23 research outputs found

    Training of PDCA cycle using a catapult in a virtual learning environment

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    The sustainable teaching of quality methods in the sense of Lean Management and Six Sigma through assistance systems, such as virtual reality goggles, represents a new and growing aspect of continuing education programs. The development and usage of virtual learning environments offers the chance to deepen the theoretical prior knowledge through interactive learning possibilities. In this way, existing learning concepts are supplemented with virtual teaching content. Complex or difficult to present learning settings can be mapped virtually without high material consumption or costs. This paper presents the state of the art with respect to teaching quality methods with VR. An integrationin the created Assisted Reality Implementation Model is made. Subsequently, the requirements for a virtual learning environment based on a real business game are determined. The approach and implementation are explained using the example of the PDCA quality method. First results of the exploration tests from the questionnaires are presented. Based on this, improvements are derived and the next steps are defined

    Fostering Students’ Motivation to Learn Daily on a Voluntary Basis – A Gamified Mobile Learning Approach for Formal Learning Settings

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    In this research study, we address the issue of fostering the students’ motivation to learn in large-scale lectures in which the student-to-lecturer ratio is high. A common challenge in large-scale lectures is that providing adequate learning support for each student on an individualized basis is often not possible (esp. due to resource constrains). In order to provide an enhanced learning support in large-scale courses by fostering the students’ (intrinsic) motivation to learn on a daily basis, we apply a problem-centered design science research approach in this study. We developed an enhanced learning concept and a mobile learning app. After two design iterations, we finished the development of the mobile learning artifact that we are currently testing in a field study in a large-scale information systems lecture. In this paper, we present the design cycles and outline our future research steps

    Serious Gaming as an Additional Learning Tool for Medical Education

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    Computer-based learning methodologies have become more prevalent in the last decade. Web-based serious gaming and virtual patients are novel in medical education, which has the potential to become important tools to improve today's medical students' knowledge and performance. A total of 81 medical students participated in our study. They were either assigned to an intervention group or a control group. The intervention group completed a serious game module designed for Basic Life Support education. The control group received a theoretical lecture on the same content. On the next day, both groups received simulation-based hands-on training for BLS using the same criteria. All students were assessed with an Objective Structured Clinical Examination (OSCE) the following week. There was no difference between the intervention group using a web-based serious game module for BLS and the control group that received a standard theoretical lecture from the faculty. Computer-based interactive serious games seem to present a favourable additional tool for medical education. OSCE results imply, that the use of serious games as a self-learning strategy can be as useful as theoretical lectures; which means that it is saving the time of learners and educators

    Smart Packaging in Intralogistics: An Evaluation Study of Human-Technology Interaction in Applying New Collaboration Technologies

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    Handling and packaging of heterogeneous products with different weights and sizes with optimal packaging schemes is a challenging task for the e-commerce industry. Furthermore, to keep the packaging process on a standardized level independent of the experience level of the employee, the demand of digital human-centered solutions is increasing. Against this background, two different digital assistance systems to indicate packaging order and scheme – Augmented Reality (AR) based data glasses and a LED based packaging assistant - were developed. In a laboratory study the interaction between human and both digital devices regarding subjective workload, usability, user experience, physical complaints and objective measurements was evaluated – with a conventional paper list as control group. Results indicate that both the AR and LED interface are appropriate solutions to assist warehouse workers in packaging. However, it can be supposed that the LED interface seems to be a better method in terms of physical and especially visual strains

    Exploring the Impact of Augmented Reality on Customer Experiences and Attitudes: A Comparative Analysis with Websites

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    Augmented Reality is used by various customers’ concerned companies to augment their stimuli, shopping experiences, and customers’ purchasing behavior. Hence, AR driven enabling stimulates customer engagement and their shopping attitude by providing a vivid technology experience. Prior studies found that AR novelty, trust, and vividness influenced the customer usage attitude. There have extant literature presented in the context of AR applications, it is widely used through numerous gadgets but the author intends to explore holistic features that tend to grasp customers’ experiences and attitudes to find the variance between AR vs. Websites. AR potentially disrupted the real-world environment by providing hedonic visual benefits and eliminating the physical efforts that tend to stimulate customers who mesmerize with AR compared to a website. The author chose the Houzz AR app and its website to gather data and provide a better understanding of both scenarios. The author conducted two-field experiments to illustrate positive customer attitudes that satisfied their experience towards the AR app rather than the traditional website. AR app is vivid and novel to engage a customer and moderate their attitude towards the technology immersion. Finally, this study provides multiple implications such as unique visual illustrations, sensational features, and innovation resulting in satisfied customer experience, considering both features in real and virtual world environments

    Untersuchung des Zusammenhangs von Presence und User Experience in der Virtuellen RealitĂ€t als Grundlage fĂŒr die Entwicklung von Trainingssystemen und Medizinprodukten in der Chirurgie

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    Die Dissertation untersucht grundlegende psychologische Faktoren fĂŒr die Nutzbarmachung der Potentiale von Virtueller RealitĂ€t fĂŒr die chirurgische Ausbildung und Medizinprodukteentwicklung.:I AbkĂŒrzungsverzeichnis .................................................................................................................... 4 II Abbildungsverzeichnis..................................................................................................................... 5 1 EinfĂŒhrung in die Thematik ............................................................................................................. 6 1.1 Einsatz von Virtual Reality in Medizin und Chirurgie .............................................................. 6 1.1.1 Virtual Reality fĂŒr chirurgisches Training und Telechirurgie ........................................... 6 1.1.2 Virtual Reality in der Therapie und Rehabilitation.......................................................... 7 1.2 Presence, User Experience und Usability ................................................................................ 8 1.2.1 Begriffe ............................................................................................................................ 8 1.2.2 Verwendete Messmethoden fĂŒr Presence, User Experience und Usability ................. 10 1.3 Potentiale von Virtual Reality in der Medizinproduktentwicklung....................................... 11 1.4 Motivation und Ziele der Arbeit............................................................................................ 13 1.5 Experimenteller Aufbau ........................................................................................................ 16 1.5.1 Studienaufbau ............................................................................................................... 16 1.5.2 Experimentaltechnik...................................................................................................... 20 2 Publikationsmanuskripte............................................................................................................... 22 2.1 Brade, J., Lorenz, M. et al. (2017). Being there again – Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task..... 22 2.2 Lorenz, M. et al. (2018). Presence and User Experience in a Virtual Environment under the Influence of Ethanol: An Explorative Study....................................................................................... 35 2.3 Diskussion.............................................................................................................................. 51 3 Zusammenfassung der Arbeit ....................................................................................................... 53 3.1 Hintergrund ........................................................................................................................... 53 3.2 Ziele ....................................................................................................................................... 53 3.3 Methoden.............................................................................................................................. 54 3.4 Ergebnisse.............................................................................................................................. 54 3.5 Schlussfolgerungen................................................................................................................ 55 4 Literaturverzeichnis....................................................................................................................... 56 III Darstellung des eigenen Beitrags.................................................................................................. 64 IV ErklĂ€rung ĂŒber die eigenstĂ€ndige Abfassung der Arbeit............................................................... 66 V Wissenschaftliche Veröffentlichungen und VortrĂ€ge ................................................................... 67 VI Danksagung ................................................................................................................................... 7

    Coping with the inheritance of COVID-19: the role of new interactive technologies to enhance user experience in different contexts of use

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    The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives.The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives

    “Can I be more social with a chatbot?”: social connectedness through interactions of autistic adults with a conversational virtual human

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    The development of AI to function as communicators (i.e. conversational agents), has opened the opportunity to rethink AI’s place within people’s social worlds, and the process of sense-making between humans and machines, especially for people with autism who may stand to benefit from such interactions. The current study aims to explore the interactions of six autistic and six non-autistic adults with a conversational virtual human (CVH/conversational agent/chatbot) over 1-4 weeks. Using semi-structured interviews, conversational chatlogs and post-study online questionnaires, we present findings related to human-chatbot interaction, chatbot humanization/dehumanization and chatbot’s autistic/non-autistic traits through thematic analysis. Findings suggest that although autistic users are willing to converse with the chatbot, there are no indications of relationship development with the chatbot. Our analysis also highlighted autistic users’ expectations of empathy from the chatbot. In the case of the non-autistic users, they tried to stretch the conversational agent’s abilities by continuously testing the AI conversational/cognitive skills. Moreover, non-autistic users were content with Kuki’s basic conversational skills, while on the contrary, autistic participants expected more in-depth conversations, as they trusted Kuki more. The findings offer insights to a new human-chatbot interaction model specifically for users with autism with a view to supporting them via companionship and social connectedness

    Promoting physical activity and a healthy active lifestyle in community-dwelling older adults: a design thinking approach for the development of a mobile health application

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    BackgroundPhysical activity (PA) has wide-ranging, and well documented benefits for older adults, encompassing physical, cognitive, and mental well-being. The World Health Organization advocates for a minimum of 150–300 min of moderate intensity PA per week, supplemented by muscle-strengthening exercises. However, the rates of PA among older adults remain a concern. While portable technologies hold promises in promoting PA, sustaining long-term engagement continues to be a challenge.ObjectiveThe aims of this study are to identify barriers and facilitators to PA in older adults, to develop an mHealth app promoting PA and an active healthy lifestyle in collaboration with community-dwelling older adults guided by the design thinking process, and to test it.MethodsA co-creative process was used, employing design thinking. Interviews were conducted to understand the needs of the target population and identify the problem of insufficient PA. Two cocreation sessions involving older adults and experts were conducted to generate innovative ideas. Participants were selected based on age (≄65 years), no severe illness, Dutch language proficiency, and active participation ability. Results were qualitatively analyzed and coded. Finally a prototype was developed and tested.ResultsInterviews with older adults highlighted diverse perceptions of PA but unanimous agreement on its importance. They recognized health benefits such as improved mobility, balance, and reduced fall risk, while emphasizing the social and mental aspects. Barriers included poor health, time constraints, weather conditions and fear of falling. Cocreation sessions identified key topics: perception of a healthy lifestyle, coping strategies, mHealth App features, screen visualization, and tailored notifications, which led to the development of a mobile app promoting PA and an active lifestyle. The app was stepwise prototyped.ConclusionThis study emphasizes the importance of promoting PA among older adults through a collaborative design thinking approach. However, the implementation of mHealth apps faces obstacles due to the digital divide, necessitating personalized solutions to bridge the gap. Moreover, it calls for further research to investigate the long-term impact of such interventions and explore behavior change patterns in this population
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