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C. Schneegass

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30 records found

Where you read matters—so what if you could read literally inside your book? Reading in Virtual Reality (VR) has been shown to support deep immersion and narrative engagement. We argue that Generative Artificial Intelligence (GenAI) can significantly expand what is currently poss ...
We demonstrate the manipulative potential of haptics (‘Dark Haptics’) for the future of advertising in eXtended Reality (XR). Our demonstration showcases two haptic and one pseudo-haptic interactions as a XR-based advertising strategy that can subtly manipulate user actions in th ...

Beyond "Just" Text

Can an AI-Generated Graphic Novel Enhance the Reading Experience of Non-Native English Readers?

Despite its well-documented benefits, reading literature in a second language remains challenging. Graphic novels, by integrating text and images, effectively support English as a Second language (ESL) readers; however, adapting literary works into this format is resource-intensi ...
Novel consumer neurotechnologies allow users to track their cognitive states and processes, such as attention and mental workload (MWL). However, data on these inherently complex, abstract, and invisible cognitive processes can be challenging to interpret, and little is known abo ...
Knowledge workers often struggle to evaluate their productivity and sense of accomplishment due to the intangible nature of their work. They rely on internal cues and personal metrics such as focus, effort, or goal completion. Traditional productivity tools overlook these dimensi ...

Dark Haptics

Exploring Manipulative Haptic Design in Mobile User Interfaces

Mobile user interfaces abundantly feature so-called ‘dark patterns’. These deceptive design practices manipulate users’ decision making to profit online service providers. While past research on dark patterns mainly focus on visual design, other sensory modalities such as audio a ...
Active and healthy ageing depends on maintaining physical and cognitive activity, but it is still challenging to motivate older adults to participate in regular training. This paper describes the iterative design and evaluation of a digital platform for increasing older adults' m ...

Broadening the mind

How emerging neurotechnology is reshaping HCI and interactive system design

People are increasingly eager to know more about themselves through technology. To date, technology has primarily provided information on our physiology. Yet, with advances in wearable technology and artificial intelligence, the current advent of consumer neurotechnology will ena ...

Less Typing, More Tagging

Investigating Tag-based Interfaces in Online Accommodation Review Creation and Perception

When booking accommodations such as hotel rooms or vacation houses online, users heavily rely on the experiences of prior customers through reviews. However, such reviews are often short or lacking important details since most UIs limit users to text-only input, making review cre ...

CoAR-TV

Design and Evaluation of Asynchronous Collaboration in AR-Supported TV Experiences

Television has long since been a uni-directional medium. However, when TV is used for educational purposes, like in edutainment shows, interactivity could enhance the learning benefit for the viewer. In recent years, AR has been increasingly explored in HCI research to enable int ...
While Human-Computer Interaction (HCI) has contributed to demonstrating that physiological measures can be used to detect cognitive changes, engineering and machine learning will bring these to application in consumer wearable technology. For HCI, many open questions remain, such ...

Explaining the Wait

How Justifying Chatbot Response Delays Impact User Trust

In human communication, responding to a question very slowly or quickly influences our trust in the answer. As chatbots evolve to increasingly mimic human speech, response speed can be artificially varied to create certain impressions on users. However, studies remain inconclusiv ...
While Human-Computer Interaction (HCI) has contributed to demonstrating that physiological measures can be used to detect cognitive changes, engineering and machine learning will bring these to application in consumer wearable technology. For HCI, many open questions remain, such ...
Virtual Reality (VR) technology provides the elderly, and people with dementia, the opportunity to reminisce by exploring places outside their (care) home, free from age-related (physical) restrictions. However, the elderly are particularly vulnerable to overstimulation. Irrespon ...
Attention management systems seek to minimize disruption by intelligently timing interruptions and helping users navigate multiple tasks and activities. While there is a solid theoretical basis and rich history in HCI research for attention management, little progress has been ma ...
Around 466 million people in the world live with hearing loss, with many benefiting from sign language as a mean of communication. Through advancements in technology-supported learning, autodidactic acquisition of sign languages, e.g., American Sign Language (ASL), has become pos ...
The ubiquity of mobile devices in peoples’ everyday life makes them a feasible tool for language learning. Learning anytime and anywhere creates great flexibility but comes with the inherent risk of infrequent learning and learning in interruption-prone environments. No matter th ...
Frequent repetition of vocabulary is essential for effective language learning. To increase exposure to learning content, this work explores the integration of vocabulary tasks into the smartphone authentication process. We present the design and initial user experience evaluatio ...
We present a three-week within-subject field study comparing three mobile language learning (MLL) applications with varying levels of integration into everyday smartphone interactions: We designed a novel (1) UnlockApp that presents a vocabulary task with each authentication even ...

To See or Not to See

Exploring Inatentional Blindness for the Design of Unobtrusive Interfaces in Shared Public Places

People visit public places with different intentions and motivations. While some explore it carefully, others may just want to pass or are otherwise engaged. We investigate how to exploit the inattentional blindness (IB) of indirect users in the design of public interfaces to app ...