Luzhnica Granit, Öjeling Christoffer, Veas Eduardo Enrique, Pammer-Schindler Viktoria
2016
This paper presents and discusses the technical concept of a virtualreality version of the Sokoban game with a tangible interface. Theunderlying rationale is to provide spinal-cord injury patients whoare learning to use a neuroprosthesis to restore their capability ofgrasping with a game environment for training. We describe as rel-evant elements to be considered in such a gaming concept: input,output, virtual objects, physical objects, activity tracking and per-sonalised level recommender. Finally, we also describe our experi-ences with instantiating the overall concept with hand-held mobilephones, smart glasses and a head mounted cardboard setup
Fessl Angela, Pammer-Schindler Viktoria, Blunk Oliver, Prilla Michael
2016
Reflective learning has been established as a process that deepenslearning in both educational and work-related settings. We present a literaturereview on various approaches and tools (e.g., prompts, journals, visuals)providing guidance for facilitating reflective learning. Research consideredin this review coincides common understanding of reflective learning, hasapplied and evaluated a tool supporting reflection and presents correspondingresults. Literature was analysed with respect to timing of reflection, reflectionparticipants, type of reflection guidance, and results achieved regardingreflection. From this analysis, we were able to derive insights, guidelinesand recommendations for the design of reflection guidance functionality incomputing systems: (i) ensure that learners understand the purpose of reflectivelearning, (ii) combine reflective learning tools with reflective questions either inform of prompts or with peer-to-peer or group discussions, (iii) for work-relatedsettings consider the time with regard to when and how to motivate to reflect.
Luzhnica Granit, Veas Eduardo Enrique, Pammer-Schindler Viktoria
2016
This paper presents and discusses the technical concept of a virtualreality version of the Sokoban game with a tangible interface. Theunderlying rationale is to provide spinal-cord injury patients whoare learning to use a neuroprosthesis to restore their capability ofgrasping with a game environment for training. We describe as rel-evant elements to be considered in such a gaming concept: input,output, virtual objects, physical objects, activity tracking and per-sonalised level recommender. Finally, we also describe our experi-ences with instantiating the overall concept with hand-held mobilephones, smart glasses and a head mounted cardboard setup.Index Terms: H.5.2 [HCI]: User Interfaces—Input devicesand strategies; H.5.1 [HCI]: Multimedia Information Systems—Artificial, augmented, and virtual realities
Barreiros Carla, Veas Eduardo Enrique, Pammer-Schindler Viktoria
2016
The movement towards cyberphysical systems and Industry 4.0promises to imbue each and every stage of production with a myr-iad of sensors. The open question is how people are to comprehendand interact with data originating from industrial machinery. Wepropose a metaphor that compares machines with natural beingsthat appeal to people by representing machine states with patternsoccurring in nature. Our approach uses augmented reality (AR)to represent machine states as trees of different shapes and col-ors (BioAR). We performed a study on pre-attentive processing ofvisual features in AR to determine if our BioAR metaphor con-veys fast changes unambiguously and accurately. Our results indi-cate that the visual features in our BioAR metaphor are processedpre-attentively. In contrast to previous research, for the BioARmetaphor, variations in form induced less errors than variations inhue in the target detection task.
Luzhnica Granit, Veas Eduardo Enrique, Pammer-Schindler Viktoria
2016
This paper investigates the communication of natural lan-guage messages using a wearable haptic display. Our re-search spans both the design of the haptic display, as wellas the methods for communication that use it. First, threewearable configurations are proposed basing on haptic per-ception fundamentals. To encode symbols, we devise an over-lapping spatiotemporal stimulation (OST) method, that dis-tributes stimuli spatially and temporally with a minima gap.An empirical study shows that, compared with spatial stimu-lation, OST is preferred in terms of recall. Second, we pro-pose an encoding for the entire English alphabet and a train-ing method for letters, words and phrases. A second study in-vestigates communication accuracy. It puts four participantsthrough five sessions, for an overall training time of approx-imately 5 hours per participant. Results reveal that after onehour of training, participants were able to discern 16 letters,and identify two- and three-letter words. They could discernthe full English alphabet (26letters,92%accuracy) after ap-proximately three hours of training, and after five hours par-ticipants were able to interpret words transmitted at an aver-age duration of0.6s per word
Luzhnica Granit, Pammer-Schindler Viktoria, Fessl Angela, Mutlu Belgin, Veas Eduardo Enrique
2016
Especially in lifelong or professional learning, the picture of a continuous learning analytics process emerges. In this proces s, het- erogeneous and changing data source applications provide data relevant to learning, at the same time as questions of learners to data cha nge. This reality challenges designers of analytics tools, as it req uires ana- lytics tools to deal with data and analytics tasks that are unk nown at application design time. In this paper, we describe a generic vi sualiza- tion tool that addresses these challenges by enabling the vis ualization of any activity log data. Furthermore, we evaluate how well parti cipants can answer questions about underlying data given such generic versus custom visualizations. Study participants performed better in 5 out of 10 tasks with the generic visualization tool, worse in 1 out of 1 0 tasks, and without significant difference when compared to the visuali zations within the data-source applications in the remaining 4 of 10 ta sks. The experiment clearly showcases that overall, generic, standalon e visualiza- tion tools have the potential to support analytical tasks suffi ciently well
Fessl Angela, Wesiak Gudrun, Pammer-Schindler Viktoria
2016
Reflective learning is an important strategy to keep the vast body of theoretical knowledge fresh, stay up-to-date with new knowledge, and to relate theoretical knowledge to practical experience. In this work, we present a study situated in a qualification program for stroke nurses in Germany. In the seven-week study, $21$ stroke nurses used a quiz on medical knowledge as additional learning instrument. The quiz contained typical quiz questions (``content questions'') as well as reflective questions that aimed at stimulating nurses to reflect on the practical relevance of the learned knowledge.We particularly looked at how reflective questions can support the transfer of theoretical knowledge to practice.The results show that by playful learning and presenting reflective questions at the right time, participants were motivated to reflect, deepened their knowledge and related theoretical knowledge to practical experience. Subsequently, they were able to better understand patient treatments and increased their self-confidence.
Simon Jörg Peter, Schmidt Peter, Pammer-Schindler Viktoria
2016
Synchronisation algorithms are central to collaborative editing software. As collaboration is increasingly mediated by mobile devices, the energy efficiency for such algorithms is interest to a wide community of application developers. In this paper we explore the differential synchronisation (diffsync) algorithm with respect to energy consumption on mobile devices. Discussions within this paper are based on real usage data of PDF annotations via the Mendeley iOS app, which requires realtime synchronisation. We identify three areas for optimising diffsync: a.) Empty cycles in which no changes need to be processed b.) tail energy by adapting cycle intervals and c.) computational complexity. Following these considerations, we propose a push-based diffsync strategy in which synchronisation cycles are triggered when a device connects to the network or when a device is notified of changes.
Luzhnica Granit, Simon Jörg Peter, Lex Elisabeth, Pammer-Schindler Viktoria
2016
This paper explores the recognition of hand gestures based on a dataglove equipped with motion, bending and pressure sensors. We se-lected 31 natural and interaction-oriented hand gestures that canbe adopted for general-purpose control of and communication withcomputing systems. The data glove is custom-built, and contains13 bend sensors, 7 motion sensors, 5 pressure sensors and a magne-tometer. We present the data collection experiment, as well as thedesign, selection and evaluation of a classification algorithm. As weuse a sliding window approach to data processing, our algorithm issuitable for stream data processing. Algorithm selection and featureengineering resulted in a combination of linear discriminant anal-ysis and logistic regression with which we achieve an accuracy ofover 98. 5% on a continuous data stream scenario. When removingthe computationally expensive FFT-based features, we still achievean accuracy of 98. 2%.