HUCAPP 2024 Abstracts


Area 1 - Agents and Human Interaction

Full Papers
Paper Nr: 87
Title:

Evaluating Blink Rate as a Dynamic Indicator of Mental Workload in a Flight Simulator

Authors:

Simon Schwerd and Axel Schulte

Abstract: This study assesses blink rate as a potential indicator for mental workload (MWL) in a dual task scenario in a flight simulator. Prior research indicated that blink rate decreases as mental workload increases across various tasks and domains. In our study, we aimed to determine if these findings are consistent in a dual task environment within a fast jet simulator. Furthermore, we evaluated blink rate fluctuations caused by the dynamic shifts in MWL as tasks are executed, switched, or completed. To investigate this, we executed a flight simulator experiment involving ten participants. They were tasked with two distinct activities: first, classifying air and ground targets, and second, maintaining a specific flight altitude. The results validated that blink rate decreases with increasing task difficulty. However, when a secondary task imposes significant workload, blink rates did not reliably indicate the primary task’s difficulty. We also found that the timing of spontaneous blinks was influenced by task completion and switches. Specifically, blink rates surged immediately after decision-making points and during transitions between tasks.
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Paper Nr: 435
Title:

Emotional and Meditative States in Interactive Media Access with a Positive Computing Perspective

Authors:

Carla Bernardino, Sílvia Martins, Hugo Ferreira and Teresa Chambel

Abstract: Media influences human behavior, emotions, states-of-mind, health and sense of wellbeing, with great potential for a positive impact in our lives, and it is becoming pervasive. Advances and discoveries in the field of neurosciences and informatics have the potential to help people in emotional and wellbeing awareness and regulation, in a positive computing perspective. Our project aims to explore this potential around the design and development of an interactive application that allows the access, exploration and visualization of different media, based on their impact on emotional and meditative states. This paper presents scientific background, design choices, functionalities and a user study of this application. Results were very encouraging in terms of perceived efficacy, usefulness, usability and user experience and will inform future directions.
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Short Papers
Paper Nr: 20
Title:

Gaia: A Social Robot to Help Connect Humans and Plants

Authors:

Christopher Xenophontos, Teressa Clark, Michael Seals, Cole A. Lampman, Iliyas Tursynbek and Mounia Ziat

Abstract: Interacting with plants has been shown to increase both physical and mental health outcomes and seemed obvious for many during such troubling times. Inevitably, plants died as a result of the owner’s lack of awareness of their needs. Gaia, a social robot-planter, was created to communicate a plant’s needs to its owner in an easy and enjoyable way. The final prototype, a multimodal interface, was designed to join natural language messaging with an emotive digital face and “voice.” Creating a social robot that anthropomorphizes the user’s plant to effectively communicate the plants’ needs, build empathy, and create a stronger emotional bond between the plant and owner, leading to better outcomes for both.
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Paper Nr: 94
Title:

Applying Cognitive and Cultural Frameworks to mHealth Application Design for Elderly Users

Authors:

Mia Forbes, Joyram Chakraborty and Johannes A. Badejo

Abstract: Information and communication technologies and mobile health applications are becoming more pervasive in healthcare. Although these technologies aim to be harmoniously ubiquitous, there are important design factors that user experience practitioners must consider for optimal utilization for elderly users. User’s perceived usefulness is the driving factor for technology adoption. Incorporating cognitive and conceptual design principles such as information processing, mental models, external cognition, and emotional interaction based upon sociocultural determinants can improve the usefulness of mobile Health tools amongst elderly users. Data was obtained from a small sample (n=30) aged 75 years or older who use telehealth and mobile health apps. Findings show that users have a low perceived ease of use and usefulness of these applications based on the lack of sociocultural elements incorporated into the interface design. This paper aims to analyze the impact cognitive theories and conceptual frameworks have on mobile health design for elderly users, while bridging the gap of an existing digital divide. A qualitative study was conducted involving empirical research to define a correlational relationship between technology dissonance and elderly users for the purpose of identifying a thematic analysis.
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Paper Nr: 147
Title:

A Digital Inclusion and Technological Barriers: Investigating the Challenges Faced by Formerly Incarcerated Populations in Adopting and Accessing Technology

Authors:

Johannes A. Badejo, Joyram Chakraborty and Mia Forbes

Abstract: Digital inclusion and technological barriers are two phenomena that directly impact the lives of the formerly incarcerated population (FIP). Adequate access means reducing the high recidivism rates already being handled through the digitization of prison education. The digitization programs offer digital skills and technical skills that can be a handful in helping the ex-offenders secure employment. On the other hand, inadequate access to digital literacy is common among ex-offenders, as most prisons are yet to offer digital education entirely. Championed with the desire to improve the lives of the FIP, this study interviews 71 participants to understand the barriers they face in adapting and accessing technology. The findings indicate that the FIP benefiting from digital inclusion has the upper hand in securing employment and reintegrating well over those hindered by technological barriers. Limited internet connectivity, inadequate financial resources to afford technology devices, limited availability of internet access points (APs), and legal restrictions are majorly reported by the 71 participants. Going by the need to improve the FIP experience, this study found that the population must undergo digital training as part of the re-entry programs.
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Paper Nr: 343
Title:

AI-Supported Diagnostic of Depression Using Clinical Interviews: A Pilot Study

Authors:

Bakir Hadžić, Julia Ohse, Michael Danner, Nicolina Peperkorn, Parvez Mohammed, Youssef Shiban and Matthias Rätsch

Abstract: In the face of rising depression rates, the urgency of early and accurate diagnosis has never been more paramount. Traditional diagnostic methods, while invaluable, can sometimes be limited in access and susceptible to biases, potentially leading to underdiagnoses. This paper explores the innovative potential of AI technology, specifically machine learning, as a diagnostic tool for depression. Drawing from prior research, we note the success of machine learning in discerning depression indicators on social media platforms and through automated interviews. A particular focus is given to the BERT-based NLP transformer model, previously shown to be effective in detecting depression from simulated interview data. Our study assessed this model’s capability to identify depression from transcribed, semi-structured clinical interviews within a general population sample. While the BERT model displayed an accuracy of 0.71, it was surpassed by an untrained GPT-3.5 model, which achieved an impressive accuracy of 0.88. These findings emphasise the transformative potential of NLP transformer models in the realm of depression detection. However, given the relatively small dataset (N = 17) utilised, we advise a measured interpretation of the results. This paper is designed as a pilot study, and further studies will incorporate bigger datasets.
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Paper Nr: 434
Title:

Exploring Multimodal Interactions with a Robot Assistant in an Assembly Task: A Human-Centered Design Approach

Authors:

Simona D’Attanasio, Théo Alabert, Clara Francis and Anna Studzinska

Abstract: The rise of collaborative robots, or cobots, has opened up opportunities for shared operations between humans and robots. However, the transition to true human-robot collaboration faces challenges depending on the context and on the implemented interactions. This article aims to contribute to the evolving field of Human-Robot Interaction by addressing practical challenges in real-world scenarios and proposing a comprehensive approach to bidirectional communication between humans and robots. In particular, our research focuses on an elemental operation during an assembly task, observed in real SMEs (Small and Medium Sized Enterprises). We propose a multimodal bidirectional approach incorporating voice, gesture, visual, haptic, and feedback cues. The study involves a Wizard of Oz series of experiments with test subjects to evaluate user satisfaction, and the overall feeling of interaction, among other aspects. Preliminary analysis supports hypotheses related to the effectiveness of multimodality, the positive reception of simple interactions, and the impact of feedback on user experience.
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Paper Nr: 450
Title:

Performance Evaluation of Visual Analytics Framework for Monitoring Neuromotor Rehabilitation

Authors:

Maryam Boumrah, Samir Garbaya and Amina Radgui

Abstract: Remote rehabilitation of stroke patients reinforces in-person rehabilitation and enhances the regaining of neuromotor capabilities. However, monitoring stroke patients’ rehabilitation from different locations and on a large scale requires a low latency and scalable approach. A real-time visual analytics framework for monitoring in-home rehabilitation of stroke patients based on fog computing is proposed. The objective of this paper is to evaluate the performance of the proposed framework in terms of latency and scalability. OpenTelemetry was used for the evaluation of the proposed framework. OpenTelemetry was chosen over simulation tools for its real-time observability features providing accurate comprehension of the distributed system behaviors in real-world implementation. Five scenarios were setup by progressively escalating the volume of data flow and the number of packets. These scenarios enabled a thorough examination of the framework’s ability to handle higher workloads and scalability. The results of end-to-end latency of the proposed system were compared to the Cloud-only implementation. Compared to Cloud-only implementation, the findings of the evaluation showed that the latency of the proposed system was significantly low. Reflecting the scalability feature, the capacities of handling workload by the proposed system in terms of latency, throughput, processing, and resource utilization were stable across the first four configurations. However, the limitations noticed in the fifth configuration put in evidence the constraints of the experimental setup used in this research. Moreover, the scalability and efficiency of the system can be further enhanced in a distributed deployment in real-world conditions.
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Area 2 - Haptic and Multimodal Interaction

Short Papers
Paper Nr: 14
Title:

Modelling Cognitive Workload to Build Multimodal Voice Interaction in the Car

Authors:

Sylvia Bhattacharya and J. S. Higgins

Abstract: The paper discusses the integration of in-vehicle information systems and their impact on driver performance, considering the demands of various types such as visual, auditory, manual, and cognitive. It notes that while there’s a lot of research on optimizing visual and manual systems, less attention has been paid to systems that use both visual and auditory cues or a combination of different types. The study has found that simple tasks cause the least cognitive strain when drivers use touchscreens, while complex tasks are easier to manage cognitively when voice commands are used alone or with visual aids. These results are important for designing car interfaces that effectively manage the driver’s cognitive load.
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Paper Nr: 276
Title:

Virtual Reality and Autism Spectrum Disorder: Emergence of Sensory-Motor and Olfactory Potentialities in an Anthropocentric Epistemological Approach

Authors:

Cécile Lacôte-Coquereau, Paul Richard, Emmanuelle Richard and Patrice Bourdon

Abstract: The work presented in this paper is part of an innovative program including researchers from computer science, psychology, and education science. The aim is to propose immersive virtual environments to develop autonomy skills of young adults with autism having specific visual, psycho-sensorial, and cognitive capabilities. Several skills towards a progressive autonomy are thus targeted: interactions and social skills, verbal or alternative communication, perception-action coupling, and joint attention. In this context, a virtual supermarket has been developed, allowing participants to be confronted with shopping activity.
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Paper Nr: 396
Title:

From Surveys to TV Series: Study of the Role of Haptic in Social Interaction

Authors:

Amine Frihi and Bob-Antoine J. Ménélas

Abstract: Here we discuss the role of haptic technology in social interaction. We report the first steps of a project where we want to study the use of a non-visual tactile-auditory device to connect physically distant individuals engaged in non-intimate activities. First, we report the result of a survey to investigate the significance of touch in social interactions. Second, we detail the analysis of touch in some tv shows.
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Area 3 - Interaction Techniques and Devices

Full Papers
Paper Nr: 18
Title:

Sense of Presence, Realism, and Simulation Sickness in Operational Tasks: A Comparative Analysis of Virtual and Mixed Reality

Authors:

Giorgio Ballestin and Heike Diepeveen

Abstract: Virtual Reality (VR) training is often used to replicate real-world situations, which brings many challenges. Interaction in VR is notoriously more difficult with respect to real world interaction, and VR wearables can sometimes decrease the quality of the interaction, leading to less effective simulations. While reliability and stability are important considerations, it is also crucial sometimes to have a high level of physical realism in order to develop proper muscle memory. This study aims to investigate whether Video-See-Through Augmented Reality (VST AR) can enhance the interaction during an operational task, and its impact on the immersivity and sense of presence, when compared to a VR based approach. Our results show that VR seems to perform better than AR in terms of sense of presence, with a much lower impact on sickness symptoms, suggesting that it is important to strive for a balance between reliability and realism in order to create an immersive and effective training environment.
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Paper Nr: 438
Title:

Perception of a Spatial Implausibility Caused by Seamless Covert Teleportation

Authors:

Mathieu Lutfallah, Dylan C. Pires, Valentina Gorobets and Andreas Kunz

Abstract: This paper investigates human perception of spatial implausibility through seamless teleportation in circular and hexagonal closed-loop corridors. Spatial implausibility refers to virtual spaces that deviate from Newtonian Euclidean geometry rules, while seamless teleportation involves changing the user’s position in the virtual world without their awareness. In this work, the impression of implausibility is generated by subtle teleportation of the user within these corridors, thereby allowing them to unconsciously skip certain sections of them. Different levels of this “implausibility” are presented by varying the percentage of skipping within these corridors, specifically 0%, 15%, and 30% of the corridor’s overall length. These implausibilities are assessed through a within-subject study on naive participants to determine their perception of spatial implausibility. Our findings indicate no significant difference in the detection rates between the two corridor shapes. Interestingly, most participants interpreted the manipulation as a change in the environment’s shape or size while only few could perceive the teleportation and the skip. This paves the way for future research to leverage this technique for subtle spatial manipulation.
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Short Papers
Paper Nr: 48
Title:

Look-over-there: Real-World Co-Located Cross-Referencing Using Augmented Reality

Authors:

Yuqi Zhou and Voicu Popescu

Abstract: This paper presents a method that allows a ”guide” to point out an element of the real world, i.e., a reference point, to a ”tourist”. The guide and tourist stand side-by-side and each hold a tablet whose camera is aimed at the scene. The guide annotates the reference point on their tablet, and it is sent and displayed on the tourist’s tablet. Then the device zooms in and guides the tourist towards the target object. A user study shows that the method has significantly shorter reference point localization times compared to a conventional augmented reality interface. Furthermore, the study shows that the method can provide directional guidance through the annotation alone, without any reliance on the visual appearance of the region of the reference point, as needed for challenging scenes with repeated patterns or devoid of visual features.
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Paper Nr: 285
Title:

ARTISTA: Redefining Pottery Design with Virtual Reality and Physically Simulated Clay

Authors:

Gilda Manfredi, Gabriele Gilio, Nicola Capece, Ugo Erra and Vincenzo Baldi

Abstract: Virtual Reality (VR) applications have gained significant popularity in various fields, including design and manufacturing. This paper introduces a novel VR application that simulates a 3D clay printer. The application utilizes the Oculus Quest 2 Head Mounted Display (HMD), enabling users to create virtual pots by manoeuvring a virtual extruder that extrudes and deposits strands of clay in layers. Two features define this application: incorporating a virtual coiling technique, offering guided assistance throughout the pottery prototyping process, and integrating physical simulation that provides users with real-time feedback on the final results achievable using a real 3D clay printer. Users can now design and iterate virtually without physically printing, reducing material waste and improving the overall creative process. Moreover, this application saves the information necessary to create the designed pottery piece with a 3D clay printer. We present a preliminary version that enables artisans in VR to craft unique, handmade virtual pottery pieces, fostering creativity and enabling the exploration of many design possibilities.
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Paper Nr: 397
Title:

Towards Automated Decision Making in Dating Apps Through Pupillary Responses

Authors:

Jan Ehlers, Sebastian L. Alfonso and Arup Mazumder

Abstract: Decision making is a multi-stage process that involves a series of rational evaluations. Recently, bodily arousal has been identified as a factor that mediates individual decisions, particularly during partner selection. The current study investigates pupil size changes in response to facial images of the opposite sex from controlled eye-tracking data (Experiment 1) and by reading out signals from front-facing smartphone cameras in noisy environments (Experiment 2). The aim is to enable automated decision-making in dating apps using arousal-based information. The rating results showed a tendency towards moderate evaluations when coping with facial attractiveness, while pupil diameter did not clearly discriminate between all four rating categories. However, a ROCKET model was trained on the pupil data from Experiment 1 with a prediction accuracy of 77% for binary classification of clearly preferred and non-preferred images. Ambiguous responses will therefore continue to pose a problem for cognition-aware systems. Capturing pupil diameter from mobile phone cameras resulted in a high proportion of inadequate recordings, probably due to a lack of experimental control. However, an overly systematic approach should run contrary to the intended scenario of lifelike mobile dating app usage.
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Paper Nr: 42
Title:

Hôsea: A Touch Table for Cognitive and Motor Rehabilitation for the Elderly - A Preliminary Study

Authors:

Maxime Macé, Lise Macé, Emmanuelle Ménétrier, Paul Richard and Tassadit Amghar

Abstract: As the population ages, it is becoming increasingly important to offer technological solutions for cognitive-motor rehabilitation. In this context, we have designed Hôsea, a new touch table offering an attractive, accessible and stimulating interface for the elderly. The table integrates various motor and cognitive exercises. The study presented in this article examines the ease of use of the table, as well as the motivation and effort perceived by elderly people. To achieve this, we engaged with 43 elderly individuals in good health, presenting them with a 15-minute session involving three games accessible on the table. At the end of the session, participants were administered standardized scales, evaluating the usability of the table via the F-SUS, the degree of perceived effort with the NASA-TLX, and their motivation with the SIMS. The results suggest that the Hôsea touch table offers a user-friendly and motivating environment. These results motivate further work on a personalized rehabilitation program.
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Paper Nr: 428
Title:

A Comparative Study: Augmented and Virtual Reality Applications for Improving Comprehension of Abstract Programming Concepts

Authors:

Omer E. Cinar, Karen Rafferty, David Cutting and Hui Wang

Abstract: This paper presents the development of a Virtual Reality (VR) application to enhance the learning experience of Python collection data types for electrical and electronic engineering students, and the comparison of this VR application with an Augmented Reality (AR) application developed for the same field, and a paper-based content. AR and VR, as emerging technologies, hold promise for transforming educational and cognitive processes, especially in engineering education where students often struggle with abstract programming concepts. The research focuses on using VR to make abstract concepts like Python collections more accessible and understandable through immersive and interactive experiences. The VR application allows students to engage with virtual representations of Python data types, promoting a deeper comprehension. A comparative user study was conducted, involving participants using either the VR or AR application or learning through a printed booklet. The effectiveness of these methods was assessed by pre- and post-comprehension tests. The results indicated a significant improvement in understanding Python collections with the VR application, as evidenced by the substantial difference between its pre- and post-test score means. This finding suggests that VR, more effectively than AR or traditional methods, aids in grasping abstract programming concepts.
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Area 4 - Theories, Models and User Evaluation

Full Papers
Paper Nr: 59
Title:

Automatic Viewpoint Selection for Interactive Motor Feedback Using Principal Component Analysis

Authors:

Florian Diller, Alexander Wiebel and Gerik Scheuermann

Abstract: We present a novel method to automatically select a viewpoint optimized for the interactive display of a physical exercise which is shown using a human skeleton-like avatar with additional visual motor feedback. Expressive viewpoints are crucial for the users to be able to understand and interactively adapt to the feedback in all its spatial aspects. Selecting camera perspectives for these viewpoints can be challenging when the presentation includes specific visual feedback cues in addition to the instantaneous pose, as many different requirements have to be taken into consideration in this case. The users continuously correcting their movements according to the visual real-time feedback represents a special case of human-computer interaction. Our algorithm employs principal component analysis (PCA) to determine informative viewing directions for the overall pose and specific feedback cues shown at different joints. The final viewpoints are synthesized from the obtained directions in a per-frame manner. To evaluate our method we conducted a user study with 39 participants. They were asked to choose from four exercise videos with motor feedback generated by the presented method and three competing existing approaches. Additionally, to validate our approach’s assumptions, we asked the participants to freely choose a viewpoint, which they considered optimal for the provided motor feedback. The results of the study show that our algorithm was most frequently chosen as being the most informative. Furthermore, our method proved much faster than previous viewpoint selection methods, as it does not require information about upcoming frames. This makes our approach most suitable for real-time and interactive applications.
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Short Papers
Paper Nr: 37
Title:

AR Authoring: How to Reduce Errors from the Start?

Authors:

Camille Truong-Allié, Martin Herbeth and Alexis Paljic

Abstract: Augmented Reality (AR) can be used to efficiently guide users in procedures by overlaying virtual content onto the real world. To facilitate the use of AR for creating procedures, multiple AR authoring tools have been introduced. However, they often assume that authors digitize the procedure perfectly well the first time; this is yet hardly the case. We focus on how AR authoring tools can support authors during the procedure formalization. We introduce three authoring methods. The first one is a video-based method, where a video recording is done before procedure digitization, to improve procedure recency, the second one an in-situ method, where the digitization is made in the procedure environment, to improve context, and the last one is the baseline method, where AR authors digitize from memory. We assess the quality of the procedures resulting from these authoring methods with two simple yet underexplored metrics: the number of errors and the number of versions until the final procedure. We collected feedbacks from AR authors in a field study to validate their significance. We found that participants’ performance was better with the video-based method, followed by the in-situ and then the baseline methods. The field study showed the advantages of the different methods depending on the use case and validated the importance of measuring digitization error.
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Paper Nr: 112
Title:

Using Fitts' Law to Compare Sonification Guidance Methods for Target Reaching Without Vision

Authors:

Coline Fons, Sylvain Huet, Denis Pellerin and Christian Graff

Abstract: Visually impaired people often face challenges in spatial interaction tasks. Sensory Substitution Devices assist them in reaching targets by conveying spatial deviations to the target through sound. Typically, sound guidance systems are evaluated by target reaching times. However, reaching times are influenced by target size and user-target distance, which varies across studies. We propose to explore the potential of Fitts’ law for evaluating such systems. In a preliminary experiment, visually impaired and sighted participants used non-spatialized sonification to reach 3D virtual targets. Movement times were correlated with the Index of Difficulty, confirming that Fitts’ law is a valuable model to evaluate target-reaching in 3D non-visual interfaces, even with non-spatialized sonification as feedback. In a second experiment, we compared two non-spatialized sonifi-cations, one dissociating the height and azimuthal direction of the target, and the other combining them into a single 3D angle. Fitts law did allow the comparison of performance in favor of the first sonification. The potential of using Fitts’ law to compare performances across studies using different experimental settings deserves exploration in future research. We encourage researchers to provide the full linear regression equations obtained when using Fitts’ law, to facilitate standardized performance comparisons across studies.
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Paper Nr: 129
Title:

Real-Time Heart Rate Visualization for Individuals with Autism Spectrum Disorder: An Evaluation of Technology Assisted Physical Activity Application to Increase Exercise Intensity

Authors:

Bo Fu, Katrina Orevillo, Dennis Lo, Andrew Bae and Melissa Bittner

Abstract: Individuals with autism spectrum disorder (ASD) often experience negative relationships with physical activity and a severe lack of motivation for exercise. While specialized exercise technologies such as internet-enabled machines and mobile applications have provided some solutions for typically developing individuals, there is a lack of research in providing exercise technology that specifically considers the needs of individuals with ASD. This paper presents a real-time heart-rate visualization application, namely the HeartRunner 2.0 App, which aims to engage individuals with ASD to exercise at higher intensity. When used to supplement exercise sessions, amongst a group of 20 participants with ASD, evaluation results showed that the App helped 83% of participants achieve higher heart rates, 66.6% to maintain heart rates at or above 90 BPM, and 27.7% to re-engage and achieve heart rates at or above 90 BPM after dropping below that threshold. Furthermore, eye tracking analyses indicate that those individuals who achieved higher heart rates have employed a more focused gaze patterns with less distributed fixations in their visual searches, as well as greater efforts in scanning various cues in the given visual scene, suggesting that visual interaction with the App may have contributed to elevated performance in the experiment.
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Paper Nr: 275
Title:

I Feel Safe with the Prediction: The Effect of Prediction Accuracy on Trust

Authors:

Lisa Graichen and Matthias Graichen

Abstract: Mental model building and trust are important topics in the interaction with Artificial Intelligence (AI)-based systems, particularly in domains involving high risk to user safety. The presented paper describes an upcoming study on applying methods from Human-Centered Explainable AI (HCXAI) to investigate the influence of AI accuracy on user trust. For the interaction with an AI-based system, we use an algorithm designed to support drivers at intersections by predicting turning maneuvers. We will investigate how drivers subjectively feel towards different presented and implemented accuracy levels. Participants will be asked to rate their respective levels of trust and acceptance. Moreover, we will investigate, whether trust and acceptance are depending on personality traits.
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Paper Nr: 187
Title:

Enhancing the User Interaction of Online Students: Analysis of an Interaction Concept for a Learner Dashboard

Authors:

Thorleif Harder and Gilbert Drzyzga

Abstract: This paper describes the systematic development, evaluation, and iterative refinement of an interaction concept for a Learner Dashboard (LD) to enhance intuitive and user-centered engagement for online students. The core of this concept is represented by precisely designed interaction elements such as icons, navigation mechanisms and adaptive features, each iteratively refined through a feedback loop. The concept emphasizes the crucial role of intuitive icons and clear navigation, aligning with established design principles and user expectations. The implementation of text buttons with arrow icons is particularly notable, enhancing affordances and signifiers and significantly improving the clarity of navigation paths and user guidance. Proactive support elements like alerts and confirmation prompts significantly reduced user errors. The findings highlight the essential role of iterative design and user feedback in tuning the interaction design to resonate with the cognitive and emotional needs of online students, enhancing the user experience. The paper argues the evolved interaction design represents a significant step towards a user-centered and intuitive learning environment. Future work should focus on real-world testing to evaluate the technical feasibility and user acceptance of the developed concept in different learning scenarios.
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Paper Nr: 350
Title:

Assessment of the Detectability of Vulnerable Road Users: An Empirical Study

Authors:

Wentong Yang, Shota Matsubayashi, Kazuhisa Miwa, Shinya Kitayama, Manabu Otsuka and Koji Hamada

Abstract: This study analysed the detectability of vulnerable road users (VRUs) as a function of time to the closest point of approach. We defined four patterns: Gradual Increasing Pattern and High Detectability Pattern as the safe situation, Immediate Increasing Pattern and Low Detectability Pattern as the dangerous situation and investigated empirically drivers’ detection patterns. The results showed that motorbikes in the same direction showed the dangerous pattern, and pedestrians in the same direction also showed the dangerous patterns but influenced by the distance of closest point of approach. Bicycles in the same direction showed higher detectability due to their positioning in the driver’s field of view for longer time. For the VRUs in the opposite direction, and those in the left and right direction, participants also showed high detectability. The results give implications for advanced driver assistance systems (ADAS) design.
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Paper Nr: 409
Title:

Visual Behavior Based on Information Foraging Theory Toward Designing of Auditory Information

Authors:

Yuta Kurihara, Motoki Shino, Katsuko T. Nakahira and Muneo Kitajima

Abstract: Knowledge acquisition through appreciation behavior is a commonly experienced phenomenon. Appreciation behavior is characterized by real-time processing of information input through the five senses. This study focuses on multimodal information processing triggered during appreciation behavior, aiming to enhance knowledge acquisition, i.e., learning, by appropriately designing the provided information. While information during appreciation is presented as visual and auditory stimuli, learning is assumed to occur through the memorization of the content of the auditory information provided. Appreciation behavior is measured as visual behavior and modeled based on the well-established theory of information foraging. According to the information foraging theory, the process leading to information acquisition involves two states: the foraging state, where individuals actively seek information sources, and the acquisition transition state, where attention is directed towards information sources for acquiring information. Based on this theory, the characteristics of visual behavior are extracted for foraging and acquisition transition behaviors. This paper suggested that foraging state can be discerned by setting a threshold for gaze point movement frequency, while the acquisition transition state can be clearly delineated by examining the movement patterns of central and peripheral vision until reaching acquisition.
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