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Harald Reiterer

Publications and source records attributed to Harald Reiterer.

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Challenges in Synchronous & Remote Collaboration Around Visualization

We characterize 16 challenges faced by those investigating and developing remote and synchronous collaborative experiences around visualization. Our work reflects the perspectives and prior research efforts of an international group of 29 experts from across human-computer interaction and visualization sub-communities. The challenges are anchored around five collaborative activities that exhibit a centrality of visualization and multimodal communication. These activities include exploratory data analysis, creative ideation, visualization-rich presentations, joint decision making grounded in data, and real-time data monitoring. The challenges also reflect the changing dynamics of these activities in the face of recent advances in extended reality (XR) and artificial intelligence (AI). As an organizing scheme for future research at the intersection of visualization and computer-supported cooperative work, we align the challenges with a sequence of four sets of research and development activities: technological choices, social factors, AI assistance, and evaluation.

cs.HC

Grand Challenges around Designing Computers' Control Over Our Bodies

Advances in emerging technologies, such as on-body mechanical actuators and electrical muscle stimulation, have allowed computers to take control over our bodies. This presents opportunities as well as challenges, raising fundamental questions about agency and the role of our bodies when interacting with technology. To advance this research field as a whole, we brought together expert perspectives in a week-long seminar to articulate the grand challenges that should be tackled when it comes to the design of computers' control over our bodies. These grand challenges span technical, design, user, and ethical aspects. By articulating these grand challenges, we aim to begin initiating a research agenda that positions bodily control not only as a technical feature but as a central, experiential, and ethical concern for future human-computer interaction endeavors.

cs.HC

Hybrid User Interfaces: Past, Present, and Future of Complementary Cross-Device Interaction in Mixed Reality

We investigate hybrid user interfaces (HUIs), aiming to establish a cohesive understanding and adopt consistent terminology for this nascent research area. HUIs combine heterogeneous devices in complementary roles, leveraging the distinct benefits of each. Our work focuses on cross-device interaction between 2D devices and mixed reality environments, which are particularly compelling, leveraging the familiarity of traditional 2D platforms while providing spatial awareness and immersion. Although such HUIs have been prominently explored in the context of mixed reality by prior work, we still lack a cohesive understanding of the unique design possibilities and challenges of such combinations, resulting in a fragmented research landscape. We conducted a systematic survey and present a taxonomy of HUIs that combine conventional display technology and mixed reality environments. Based on this, we discuss past and current challenges, the evolution of definitions, and prospective opportunities to tie together the past 30 years of research with our vision of future HUIs.

cs.HC

Relaxed forced choice improves performance of visual quality assessment methods

In image quality assessment, a collective visual quality score for an image or video is obtained from the individual ratings of many subjects. One commonly used format for these experiments is the two-alternative forced choice method. Two stimuli with the same content but differing visual quality are presented sequentially or side-by-side. Subjects are asked to select the one of better quality, and when uncertain, they are required to guess. The relaxed alternative forced choice format aims to reduce the cognitive load and the noise in the responses due to the guessing by providing a third response option, namely, ``not sure''. This work presents a large and comprehensive crowdsourcing experiment to compare these two response formats: the one with the ``not sure'' option and the one without it. To provide unambiguous ground truth for quality evaluation, subjects were shown pairs of images with differing numbers of dots and asked each time to choose the one with more dots. Our crowdsourcing study involved 254 participants and was conducted using a within-subject design. Each participant was asked to respond to 40 pair comparisons with and without the ``not sure'' response option and completed a questionnaire to evaluate their cognitive load for each testing condition. The experimental results show that the inclusion of the ``not sure'' response option in the forced choice method reduced mental load and led to models with better data fit and correspondence to ground truth. We also tested for the equivalence of the models and found that they were different. The dataset is available at http://database.mmsp-kn.de/cogvqa-database.html.

cs.CV

MoPeDT: A Modular Head-Mounted Display Toolkit to Conduct Peripheral Vision Research

Peripheral vision plays a significant role in human perception and orientation. However, its relevance for human-computer interaction, especially head-mounted displays, has not been fully explored yet. In the past, a few specialized appliances were developed to display visual cues in the periphery, each designed for a single specific use case only. A multi-purpose headset to exclusively augment peripheral vision did not exist yet. We introduce MoPeDT: Modular Peripheral Display Toolkit, a freely available, flexible, reconfigurable, and extendable headset to conduct peripheral vision research. MoPeDT can be built with a 3D printer and off-the-shelf components. It features multiple spatially configurable near-eye display modules and full 3D tracking inside and outside the lab. With our system, researchers and designers may easily develop and prototype novel peripheral vision interaction and visualization techniques. We demonstrate the versatility of our headset with several possible applications for spatial awareness, balance, interaction, feedback, and notifications. We conducted a small study to evaluate the usability of the system. We found that participants were largely not irritated by the peripheral cues, but the headset's comfort could be further improved. We also evaluated our system based on established heuristics for human-computer interaction toolkits to show how MoPeDT adapts to changing requirements, lowers the entry barrier for peripheral vision research, and facilitates expressive power in the combination of modular building blocks.

cs.HC

Promoting the Research of Health Behavior Change in Chinese HCI Community

Unhealthy lifestyles largely contribute to many chronic diseases, which makes the research on health behavior change crucial for both individuals and the whole society. As an interdisciplinary research field, health behavior change research in the HCI community is still in the early stage. This research field is notably less developed in Chinese HCI community. In this position paper, we will first illustrate the research of health behavior change in the HCI community based on our previous systematic review. According to the unique properties of Chinese society, we will then discuss both the potential advantages and challenges of conducting health behavior change research in China. Lastly, we will briefly introduce the SMARTACT project in Germany to provide a reference for future related research. This paper aims to draw more attention to this research field and promote its development in China.

cs.HC

A Smartphone App to Support Sedentary Behavior Change by Visualizing Personal Mobility Patterns and Action Planning (SedVis): Development and Pilot Study

Given the high prevalence of sedentary behavior in daily life, simple yet practical solutions for behavior change are needed to avoid detrimental health effects. The mobile app SedVis was developed based on the health action process approach. The app provides personal mobility pattern visualization (for both physical activity and sedentary behavior) and action planning for sedentary behavior change. The primary aim of the study is to investigate the effect of mobility pattern visualization on users' action planning for changing their sedentary behavior. The secondary aim is to evaluate user engagement with the visualization and user experience of the app. In a 3-week user study, participants were allocated to either an active control group (n=8) or an intervention group (n=8). In the 1-week baseline period, none of the participants had access to the functions in the app. In the following 2-week intervention period, only the intervention group was given access to the visualizations, whereas both groups were asked to make action plans every day and reduce their sedentary behavior. The results suggested that the visualizations in SedVis had no effect on the participants' action planning according to both the NHST and Bayesian statistics. The intervention involving visualizations and action planning in SedVis had a positive effect on reducing participants' sedentary hours, with weak evidence according to Bayesian statistics, whereas no change in sedentary time was more likely in the active control condition. Furthermore, Bayesian analysis weakly suggested that the more frequently the users checked the app, the more likely they were to reduce their sedentary behavior.

cs.HC

The Impact of Augmented-Reality Head-Mounted Displays on Users' Movement Behavior: An Exploratory Study

The augmented-reality head-mounted display (e.g., Microsoft HoloLens) is one of the most innovative technologies in multimedia and human-computer interaction in recent years. Despite the emerging research of its applications on engineering, education, medicines, to name a few, its impact on users' movement behavior is still underexplored. The movement behavior, especially for office workers with sedentary lifestyles, is related to many chronic conditions. Unlike the traditional screens, the augmented-reality head-mounted display (AR-HMD) could enable mobile virtual screens, which might impact on users' movement behavior. In this paper, we present our initial study to explore the impact of AR-HMDs on users' movement behavior. We compared the differences of macro-movements (e.g., sit-stand transitions) and micro-movements (e.g., moving the head) between two experimental modes (i.e., spatial-mapping and tag-along) with a dedicated trivial quiz task using HoloLens. The study reveals interesting findings: strong evidence supports that participants had more head-movements in the tag-along mode where higher simplicity and freedom of moving the virtual screen were given; body position/direction changes show the same effect with moderate evidence, while sit-stand transitions show no difference between the two modes with weak evidence. Our results imply several design considerations and research opportunities for future work on the ergonomics of AR-HMDs in the perspective of health.

cs.HC

Health Behavior Change in HCI: Trends, Patterns, and Opportunities

Unhealthy lifestyles could cause many chronic diseases, which bring patients and their families much burden. Research has shown the potential of digital technologies for supporting health behavior change to help us prevent these chronic diseases. The HCI community has contributed to the research on health behavior change for more than a decade. In this paper, we aim to explore the research trends and patterns of health behavior change in HCI. Our systematic review showed that physical activity drew much more attention than other behaviors. Most of the participants in the reviewed studies were adults, while children and the elderly were much less addressed. Also, we found there is a lack of standardized approaches to evaluating the user experience of interventions for health behavior change in HCI. Based on the reviewed studies, we provide suggestions and research opportunities on six topics, e.g., game integration, social support, and relevant AI application.

cs.HC

Integrating Taxonomies into Theory-Based Digital Health Interventions for Behavior Change: A Holistic Framework

Digital health interventions have been emerging in the last decade. Due to their interdisciplinary nature, digital health interventions are guided and influenced by theories (e.g., behavioral theories, behavior change technologies, persuasive technology) from different research communities. However, digital health interventions are always coded using various taxonomies and reported in insufficient perspectives. The inconsistency and incomprehensiveness will bring difficulty for conducting systematic reviews and sharing contributions among communities. Based on existing related work, therefore, we propose a holistic framework that embeds behavioral theories, behavior change technique (BCT) taxonomy, and persuasive system design (PSD) principles. Including four development steps, two toolboxes, and one workflow, our framework aims to guide digital health intervention developers to design, evaluate, and report their work in a formative and comprehensive way.

cs.HC

Clustering with Temporal Constraints on Spatio-Temporal Data of Human Mobility

Extracting significant places or places of interest (POIs) using individuals' spatio-temporal data is of fundamental importance for human mobility analysis. Classical clustering methods have been used in prior work for detecting POIs, but without considering temporal constraints. Usually, the involved parameters for clustering are difficult to determine, e.g., the optimal cluster number in hierarchical clustering. Currently, researchers either choose heuristic values or use spatial distance-based optimization to determine an appropriate parameter set. We argue that existing research does not optimally address temporal information and thus leaves much room for improvement. Considering temporal constraints in human mobility, we introduce an effective clustering approach - namely POI clustering with temporal constraints (PC-TC) - to extract POIs from spatio-temporal data of human mobility. Following human mobility nature in modern society, our approach aims to extract both global POIs (e.g., workplace or university) and local POIs (e.g., library, lab, and canteen). Based on two publicly available datasets including 193 individuals, our evaluation results show that PC-TC has much potential for next place prediction in terms of granularity (i.e., the number of extracted POIs) and predictability.

cs.LG

Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions

Increasing evidence has shown that theory-based health behavior change interventions are more effective than non-theory-based ones. However, only a few segments of relevant studies were theory-based, especially the studies conducted by non-psychology researchers. On the other hand, many mobile health interventions, even those based on the behavioral theories, may still fail in the absence of a user-centered design process. The gap between behavioral theories and user-centered design increases the difficulty of designing and implementing mobile health interventions. To bridge this gap, we propose a holistic approach to designing theory-based mobile health interventions built on the existing theories and frameworks of three categories: (1) behavioral theories (e.g., the Social Cognitive Theory, the Theory of Planned Behavior, and the Health Action Process Approach), (2) the technological models and frameworks (e.g., the Behavior Change Techniques, the Persuasive System Design and Behavior Change Support System, and the Just-in-Time Adaptive Interventions), and (3) the user-centered systematic approaches (e.g., the CeHRes Roadmap, the Wendel's Approach, and the IDEAS Model). This holistic approach provides researchers a lens to see the whole picture for developing mobile health interventions.

cs.HC

Persuasive Technology in Reducing Prolonged Sedentary Behavior at Work: A Systematic Review

Prolonged sedentary behavior is prevalent among office workers and has been found to be detrimental to health. Preventing and reducing prolonged sedentary behavior require interventions, and persuasive technology is expected to make a contribution in this domain. In this paper, we use the framework of persuasive system design (PSD) principles to investigate the utilization and effectiveness of persuasive technology in intervention studies at reducing sedentary behavior at work. This systematic review reveals that reminders are the most frequently used PSD principle. The analysis on reminders shows that hourly PC reminders alone have no significant effect on reducing sedentary behavior at work, while coupling with education or other informative session seems to be promising. Details of deployed persuasive technology with behavioral theories and user experience evaluation are expected to be reported explicitly in the future intervention studies.

cs.CY

Topology-Preserving Off-screen Visualization: Effects of Projection Strategy and Intrusion Adaption

With the increasing amount of data being visualized in large information spaces, methods providing data-driven context have become indispensable. Off-screen visualization techniques, therefore, have been extensively researched for their ability to overcome the inherent trade-off between overview and detail. The general idea is to project off-screen located objects back to the available screen real estate. Detached visual cues, such as halos or arrows, encode information on position and distance, but fall short showing the topology of off-screen objects. For that reason, state of the art techniques integrate visual cues into a dedicated border region. As yet, the dimensions of the navigated space are not reflected properly, which is why we propose to adapt the intrusion of the border pursuant to the position in space. Moreover, off-screen objects are projected to the border region using one out of two projection methods: Radial or Orthographic. We describe a controlled experiment to investigate the effect of the adaptive border intrusion to the topology as well as the users' intuition regarding the projection strategy. The results of our experiment suggest to use the orthographic projection strategy for unconnected point data in an adaptive border design. We further discuss the results including the given informal feedback of participants.

cs.HC