SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Karolus Jakob) "

Sökning: WFRF:(Karolus Jakob)

  • Resultat 1-10 av 10
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Deja, Jordan Aiko, et al. (författare)
  • Intelligent Music Interfaces : When Interactive Assistance and Augmentation Meet Musical Instruments
  • 2023
  • Ingår i: Proceedings 4th Augmented Humans International Conference, AHs 2023. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 379-383
  • Konferensbidrag (refereegranskat)abstract
    • The interactive augmentation of musical instruments to foster self-expressiveness and learning has a rich history. Over the past decades, the incorporation of interactive technologies into musical instruments emerged into a new research field requiring strong collaboration between different disciplines. The workshop "Intelligent Music Interfaces"covers a wide range of musical research subjects and directions, including (a) current challenges in musical learning, (b) prototyping for improvements, (c) new means of musical expression, and (d) evaluation of the solutions.
  •  
2.
  • Eska, Bettina, et al. (författare)
  • [Don't] Let the Bodies HIIT the Floor: Fostering Body Awareness in Fast-Paced Physical Activity Using Body-Worn Sensors
  • 2023
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - 2573-0142. ; 7:MHCI
  • Tidskriftsartikel (refereegranskat)abstract
    • Technologies have become an integral part of physical activity. Yet, the majority of popular programs do not focus on promoting a genuine understanding of how sport affects our bodies. As apps and trackers persuade users to exercise more, lack of body awareness can be detrimental to health. In this work, we propose and evaluate the concept of in-session reflective feedback as a means to support informed exercise routines by design. We designed and implemented REPLAY, a system which presents users with a visualization of physiological signals (heart rate, movement) from body-worn sensors during high-intensity interval training (HIIT). Our evaluation showed that participants gained a better understanding of how their body reacted to physical activity, allowing them to understand its effect and recognize own weaknesses. Further, our work demonstrates how the type of feedback can significantly moderate a user's perceived exhaustion. We highlight how in-session reflective feedback using bodily signals can promote healthy and effective workouts through creating a deeper understanding of one's own body physiology and limits.
  •  
3.
  • Faltaous, Sarah, et al. (författare)
  • EMStriker: Potentials of Enhancing the Training Process of Racket-based Sports via Electrical Muscle Stimulation
  • 2022
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • Racket sports offer an enjoyable form of physical activity and are fertile ground for interactive technologies supporting new players. Yet, current research has neglected its potential to support not only active players but also coaches in their training methods. To investigate how interactive technologies can support skill acquisition in training, we designed an Electrical Muscle Stimulation (EMS) system that helps maintain the ready position in crossminton. We compared the system with a vibrotactile solution in a user study, interviewing novice players and experienced coaches about their perception of the system. The system allowed coaches to effectively and immediately guide players to the ready position. An EMS-based feedback system for coaches can potentially reduce delay (physical and cognitive) for trainees, as stated by coaches. Our work contributes insights into designing systems that facilitate learning sports techniques using interactive feedback.
  •  
4.
  • Karolus, Jakob, et al. (författare)
  • EyePiano: Leveraging Gaze For Reflective Piano Learning
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - 9781450398930 ; , s. 1209-1223
  • Konferensbidrag (refereegranskat)abstract
    • Mastering skills which involve high dexterity, such as playing the piano, requires extensive guidance through personal teaching. Understanding how we can leverage data from sensor-based systems to improve the learning process, allows us to build interactive systems which effectively facilitate skill acquisition. To explore such possibilities, we developed EyePiano-a gaze-assisted tool for reflective piano playing. EyePiano guides the practice process of learning piano scores through analyzing the pianist's gaze behavior. We based the design of EyePiano on requirements identified through interviews with piano teachers and a feasibility evaluation of gaze metrics. Our system illustrates that basic gaze metrics are sufficient to predict difficult regions for students. Thus, highlighting sections of the music piece which are particularly difficult for the pianist allows EyePiano to support piano rehearsals for students. Our work showcases the feasibility of using gaze data for reflective music education, enabling effective instrument practice.
  •  
5.
  • Karolus, Jakob, et al. (författare)
  • Imprecise but Fun: Playful Interaction Using Electromyography
  • 2022
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 6:MHCI
  • Tidskriftsartikel (refereegranskat)abstract
    • Novel input methods for game design often excite users, especially if they extend the way one interacts with the system. Electromyography (EMG) has the inherent potential to provide an intuitive—yet challenging—input channel for interactive systems. While this difficulty in control often limits the scope of applications for EMG in most systems, we argue that these qualities are especially relevant for games and playful interaction. The inherently challenging qualities of EMG input make the modality a prime candidate for designing body-centric playful experiences. Yet, we still need to understand its limitations to create engaging rather than frustrating experiences for users. In this work, we investigate EMG’s potential to support playful interaction through exploratory studies, deriving feasible game interactions based on EMG’s technical constraints, and study their application in game design. Based on our findings, we highlight design implications and pitfalls to avoid when creating EMG-based entertainment systems.
  •  
6.
  • Karolus, Jakob, et al. (författare)
  • Mirror, mirror on thewall: Exploring ubiquitous artifacts for health tracking
  • 2021
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM. ; , s. 148-157
  • Konferensbidrag (refereegranskat)abstract
    • While fitness trackers are increasingly popular among users, recent studies have shown that the health benefits of wearing a tracker are not apparent. The need to explicitly retrieve data can lead to limited benefits. Understanding how users can access, understand, and reflect on their data can lead to building systems that benefit our wellbeing. In this work, we explore the feasibility of using ubiquitous artifacts for unobtrusive feedback in health tracking. We evaluated a concept based on design dimensions for personal visualization on a smart mirror in a user study. Our design puts emphasis on the temporality of presented data. Participants found the visualizations comprehensive, rating cardiac and inertial data most useful as well as approved the different levels of temporal aggregation. Our work contributes findings on how to represent health-related data with ubiquitous artifacts to increase users' awareness.
  •  
7.
  • Karolus, Jakob, et al. (författare)
  • Your Text Is Hard to Read: Facilitating Readability Awareness to Support Writing Proficiency in Text Production
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - 9781450398930 ; , s. 147-160
  • Konferensbidrag (refereegranskat)abstract
    • Allowing users of interactive systems to refect on their task profciency is often incidental. This is unfortunate, as communicating meaningful task-related profciency feedback could improve users' awareness of their abilities and their willingness to improve. To highlight the feasibility of this concept, we evaluated how diferent methods of readability feedback impacted users during a text production task. In general, our results showed that having access to readability feedback allowed participants to refect on their task solving approach, facilitating the users' understanding of their profciency. Revision-based methods are less distracting for the user than continuous feedback methods, while still ofering high efcacy. Further, feedback should be paired with a subtle form of gamifcation elements. We envision this refection-oriented design to user profciency to be applicable to a variety of interactive systems, allowing for an improved and engaging user experience.
  •  
8.
  • Kosch, Thomas, et al. (författare)
  • A Survey on Measuring Cognitive Workload in Human-Computer Interaction
  • 2023
  • Ingår i: ACM Computing Surveys. - : Association for Computing Machinery (ACM). - 0360-0300 .- 1557-7341. ; 55:13s
  • Tidskriftsartikel (refereegranskat)abstract
    • The ever-increasing number of computing devices around us results in more and more systems competing for our attention, making cognitive workload a crucial factor for the user experience of human-computer interfaces. Research in Human-Computer Interaction (HCI) has used various metrics to determine users' mental demands. However, there needs to be a systematic way to choose an appropriate and effective measure for cognitive workload in experimental setups, posing a challenge to their reproducibility. We present a literature survey of past and current metrics for cognitive workload used throughout HCI literature to address this challenge. By initially exploring what cognitive workload resembles in the HCI context, we derive a categorization supporting researchers and practitioners in selecting cognitive workload metrics for system design and evaluation. We conclude with three following research gaps: (1) defining and interpreting cognitive workload in HCI, (2) the hidden cost of the NASA-TLX, and (3) HCI research as a catalyst for workload-aware systems, highlighting that HCI research has to deepen and conceptualize the understanding of cognitive workload in the context of interactive computing systems.
  •  
9.
  • Marky, Karola, et al. (författare)
  • Intelligent Music Interfaces: When Interactive Assistance and Augmentation Meet Musical Instruments
  • 2022
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • The interactive augmentation of musical instruments to foster self-expressiveness and learning has a rich history. Over the past decades, the incorporation of interactive technologies into musical instruments emerged into a new research field requiring strong collaboration between different disciplines. The workshop "Intelligent Music Interfaces"consequently covers a wide range of musical research subjects and directions, including (a) current challenges in musical learning, (b) prototyping for improvements, (c) new means of musical expression, and (d) evaluation of the solutions.
  •  
10.
  • Woźniak, Paweł W., 1988, et al. (författare)
  • Qantifying Meaningful Interaction: Developing the Eudaimonic Technology Experience Scale
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - 9781450398930 ; , s. 1904-1914
  • Konferensbidrag (refereegranskat)abstract
    • Recent research has shown that users increasingly seek meaning in technologies and that eudaimonic user experience (UX) is part of everyday encounters with technology. Yet, to date, there is no validated means to assess eudaimonic properties in interactive artefacts. We conceptualised, developed and validated a six-item questionnaire for measuring eudaimonic properties of technologies-the Eudaimonic Technology Experience Scale (ETES). Our scale includes two factors, which describe what aspects of a eudaimonic experience can be supported by technology: eudaimonic goals and self-knowlege. We consulted work in Human-Computer Interaction (HCI), psychology and philosophy to gather an initial set of concepts that could contribute to eudaimonic UX. We then built the scale based on expert interviews and exploratory factor analysis and verifed its quality in a number of tests (confrmatory factor analysis, reliability and validity checks). ETES provides a standardised tool for identifying eudaimonic qualities in interactive systems and allows for rapidly comparing prototypes.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-10 av 10

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy