16 research outputs found
The effects of user assistance systems on user perception and behavior
The rapid development of information technology (IT) is changing how people approach and interact with IT systems (Maedche et al. 2016). IT systems can increasingly support people in performing ever more complex tasks (Vtyurina and Fourney 2018). However, people's cognitive abilities have not evolved as quickly as technology (Maedche et al. 2016). Thus, different external factors (e.g., complexity or uncertainty) and internal conditions (e.g., cognitive load or stress) reduce decision quality (Acciarini et al. 2021; Caputo 2013; Hilbert 2012). User-assistance systems (UASs) can help to compensate for human weaknesses and cope with new challenges. UASs aim to improve the user's cognition and capabilities, benefiting individuals, organizations, and society. To achieve this goal, UASs collect, prepare, aggregate, analyze information, and communicate results according to user preferences (Maedche et al. 2019). This support can relieve users and improve the quality of decision-making.
Using UASs offers many benefits but requires successful interaction between the user and the UAS. However, this interaction introduces social and technical challenges, such as loss of control or reduced explainability, which can affect user trust and willingness to use the UAS (Maedche et al. 2019). To realize the benefits, UASs must be developed based on an understanding and incorporation of users' needs. Users and UASs are part of a socio-technical system to complete a specific task (Maedche et al. 2019). To create a benefit from the interaction, it is necessary to understand the interaction within the socio-technical system, i.e., the interaction between the user, UAS, and task, and to align the different components.
For this reason, this dissertation aims to extend the existing knowledge on UAS design by better understanding the effects and mechanisms during the interaction between UASs and users in different application contexts. Therefore, theory and findings from different disciplines are combined and new theoretical knowledge is derived. In addition, data is collected and analyzed to validate the new theoretical knowledge empirically. The findings can be used to reduce adaptation barriers and realize a positive outcome. Overall this dissertation addresses the four classes of UASs presented by Maedche et al. (2016): basic UASs, interactive UASs, intelligent UASs, and anticipating UASs.
First, this dissertation contributes to understanding how users interact with basic UASs. Basic UASs do not process contextual information and interact little with the user (Maedche et al. 2016). This behavior makes basic UASs suitable for application contexts, such as social media, where little interaction is desired. Social media is primarily used for entertainment and focuses on content consumption (Moravec et al. 2018). As a result, social media has become an essential source of news but also a target for fake news, with negative consequences for individuals and society (Clarke et al. 2021; Laato et al. 2020). Thus, this thesis presents two approaches to how basic UASs can be used to reduce the negative influence of fake news. Firstly, basic UASs can provide interventions by warning users of questionable content and providing verified information but the order in which the intervention elements are displayed influences the fake news perception. The intervention elements should be displayed after the fake news story to achieve an efficient intervention. Secondly, basic UASs can provide social norms to motivate users to report fake news and thereby stop the spread of fake news. However, social norms should be used carefully, as they can backfire and reduce the willingness to report fake news.
Second, this dissertation contributes to understanding how users interact with interactive UASs. Interactive UASs incorporate limited information from the application context but focus on close interaction with the user to achieve a specific goal or behavior (Maedche et al. 2016). Typical goals include more physical activity, a healthier diet, and less tobacco and alcohol consumption to prevent disease and premature death (World Health Organization 2020). To increase goal achievement, previous researchers often utilize digital human representations (DHRs) such as avatars and embodied agents to form a socio-technical relationship between the user and the interactive UAS (Kim and Sundar 2012a; Pfeuffer et al. 2019). However, understanding how the design features of an interactive UAS affect the interaction with the user is crucial, as each design feature has a distinct impact on the user's perception. Based on existing knowledge, this thesis highlights the most widely used design features and analyzes their effects on behavior. The findings reveal important implications for future interactive UAS design.
Third, this dissertation contributes to understanding how users interact with intelligent UASs. Intelligent UASs prioritize processing user and contextual information to adapt to the user's needs rather than focusing on an intensive interaction with the user (Maedche et al. 2016). Thus, intelligent UASs with emotional intelligence can provide people with task-oriented and emotional support, making them ideal for situations where interpersonal relationships are neglected, such as crowd working. Crowd workers frequently work independently without any significant interactions with other people (Jäger et al. 2019). In crowd work environments, traditional leader-employee relationships are usually not established, which can have a negative impact on employee motivation and performance (Cavazotte et al. 2012). Thus, this thesis examines the impact of an intelligent UAS with leadership and emotional capabilities on employee performance and enjoyment. The leadership capabilities of the intelligent UAS lead to an increase in enjoyment but a decrease in performance. The emotional capabilities of the intelligent UAS reduce the stimulating effect of leadership characteristics.
Fourth, this dissertation contributes to understanding how users interact with anticipating UASs. Anticipating UASs are intelligent and interactive, providing users with task-related and emotional stimuli (Maedche et al. 2016). They also have advanced communication interfaces and can adapt to current situations and predict future events (Knote et al. 2018). Because of these advanced capabilities anticipating UASs enable collaborative work settings and often use anthropomorphic design cues to make the interaction more intuitive and comfortable (André et al. 2019). However, these anthropomorphic design cues can also raise expectations too high, leading to disappointment and rejection if they are not met (Bartneck et al. 2009; Mori 1970). To create a successful collaborative relationship between anticipating UASs and users, it is important to understand the impact of anthropomorphic design cues on the interaction and decision-making processes. This dissertation presents a theoretical model that explains the interaction between anthropomorphic anticipating UASs and users and an experimental procedure for empirical evaluation. The experiment design lays the groundwork for empirically testing the theoretical model in future research.
To sum up, this dissertation contributes to information systems knowledge by improving understanding of the interaction between UASs and users in different application contexts. It develops new theoretical knowledge based on previous research and empirically evaluates user behavior to explain and predict it. In addition, this dissertation generates new knowledge by prototypically developing UASs and provides new insights for different classes of UASs. These insights can be used by researchers and practitioners to design more user-centric UASs and realize their potential benefits
Systems for Managing Work-Related Transitions
Peoples' work lives have become ever-populated with transitions across tasks, devices, and environments. Despite their ubiquitous nature, managing transitions across these three domains has remained a significant challenge. Current systems and interfaces for managing transitions have explored approaches that allow users to track work-related information or automatically capture or infer context, but do little to support user autonomy at its fullest.
In this dissertation, we present three studies that support the goal of designing and understanding systems for managing work-related transitions. Our inquiry is motivated by the notion that people lack the ability to continue or discontinue their work at the level they wish to do so. We scope our research to information work settings, and we use our three studies to generate novel insights about how empowering peoples' ability to engage with their work can mitigate the challenges of managing work-related transitions.
We first introduce and study Mercury, a system that mitigates programmers' challenges in transitioning across devices and environments by enabling their ability to continue work on-the-go. Mercury orchestrates programmers' work practices by providing them with a series of auto-generated microtasks on their mobile device based on the current state of their source code. Tasks in Mercury are designed so that they can be completed quickly without the need for additional context, making them suitable to address during brief moments of downtime. When users complete microtasks on-the-go, Mercury calculates file changes and integrates them into the user's codebase to support task resumption.
We then introduce SwitchBot, a conversational system that mitigates the challenges in discontinuing work during the transition between home and the workplace. SwitchBot's design philosophy is centered on assisting information workers in detaching from and reattaching with their work through brief conversations before the start and end of the workday. By design, SwitchBot's detachment and reattachment dialogues inquire about users' task-related goals or user's emotion-related goals. We evaluated SwitchBot with an emphasis on understanding how the system and its two dialogues uniquely affected information workers' ability to detach from and later reattach with their work.
Following our study of Mercury and SwitchBot, we present findings from an interview study with crowdworkers aimed at understanding the work-related transitions they experience in their work practice from the perspective of tools. We characterize the tooling observed in crowdworkers' work practices and identified three types of "fragmentation" that are motivated by tooling in the practice. Our study highlights several distinctions between traditional and contemporary information work settings and lays a foundation for future systems that aid next-generation information workers in managing work-related transitions.
We conclude by outlining this dissertation's contributions and future research directions
인공지능과 대화하기: 일대일 그리고 그룹 상용작용을 위한 대화형 에이전트 시스템 개발
학위논문(박사) -- 서울대학교대학원 : 사회과학대학 언론정보학과, 2022.2. 이준환."인간-컴퓨터 상호작용"과 "사용자 경험"을 넘어, "인간-인공지능 상호작용" 그리고 "알고리즘 경험"의 시대가 도래하고 있다. 기술의 발전은 우리가 의사소통하고 협업하는 방식의 패러다임을 전환했다. 기계 에이전트는 인간 커뮤니케이션에서 적극적이며 주도적인 역할을 수행한다.
하지만 효과적인 AI 기반 커뮤니케이션과 토론 시스템 디자인에 대한 이해와 논의는 부족한 것이 사실이다. 이에 본 연구는 인간-컴퓨터 상호작용의 관점에서 다양한 형태의 커뮤니케이션을 지원할 수 있는 기술적 방법을 탐색하는 것을 목표로 한다. 이를 위해 저자는 일대일 그리고 그룹 상호작용을 지원하는 대화형 에이전트를 제시한다. 구체적으로 본 연구는 1) 일대일 상호작요에서 사용자 관여를 높이는 대화형 에이전트, 2) 일상적인 소셜 그룹 토론을 지원하는 에이전트, 3) 숙의 토론을 가능하게 하는 에이전트를 디자인 및 개발하고 그 효과를 정량적 그리고 정성적으로 검증했다. 시스템을 디자인함에 있어서 인간-컴퓨터 상호작용뿐 아니라, 커뮤니케이션학, 심리학, 그리고 데이터 과학을 접목한 다학제적 접근 방식이 적용되었다.
첫 번째 연구는 일대일 상호작용 상황에서 사용자의 관여 증진을 위한 대화형 에이전트의 효과를 검증했다. 설문조사라는 맥락에서 수행된 이 연구는 웹 설문조사에서 응답자의 불성실로 인해 발생하는 응답 데이터 품질의 문제를 극복하기 위한 새로운 인터랙션 방법으로 텍스트 기반 대화형 에이전트의 가능성을 탐색하는 것을 목표로 했다. 이를 위해 2 (인터페이스: 웹 對 챗봇) X 2 (대화 스타일: 포멀 對 캐쥬얼) 실험을 진행했으며, 만족화 이론에 근거하여 응답 데이터의 품질을 평가했다. 그 결과, 챗봇 설문조사의 참여자가 웹 설문조사의 참여자보다 더 높은 수준의 관여를 보이고, 결과적으로 더 높은 품질의 데이터를 생성하는 것을 확인할 수 있었다. 하지만 이런 챗봇의 데이터 품질에 대한 효과는 챗봇이 친구 같고 캐쥬얼한 대화체를 사용할 때만 나타났다. 이 결과는 대화형 인터랙티비티가 인터페이스뿐 아니라 대화 스타일이라는 효과적인 메세지 전략을 동반할 때 발생하는 것을 의미한다.
두 번째 연구는 일상적인 소셜 채팅 그룹에서 집단의 의사결정과정과 토론을 지원하는 대화형 시스템에 대한 것이다. 이를 위해 GroupfeedBot이라는 대화형 에이전트를 제작하였으며, GroupfeedBot은 (1) 토론 시간을 관리하고, (2) 구성원들의 균등한 참여를 촉진하며, (3) 구성원들의 다양한 의견을 요약 및 조직화하는 기능을 갖고 있다. 해당 에이전트를 평가하기 위해 다양한 태스크 (추론, 의사결정, 자유 토론, 문제 해결 과제)와 그룹 규모(소규모, 중규모)에 관하여 사용자 조사를 시행했다. 그 결과 의견의 다양성 측면에서 GroupfeedBot으로 토론한 집단이 기본 에이전트와 토론한 집단보다 더 다양한 의견을 생성했지만 산출된 결과의 품질과 메시지 양에 있어서는 차이가 없는 것을 확인할 수 있었다. 균등한 참여에 대한 GroupfeedBot의 효과는 태스크의 특성에 따라 다르게 나타났는데, 특히 자유 토론 과제에서 GroupfeedBot이 참여자들의 균등한 참여를 촉진했다.
세 번째 연구는 숙의 토론을 지원하는 대화형 시스템에 대한 것이다. 세 번째 연구에서 개발된 DebateBot은 GroupfeeedBot과 달리 더 진지한 사회적 맥락에서 적용되었다. DebateBot은 (1) 생각하기-짝짓기-공유하기 (Think-Pair-Share) 전략에 따라 토론을 구조화하고, (2) 과묵한 토론자에게 의견을 요청함으로써 동등한 참여를 촉진하는 두 가지 주요 기능을 수행했다. 사용자 평가 결과 DebateBot은 그룹 상호작용을 개선함으로써 심의 토론을 가능하게 했다. 토론 구조화는 토론의 질에 긍정적인 효과를 발휘하였고, 참여자 촉진은 진정한 합의 도달에 기여하였으며, 그룹 구성원들의 주관적 만족도를 향상했다.
본 연구는 이 세 가지 연구의 결과들을 바탕으로 인간-인공지능 커뮤니케이션에 대한 다양한 시사점들을 도출하였으며, 이를 TAMED (Task-Agent-Message-Information Exchange-Relationship Dynamics) 모델로 정리하였다.The advancements in technology shift the paradigm of how individuals communicate and collaborate. Machines play an active role in human communication. However, we still lack a generalized understanding of how exactly to design effective machine-driven communication and discussion systems. How should machine agents be designed differently when interacting with a single user as opposed to when interacting with multiple users? How can machine agents be designed to drive user engagement during dyadic interaction? What roles can machine agents perform for the sake of group interaction contexts? How should technology be implemented in support of the group decision-making process and to promote group dynamics? What are the design and technical issues which should be considered for the sake of creating human-centered interactive systems?
In this thesis, I present new interactive systems in the form of a conversational agent, or a chatbot, that facilitate dyadic and group interactions. Specifically, I focus on: 1) a conversational agent to engage users in dyadic communication, 2) a chatbot called GroupfeedBot that facilitates daily social group discussion, 3) a chatbot called DebateBot that enables deliberative discussion. My approach to research is multidisciplinary and informed by not only in HCI, but also communication, psychology and data science. In my work, I conduct in-depth qualitative inquiry and quantitative data analysis towards understanding issues that users have with current systems, before developing new computational techniques that meet those user needs. Finally, I design, build, and deploy systems that use these techniques to the public in order to achieve real-world impact and to study their use by different usage contexts.
The findings of this thesis are as follows. For a dyadic interaction, participants interacting with a chatbot system were more engaged as compared to those with a static web system. However, the conversational agent leads to better user engagement only when the messages apply a friendly, human-like conversational style. These results imply that the chatbot interface itself is not quite sufficient for the purpose of conveying conversational interactivity. Messages should also be carefully designed to convey such.
Unlike dyadic interactions, which focus on message characteristics, other elements of the interaction should be considered when designing agents for group communication. In terms of messages, it is important to synthesize and organize information given that countless messages are exchanged simultaneously. In terms of relationship dynamics, rather than developing a rapport with a single user, it is essential to understand and facilitate the dynamics of the group as a whole. In terms of task performance, technology should support the group's decision-making process by efficiently managing the task execution process.
Considering the above characteristics of group interactions, I created the chatbot agents that facilitate group communication in two different contexts and verified their effectiveness. GroupfeedBot was designed and developed with the aim of enhancing group discussion in social chat groups. GroupfeedBot possesses the feature of (1) managing time, (2) encouraging members to participate evenly, and (3) organizing the members’ diverse opinions. The group which discussed with GroupfeedBot tended to produce more diverse opinions compared to the group discussed with the basic chatbot. Some effects of GroupfeedBot varied by the task's characteristics. GroupfeedBot encouraged the members to contribute evenly to the discussions, especially for the open-debating task.
On the other hand, DebateBot was designed and developed to facilitate deliberative discussion. In contrast to GroupfeedBot, DebateBot was applied to more serious and less casual social contexts. Two main features were implemented in DebateBot: (1) structure discussion and (2) request opinions from reticent discussants.This work found that a chatbot agent which structures discussions and promotes even participation can improve discussions, resulting in higher quality deliberative discussion. Overall, adding structure to the discussion positively influenced the discussion quality, and the facilitation helped groups reach a genuine consensus and improved the subjective satisfaction of the group members.
The findings of this thesis reflect the importance of understanding human factors in designing AI-infused systems. By understanding the characteristics of individual humans and collective groups, we are able to place humans at the heart of the system and utilize AI technology in a human-friendly way.1. Introduction
1.1 Background
1.2 Rise of Machine Agency
1.3 Theoretical Framework
1.4 Research Goal
1.5 Research Approach
1.6 Summary of Contributions
1.7 Thesis Overview
2. Related Work
2.1 A Brief History of Conversational Agents
2.2 TAMED Framework
3. Designing Conversational Agents for Dyadic Interaction
3.1 Background
3.2 Related Work
3.3 Method
3.4 Results
3.5 Discussion
3.6 Conclusion
4. Designing Conversational Agents for Social Group Discussion
4.1 Background
4.2 Related Work
4.3 Needfinding Survey for Facilitator Chatbot Agent
4.4 GroupfeedBot: A Chatbot Agent For Facilitating Discussion in
Group Chats
4.5 Qualitative Study with Small-Sized Group
4.6 User Study With Medium-Sized Group
4.7 Discussion
4.8 Conclusion
5. Designing Conversational Agents for Deliberative Group Discussion
5.1 Background
5.2 Related Work
5.3 DebateBot
5.4 Method
5.5 Results
5.6 Discussion and Design Implications
5.7 Conclusion
6. Discussion
6.1 Designing Conversational Agents as a Communicator
6.2 Design Guidelines Based on TAMED Model
6.3 Technical Considerations
6.4 Human-AI Collaborative System
7. Conclusion
7.1 Research Summary
7.2 Summary of Contributions
7.3 Future Work
7.4 Conclusion박
Conversational Arabic Automatic Speech Recognition
Colloquial Arabic (CA) is the set of spoken variants of modern Arabic that exist in the form of regional dialects and are considered generally to be mother-tongues in those regions. CA has limited textual resource because it exists only as a spoken language and without a standardised written form. Normally the modern standard Arabic (MSA) writing convention is employed that has limitations in phonetically representing CA. Without phonetic dictionaries the pronunciation of CA words is ambiguous, and can only be obtained through word and/or sentence context. Moreover, CA inherits the MSA complex word structure where words can be created from attaching affixes to a word.
In automatic speech recognition (ASR), commonly used approaches to model acoustic, pronunciation and word variability are language independent. However, one can observe significant differences in performance between English and CA, with the latter yielding up to three times higher error rates.
This thesis investigates the main issues for the under-performance of CA ASR systems. The work focuses on two directions: first, the impact of limited lexical coverage, and insufficient training data for written CA on language modelling is investigated; second, obtaining better models for the acoustics and pronunciations by learning to transfer between written and spoken forms. Several original contributions result from each direction. Using data-driven classes from decomposed text are shown to reduce out-of-vocabulary rate. A novel colloquialisation system to import additional data is introduced; automatic diacritisation to restore the missing short vowels was found to yield good performance; and a new acoustic set for describing CA was defined. Using the proposed methods improved the ASR performance in terms of word error rate in a CA conversational telephone speech ASR task
Human-in-the-Loop Learning From Crowdsourcing and Social Media
Computational social studies using public social media data have become more and more popular because of the large amount of user-generated data available. The richness of social media data, coupled with noise and subjectivity, raise significant challenges for computationally studying social issues in a feasible and scalable manner. Machine learning problems are, as a result, often subjective or ambiguous when humans are involved. That is, humans solving the same problems might come to legitimate but completely different conclusions, based on their personal experiences and beliefs. When building supervised learning models, particularly when using crowdsourced training data, multiple annotations per data item are usually reduced to a single label representing ground truth. This inevitably hides a rich source of diversity and subjectivity of opinions about the labels.
Label distribution learning associates for each data item a probability distribution over the labels for that item, thus it can preserve diversities of opinions, beliefs, etc. that conventional learning hides or ignores. We propose a humans-in-the-loop learning framework to model and study large volumes of unlabeled subjective social media data with less human effort. We study various annotation tasks given to crowdsourced annotators and methods for aggregating their contributions in a manner that preserves subjectivity and disagreement. We introduce a strategy for learning label distributions with only five-to-ten labels per item by aggregating human-annotated labels over multiple, semantically related data items. We conduct experiments using our learning framework on data related to two subjective social issues (work and employment, and suicide prevention) that touch many people worldwide. Our methods can be applied to a broad variety of problems, particularly social problems. Our experimental results suggest that specific label aggregation methods can help provide reliable representative semantics at the population level
Estimating Conversational Styles in Conversational Microtask Crowdsourcing
Crowdsourcing marketplaces have provided a large number of opportunities for online workers to earn a living. To improve satisfaction and engagement of such workers, who are vital for the sustainability of the marketplaces, recent works have used conversational interfaces to support the execution of a variety of crowdsourcing tasks. The rationale behind using conversational interfaces stems from the potential engagement that conversation can stimulate. Prior works in psychology have also shown that ‘conversational styles’ can play an important role in communication. There are unexplored opportunities to estimate a worker’s conversational style with an end goal of improving worker satisfaction, engagement and quality. Addressing this knowledge gap, we investigate the role of conversational styles in conversational microtask crowdsourcing. To this end, we design a conversational interface which supports task execution, and we propose methods toestimate the conversational style of a worker. Our experimental setup was designed to empirically observe how conversational styles of workers relate with quality-related outcomes. Results show that even a naive supervised classifier can predict the conversation style with high accuracy (80%), and crowd workers with an Involvement conversational style provided a significantly higher output quality, exhibited a higher user engagement and perceived less cognitive task load in comparison to their counterparts. Our findings have important implications on task design with respect to improving worker performance and their engagement in microtask crowdsourcing.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Web Information SystemsHuman-Centred Artificial Intelligenc
Social informatics
5th International Conference, SocInfo 2013, Kyoto, Japan, November 25-27, 2013, Proceedings</p
Human Practice. Digital Ecologies. Our Future. : 14. Internationale Tagung Wirtschaftsinformatik (WI 2019) : Tagungsband
Erschienen bei: universi - Universitätsverlag Siegen. - ISBN: 978-3-96182-063-4Aus dem Inhalt:
Track 1: Produktion & Cyber-Physische Systeme
Requirements and a Meta Model for Exchanging Additive Manufacturing Capacities
Service Systems, Smart Service Systems and Cyber- Physical Systems—What’s the difference? Towards a Unified Terminology
Developing an Industrial IoT Platform – Trade-off between Horizontal and Vertical Approaches
Machine Learning und Complex Event Processing: Effiziente Echtzeitauswertung am Beispiel Smart Factory
Sensor retrofit for a coffee machine as condition monitoring and predictive maintenance use case
Stakeholder-Analyse zum Einsatz IIoT-basierter Frischeinformationen in der Lebensmittelindustrie
Towards a Framework for Predictive Maintenance Strategies in Mechanical Engineering - A Method-Oriented Literature Analysis
Development of a matching platform for the requirement-oriented selection of cyber physical systems for SMEs
Track 2: Logistic Analytics
An Empirical Study of Customers’ Behavioral Intention to Use Ridepooling Services – An Extension of the Technology Acceptance Model
Modeling Delay Propagation and Transmission in Railway Networks
What is the impact of company specific adjustments on the acceptance and diffusion of logistic standards?
Robust Route Planning in Intermodal Urban Traffic
Track 3: Unternehmensmodellierung & Informationssystemgestaltung (Enterprise Modelling & Information Systems Design)
Work System Modeling Method with Different Levels of Specificity and Rigor for Different Stakeholder Purposes
Resolving Inconsistencies in Declarative Process Models based on Culpability Measurement
Strategic Analysis in the Realm of Enterprise Modeling – On the Example of Blockchain-Based Initiatives for the Electricity Sector
Zwischenbetriebliche Integration in der Möbelbranche: Konfigurationen und Einflussfaktoren
Novices’ Quality Perceptions and the Acceptance of Process Modeling Grammars
Entwicklung einer Definition für Social Business Objects (SBO) zur Modellierung von Unternehmensinformationen
Designing a Reference Model for Digital Product Configurators
Terminology for Evolving Design Artifacts
Business Role-Object Specification: A Language for Behavior-aware Structural Modeling of Business Objects
Generating Smart Glasses-based Information Systems with BPMN4SGA: A BPMN Extension for Smart Glasses Applications
Using Blockchain in Peer-to-Peer Carsharing to Build Trust in the Sharing Economy
Testing in Big Data: An Architecture Pattern for a Development Environment for Innovative, Integrated and Robust Applications
Track 4: Lern- und Wissensmanagement (e-Learning and Knowledge Management)
eGovernment Competences revisited – A Literature Review on necessary Competences in a Digitalized Public Sector
Say Hello to Your New Automated Tutor – A Structured Literature Review on Pedagogical Conversational Agents
Teaching the Digital Transformation of Business Processes: Design of a Simulation Game for Information Systems Education
Conceptualizing Immersion for Individual Learning in Virtual Reality
Designing a Flipped Classroom Course – a Process Model
The Influence of Risk-Taking on Knowledge Exchange and Combination
Gamified Feedback durch Avatare im Mobile Learning
Alexa, Can You Help Me Solve That Problem? - Understanding the Value of Smart Personal Assistants as Tutors for Complex Problem Tasks
Track 5: Data Science & Business Analytics
Matching with Bundle Preferences: Tradeoff between Fairness and Truthfulness
Applied image recognition: guidelines for using deep learning models in practice
Yield Prognosis for the Agrarian Management of Vineyards using Deep Learning for Object Counting
Reading Between the Lines of Qualitative Data – How to Detect Hidden Structure Based on Codes
Online Auctions with Dual-Threshold Algorithms: An Experimental Study and Practical Evaluation
Design Features of Non-Financial Reward Programs for Online Reviews: Evaluation based on Google Maps Data
Topic Embeddings – A New Approach to Classify Very Short Documents Based on Predefined Topics
Leveraging Unstructured Image Data for Product Quality Improvement
Decision Support for Real Estate Investors: Improving Real Estate Valuation with 3D City Models and Points of Interest
Knowledge Discovery from CVs: A Topic Modeling Procedure
Online Product Descriptions – Boost for your Sales?
Entscheidungsunterstützung durch historienbasierte Dienstreihenfolgeplanung mit Pattern
A Semi-Automated Approach for Generating Online Review Templates
Machine Learning goes Measure Management: Leveraging Anomaly Detection and Parts Search to Improve Product-Cost Optimization
Bedeutung von Predictive Analytics für den theoretischen Erkenntnisgewinn in der IS-Forschung
Track 6: Digitale Transformation und Dienstleistungen
Heuristic Theorizing in Software Development: Deriving Design Principles for Smart Glasses-based Systems
Mirroring E-service for Brick and Mortar Retail: An Assessment and Survey
Taxonomy of Digital Platforms: A Platform Architecture Perspective
Value of Star Players in the Digital Age
Local Shopping Platforms – Harnessing Locational Advantages for the Digital Transformation of Local Retail Outlets: A Content Analysis
A Socio-Technical Approach to Manage Analytics-as-a-Service – Results of an Action Design Research Project
Characterizing Approaches to Digital Transformation: Development of a Taxonomy of Digital Units
Expectations vs. Reality – Benefits of Smart Services in the Field of Tension between Industry and Science
Innovation Networks and Digital Innovation: How Organizations Use Innovation Networks in a Digitized Environment
Characterising Social Reading Platforms— A Taxonomy-Based Approach to Structure the Field
Less Complex than Expected – What Really Drives IT Consulting Value
Modularity Canvas – A Framework for Visualizing Potentials of Service Modularity
Towards a Conceptualization of Capabilities for Innovating Business Models in the Industrial Internet of Things
A Taxonomy of Barriers to Digital Transformation
Ambidexterity in Service Innovation Research: A Systematic Literature Review
Design and success factors of an online solution for cross-pillar pension information
Track 7: IT-Management und -Strategie
A Frugal Support Structure for New Software Implementations in SMEs
How to Structure a Company-wide Adoption of Big Data Analytics
The Changing Roles of Innovation Actors and Organizational Antecedents in the Digital Age
Bewertung des Kundennutzens von Chatbots für den Einsatz im Servicedesk
Understanding the Benefits of Agile Software Development in Regulated Environments
Are Employees Following the Rules? On the Effectiveness of IT Consumerization Policies
Agile and Attached: The Impact of Agile Practices on Agile Team Members’ Affective Organisational Commitment
The Complexity Trap – Limits of IT Flexibility for Supporting Organizational Agility in Decentralized Organizations
Platform Openness: A Systematic Literature Review and Avenues for Future Research
Competence, Fashion and the Case of Blockchain
The Digital Platform Otto.de: A Case Study of Growth, Complexity, and Generativity
Track 8: eHealth & alternde Gesellschaft
Security and Privacy of Personal Health Records in Cloud Computing Environments – An Experimental Exploration of the Impact of Storage Solutions and Data Breaches
Patientenintegration durch Pfadsysteme
Digitalisierung in der Stressprävention – eine qualitative Interviewstudie zu Nutzenpotenzialen
User Dynamics in Mental Health Forums – A Sentiment Analysis Perspective
Intent and the Use of Wearables in the Workplace – A Model Development
Understanding Patient Pathways in the Context of Integrated Health Care Services - Implications from a Scoping Review
Understanding the Habitual Use of Wearable Activity Trackers
On the Fit in Fitness Apps: Studying the Interaction of Motivational Affordances and Users’ Goal Orientations in Affecting the Benefits Gained
Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects
Investigating the Influence of Information Incongruity on Trust-Relations within Trilateral Healthcare Settings
Track 9: Krisen- und Kontinuitätsmanagement
Potentiale von IKT beim Ausfall kritischer Infrastrukturen: Erwartungen, Informationsgewinnung und Mediennutzung der Zivilbevölkerung in Deutschland
Fake News Perception in Germany: A Representative Study of People’s Attitudes and Approaches to Counteract Disinformation
Analyzing the Potential of Graphical Building Information for Fire Emergency Responses: Findings from a Controlled Experiment
Track 10: Human-Computer Interaction
Towards a Taxonomy of Platforms for Conversational Agent Design
Measuring Service Encounter Satisfaction with Customer Service Chatbots using Sentiment Analysis
Self-Tracking and Gamification: Analyzing the Interplay of Motivations, Usage and Motivation Fulfillment
Erfolgsfaktoren von Augmented-Reality-Applikationen: Analyse von Nutzerrezensionen mit dem Review-Mining-Verfahren
Designing Dynamic Decision Support for Electronic Requirements Negotiations
Who is Stressed by Using ICTs? A Qualitative Comparison Analysis with the Big Five Personality Traits to Understand Technostress
Walking the Middle Path: How Medium Trade-Off Exposure Leads to Higher Consumer Satisfaction in Recommender Agents
Theory-Based Affordances of Utilitarian, Hedonic and Dual-Purposed Technologies: A Literature Review
Eliciting Customer Preferences for Shopping Companion Apps: A Service Quality Approach
The Role of Early User Participation in Discovering Software – A Case Study from the Context of Smart Glasses
The Fluidity of the Self-Concept as a Framework to Explain the Motivation to Play Video Games
Heart over Heels? An Empirical Analysis of the Relationship between Emotions and Review Helpfulness for Experience and Credence Goods
Track 11: Information Security and Information Privacy
Unfolding Concerns about Augmented Reality Technologies: A Qualitative Analysis of User Perceptions
To (Psychologically) Own Data is to Protect Data: How Psychological Ownership Determines Protective Behavior in a Work and Private Context
Understanding Data Protection Regulations from a Data Management Perspective: A Capability-Based Approach to EU-GDPR
On the Difficulties of Incentivizing Online Privacy through Transparency: A Qualitative Survey of the German Health Insurance Market
What is Your Selfie Worth? A Field Study on Individuals’ Valuation of Personal Data
Justification of Mass Surveillance: A Quantitative Study
An Exploratory Study of Risk Perception for Data Disclosure to a Network of Firms
Track 12: Umweltinformatik und nachhaltiges Wirtschaften
Kommunikationsfäden im Nadelöhr – Fachliche Prozessmodellierung der Nachhaltigkeitskommunikation am Kapitalmarkt
Potentiale und Herausforderungen der Materialflusskostenrechnung
Computing Incentives for User-Based Relocation in Carsharing
Sustainability’s Coming Home: Preliminary Design Principles for the Sustainable Smart District
Substitution of hazardous chemical substances using Deep Learning and t-SNE
A Hierarchy of DSMLs in Support of Product Life-Cycle Assessment
A Survey of Smart Energy Services for Private Households
Door-to-Door Mobility Integrators as Keystone Organizations of Smart Ecosystems: Resources and Value Co-Creation – A Literature Review
Ein Entscheidungsunterstützungssystem zur ökonomischen Bewertung von Mieterstrom auf Basis der Clusteranalyse
Discovering Blockchain for Sustainable Product-Service Systems to enhance the Circular Economy
Digitale Rückverfolgbarkeit von Lebensmitteln: Eine verbraucherinformatische Studie
Umweltbewusstsein durch audiovisuelles Content Marketing? Eine experimentelle Untersuchung zur Konsumentenbewertung nachhaltiger Smartphones
Towards Predictive Energy Management in Information Systems: A Research Proposal
A Web Browser-Based Application for Processing and Analyzing Material Flow Models using the MFCA Methodology
Track 13: Digital Work - Social, mobile, smart
On Conversational Agents in Information Systems Research: Analyzing the Past to Guide Future Work
The Potential of Augmented Reality for Improving Occupational First Aid
Prevent a Vicious Circle! The Role of Organizational IT-Capability in Attracting IT-affine Applicants
Good, Bad, or Both? Conceptualization and Measurement of Ambivalent User Attitudes Towards AI
A Case Study on Cross-Hierarchical Communication in Digital Work Environments
‘Show Me Your People Skills’ - Employing CEO Branding for Corporate Reputation Management in Social Media
A Multiorganisational Study of the Drivers and Barriers of Enterprise Collaboration Systems-Enabled Change
The More the Merrier? The Effect of Size of Core Team Subgroups on Success of Open Source Projects
The Impact of Anthropomorphic and Functional Chatbot Design Features in Enterprise Collaboration Systems on User Acceptance
Digital Feedback for Digital Work? Affordances and Constraints of a Feedback App at InsurCorp
The Effect of Marker-less Augmented Reality on Task and Learning Performance
Antecedents for Cyberloafing – A Literature Review
Internal Crowd Work as a Source of Empowerment - An Empirical Analysis of the Perception of Employees in a Crowdtesting Project
Track 14: Geschäftsmodelle und digitales Unternehmertum
Dividing the ICO Jungle: Extracting and Evaluating Design Archetypes
Capturing Value from Data: Exploring Factors Influencing Revenue Model Design for Data-Driven Services
Understanding the Role of Data for Innovating Business Models: A System Dynamics Perspective
Business Model Innovation and Stakeholder: Exploring Mechanisms and Outcomes of Value Creation and Destruction
Business Models for Internet of Things Platforms: Empirical Development of a Taxonomy and Archetypes
Revitalizing established Industrial Companies: State of the Art and Success Principles of Digital Corporate Incubators
When 1+1 is Greater than 2: Concurrence of Additional Digital and Established Business Models within Companies
Special Track 1: Student Track
Investigating Personalized Price Discrimination of Textile-, Electronics- and General Stores in German Online Retail
From Facets to a Universal Definition – An Analysis of IoT Usage in Retail
Is the Technostress Creators Inventory Still an Up-To-Date Measurement Instrument? Results of a Large-Scale Interview Study
Application of Media Synchronicity Theory to Creative Tasks in Virtual Teams Using the Example of Design Thinking
TrustyTweet: An Indicator-based Browser-Plugin to Assist Users in Dealing with Fake News on Twitter
Application of Process Mining Techniques to Support Maintenance-Related Objectives
How Voice Can Change Customer Satisfaction: A Comparative Analysis between E-Commerce and Voice Commerce
Business Process Compliance and Blockchain: How Does the Ethereum Blockchain Address Challenges of Business Process Compliance?
Improving Business Model Configuration through a Question-based Approach
The Influence of Situational Factors and Gamification on Intrinsic Motivation and Learning
Evaluation von ITSM-Tools für Integration und Management von Cloud-Diensten am Beispiel von ServiceNow
How Software Promotes the Integration of Sustainability in Business Process Management
Criteria Catalog for Industrial IoT Platforms from the Perspective of the Machine Tool Industry
Special Track 3: Demos & Prototyping
Privacy-friendly User Location Tracking with Smart Devices: The BeaT Prototype
Application-oriented robotics in nursing homes
Augmented Reality for Set-up Processe
Mixed Reality for supporting Remote-Meetings
Gamification zur Motivationssteigerung von Werkern bei der Betriebsdatenerfassung
Automatically Extracting and Analyzing Customer Needs from Twitter: A “Needmining” Prototype
GaNEsHA: Opportunities for Sustainable Transportation in Smart Cities
TUCANA: A platform for using local processing power of edge devices for building data-driven services
Demonstrator zur Beschreibung und Visualisierung einer kritischen Infrastruktur
Entwicklung einer alltagsnahen persuasiven App zur Bewegungsmotivation für ältere Nutzerinnen und Nutzer
A browser-based modeling tool for studying the learning of conceptual modeling based on a multi-modal data collection approach
Exergames & Dementia: An interactive System for People with Dementia and their Care-Network
Workshops
Workshop Ethics and Morality in Business Informatics (Workshop Ethik und Moral in der Wirtschaftsinformatik – EMoWI’19)
Model-Based Compliance in Information Systems - Foundations, Case Description and Data Set of the MobIS-Challenge for Students and Doctoral Candidates
Report of the Workshop on Concepts and Methods of Identifying Digital Potentials in Information Management
Control of Systemic Risks in Global Networks - A Grand Challenge to Information Systems Research
Die Mitarbeiter von morgen - Kompetenzen künftiger Mitarbeiter im Bereich Business Analytics
Digitaler Konsum: Herausforderungen und Chancen der Verbraucherinformati
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Probabilistic User Interface Design for Virtual and Augmented Reality Applications
The central hypothesis of this thesis is that probabilistic user interface design provides an effective methodology for delivering productive and enjoyable applications in virtual reality (VR) and augmented reality (AR). This investigation is timely given the recent emergence of mass-market virtual and augmented reality head-mounted displays and growing demand for tailored applications and content. The design guidance for building compelling and productive applications for these environments is, however, currently lagging the pace at which the underlying technology is maturing. This is problematic given important differences between designing conventional 2D interfaces and interactions and their embodied 3D counterparts. This dissertation investigates probabilistic user interface design as a method for solving many of the novel challenges encountered when developing applications for VR and AR.
Probabilistic user interface design seeks to model the uncertain events in a system and identify, implement and validate strategies that drive improved system performance. This thesis addresses four research questions by applying a probabilistic treatment in four distinct but closely related case studies. These four case studies are selected to illustrate the flexibility and unique benefits offered by this method.
Research Question 1 asks how the probabilistic qualities of an interface can be determined and how this can inform design. This question is investigated in the context of text entry in VR with a probabilistic characterisation performed on two fundamental design choices. Research Question 2 relates to the challenge of adapting AR applications to deployment contexts not knowable at design time. A study in which crowdworkers are employed to build a probabilistic understanding of the requirements for contextually adaptive AR answers this question. The text entry theme is revisited in answering Research Questions 3 which asks how high levels of input noise can be mitigated through inference. A probabilistic text entry method specifically tailored for use in AR is implemented and evaluated. Finally, Research Question 4 asks how the high dimensional design space in AR and VR applications can be efficiently explored to support ideal design choices. Interface refinement through probabilistic optimisation and crowdsourcing is shown to be highly efficient and effective for this purpose.
A probabilistic treatment in the design process has many potential benefits, principle among which is increased robustness to circumstances unanticipated at design time. This thesis contributes to the toolset and guidance available to designers and supports the development of next generation user interfaces specifically tailored to virtual and augmented reality