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    Item-typ:Veröffentlichung,
    Designing User-Guidance for eXtendend Reality Interfaces in Industrial Environments
    (Springer International Publishing, 2023) ;
    Modern industrial environments evolve from collections of physical machines into networked extended reality environments, where in addition to the physical machines digital content becomes increasingly significant. Examples of such digital content include not only the necessary information to control the production, but also digital instructions and product information, information derived from embedded sensors or predictive models, as wells as digital twins of products, machines and entire factories. This means that user interface designers in such environments have to design interfaces that allow access to and interaction with both the virtual and physical aspects. The design of user interfaces for such eXtendend Reality (XR) environments faces a number of challenges including the change of the implementation platform from a “standardized” PC GUI to I/O devices and paradigms that are suitable for XR. Examples include mobile and wearable devices as well as virtual and augmented reality. There is still a lack of standards and best-practices regarding the design of XR interfaces, especially when interaction and data visualization techniques are required to support work across different platforms. This chapter focuses on guidance techniques that help users navigate the complex information and interaction tasks in XR environments, as this is an area for which little information is currently available. The chapter explains why different forms of user guidance are required in XR environments, why these pose a challenge for user interface designers, and presents techniques that can be used to aid the design process.
    Wissenschaftlicher Artikel
      177
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    Item-typ:Veröffentlichung,
    Examining the Importance of Realism in Virtual Reality Therapy Environments for People With Specific Phobias
    (Gesellschaft für Informatik e.V., 2021) ;
    Specific phobias have been successfully treated in Virtual Reality since 1995. Now that the technology is affordable and available, psychologists can use it in everyday therapy and development can focus on the virtual environment itself. The question is how a perfect environment for the therapy of specific phobias can be build. Creating more complex and realistic environments involves higher effort and cost. This study focuses on acrophobia as a specific phobia and examines the importance of visual realism in virtual environments for the therapy of the fear of heights. To determine how the level of realism impacts the sensation of presence for people with acrophobia a cross-over study with 36 participants with and without acrophobia was conducted, using virtual environments with different levels of realism. While participants without acrophobia experienced a clear difference in presence depending on the visual realism, this difference diminished with rising levels of acrophobia. People with and without acrophobia thus experience presence based on visual realism differently. Therefore the creation of virtual environments for exposure therapy of acrophobia with a lower level of realism might be sufficient, making the creation of such environments easier, cheaper and potentially enabling the rapid creation of customized therapy environments.
    Wissenschaftlicher Artikel
      151
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    Item-typ:Veröffentlichung,
    Evaluation eines mHealth unterstützten Heimübungsprogramms für Menschen mit Kniearthrose (mhexos) – Bedienbarkeit, Erfahrungen von Nutzer*innen und Outcome
    Hintergrund:  Kniearthrose ist einer der Hauptgründe für Behinderungen und Mobilitätseinschränkungen bei älteren Menschen, die mit Leid und hohen Krankheitskosten verbunden sind. Nicht operative Therapien wie Übungstherapie, Maßnahmen zur Steigerung der körperlichen Aktivität und zur Unterstützung des Selbstmanagements können Schmerzen verringern sowie die Funktion und gesundheitsbezogene Lebensqualität verbessern. Entsprechende Heimübungsprogramme sind ein wichtiger Baustein der Therapie, die Adhärenz ist jedoch oft nicht ausreichend. Digitale Gesundheitsanwendungen sind, insbesondere unter den Bedingungen der aktuellen COVID-19-Pandemie, eine vielversprechende Möglichkeit, um Barrieren zu überwinden. Ziel: Untersuchung der Implementierbarkeit eines mHealth-Heimübungsprogramms für Patient*innen mit Kniearthrose (mhexos) in Hinblick auf Bedienbarkeit, Erfahrungen von Nutzer*innen, Nutzungsverhalten und der Veränderung gesundheitsbezogener Endpunkte. Methode:  Patient*innen mit Kniearthrose führten das mHealth Heimübungsprogramm mhexos 4 Wochen lang durch. Die Umsetzung erfolgte über ein Tablet mit insgesamt 39 Übungsvideos zur Kräftigung, Balance und Koordination, die in 3 Schwierigkeitsstufen konfiguriert werden können. Über eine App wurden Daten zur Schmerzintensität und der selbst wahrgenommenen Belastung erfasst. Es wurden leitfadengestützte Interviews durchgeführt und Fragebögen zur Erfassung der Bedienbarkeit und der Erfahrungen der Nutzer*innen sowie zu gesundheitsbezogenen Endpunkten an 2 Messzeitpunkten eingesetzt. Ergebnisse: Es wurden 10 Patient*innen und 7 Therapeut*innen eingeschlossen. Das mHealth-Heimübungsprogramm konnte in die Praxis und den Alltag der Teilnehmenden implementiert werden. Die App wurde überwiegend als bedienungsfreundlich und motivierend eingeschätzt, die Therapietreue war mit einer Übungsfrequenz von 2,7 × pro Woche (SD 0,6) hoch. In den gesundheitsbezogenen Endpunkten zeigten sich im Interventionszeitraum kleine, klinisch und statistisch nicht signifikante Veränderungen. Schlussfolgerung:  mhexos scheint geeignet, Heimübungsprogramme für Menschen mit Kniearthrose unter den Rahmenbedingungen der Routineversorgung zu unterstützen. Für eine weitergehende Beurteilung der klinischen Wirksamkeit sind kontrollierte Studien nötig.
    Wissenschaftlicher Artikel
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      129
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    Item-typ:Veröffentlichung,
    From Manual to Automated: Enhancing Inclusivity in Foreign Language Education with Technology
    (AHFE International, 2025) ; ; ;
    Kück, Oliver
    In the 2020/21 school year, the city state of Bremen (Germany) became the first German state to equip all students with iPads, thereby creating a key prerequisite for the digital transformation of teaching. Digital platforms open up new opportunities for interaction in the classroom and new forms of learning. This paper reports on the exploratory “MediaMeetsDiversity@School” project that aimed to investigate the viability and effectiveness of using digital learning platforms to support more inclusive foreign language education. The focus was on creating learning experiences that adapt to the needs of students with special requirements, including reading and spelling difficulties (dyslexia), multilingual students with limited exposure to German at home, and neurodivergent learners. To address the challenge of creating inclusive and adaptive digital content for diverse learners, we reviewed potential uses of AI in content creation. Since no established framework existed for automation in this context, we adapted and extended the SAE levels of automation to structure our analysis. The resulting framework distinguishes six levels of automation, ranging from Level 0 (manual content creation) to Level 5 (fully automated, unsupervised content generation at run-time). For the scope of this study, we focused on design-time automation (Levels 0–3) to ensure consistent and comparable learner experiences. We used web technologies to implement the app prototype, ensuring broad platform compatibility, while also optimizing it for the iPads used in Bremen schools. The app prototype consists of adapted content for two of the aforementioned target groups. The tasks for the dyslexia target group consist of multisensory training in phoneme-grapheme correspondence, while the tasks for the multilingual target group focus on promoting logic and metalinguistics. Both types of tasks progress from a tutorial to simple tasks (awareness), then to medium tasks (application), and finally to complex tasks (deepening). The content was evaluated in eight school classes (grades 5 to 7) from seven schools in Bremen and Lower Saxony. After a brief introduction, students worked with the prototype during a 90-minute school session. They then responded to a 22-question feedback survey with both scaled and open-text answers.The results indicate a high level of acceptance and engagement among students, who found the tasks enjoyable and motivating. However, technical issues and usability challenges were also observed during task execution. Despite the limitations identified, the study demonstrated the potential of targeted, technology-supported learning environments to meet diverse learner needs in inclusive classrooms. Further research is required to assess long-term learning outcomes and to explore higher levels of automation in adaptive content generation.
    Wissenschaftlicher Artikel
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      20
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    Item-typ:Veröffentlichung,
    Interaction in Virtual Worlds
    In Chap. 1, VR and AR have already been introduced as innovative forms of human–computer interaction. This chapter deals in detail with the design and realization of interaction and the resulting user interface of a VR/AR system. A user interacts with a virtual world to select (selection) and change (manipulation) virtual objects and to control the position and viewing direction in the virtual environment (navigation). In addition, the user interacts with the system itself (system control) to perform functions outside the virtual environment on a meta-level (e.g., loading a new virtual world). These basic tasks of system control, selection, manipulation and navigation are each dealt with in a subsection. Solutions for the realization of corresponding interactions are presented. It is essential to achieve good usability. This is a core issue of human–computer interaction in general. Therefore, the basics of human–computer interaction are discussed at the beginning of the chapter. Moreover, a subsection considers special design processes that guide a developer in the design and realization of VR/AR interactions. An essential aspect here is the repeated validation of interactions with users in the form of user tests. Methods for the execution and evaluation of user tests are therefore dealt with separately in a subsection. Interactions with VR/AR systems always have effects on the user. The related ethical and legal aspects are discussed in the last subsection.
    Wissenschaftlicher Artikel
      115