a nuclear power plant (NPP) would be to take images of the environment with an RGB-D camera and conduct 3D reconstruction. The reconstructed model is useful for confirming the site in advance. However, in imaging inside an NPP, a lot of areas are occluded by pipes or machinery, resulting in omissions in the reconstructed model. We have proposed a method to fly a small mirror-mounted drone instead of a large drone equipped with an RGB-D camera and to capture the occluded area using mirror reflection. In this paper, we examined the feasibility of mirror-mounted drone by fabricating the actual equipment. With the flight test, the proposed drone was shown to fly stably even with the mirror. In addition, we developed a method for 3D reconstruction using images obtained in the imaging with the mirror-mounted drone. The proposed method estimates the mirror pose, reduce the noise of depth images and generate the reconstructed model. The evaluation showed that although noise remained in the reconstructed model, the imaging with fewer omissions was achieved with the mirror-mounted drone.

Paper Nr: 46
Title:

Eco-Design of a Smart Module to Provide Customizable and Effective Interaction for the Elderly

Authors:

Simona D'Attanasio, Tanguy Dalléas, Dorian Le Boulc’h and Marie Verel

Abstract: Social isolation and loneliness are risk factors of morbidity and mortality for the elderly, whose number will increase in the future. Smart devices can offer solu-tions to stimulate activities and social contact to fight these threats, on condition that the real needs, expectations and capacities of the target users are considered. Among smart devices, smart wooden furniture provides a sustainable way for-ward that can be easily integrated and accepted into the domestic environment. The article presents a module in a compact 3D-printed box with a smart tactile icon and visual and auditory feedback, built to be integrated in a wooden piece of furniture. A variety of simple scenarios can be programmed and the pattern of the icon can be changed according to the user’s needs and preferences. Various tests to validate the design have been performed and are presented. The electronic components are accessible for repair and the aim is low consumption, according to eco-design recommendations. The module showed to be a promising simple, robust and customizable tool to promote effective interaction with the elderly.

Paper Nr: 51
Title:

An Augmented Reality Environment for Testing Cockpit Display Systems

Authors:

Caner Potur and Gokhan Ince

Abstract: In the avionics industry, software test automation is a crucial component, as it plays a significant role in accelerating the development process. Since all automation systems are error-prone, the automation systems that affect flight safety should be supervised by humans as they must be reliable. In this study, an augmented reality based software verification system is designed to observe the visual verification of cockpit screens and detect possible automation errors. In the designed system, an observer can instantly see the test steps and automation results using an augmented reality glasses as a hologram on the cockpit screen and can report the errors they observe in test automation. The performance of the proposed system was analyzed qualitatively and quantitatively. The experimental results demonstrated that the use of augmented reality in cockpit display verification systems accelerated the testing process, reduced users' cognitive load, and improved the system's usability.

Paper Nr: 14
Title:

Mobile Gaming EMG-Based Brain Computer Interface

Authors:

Abdulaziz Althekair, Mohanned Odeh, Mohammad AlBayaa, Marwa Sharawi and Iyad Abu Doush

Abstract: Brain Computer Interface (BCI) has demonstrated significant effectiveness in optimizing the usability of mobile applications, particularly in the realm of mobile gaming. With the increasing popularity of video games, they offer an opportune platform for exploring novel control interfaces for mobile devices. This paper introduces the Mobile Gaming Electromyography (EMG)-Based Brain Computer Interface (MGaming EMG-BCI), which aims to enhance the user experience and address challenges related to input methods, gestures, accessibility, and inclusivity associated with conventional mobile device usage in mobile gaming. The system improves device usability by offering a new input method and gestures that players can utilize to interact with the game without the requirement of maintaining a fixed posture alleviating neck stiffness commonly associated with GUI-based mobile gaming. This expands the accessibility of games for different groups of players. Furthermore, it opens up opportunities for game developers to innovate and explore new possibilities in game design.The proposed interface integrates a BCI system with a game using EMG signaling, enabling real-time communication between the BCI and the game through a database. This integration allows users to interact with the game in a hands-free manner, alleviating the need for physical touch input. The results of this study indicate that the proposed BCI Mobile Gaming Interface has the potential to serve as a universal control scheme that can be seamlessly applied to a diverse range of games.

Paper Nr: 17
Title:

Simplifying the Development of Conversational Speech Interfaces by Non-Expert End-Users Through Dialogue Templates

Authors:

Maia Aguirre, Ariane Méndez, Manuel Torralbo and Arantza del Pozo

Abstract: Conversational speech interface development, maintenance and evolution is challenging for non-experts as it requires linguistic knowledge and proficiency in chatbot design and implementation. To address this issue, this work proposes the use of Dialogue Templates, compact conversational interfaces intended to cater specific interaction capabilities which can be easily adapted to a particular use case by non-expert end-users, just with knowledge of the application domain. Our implementation of Dialogue Templates is presented and detailed for three relevant conversational spoken interaction use cases in the industrial environment: navigating maintenance management systems, recording manufacturing plant activity data and registering warehouse inventory. In addition, a comparative analysis is also conducted to assess the effort required to develop sample conversational assistants in such scenarios using our conventional development platform versus Dialogue Templates. Results show that Dialogue Templates significantly simplify the development of conversational speech interfaces, without demanding linguistic expertise.

Paper Nr: 53
Title:

MAS4Games: A Reinforced Learning-Based Multi-Agent System to Improve Player Retention in Virtual Reality Video Games

Authors:

Natalia Maury-Castañeda, Sergio Villarruel-Vasquez and Willy Ugarte

Abstract: This paper presents a research study focused on implementing a Q-learning-based multi-agent system for Dynamic Difficulty Adjustment (DDA) in a Unity 3D fighting game. The objective of this study is to enhance the player's gaming experience by dynamically adjusting the game's difficulty in response to their performance. The research utilizes the Unity game development platform, along with the ML-Agents framework, to implement the Q-learning algorithm and train intelligent agents capable of adapting the game's difficulty level. Our findings highlight the potential of Q-learning and multi-agent systems in improving DDA in video games. Based on our experiences, we envision future works that involve testing and comparing alternative methods and approaches to further enhance DDA techniques, highlighting its potential for future investigations.

Area 2 - Adaptive and Intelligent Systems

Short Papers
Paper Nr: 16
Title:

Towards a Methodology for Developing Human-AI Collaborative Decision Support Systems

Authors:

Alexander Smirnov, Andrew Ponomarev and Tatiana Levashova

Abstract: Decision-making is a complex activity, often demanding collaboration, sometimes even in the form of dynamic (ad hoc) teams of loosely coupled participants col-lected to deal with a particular problem. At the same time, recent developments in the AI have shown that AI plays an important role in decision-making, and AI-agents may become full-fledged participants of collaborative decision support systems. However, integration of AI-agents into collaborative processes requires solving a number of tasks concerning human-AI interaction, interpretability, mutual learning, etc. This paper is a step towards a methodology to create decision support systems based on human-AI collaboration. An analysis of typical requirements to the collaborative decision support systems and typical scenarios that such systems have to implement sustains the introduced methodology. Based on this analysis, foundational problems needed settlements to develop human-AI collaborative decision support systems have been identified, and their possible solutions are offered. In the proposed methodology, ontologies play an important role, providing interoperability among heterogeneous participants. The methodology implies a technological backing in the form of a collaborative computational environment, helping to develop decision support systems for particular domains.

Paper Nr: 42
Title:

Augmenting the Human in Industry 4.0 to Add Value: A Taxonomy of Human Augmentation Approach

Authors:

Jacqueline Humphries, Pepijn Van de Ven and Alan Ryan

Abstract: There is a lack of clarity about how to augment the human in manufacturing. For practitioners, this creates challenges in understanding which technologies to in-vest in for specific automation goals, and where the value-add exists. A narrative review of the literature is conducted through which the relationship between augmentation and automation is clarified. Definitions for Augmentation, and the Augmented Human, and a new Taxonomy of Human Augmentation are proposed. Five classes of augmentation are identified: Physical, Collaborative Physical, Sensory, Embedded Intelligence, and Collaborative Social Intelligence. How the Taxonomy is applied to each goal of automation is illustrated. Finally the value-add of the classes is explored through industrial use cases, and the potential im-pact on manufacturing key performance indicators is summarised. This novel Taxonomy of Human Augmentation unifies the existing research, and provides a common description of each class of augmentation, which can assist practitioners in seeking and exploring augmentation solutions.

Paper Nr: 18
Title:

Multiparty Dialogic Processes of Goal and Strategy Formation in Hybrid Teams

Authors:

Andreas Wendemuth and Stefan Kopp

Abstract: A current trend which is already prevalent in highly structured (e.g. industrial) working environments is the cooperation of people, intelligent physical agents (robots) and, in parts, intelligent information agents (AIs, chatbots) in hybrid teams, mostly in paired settings. This position article discusses a major generalization and extension of this concept: (a) the goals, strategies, and actions are not fully prespecified, but develop in the course of a dialogic process; (b) the agents are not merely tools or assistants, but proactively intervene as peers; (c) the hybrid teams are multiparties with several humans and (situated or remote) intelligent agents, exhibiting and modelling pronounced group behavior. Cognitive, dialogic systems are the technical backbone of such team settings, bringing together techniques of multimodal processing, information retrieval, situated action planning and autonomous action generation, recognizing and anticipating task-related states of the actors.

Paper Nr: 23
Title:

Adaptive Network Modelling of Informal Learning Within an Organization by Asking for Help and Getting Help

Authors:

Debby Bouma and Jan Treur

Abstract: This paper contributes a computational analysis of how informal learning within organizations often takes place. The approach covers asking questions, the influence of approachability and presence, and direct and indirect answering of questions asked. This is done by modeling different people with their mental states, internal mental models, and communication. The results show that both direct and indirect answering of questions to a help-seeker can improve or complete their mental model. However, when questions need to be passed to other people, this slows down the mental model learning process. These results laid the foundation for further research and confirms intuitive results.

Area 3 - Human Factors for Interactive Systems, Research, and Applications

Full Papers
Paper Nr: 24
Title:

Trust, Perspicuity, Efficiency: Important UX Aspects to Consider for the Successful Adoption of Collaboration Tools in Organisations

Authors:

Anna-Lena Meiners, Andreas Hinderks and Jörg Thomaschewski

Abstract: Collaboration tools are heavily used in work, education, and leisure. Yet, what makes a good collaboration tool is not well researched. This study focuses on what users expect of collaboration tools by investigating how they are used and which UX aspects are important to users when using them. In a survey, 184 participants described their use of collaboration tools and then rated the importance of 19 given UX aspects in their specific scenario. Results show that seven UX aspects are almost universally seen as most important. Additionally, five aspects seem to be especially relevant in specific usage domains. It is indicated that the context of use, especially the usage domain, influences which UX aspects are important to users. These results can be used by organisations as a guideline when selecting a collaboration tool suitable for their members in order to successfully adopt a tool.

Paper Nr: 39
Title:

Why Are You Blinking at Me? Exploring Users' Understanding of Robotic Status Indicators

Authors:

E. Liberman Pincu, S. Honig and T. Oron-Gilad

Abstract: User Confusion leads to misunderstandings about the robot or the situation, and influences customer satisfaction. This study evaluates users' understanding of commercially available robot statuses presented by LED indicators. Images and videos of indicators of nine robots were taken from manufacturers' websites and were manipulated to assess how specific visual qualities of indicators, color, and animation, affect users. One hundred and forty-seven respondents participated in an online study. They were asked to: 1) select the animation that best fits a given status description, 2) rank the compatibility between an indicator and a written status description, and 3) select the status description that best fits a given animation. Results indicated that, in most cases, the manufacturers' intention was not well understood by respondents. Understandability was affected by the indicator's visual qualities and status prevalence. Recommendations and gaps are detailed.

Paper Nr: 43
Title:

Gesture Me: A Machine Learning Tool for Designers to Train Gesture Classifiers

Authors:

Marcus Winter, Phil Jackson and Sanaz Fallahkhair

Abstract: This paper contributes to the body of work examining how designers can be sup-ported in integrating machine learning (ML) capabilities into their designs for novel applications and services. It presents an online tool enabling designers and other non-specialist audiences to define body gestures, interactively and iterative-ly train and test a classifier to recognise these gestures, and integrate the trained classifier into a template web application. An empirical evaluation with MSc User Experience Design students and practitioners, all of whom had previous experi-ence in web development but not in ML, found that the tool enables them to de-fine, train and test a gesture recognition classifier with little or no help, and that engagement with the tool advances their understanding of the capabilities, limita-tions and operational aspects of ML. The evaluation confirmed the value of visu-alising the ML perspective and encouraging designers to experiment with ML to support their experiential learning. The study led to design recommendations that can inform the development of tools supporting designers to ideate and prototype ML-enhanced applications.

Paper Nr: 45
Title:

I Am in Love with the Shape of You: The Effect of Mass Customization on the Human-Robot Relationship

Authors:

E. Liberman-Pincu, A. Bulgaro and T. Oron-Gilad

Abstract: This study examined the effect of mass customization of a socially assistive robot (SAR) on older-adult users' attitudes and behaviors toward the robot. Mass customization, actively modifying aspects of a product by users before use, was proven to increase positive reactions towards products. Thirty-one older-adult participants were invited one at a time to explore new applications of personal robots for domestic use utilizing the Temi robot. We divided them into two groups that differed in their ability to manipulate the robot's visual design using various add-ons before starting the one-on-one interaction with the robot. Results of the thematic analysis and questionnaires suggest that allowing mass customization can increase users' enjoyment, help in forming human-robot relationships, and lead to proactive Interaction.

Paper Nr: 56
Title:

Designing a WhatsApp Inspired Healthcare Application for Older Adults: A Focus on Ease of Use

Authors:

Saurabh Nautiyal and Abhishek Shrivastava

Abstract: The increasing ageing population in any country necessitates high-quality healthcare services. Smartphone-based healthcare applications can play a pivotal role in meeting this requirement. Previous studies indicated that older adults exhibit lower acceptance of smartphone-based healthcare applications. In contrast, older adults popularly use smartphone applications for social interaction. WhatsApp is one such popular application used by older adults for social interaction. This study aims to enhance the ease of use of a dedicated healthcare application among older adults by incorporating WhatsApp's user interface design attributes. The present study comprises three phases. In the first phase, we assessed the usability of WhatsApp and observed its good usability characteristics for older adults. In the second phase, we identified the design attributes of WhatsApp's user interface by employing the affinity mapping method. In the third phase, we applied the identified design attributes to develop a prototype of a healthcare application and tested it with older adults. We found that the developed prototype of the healthcare application is easy to use among older adults. This study recommends developing a WhatsApp-inspired dedicated healthcare application for older adults. The study demonstrates how older adults perceive a new healthcare application as user-friendly, inspired by a familiar user interface. This research will aid designers and developers in creating dedicated healthcare applications tailored to the needs of older adults. Consequently, it will enhance the adoption of digital healthcare applications among the ageing population.

Paper Nr: 68
Title:

Who Pays Attention to the User Experience Content Embedded in Mobile APP Reviews

Authors:

Silas Formunyuy Verkijika

Abstract: In recent years, there has been growing interest in understanding what makes a review valuable, as such reviews are vital in guiding consumer and business de-cision-making. The purpose of this study was to determine the role that the user experience of mobile applications plays in fostering review helpfulness as well as stimulating managerial responses to reviews of these applications. This study proposes a measure of UX richness for online reviews and finds that both posi-tive and negative UX-rich reviews contribute to enhancing the helpfulness of re-views as well as the likelihood that they will receive a response from the applica-tion provider. The study further demonstrates the moderating role of UX richness in the prominent effects of review length and review rating on both the helpful-ness and managerial response to mobile app reviews. The study culminates with a discussion of the implications of these findings.

Short Papers
Paper Nr: 26
Title:

Electro-Oculographic Discrimination of Gazing Motion to a Smartphone Notification Tone

Authors:

Masaki Omata and Shingo Ito

Abstract: This paper describes an experiment to validate whether unconscious re-sponses or conscious gazing motions to notification tones can be discrimi-nated from skin conductance responses or electro-oculograms. Our goal is to solve a problem that a smartphone cannot discriminate that a user has no-ticed a notification from the smartphone unless the user directly operates it or speaks to it when the user noticed the notification. In our experiment, par-ticipants were presented with notification tones while they were watching a video or reading orally as a main task, and their physiological signals were recorded during the task. As the results, we found that it took approximately four seconds to discriminate the response from skin conductance responses, whereas it took only one second to discriminate the response from the elec-tro-oculogram. Furthermore, we found that the recall was 92.5% and the pre-cision was 96.1% for discriminating the conscious gazing motions to the no-tification tones from the electro-oculograms between upper and lower of an eye.

Paper Nr: 28
Title:

Why is Career Orientation Often Difficult and How Can Digital Platforms Support Young People in this Process?

Authors:

Jessica Brandenburger and Monique Janneck

Abstract: Countless career options and support services make it difficult for young people to choose a career. Within a research project (JOLanDA), we are developing a digital platform that is intended to support decision-making processes in the con-text of career choice at an early stage and, thanks to a playful approach and a nov-el interaction concept, to be used in a self-motivated manner outside of school if possible. In a German-wide online survey (n = 1044) among school and univer-sity students (14-35 years), requirements for career orientation platforms were collected. The results show that the decision-making and planning knowledge as well as the exploration and the occupational knowledge are rather low. The young people seem to have little knowledge of application processes and the or-ganization of a course of study or in-company training. Choosing a career seems to be difficult, as almost one in two does not know what interests him or her. One-third do not know about corresponding offers and one-fifth state that exist-ing platforms do not contain enough offers. We have summarized implications for developers so that platforms for skills acquisition can be made more attractive and also more conducive to young people.

Paper Nr: 36
Title:

A Bi-National Investigation of the Needs of Visually Disabled People from Mexico and Japan

Authors:

Alexandro del Valle, Zilu Liang and Ian Piumarta

Abstract: Around 2,200 million (2.2 billion) people have some level of visual disabilities, of which 2 million are in Mexico and 13 million in Japan. These significant communities face challenges in several aspects of their lives including risks when travelling, lack of alternative means of communication, and discrimination in their schools or workspaces. We conducted interviews and focus groups to investigate the needs and frustrations of people with visual disabilities in Mexico (State of Mexico and Mexico City) and Japan (Kyoto city) members of foundations, organizations, schools or acquaintances in the areas of mobility, safety, and everyday interactions within public spaces. According to their responses through thematic analysis we identify several opportunities for technical developments to support their needs, including for the digital devices through which they interface with the real world, and propose several technological solutions to address the problems they confront.

Paper Nr: 40
Title:

Immediate-after Effect of Enhancement Push-off at a Terminal Stance Phase of Gait Using Heating of Insole Tip for the Development of Smart Insole

Authors:

Kazushige Oshita

Abstract: This study investigated the changes in lower limb joint angles and the step length during and immediately-after enhancement of push-off in the gait using heating of insole tip. Twelve healthy males walked on a treadmill under three different con-ditions; Participants were instructed to 1) walk as usual (CONTROL), 2) widen strides with an enhancement of push-off with normal insole (NORMAL), and 3) widen strides while attempting to enhancement of push-off with the warm area in insole (heated on the insole tip) (HEAT). In the NORMAL- and HEAT-conditions, the hip and ankle range of motions (ROMs) and step length during gait increased during push-off attention. However, ankle ROM and step length in the HEAT-condition increased significantly even immediately-after the use of heated insoles compared to before use. This increase in ROM may have been caused by increased plantar flexion during the terminal stance phase. These re-sults suggest that if the tip of the insole is temporarily heated to enhance push-off when the step length becomes shorter, the step length widen and the effect is maintained even after heating has been removed. Therefore, existing smart insole technology can be used to detect shortened strides, and future insoles may be in-creased push-off and widened strides by temporarily heating the insole tip.

Paper Nr: 44
Title:

A Case Study on Netychords: Crafting Accessible Digital Musical Instrument Interaction for a Special Needs Scenario

Authors:

Nicola Davanzo, Federico Avanzini, Luca A. Ludovico, Davys Moreno, Antonio Moreira, Oksana Tymoshchuk, Júlia Azevedo and Carlos Marques

Abstract: Musical expression significantly impacts individual development, enriching cognitive, emotional, and social capacities. This influence is particularly profound in young individuals with cognitive or physical impairments. To address this, we devised an ecosystem of software tools, paired with specially designed hardware devices, such as an eye tracker. Our approach empowers even severely impaired users, with no prior music education, to achieve musical performance. In this paper, we detail a case study involving a child with cerebral palsy, providing an examination of the strengths and shortcomings of our approach. By utilizing a specialized instrument, called \textit{Netychords}, the child achieved a significant milestone, namely the enrollment in Portugal's Arts Education Program, which fostered musical interaction with his peers and educators. This paper focuses on the technical aspects of the user's experience with the instrument, which catalyzed numerous redesign phases, adapting it to the child's unique needs and motor abilities. Our analysis of this adaptive design process strives to offer valuable insights to extend our approach to cater to various special needs scenarios.

Paper Nr: 47
Title:

Technology Enhanced Mulsemedia Learning: Insights of an Evaluation

Authors:

M. Mohana, Aleph Campos da Silveira, P. Subashini, Celso Alberto Saibel Santos and Gheorghita Ghinea

Abstract: Human-Computer Interaction (HCI) plays an essential role in the design and development of e-learning systems due to ensure that learners' interactions with technology are effective, cost-effective, and user-friendly. In the context of e-learning, HCI is concerned with designing interfaces and experiences that optimize learners' engagement, interaction, and overall achievement in learning. Educators are actively working on a variety of initiatives intended at enhancing students' motivation, engagement, and academic achievement, with a particular emphasis on Science, Technology, Engineering, and Mathematics (STEM) disciplines. However, when it comes to adapting and interpreting learning material and information, learners are not actively engaged with e-content. This paper analyses the user’s quality of experience (QoE) in STEM education content through a developed Technology Enhanced Multimedia Learning (TEML) web portal with different multisensorial effects such as olfactory, vibration, and airflow. This is ongoing research work focused to analyse learners’ emotional states while learning with Mulsemedia effects. However, this paper has analysed the initial insides of the developed Mulsemedia device and Learning portal through a self-assessed QoE questionnaire. It was initially conducted with 60 participants and was divided into two subgroups namely experimental and control groups. The results showed that both groups had a positive experience in Mulsemedia-based learning environment which means Setup was designed well for STEM subjects.

Paper Nr: 52
Title:

Human-Centred Digital Sovereignty: Explorative Conceptual Model & Ways Forward

Authors:

Dennis Lawo, Thomas Neifer, Margarita Esau and Gunnar Stevens

Abstract: In recent years, both authoritarian and democratic states have started using the term digital sovereignty as a basis for their digital policies. Although the interpretations and resulting policies may differ, the autonomy and sovereignty of individuals and their communities are at stake. Current political discourses mainly focus on governmental and corporate actors and their aspirations to control the digital sphere. Given the importance of this term, scholars in our community have begun to engage with the discourse. However, there is still a lack of dissemination, coming with a lack of conceptual models to explain, explore, and research human-centred digital sovereignty. Inspired by claims for humancentred digital sovereignty, this paper takes up the discourse and creates an explorative conceptual model that aims to guide early research within HCI, support an understanding of the field, and helps to identify relevant cases. Moreover, we discuss key challenges and potential ways forward.

Paper Nr: 54
Title:

Human-Centered AI Goals for Speech Therapy Tools

Authors:

Chinmoy Deka, Abhishek Shrivastava, Saurabh Nautiyal and Praveen Chauhan

Abstract: With the advent of improved Artificial Intelligence (AI) algorithms and the availability of large datasets, researchers worldwide are developing numerous AI-based applications to replicate human capabilities. One such application is automating the task of Speech Language Pathologists (SLPs) and building automated speech therapy tools for children with Speech Sound Disorder (SSD). However, this development of AI focused on imitating human capabilities brings concerns such as algorithmic discrimination or biased algorithms, job displacements, and privacy issues. To address these challenges, researchers advocate for Human-Centered AI (HCAI) and have proposed various frameworks for AI-based systems. Although the proposed frameworks were developed for generalized AI application, it is not clear about its relevance in specialized AI application such as speech therapy. This study aims to establish HCAI goals and a goal hierarchy specific to an HCAI-based Speech Therapy Tool (HCAI-STT) designed for children with SSD. Through an Affinity Mapping exercise, we identify seven top-level goals and sub-goals, which include fairness, responsibility and accountability, human-centered empowerment, trustworthiness, privacy, unbiased funding, and security. Our findings highlight the importance of considering not only the technical capabilities of AI systems, but also their ethical and social implications. By prioritizing these goals, we can help ensure that AI-based speech therapy tools are developed and deployed in a responsible and ethical manner that aligns with the needs and values of their users. Our findings have broader implications for the development and deployment of AI systems across domains, and future research can build on our findings by exploring how the goal hierarchy we developed can be operationalized in practice.

Paper Nr: 57
Title:

Understanding Adoption of Last Mile Electric Micromobility in Rural Areas: A Structural Equation Modeling Approach

Authors:

Thomas Neifer, Ariane Stöbitsch, Kalvin Kroth, Caroline Baja, Dennis Lawo, Lukas Böhm, Paul Bossauer and Alexander Boden

Abstract: Electric micromobility is a promising part of the transition towards more sustainable and ecologic transportation systems -- especially as a complement to public transportation on the last mile. However, so far adoption of such services is still not ideal, especially in rural areas. By means of a quantitative study with 137 users, our work-in-progress paper investigates user acceptance in urban and rural areas. Based on a structural equation model, our research shows that rural municipalities and providers should especially consider aspects that address the performance expectation and the perceived collective environmental impact of potential users, as these have been found to be especially relevant for the intention to use. Our study thus contributes to the theoretical understanding of e-micromobility, which has so far been mostly investigated in urban areas.

Paper Nr: 64
Title:

Visual Representations for Data Analytics: User Study

Authors:

Ladislav Peska, Ivana Sixtova, David Hoksza, David Bernhauer and Tomas Skopal

Abstract: One of the characteristics of big data is its internal complexity and also variety manifested in many types of datasets that are to be managed, searched, or analyzed. In their natural forms, some of the data entities are unstructured, such as texts or multimedia objects, while some are structured but too complex. In this paper, we have investigated how visualizations of various complex datasets perform in the role of universal data representations for both human users and deep learning models. In a user study, we have evaluated several visualizations of complex relational data, where some proved their superior performance with respect to the precision and speed of classification by human users. Moreover, the same visualizations also led to effective classification performance when used with deep learning models.

Paper Nr: 67
Title:

Continuous Time Elicitation Through Virtual Reality to Model Affect Dynamics

Authors:

Francesca Borghesi, Vittorio Murtas, Valentina Mancuso and Alice Chirico

Abstract: Affective states are constantly evolving, ranging from serenity to excitement. Understanding the dynamic transitions between emotional states, known as affect dynamics, is crucial for understanding intraindividual emotional heterogeneity. Various statistical methods have been used to capture and quantify these dynamics, based on longitudinal time series models. However, both the statistical models and experimental design, e.g. Experience Sampling Method, lack a controlled manipulation of the transitions between affective states over time. This study aims to fill this knowledge gap using a meticulous experimental scenario design incorporating controlled affective transitions. For this reason, the study employs Virtual Reality technology to effectively elicit and regulate affective transitions, mimicking real-life situations while offering experimental control. Finally, we proposed an application of the Markovian chain model to analyze affective transition. The study aims to establish a connection between theoretical insights and empirical investigation, providing new avenues for understanding emotional fluctuations within a controlled experimental framework.

Paper Nr: 32
Title:

Do Users Tolerate Errors? Effects of Observed Failures on the Subjective Evaluation of a Gesture-Based Virtual Reality Application

Authors:

Lisa Graichen and Matthias Graichen

Abstract: Recently, virtual reality (VR) has received increasing attention in science, re-search, and industry, as well as in consumer electronics. Together with this hardware, innovative interaction modes such as mid-air gestures are being devel-oped and employed. Because these setups are complex and less established than traditional buttons and touch-based interfaces, there is a higher risk that users will perceive errors, failures, and technical malfunctions. This raises the question of how popular, accepted, and trusted such systems are among users and whether observed errors influence this subjective assessment. Previous studies have shown that trust typically increases with usage duration and may decay after sys-tem failures. We conducted a study using an HTC Vive headset on which we mounted a Leap Motion device for gesture detection. Participants performed basic tasks with a “blocks” application using a set of gestures. Afterwards, they were asked to rate their levels of trust in and acceptance of the system. We investigated the correlation between the number of observed errors and reported levels of trust and acceptance to determine whether malfunctions directly influence subjective assessment. We found no effect of errors on acceptance but a significant correla-tion between number of errors and overall trust score.

Area 4 - Interaction Design

Full Papers
Paper Nr: 37
Title:

Student-Centered Development of an Online Learning Support Feedback Software Tool: A Design Study Approach

Authors:

Gilbert Drzyzga and Thorleif Harder

Abstract: Online programs risk higher student dropout rates. Supporting learning tools such as learning analytics dashboards (LADs) can promote self-regulated learn-ing and positively impact student outcomes. In this paper, a three-level design study is presented that demonstrates the reduction of cognitive load at multiple levels when students are involved in the LAD design process. Through a user-centered design process (including requirements analysis and expert interviews), a wireframe was developed using participatory methods and evaluated by 24 uni-versity students using the laws of Gestalt psychology, resulting in a clickable, low-fidelity prototype (LFD). This was then evaluated by 24 university students using the interaction principles of EN ISO 9241-110:2020. The refined LFD was further evaluated with university students in an eye-tracking study using the thinking-aloud technique (n=10). The feedback emphasized the importance of participatory design and provided critical insights into the most effective use of the LAD and its elements, taking into account cognitive aspects. The results showed significant optimization in the small details and the big picture in the use of content elements, e.g., it is a crucial part to create a navigation structure adapted to the needs of an LAD and it is beneficial to present a reduced level of infor-mation during the initial access, with the option to add or access additional ele-ments as needed.

Paper Nr: 50
Title:

Accessible Applications to Improve the Tourist Experience

Authors:

Irene De Paoli, Alessia M. Di Campi and Flamina L. Luccio

Abstract: Traveling is known to improve a person's well-being and happiness, and tourism experiences should be offered to all types of tourists, including those with different disabilities. At the same time, technology is evolving and tourism applications are spreading. In this paper, we focus our attention on accessible mobile applications that can support a tourism experience. We first reviewed and classified a wide range of applications dedicated to users with visual, hearing, motor, cognitive impairments, and also others dedicated to the elderly. We have included this last category of users as they represent an interesting but at the same time specific target for the tourism industry. To understand how these dedicated apps could be better designed to improve accessibility we have then run a study collecting empirical data through questionnaires proposed to 210 users with diverse cognitive abilities, and to 50 elderly users, respectively. We have investigated and analyzed their approach to using tourist apps, also trying to understand the challenges they most commonly encounter when using them, and discussing possible improvements.

Paper Nr: 65
Title:

A Web Platform to Investigate the Relationship Between Sounds, Colors and Emotions

Authors:

Silvia Dini, Luca Andrea Ludovico, Alessandro Rizzi, Beatrice Sarti and Maria Joaquina Valero Gisbert

Abstract: This paper presents a novel web platform designed to investigate the relationship between sounds, colors, and emotions, with the overarching goal of enhancing the sensory experience of impaired individuals in visual art museums. Leveraging the principles of sensory substitution, the project aims to bridge the gap between auditory and visual perception, allowing individuals with visual or cognitive impairments to engage with visual art through alternative sensory modalities. The platform's architecture is centered around the delivery of short sound stimuli to participants, who then provide feedback on the associations they perceive between these auditory cues and both colors and emotional dimensions. The collected data will be analyzed to discern patterns and correlations, shedding light on how auditory stimuli can be used to evoke visual and emotional responses. This paper outlines the technical and methodological aspects of the web platform, including its design, development, and implementation. It discusses the selection of sound stimuli and the integration of user-friendly interfaces to ensure a seamless experience for participants. Preliminary results from volunteer tests are briefly presented, highlighting intriguing findings regarding the associations between sounds, colors, and emotions.

Short Papers
Paper Nr: 58
Title:

Participative Development of a Learning Dashboard for Online Students Using Traditional Design Concepts

Authors:

Gilbert Drzyzga, Thorleif Harder and Monique Janneck

Abstract: In order to improve online learning outcomes, a Learning Dashboard (LD) for online students is being developed as a plugin for the learning management system Moodle to support self-regulation. The project itself focuses on the factors that lead to success and failure in online learning. Using a user-centered design approach, the LD will provide students with feedback and functional elements through different cards. 24 online students completed a three-part term paper in which they examined the elements of two wireframes of the LD in relation to Wertheimer's Gestalt Laws and in terms of factual and interaction problems. We also received 11 card designs from them as a voluntary bonus assignment. Assignments 1 & 2 had to be completed successfully in order to be admitted to the exam. The study was de-signed to encourage student participation and improve accessibility by taking into account their expertise. The results showed that clearer overviews, clarification of how content elements fit together, more compact solutions, and intuitive controls improved clarity and usability.

Paper Nr: 59
Title:

Easy Induction: A Serious Game Using Participatory Design

Authors:

Yuwen Li, Yue Li, Jiachen Liang and Hai-Ning Liang

Abstract: College freshmen often face difficulties adjusting to the new academic and social environment of university life. It is critical to help them adapt to academic and personal life, while also improving their sense of belonging and engagement with the university. In this paper, we focus on the context of a local university (abbreviated as UniversityX in the following text, anonymized for the review purpose), and present a participatory design approach to identify potential solutions collaboratively. We conducted three participatory design workshops with freshmen in undergraduate and postgraduate studies, where we discovered specific challenges, developed serious game content and design alternatives, and delivered a board game that supports academic and social integration at UniversityX. To evaluate the effectiveness of the board game, we collected both quantitative and qualitative data. The quantitative analysis revealed that the board game is effective in improving freshmen's knowledge acquisition of academic affairs, increasing their familiarity with the environment and resources, and enhancing their ability to access information and resources. The board game also received high scores in system usability and user experience. The qualitative analysis indicated that the board game was engaging, interesting, and well-received by students. They found the board game helpful in their academic and social integration and expressed a desire to play it again in the future. Our participatory design approach and the resulting board game provide a promising avenue for universities to support freshmen's transition to university life.

Paper Nr: 60
Title:

Creating StoryLines: Participatory Design with Power Grid Operators

Authors:

Wissal Sahel, Wendy E. Mackay and Antoine Marot

Abstract: Designing interactive technology to support safety-critical systems poses multiple challenges with respect to security, access to operators and the proprietary nature of the data. We conducted a two-year participatory design project with French power grid operators to both understand their specific needs and to collaborate on the design of a novel collaborative tool called StoryLines. Our primary objective was to capture detailed, in-context data about operators' work practices as part of a larger project designed to provide bi-directional assistance between an intelligent agent and human operator. We targeted handovers between shifts to take advantage of the operators' existing practice of articulating the current status of the grid and expected future events. We use information that would otherwise be lost to gather valuable information about the operator's decision rationale and decision-making patterns.This paper describes how we combined a bottom-up participatory design approach with a top-down generative theory approach to design StoryLines, an interactive timeline that helps operators collect information from diverse tools, record reminders and share relevant information with the next shift's operator.We conclude with a discussion of the challenges of working with users in safety-critical environments and directions for future research.

Paper Nr: 41
Title:

An Intuitive Interface for Technical Documentation Based on Semantic Knowledge Graphs

Authors:

Frieder Loch and Markus Stolze

Abstract: Maintaining technical documentation is a challenge. Products are becoming more complex, product lifecycles are getting shorter, and the number of product vari-ants is increasing. Manuals that guide personnel in the use and maintenance of products are critical to their efficient and safe operation. Authoring system for technical documentation therefore increasingly apply semantic models to control the cost of maintaining technical documentation. Working with formal semantic structures is challenging for technical writers who usually work with plain, writ-ten text. This paper presents an intuitive interface for a semantic knowledge graph to facilitate the adoption and use of semantic models in technical documentation. The interface allows working with unstructured text and to postpone its semanti-fication. Users can add semantic annotations in an iterative and incremental way. The interface was developed using a user-centered design process and subjected to an evaluation with technical writers. The results indicate that technical writers could use the prototype successfully and enjoyed the underlying concepts. Fur-ther iterations will extend the system and, for example, use artificial intelligence to suggest semantic links to improve the quality of the knowledge graph.