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Florian Müller

Publications and source records attributed to Florian Müller.

At least 19 recordsLinked to original sources

Through the Expert's Eyes: Exploring Asynchronous Expert Perspectives and Gaze Visualizations in XR

Transferring knowledge across generations is fundamental to human civilization, yet the challenge of passing on complex practical skills persists. Methods without a physically present instructor, such as videos, often fail to explain complex manual tasks, where spatial and social factors are critical. Technologies such as eXtended Reality and Artificial Intelligence hold the potential to retain expert knowledge and facilitate the creation of tailored, contextualized, and asynchronous explanations regardless of time and place. In contrast to videos, the learner's perspective can be different from the recorded perspective in XR. This paper investigates the impact of asynchronous first- and third-person perspectives and gaze visualizations on efficiency, feeling of embodiment, and connectedness during manual tasks. The empirical results of our study (N=36) show that the first-person perspective is better in quantitative measures and preferred by users. We identify best practices for presenting preserved knowledge and provide guidelines for designing future systems.

cs.HC

Pull Requests From The Classroom: Co-Developing Curriculum And Code

Educational technologies often misalign with instructors' pedagogical goals, forcing adaptations that compromise teaching efficacy. In this paper, we present a case study on the co-development of curriculum and technology in the context of a university course on scientific writing. Specifically, we examine how a custom-built peer feedback system was iteratively developed alongside the course to support annotation, feedback exchange, and revision. Results show that while co-development fostered stronger alignment between software features and course goals, it also exposed usability limitations and infrastructure-related frustrations, emphasizing the need for closer coordination between teaching and technical teams.

cs.HC

A Vision for AI-Driven Adaptation of Dynamic AR Content to Users and Environments

Augmented Reality (AR) is transforming the way we interact with virtual information in the physical world. By overlaying digital content in real-world environments, AR enables new forms of immersive and engaging experiences. However, existing AR systems often struggle to effectively manage the many interactive possibilities that AR presents. This vision paper speculates on AI-driven approaches for adaptive AR content placement, dynamically adjusting to user movement and environmental changes. By leveraging machine learning methods, such a system would intelligently manage content distribution between AR projections integrated into the external environment and fixed static content, enabling seamless UI layout and potentially reducing users' cognitive load. By exploring the possibilities of AI-driven dynamic AR content placement, we aim to envision new opportunities for innovation and improvement in various industries, from urban navigation and workplace productivity to immersive learning and beyond. This paper outlines a vision for the development of more intuitive, engaging, and effective AI-powered AR experiences.

cs.HC

AR You on Track? Investigating Effects of Augmented Reality Anchoring on Dual-Task Performance While Walking

With the increasing spread of AR head-mounted displays suitable for everyday use, interaction with information becomes ubiquitous, even while walking. However, this requires constant shifts of our attention between walking and interacting with virtual information to fulfill both tasks adequately. Accordingly, we as a community need a thorough understanding of the mutual influences of walking and interacting with digital information to design safe yet effective interactions. Thus, we systematically investigate the effects of different AR anchors (hand, head, torso) and task difficulties on user experience and performance. We engage participants (n=26) in a dual-task paradigm involving a visual working memory task while walking. We assess the impact of dual-tasking on both virtual and walking performance, and subjective evaluations of mental and physical load. Our results show that head-anchored AR content least affected walking while allowing for fast and accurate virtual task interaction, while hand-anchored content increased reaction times and workload.

cs.HC

CreepyCoCreator? Investigating AI Representation Modes for 3D Object Co-Creation in Virtual Reality

Generative AI in Virtual Reality offers the potential for collaborative object-building, yet challenges remain in aligning AI contributions with user expectations. In particular, users often struggle to understand and collaborate with AI when its actions are not transparently represented. This paper thus explores the co-creative object-building process through a Wizard-of-Oz study, focusing on how AI can effectively convey its intent to users during object customization in Virtual Reality. Inspired by human-to-human collaboration, we focus on three representation modes: the presence of an embodied avatar, whether the AI's contributions are visualized immediately or incrementally, and whether the areas modified are highlighted in advance. The findings provide insights into how these factors affect user perception and interaction with object-generating AI tools in Virtual Reality as well as satisfaction and ownership of the created objects. The results offer design implications for co-creative world-building systems, aiming to foster more effective and satisfying collaborations between humans and AI in Virtual Reality.

cs.HC

One Does Not Simply Meme Alone: Evaluating Co-Creativity Between LLMs and Humans in the Generation of Humor

Collaboration has been shown to enhance creativity, leading to more innovative and effective outcomes. While previous research has explored the abilities of Large Language Models (LLMs) to serve as co-creative partners in tasks like writing poetry or creating narratives, the collaborative potential of LLMs in humor-rich and culturally nuanced domains remains an open question. To address this gap, we conducted a user study to explore the potential of LLMs in co-creating memes - a humor-driven and culturally specific form of creative expression. We conducted a user study with three groups of 50 participants each: a human-only group creating memes without AI assistance, a human-AI collaboration group interacting with a state-of-the-art LLM model, and an AI-only group where the LLM autonomously generated memes. We assessed the quality of the generated memes through crowdsourcing, with each meme rated on creativity, humor, and shareability. Our results showed that LLM assistance increased the number of ideas generated and reduced the effort participants felt. However, it did not improve the quality of the memes when humans collaborated with LLM. Interestingly, memes created entirely by AI performed better than both human-only and human-AI collaborative memes in all areas on average. However, when looking at the top-performing memes, human-created ones were better in humor, while human-AI collaborations stood out in creativity and shareability. These findings highlight the complexities of human-AI collaboration in creative tasks. While AI can boost productivity and create content that appeals to a broad audience, human creativity remains crucial for content that connects on a deeper level.

cs.HC

Teaching Wav2Vec2 the Language of the Brain

The decoding of continuously spoken speech from neuronal activity has the potential to become an important clinical solution for paralyzed patients. Deep Learning Brain Computer Interfaces (BCIs) have recently successfully mapped neuronal activity to text contents in subjects who attempted to formulate speech. However, only small BCI datasets are available. In contrast, labeled data and pre-trained models for the closely related task of speech recognition from audio are widely available. One such model is Wav2Vec2 which has been trained in a self-supervised fashion to create meaningful representations of speech audio data. In this study, we show that patterns learned by Wav2Vec2 are transferable to brain data. Specifically, we replace its audio feature extractor with an untrained Brain Feature Extractor (BFE) model. We then execute full fine-tuning with pre-trained weights for Wav2Vec2, training ''from scratch'' without pre-trained weights as well as freezing a pre-trained Wav2Vec2 and training only the BFE each for 45 different BFE architectures. Across these experiments, the best run is from full fine-tuning with pre-trained weights, achieving a Character Error Rate (CER) of 18.54\%, outperforming the best training from scratch run by 20.46\% and that of frozen Wav2Vec2 training by 15.92\% percentage points. These results indicate that knowledge transfer from audio speech recognition to brain decoding is possible and significantly improves brain decoding performance for the same architectures. Related source code is available at https://github.com/tfiedlerdev/Wav2Vec2ForBrain.

cs.LG

An iteration-free approach to excitation harmonization

Sinusoidal excitation is particularly popular for testing structures in the nonlinear regime. Due to the nonlinear behavior and the inevitable feedback of the structure on the exciter, higher harmonics in the applied excitation are generated. This is undesired, because the acquired response may deviate substantially from that of the structure under purely sinusoidal excitation, in particular if one of the higher harmonics engages into resonance. We present a new approach to suppress those higher excitation harmonics and thus the unwanted exciter-structure interaction: Higher harmonics are added to the voltage input to the shaker whose Fourier coefficients are adjusted via feedback control until the excitation is purely sinusoidal. The stability of this method is analyzed for a simplified model; the resulting closed-form expressions are useful, among others, to select an appropriate exciter configuration, including the drive point. A practical procedure for the control design is suggested. The proposed method is validated in virtual and real experiments of internally resonant structures, in the two common configurations of force excitation via a stinger and base excitation. Excellent performance is achieved already when using the same control gains for all harmonics, throughout the tested range of amplitudes and frequencies, even in the strongly nonlinear regime. Compared to the iterative state of the art, it is found that the proposed method is simpler to implement, enables faster testing and it is easy to achieve a lower harmonic distortion.

eess.SY

Social MediARverse Investigating Users Social Media Content Sharing and Consuming Intentions with Location-Based AR

Augmented Reality (AR) is evolving to become the next frontier in social media, merging physical and virtual reality into a living metaverse, a Social MediARverse. With this transition, we must understand how different contexts (public, semi-public, and private) affect user engagement with AR content. We address this gap in current research by conducting an online survey with 110 participants, showcasing 36 AR videos, and polling them about the content's fit and appropriateness. Specifically, we manipulated these three spaces, two forms of dynamism (dynamic vs. static), and two dimensionalities (2D vs. 3D). Our findings reveal that dynamic AR content is generally more favorably received than static content. Additionally, users find sharing and engaging with AR content in private settings more comfortable than in others. By this, the study offers valuable insights for designing and implementing future Social MediARverses and guides industry and academia on content visualization and contextual considerations.

cs.HC

Just Undo It: Exploring Undo Mechanics in Multi-User Virtual Reality

With the proliferation of VR and a metaverse on the horizon, many multi-user activities are migrating to the VR world, calling for effective collaboration support. As one key feature, traditional collaborative systems provide users with undo mechanics to reverse errors and other unwanted changes. While undo has been extensively researched in this domain and is now considered industry standard, it is strikingly absent for VR systems in research and industry. This work addresses this research gap by exploring different undo techniques for basic object manipulation in different collaboration modes in VR. We conducted a study involving 32 participants organized in teams of two. Here, we studied users' performance and preferences in a tower stacking task, varying the available undo techniques and their mode of collaboration. The results suggest that users desire and use undo in VR and that the choice of the undo technique impacts users' performance and social connection.

cs.HC

On the locomotion of the slider within a self-adaptive beam-slider system

A beam-slider system is considered whose passive self-adaption relies on an intricate locomotion process involving both frictional and unilateral contact. The system also exploits geometric nonlinearity to achieve broadband efficacy. The dynamics of the system take place on three distinct time scales: On the fast time scale of the harmonic base excitation are the vibrations and the locomotion cycle. On the slow time scale, the slider changes its position along the beam, and the overall vibration level varies. Finally, on an intermediate time scale, strong modulations of the vibration amplitude may take place. In the present work, first, an analytical approximation of the beam's response on the slow time scale is derived as function of the slider position, which is a crucial prerequisite for identifying the main drivers of the slider's locomotion. Then, the most important forms of locomotion are described and approximations of their individual contribution to the overall slider transport are estimated. Finally, the theoretical results are compared against numerical results obtained from an experimentally validated model.

eess.SY

Experimental analysis of the TRC benchmark system

The Tribomechadynamics Research Challenge (TRC) was a blind prediction of the vibration behavior of a thin plate clamped on two sides using bolted joints. The first bending mode's natural frequency and damping ratio were requested as function of the amplitude, starting from the linear regime until high levels, where both frictional contact and nonlinear bending-stretching coupling become relevant. The predictions were confronted with experimental results in a companion paper; the present article addresses the experimental analysis of this benchmark system. Amplitude-dependent modal data was obtained from phase resonance and response controlled tests. An original variant of response controlled testing is proposed: Instead of a fixed frequency interval, a fixed phase interval is analyzed. This way, the high excitation levels required outside resonance, which could activate unwanted exciter nonlinearity, are avoided. Consistency of testing methods is carefully analyzed. Overall, these measures have permitted to gain high confidence in the acquired modal data. The different sources of the remaining uncertainty were further analyzed. A low reassembly-variability but a moderate time-variability were identified, where the latter is attributed to some thermal sensitivity of the system. Two nominally identical plates were analyzed, which both have an appreciable initial curvature, and a significant effect on the vibration behavior was found depending on whether the plate is aligned/misaligned with the support structure. Further, a 1:2 nonlinear modal interaction with the first torsion mode was observed, which only occurs in the aligned configurations.

eess.SP

Digital Modeling for Everyone: Exploring How Novices Approach Voice-Based 3D Modeling

Manufacturing tools like 3D printers have become accessible to the wider society, making the promise of digital fabrication for everyone seemingly reachable. While the actual manufacturing process is largely automated today, users still require knowledge of complex design applications to produce ready-designed objects and adapt them to their needs or design new objects from scratch. To lower the barrier to the design and customization of personalized 3D models, we explored novice mental models in voice-based 3D modeling by conducting a high-fidelity Wizard of Oz study with 22 participants. We performed a thematic analysis of the collected data to understand how the mental model of novices translates into voice-based 3D modeling. We conclude with design implications for voice assistants. For example, they have to: deal with vague, incomplete and wrong commands; provide a set of straightforward commands to shape simple and composite objects; and offer different strategies to select 3D objects.

cs.HC

TicTacToes: Assessing Toe Movements as an Input Modality

From carrying grocery bags to holding onto handles on the bus, there are a variety of situations where one or both hands are busy, hindering the vision of ubiquitous interaction with technology. Voice commands, as a popular hands-free alternative, struggle with ambient noise and privacy issues. As an alternative approach, research explored movements of various body parts (e.g., head, arms) as input modalities, with foot-based techniques proving particularly suitable for hands-free interaction. Whereas previous research only considered the movement of the foot as a whole, in this work, we argue that our toes offer further degrees of freedom that can be leveraged for interaction. To explore the viability of toe-based interaction, we contribute the results of a controlled experiment with 18 participants assessing the impact of five factors on the accuracy, efficiency and user experience of such interfaces. Based on the findings, we provide design recommendations for future toe-based interfaces.

cs.HC

In Sync: Exploring Synchronization to Increase Trust Between Humans and Non-humanoid Robots

When we go for a walk with friends, we can observe an interesting effect: From step lengths to arm movements - our movements unconsciously align; they synchronize. Prior research found that this synchronization is a crucial aspect of human relations that strengthens social cohesion and trust. Generalizing from these findings in synchronization theory, we propose a dynamical approach that can be applied in the design of non-humanoid robots to increase trust. We contribute the results of a controlled experiment with 51 participants exploring our concept in a between-subjects design. For this, we built a prototype of a simple non-humanoid robot that can bend to follow human movements and vary the movement synchronization patterns. We found that synchronized movements lead to significantly higher ratings in an established questionnaire on trust between people and automation but did not influence the willingness to spend money in a trust game.

cs.HC

UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding and User Experience

When we get lost in Virtual Reality (VR) or want to return to a previous location, we use the same methods of locomotion for the way back as for the way forward. This is time-consuming and requires additional physical orientation changes, increasing the risk of getting tangled in the headsets' cables. In this paper, we propose the use of undo actions to revert locomotion steps in VR. We explore eight different variations of undo actions as extensions of point\&teleport, based on the possibility to undo position and orientation changes together with two different visualizations of the undo step (discrete and continuous). We contribute the results of a controlled experiment with 24 participants investigating the efficiency and orientation of the undo techniques in a radial maze task. We found that the combination of position and orientation undo together with a discrete visualization resulted in the highest efficiency without increasing orientation errors.

cs.HC

Around-Body Interaction: Leveraging Limb Movements for Interacting in a Digitally Augmented Physical World

Recent technological advances have made head-mounted displays (HMDs) smaller and untethered, fostering the vision of ubiquitous interaction with information in a digitally augmented physical world. For interacting with such devices, three main types of input - besides not very intuitive finger gestures - have emerged so far: 1) Touch input on the frame of the devices or 2) on accessories (controller) as well as 3) voice input. While these techniques have both advantages and disadvantages depending on the current situation of the user, they largely ignore the skills and dexterity that we show when interacting with the real world: Throughout our lives, we have trained extensively to use our limbs to interact with and manipulate the physical world around us. This thesis explores how the skills and dexterity of our upper and lower limbs, acquired and trained in interacting with the real world, can be transferred to the interaction with HMDs. Thus, this thesis develops the vision of around-body interaction, in which we use the space around our body, defined by the reach of our limbs, for fast, accurate, and enjoyable interaction with such devices. This work contributes four interaction techniques, two for the upper limbs and two for the lower limbs: The first contribution shows how the proximity between our head and hand can be used to interact with HMDs. The second contribution extends the interaction with the upper limbs to multiple users and illustrates how the registration of augmented information in the real world can support cooperative use cases. The third contribution shifts the focus to the lower limbs and discusses how foot taps can be leveraged as an input modality for HMDs. The fourth contribution presents how lateral shifts of the walking path can be exploited for mobile and hands-free interaction with HMDs while walking.

cs.HC

Understanding Stationary and Moving Direct Skin Vibrotactile Stimulation on the Palm

Palm-based tactile displays have the potential to evolve from single motor interfaces (e.g., smartphones) to high-resolution tactile displays (e.g., back-of-device haptic interfaces) enabling richer multi-modal experiences with more information. However, we lack a systematic understanding of vibrotactile perception on the palm and the influence of various factors on the core design decisions of tactile displays (number of actuators, resolution, and intensity). In a first experiment (N=16), we investigated the effect of these factors on the users' ability to localize stationary sensations. In a second experiment (N=20), we explored the influence of resolution on recognition rate for moving tactile sensations.Findings show that for stationary sensations a 9 actuator display offers a good trade-off and a $3\times3$ resolution can be accurately localized. For moving sensations, a $2\times4$ resolution led to the highest recognition accuracy, while $5\times10$ enables higher resolution output with a reasonable accuracy.

cs.HC