Article
Chemistry, Multidisciplinary
Jerzy Jagoda, Mariusz Woszczynski, Bartosz Polnik, Przemyslaw Falkowski-Gilski
Summary: This paper presents an HCI-based system that uses a concentration level measurement function to increase safety for machine operators. It discusses the reasons for addressing the issue of insufficient concentration and proposes an EEG-based solution. The paper also includes in-field measurements and analysis, as well as the implementation of a wireless communication interface and a visualization application.
APPLIED SCIENCES-BASEL
(2023)
Article
Computer Science, Theory & Methods
Issa Atoum, Jameel Almalki, Saeed Masoud Alshahrani, Waleed Al Shehri
Summary: This research builds a benchmark dataset for measuring UX based on software requirements through crowdsourcing several UX experts and develops a machine learning model for evaluation. The dataset shows high consistency and reliability, allowing for instant estimation of UX without the need for user or expert involvement.
INTERNATIONAL JOURNAL OF ADVANCED COMPUTER SCIENCE AND APPLICATIONS
(2021)
Article
Behavioral Sciences
Simone Grassini, Karin Laumann, Sebastian Thorp, Virginia de Martin Topranin
Summary: This study aimed to identify an objective physiological index of sense of presence during VR using EEG and questionnaire data, showing that late ERP components recorded over the central brain may represent good electrophysiological correlates of the subjective sense of presence. The use of different questionnaires and the content of the VR environment may contribute to the heterogeneous results reported in previous studies.
BRAIN AND BEHAVIOR
(2021)
Proceedings Paper
Computer Science, Artificial Intelligence
Jason T. Bowey, Julian Frommel, Brandon Piller, Regan L. Mandryk
Summary: Game designers and developers can benefit from gathering data from players, but interrupting gameplay with questionnaires can harm the experience. This study demonstrates two successful methods of predicting players' responses to sexist beliefs scales based on NPC dialogues.
2021 IEEE CONFERENCE ON GAMES (COG)
(2021)
Article
Computer Science, Cybernetics
Mingming Fan, Vinita Tibdewal, Qiwen Zhao, Lizhou Cao, Chao Peng, Runxuan Shu, Yujia Shan
Summary: Virtual reality (VR) games have been shown to improve physical functions and cognitive abilities in older adults, but research in VR often neglects this population. A review of HCI conference proceedings from 2016 to 2020 revealed that only a small number of VR-related papers focused on older adults. As a result, older adults often encounter user experience (UX) problems with VR. Traditional usability testing methods, such as think-aloud (TA) protocols, may not be suitable for older adults due to the demanding nature of VR games. This study explores the use of concurrent and retrospective TA protocols in usability testing with older adults playing different types of VR games and provides insights into detecting and addressing UX problems for this population.
INTERACTING WITH COMPUTERS
(2022)
Article
Computer Science, Artificial Intelligence
Sarra Graja, Phil Lopes, Guillaume Chanel
Summary: Horror games are specifically designed to evoke fear, but as players become more familiar with the game mechanisms over time, the emotional impact may diminish. Exploring existing facets such as visuals and sounds could be a good approach to renew the gaming experience. Furthermore, the order of effects can significantly influence emotional responses and the psychological impact of horror games can be enhanced by the gradual build-up to the terrifying elements, including the use of sounds.
IEEE TRANSACTIONS ON GAMES
(2021)
Proceedings Paper
Communication
Pedro Beca, Sofia Ribeiro, Rita Santos, Monica Aresta, Ana Isabel Veloso, Claudia Ortet
Summary: The Gamers4Nature (G4N) project aims to engage younger audiences in creating mobile games for environmental preservation. The G4N portal-repository serves as an online platform introducing project goals, hosting materials and games developed during sessions. With a focus on user-friendly design, the portal aims to provide a meaningful gaming experience.
ADVANCES IN DESIGN AND DIGITAL COMMUNICATION, DIGICOM 2020
(2021)
Proceedings Paper
Computer Science, Artificial Intelligence
Geumbi Jo, Seunggeon Lee, Eui Chul Lee
Summary: This study proposes a non-contact GSR detection method using a near-infrared camera on the human face region, inducing emotional responses through visual stimulus videos, and analyzing the correlation with GSR sensor data.
INTELLIGENT HUMAN COMPUTER INTERACTION, PT I
(2021)
Proceedings Paper
Computer Science, Interdisciplinary Applications
Julian Frommel, Cody Phillips, Regan L. Mandryk
Summary: Self-report assessment is important in research and game development, but different methods of data collection may affect player responses and experiences. Dialogue with NPCs in games can increase data quantity, but may also increase perceived intimacy of shared information.
CHI '21: PROCEEDINGS OF THE 2021 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS
(2021)
Proceedings Paper
Computer Science, Artificial Intelligence
Paul Kobialka, Felix Mannhardt, Silvia Lizeth Tapia Tarifa, Einar Broch Johnsen
Summary: To enhance user experience, service providers can use event logs to systematically record and analyze user interactions. User journeys, which represent these interactions from the user's perspective, are created by two independent parties – the user and the service provider – who control their respective actions. We propose multi-party event logs as an extension of event logs that include party information, enabling analysis of user journeys as weighted games between two players. To simplify complex user journeys, we identify decision boundaries that determine the game outcomes, equivalent to the full game. The decision boundary analysis of multi-party event logs has been implemented and evaluated on the BPI Challenge 2017 event log with promising results, and can be integrated into existing process mining pipelines.
PROCESS MINING WORKSHOPS, ICPM 2022
(2023)
Article
Computer Science, Artificial Intelligence
Robert Dongas, Kazjon Grace
Summary: This study aims to understand how popular VR rhythm games, Beat Saber and Ragnarock, utilize presence to immerse players. Through a mixed-methods approach, the researchers discovered four mentalities that characterize user experiences: action, game, story, and musical. The findings provide insights for designers on how to leverage these mentalities to enhance presence and immersion in similar games.
MULTIMODAL TECHNOLOGIES AND INTERACTION
(2023)
Proceedings Paper
Computer Science, Theory & Methods
Vagner Figueredo de Santana, Leandro Marega Ferreira Otani
Summary: Real-time emotion sensing has become a reality with the development of low-cost mobile Galvanic Skin Response (GSR) sensors, enabling the quantification of User eXperience (UX) and stress/arousal events during interaction. The results presented aim to inspire Human-Computer Interaction (HCI) practitioners to explore quantitative measures of situated UX or design support systems considering the Biocybernetic Loop.
PROCEEDINGS OF THE 20TH BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTING SYSTEMS (IHC 2021)
(2021)
Article
Education & Educational Research
Devottam Gaurav, Yash Kaushik, Santhoshi Supraja, Manav Yadav, M. P. Gupta, Manmohan Chaturvedi
Summary: The use of serious games to teach concepts, including cyber-security, is becoming more popular. This study compares the efficacy of two cyber-security games and evaluates the benefits of introducing adaptive features.
INTERNATIONAL JOURNAL OF SERIOUS GAMES
(2022)
Proceedings Paper
Computer Science, Cybernetics
Yann Frachi, Takuya Takahashi, Feiqi Wang, Mathieu Barthet
Summary: Video games have the ability to evoke various emotions in players, but human emotions are currently missing in human-computer interaction. This project aims to investigate the design of video games that rely on player's emotions for game mechanics and interactions. The prototype game uses a smart band to extract and classify physiological information into emotion groups, which are then used as interactive inputs. Results show that participants are positive towards narrations and music adaptations based on real-time player emotion analysis, but there are still some issues to be addressed.
HCI IN GAMES, HCI-GAMES 2022
(2022)
Article
Management
Xenia J. Mamakou, Panagiotis Zaharias, Maria Milesi
Summary: The purpose of this study is to examine the relationship between electronic service quality, user experience, and overall customer satisfaction, as well as to assess their applicability in the cultural context of Greece. The findings confirm the reliability and validity of the scales used in the study in the field of e-commerce in Greece. The study highlights the positive association between e-service quality and user experience with overall satisfaction, and suggests that e-service quality partially mediates the relationship between user experience and customer satisfaction. The study contributes to the existing literature by introducing a new conceptual framework and providing insights for managers and practitioners to evaluate and improve electronic service quality.
INTERNATIONAL JOURNAL OF QUALITY & RELIABILITY MANAGEMENT
(2023)
Article
Education & Educational Research
Sarune Baceviciute, Gordon Lucas, Thomas Terkildsen, Guido Makransky
Summary: This study investigates how traditional instructional design principles can be applied to immersive virtual reality (IVR) to enhance learning. The results suggest that the redundancy effect may not generalize to VR as originally anticipated in 2D media research. This has direct implications for the design of IVR tools for education.
JOURNAL OF COMPUTER ASSISTED LEARNING
(2022)
Article
Education & Educational Research
Sarune Baceviciute, Ainara Lopez Cordoba, Philip Wismer, Tine Vitved Jensen, Mikkel Klausen, Guido Makransky
Summary: The study evaluated the effectiveness of a VR simulation for training professionals in the biotech industry compared to traditional video presentation. Results showed that the VR simulation group outperformed the video presentation group in various aspects, suggesting that VR can be effective in organizational training interventions, especially in increasing conceptual and spatial understanding, enjoyment, and self-efficacy. Additionally, employees reported higher levels of perceived learning, personal and organizational value, and transfer intentions after VR training compared to standard video-based training.
JOURNAL OF COMPUTER ASSISTED LEARNING
(2022)
Article
Computer Science, Interdisciplinary Applications
Gustav Bog Petersen, Giorgos Petkakis, Guido Makransky
Summary: This study examines the process of learning with VR technology and proposes the Cognitive Affective Model of Immersive Learning (CAMIL). The findings indicate that situational interest and embodied learning are important factors in the learning process.
COMPUTERS & EDUCATION
(2022)
Article
Multidisciplinary Sciences
Clara Vandeweerdt, Tiffany Luong, Michael Atchapero, Aske Mottelson, Christian Holz, Guido Makransky, Robert Bohm
Summary: The study investigates the use of immersive virtual reality (VR) experiences to enhance understanding of community immunity and increase vaccination intentions. Results show that VR interventions significantly increase vaccination intention and belief in collective responsibility, offering a complementary method for vaccine advocacy.
SCIENTIFIC REPORTS
(2022)
Article
Psychology, Educational
Guido Makransky, Richard E. Mayer
Summary: This study found that immersive media can enhance students' sense of presence, enjoyment, and interest, leading to positive effects on learning outcomes.
EDUCATIONAL PSYCHOLOGY REVIEW
(2022)
Article
Education & Educational Research
Guido Makransky, Sara Klingenberg
Summary: This article investigates the potential value of using immersive virtual reality (VR) simulations in dynamic risk assessment during mooring operations. The study found that compared to a personal trainer, the VR simulation group reported significantly higher levels of perceived enjoyment, intrinsic motivation, perceived learning, and behavioral change, as well as significantly lower levels of extraneous cognitive load.
JOURNAL OF COMPUTER ASSISTED LEARNING
(2022)
Article
Health Care Sciences & Services
Magnus Jorgensen, Guido Makransky
Summary: The COVID-19 pandemic has increased mental health issues, but many UK residents have not received adequate help. Personal branding and self-disclosure may help UK residents choose psychologists online.
BMC HEALTH SERVICES RESEARCH
(2022)
Article
Psychiatry
M. L. Trinhammer, A. C. Holst Merrild, J. F. Lotz, G. Makransky
Summary: This study developed a predictive model using machine learning on patient registries data to identify psychiatric patients at risk of committing crime leading to future forensic psychiatric treatment course. The model showed an F1-macro score of 76%, with 57% precision and 47% recall, demonstrating its ability to accurately predict future forensic psychiatric patients.
JOURNAL OF PSYCHIATRIC RESEARCH
(2022)
Article
Education & Educational Research
Liisalotte Elme, Maria L. M. Jorgensen, Gert Dandanell, Aske Mottelson, Guido Makransky
Summary: The current study aimed to investigate the effects of immersive virtual reality (IVR) science simulation on learning in a higher educational setting, and to assess the benefits of using self-explanation for knowledge gain. The results showed that IVR simulation led to a significant increase in knowledge, but adding a written self-explanation task did not enhance learning.
ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT
(2022)
Article
Multidisciplinary Sciences
Adela Plechata, Thomas Morton, Federico J. A. Perez-Cueto, Guido Makransky
Summary: This study investigated the impact of a virtual reality intervention designed according to instructional design principles on eating behavior. The results showed that the virtual reality intervention significantly decreased individual dietary footprints and increased response efficacy and knowledge compared to the control condition. However, the intervention had no impact on intentions, self-efficacy, or psychological distance, and additional manipulation of normative feedback enhanced self-efficacy.
SCIENTIFIC REPORTS
(2022)
Editorial Material
Health Care Sciences & Services
Adela Plechata, Guido Makransky, Robert Bohm
Summary: In the metaverse, users can actively engage with 3D content through extended reality (XR), which can revolutionize health communication by focusing on experience-based content instead of information-based. By utilizing XR affordances such as presence, agency, and embodiment, healthy behavior can be improved by targeting users' threat and coping appraisal. Health communication via XR can effectively address longstanding health challenges.
NPJ DIGITAL MEDICINE
(2022)
Article
Education & Educational Research
Martin Stolpe Andersen, Sara Klingenberg, Gustav Bog Petersen, Peter A. Creed, Guido Makransky
Summary: This study investigated the effects of using head-mounted displays (HMDs) for a virtual field trip to Greenland. The results showed that compared to a video, using HMDs had a positive immediate effect on students' self-efficacy and interest, and a lasting effect on self-efficacy, outcome expectations, and interest approximately two and a half weeks after the intervention.
JOURNAL OF COMPUTER ASSISTED LEARNING
(2023)
Article
Education & Educational Research
Sara Klingenberg, Rachel Fischer, Ingo Zettler, Guido Makransky
Summary: This study investigates the effectiveness of the segmentation principle and the generative learning strategy of summarization in immersive virtual reality (IVR), finding that adding these instructional methods during learning can improve knowledge transfer, but not factual knowledge acquisition. Additionally, combining these two methods does not improve learning outcomes.
JOURNAL OF COMPUTER ASSISTED LEARNING
(2023)
Article
Computer Science, Interdisciplinary Applications
Valdemar Aksel Stenberdt, Guido Makransky
Summary: This study explores the feasibility of using immersive virtual reality (IVR) to improve waste management education in formal education. The results indicate that IVR is effective for increasing students' knowledge, intentions, self-efficacy, and response efficacy. The study also highlights the need for further research on the application of different instructional design elements.
COMPUTERS & EDUCATION
(2023)
Proceedings Paper
Computer Science, Artificial Intelligence
Tiffany Luong, Adela Plechata, Max Mobus, Michael Atchapero, Robert Boehm, Guido Makransky, Christian Holz
Summary: Cybersickness has long been a major obstacle to the widespread adoption of Virtual Reality. Previous studies with small sample sizes and homogeneous demographics have made it difficult to compare results. In this study, we conducted a lab-in-the-field experiment with a large and heterogeneous sample of 837 participants. Our findings show that female participants and those with lower VR experience are more susceptible to cybersickness. The duration of VR exposure and distance traveled in the virtual world also affect cybersickness levels. Additionally, we found a link between head motion and cybersickness levels. Contrary to past studies, age did not have an effect on cybersickness, and there was no negative correlation between presence and cybersickness. Based on our results, we derived a model that achieves a mean classification accuracy of 67.1% for two levels of cybersickness using demographic, user experience, and behavioral data in VR.
2022 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2022)
(2022)
Review
Computer Science, Cybernetics
Julia Seitz, Ivo Benke, Armin Heinzl, Alexander Maedche
Summary: Video meeting systems are widely used in work and life, but their impact on users' psychological states and outcomes is not well understood. This article provides a comprehensive review of existing research on psychological user states and outcomes, highlighting key findings and suggesting future research directions.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Alberto Monge Roffarello, Luigi De Russis
Summary: This paper presents a novel digital self-control tool called StepByStep, which proactively assists users in learning how to better manage smartphone use and reduce time spent on their devices. Preliminary studies show promising results in helping users change unwanted smartphone habits.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Evania L. Fasya, Esther van den Bos, Dirk K. J. Heylen, Mariska E. Kret
Summary: This study explores the relationship between mimicry, person-perception, and social anxiety levels by having participants interact with virtual humans. The results show that participants, regardless of anxiety levels, mimic the virtual humans' smiles, which is associated with increased liking and trust towards the virtual humans.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Naseem Ahmadpour, Ajit G. Pillai, Sofia Yao, Andrew Weatherall
Summary: Virtual Reality (VR) can be used in pediatric hospitals to create makerspaces that provide children with an enriched experience. Through observation of participants' engagement with VR, we identified three different maker identities and provided design considerations for makerspaces in pediatric settings.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Michael Jones, Mia Caminita, Elizabeth Klemm, Dustin Bruening, Sarah Ridge
Summary: This study conducted interviews with figure skating coaches to explore their perception of using IMU data in training. The findings indicate that coaches play a crucial role as gatekeepers in sharing and interpreting data, considering individual athletes' needs and being cautious when sharing data with parents.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Abhraneil Dam, Arsh Siddiqui, Charles Leclercq, Myounghoon Jeon
Summary: This article investigates the concept of audio augmented reality (AAR) and provides a systematic understanding, classification, and definition for AAR. The research identifies three categories for AAR applications - Environment Connected, Goal Directed, and Context Adapted, each with three subcategories. This taxonomy serves as a guide for the development and evaluation of AAR applications.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Minjung Kim, Saebyeol Kim, Jinwoo Kim, Tae-Jin Song, Yuyoung Kim
Summary: This study investigates the differences in explanation needs between clinicians and patients in the healthcare domain, and designs corresponding explanation interfaces for each group. The results demonstrate that there are diverse motivations and requirements for seeking explanations among different stakeholders, and the designed interfaces effectively address these needs.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Leonardo Vasconcelos, Jean Zahn, Daniela Trevisan, Jose Viterbo
Summary: In today's world, crowdsourcing initiatives have gained wide adoption. However, sporadic use alone is not enough for success in crowdsourcing initiatives, as active user engagement is crucial. To address this, an 18-card deck was created to provide designers with domain-specific insights on boosting user engagement. Through collaborative online design workshops, valuable information was provided, leading to contributions in design research and practices in crowdsourcing initiatives, particularly in user engagement.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Nikol Figalova, Hans-Joachim Bieg, Julian Elias Reiser, Yuan-Cheng Liu, Martin Baumann, Lewis Chuang, Olga Pollatos
Summary: With increasing automation, drivers' roles transition from active operators to passive system supervisors, affecting their behaviour and cognitive processes. This study investigates attentional resource allocation and subjective cognitive load during different levels of driving automation. The findings suggest that during automated driving, drivers allocate fewer attentional resources to processing environmental information, highlighting the importance of managing drivers' attention and cognitive load for enhancing automation safety and user interface design.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Majid Nasirinejad, Derek Reilly
Summary: Mobile Focus+Context (mF+C) involves using a handheld device as a focus screen for content on an immersive display or mobile projector. In this study, three techniques for linking focus and context were compared, and it was found that all techniques were able to mitigate poor projection quality and performed similarly in terms of time and precision. However, the effectiveness of each technique depended on the task type.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Huiyu Li, Linwei Fan, Chengwei Yang, Yongxia Zhang
Summary: This study evaluates human perception of curvature gain under different virtual path conditions using a novel psychophysical method of limits. The results show that the direction and length of the curved path can impact human perception, and longer pre-order paths can increase the ability to adapt to the post-order path.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Eugene Hwang, Jeongmi Lee
Summary: This study proposes an automatic lecture video editing pipeline based on individual attention patterns, aiming to address the setbacks in producing effective educational videos. The results show that attention-based automatic editing can significantly reduce editing time while maintaining similar video characteristics to professionally edited versions, and have the potential to decrease the cognitive load of learners.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Robin Neuhaus, Ronda Ringfort-Felner, Shadan Sadeghian, Marc Hassenzahl
Summary: Virtual reality has the potential to extend human capabilities beyond reality, but it is unclear whether users perceive augmentation-oriented designs as augmenting and whether the experience is beneficial. Two consecutive experimental vignette studies were conducted to compare reality-oriented designs and augmentation-oriented designs. The findings show that augmentation-oriented designs create a more intensive augmentation experience, which is positively related to positive affect, need fulfillment, usage intention, and hedonic quality. Additionally, a new measure for assessing the subjective experience of augmentation was successfully established.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Moritz Held, Andreea Minculescu, Jochem W. Rieger, Jelmer P. Borst
Summary: In this study, the effects of interventions by adaptive automation systems designed to prevent mind-wandering while driving were predicted. It was found that a simple secondary task can improve driving performance, but if the driving task is simple, people may start mind-wandering, which interferes with driving. The study showed that interventions eliciting mild cognitive load can mitigate the negative effects of mind-wandering on driving performance.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)
Article
Computer Science, Cybernetics
Nannan Xi, Oguz Oz Buruk, Juan Chen, Shiva Jabari, Juho Hamari
Summary: This study investigates the features of wearables that lead to a heightened game experience, finding that integrability to games, wearability, modularity, and sociability are the most important dimensions.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2024)