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Manfred Tscheligi

Publications and source records attributed to Manfred Tscheligi.

2 recordsLinked to original sources

Ground-Truth Depth in Vision Language Models: Spatial Context Understanding in Conversational AI for XR-Robotic Support in Emergency First Response

Large language models (LLMs) are increasingly used in emergency first response (EFR) applications to support situational awareness (SA) and decision-making, yet most operate on text or 2D imagery and offer little support for core EFR SA competencies like spatial reasoning. We address this gap by evaluating a prototype that fuses robot-mounted depth sensing and YOLO detection with a vision language model (VLM) capable of verbalizing metrically-grounded distances of detected objects (e.g., the chair is 3.02 meters away). In a mixed-reality toxic-smoke scenario, participants estimated distances to a victim and an exit window under three conditions: video-only, depth-agnostic VLM, and depth-augmented VLM. Depth-augmentation improved objective accuracy and stability, e.g., the victim and window distance estimation error dropped, while raising situational awareness without increasing workload. Conversely, depth- agnostic assistance increased workload and slightly worsened accuracy. We contribute to human SA augmentation by demonstrating that metrically grounded, object-centric verbal information supports spatial reasoning in EFR and improves decision-relevant judgments under time pressure.

cs.HC

POINTS -- Playful objects for inclusive, personalized movement games

Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination of visual perception and reaction, which is an additional barrier for visually impaired (blind and partially sighted) people. Due to their highly motivating appeal, games promoting physical activity (exertion games) have become increasingly popular. Although accessible exertion games have been developed, they do not consider the different abilities of players. Especially in team sports player roles that consider individual abilities can foster inclusion. To personalize roles and assign certain abilities to players, wearable technology can play an important role. In this position paper we present ideas how digital objects can be used to design exertion games for visually impaired students and we reflect how wearable technology can be used for personalized player roles.

cs.HC