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Marc Erich Latoschik

Publications and source records attributed to Marc Erich Latoschik.

18 recordsLinked to original sources

Beyond Mean Frametime: Time-Series Signatures for XR Timing Analysis

XR systems expose timing quantities, such as motion-to-photon latency, frametime, or component-level runtime timings, that can be observed repeatedly as temporally ordered timing traces. Conventional reporting with means, standard deviations, percentiles, or histograms is useful, but it discards temporal ordering. We propose a general structure-aware methodology for analyzing and reporting XR timing traces. Each trace is represented by a compact, interpretable time-series signature, and collections of signatures can be visualized and compared statistically. We evaluate the method using engine-level application frametime traces from a large-scale in-the-wild VR dataset and compare timing signatures across HMD-labelled groups. Across multiple sampling and content-control conditions, structure-aware signatures reveal substantially stronger systematic multivariate differences between HMD-labelled groups than distribution-only summaries. A within-trace temporal-order shuffle control reduces this separation, particularly under content matching, providing direct evidence that original temporal ordering contributes information to the timing signatures. The strongest individual feature contributions vary across sampling and content-control conditions, indicating that no single timing characteristic dominates across analysis settings. Although demonstrated on application frametime, the representation operates on timing traces and therefore provides a basis for future application to other XR timing quantities, including instrumented motion-to-photon measurements.

cs.HC↗

Visual Indicators to Increase the Detection of Linguistic Media Bias

The influence of linguistic bias in online news articles is a growing concern, particularly in the context of shaping public opinion and rising political polarization. While there is a growing body of literature on indicators for misinformation, none have been sufficiently tested to counteract the influence of media bias. Hence, we design six indicators (Bias Bar, Bias Gauge, Bias Highlights, Political Scale, Sentiment Scale, and Trust Score) and test their impact on linguistic bias detection and perception in a two-phased experiment (n = 214). First, we expose participants to short, social-media-like statements along with one indicator and query bias perception. Second, we evaluate bias detection by removing the indicator and asking participants to mark biased words. In addition, we examine how trust, sharing discernment, and sentiment relate to bias perception and detection. Our results show that highlighting biased phrases and showing total bias with contextual information in a gauge significantly improve bias detection skills. However, the strongest predictor for reduced bias detection was political congruency between the statement and the participant. We conclude with design recommendations for linguistic media bias indicators in online news environments.

cs.HC↗

Technological Advances in Two Generations of Consumer-Grade VR Systems: Effects on User Experience and Task Performance

Integrated VR (IVR) systems consist of a head-mounted display (HMD) and body-tracking capabilities. They enable users to translate their physical movements into corresponding avatar movements in real-time, allowing them to perceive their avatars via the displays. Consumer-grade IVR systems have been available for 10 years, significantly fostering VR research worldwide. However, the effects of even apparently significant technological advances of IVR systems on user experience and the overall validity of prior embodiment research using such systems often remain unclear. We ran a user-centered study comparing two comparable IVR generations: a nearly 10-year-old hardware (HTC Vive, 6-point tracking) and a modern counterpart (HTC Vive Pro 2, 6-point tracking). To ensure ecological validity, we evaluated the systems in their commercially available, as-is configurations. In a 2x5 mixed design, participants completed five tasks covering different use cases on either the old or new system. We assessed presence, sense of embodiment, appearance and behavior plausibility, workload, task performance, and gathered qualitative feedback. Results showed no significant system differences, with only small effect sizes. Bayesian analysis further supported the null hypothesis, suggesting that the investigated generational hardware improvements offer limited benefits for user experience and task performance. For the 10-year generational step examined here, excluding potential technological progress in the necessary software components, this supports the validity of conclusions from prior work and underscores the applicability of older configurations for research in embodied VR.

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Motion-Based User Identification across XR and Metaverse Applications by Deep Classification and Similarity Learning

This paper examines the generalization capacity of two state-of-the-art classification and similarity learning models in reliably identifying users based on their motions in various Extended Reality (XR) applications. We developed a novel dataset containing a wide range of motion data from 49 users in five different XR applications: four XR games with distinct tasks and action patterns, and an additional social XR application with no predefined task sets. The dataset is used to evaluate the performance and, in particular, the generalization capacity of the two models across applications. Our results indicate that while the models can accurately identify individuals within the same application, their ability to identify users across different XR applications remains limited. Overall, our results provide insight into current models generalization capabilities and suitability as biometric methods for user verification and identification. The results also serve as a much-needed risk assessment of hazardous and unwanted user identification in XR and Metaverse applications. Our cross-application XR motion dataset and code are made available to the public to encourage similar research on the generalization of motion-based user identification in typical Metaverse application use cases.

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Unobtrusive In-Situ Measurement of Behavior Change by Deep Metric Similarity Learning of Motion Patterns

This paper introduces an unobtrusive in-situ measurement method to detect user behavior changes during arbitrary exposures in XR systems. Here, such behavior changes are typically associated with the Proteus effect or bodily affordances elicited by different avatars that the users embody in XR. We present a biometric user model based on deep metric similarity learning, which uses high-dimensional embeddings as reference vectors to identify behavior changes of individual users. We evaluate our model against two alternative approaches: a (non-learned) motion analysis based on central tendencies of movement patterns and subjective post-exposure embodiment questionnaires frequently used in various XR exposures. In a within-subject study, participants performed a fruit collection task while embodying avatars of different body heights (short, actual-height, and tall). Subjective assessments confirmed the effective manipulation of perceived body schema, while the (non-learned) objective analyses of head and hand movements revealed significant differences across conditions. Our similarity learning model trained on the motion data successfully identified the elicited behavior change for various query and reference data pairings of the avatar conditions. The approach has several advantages in comparison to existing methods: 1) In-situ measurement without additional user input, 2) generalizable and scalable motion analysis for various use cases, 3) user-specific analysis on the individual level, and 4) with a trained model, users can be added and evaluated in real time to study how avatar changes affect behavior.

cs.HC↗

Effect of Duration and Delay on the Identifiability of VR Motion

Social virtual reality is an emerging medium of communication. In this medium, a user's avatar (virtual representation) is controlled by the tracked motion of the user's headset and hand controllers. This tracked motion is a rich data stream that can leak characteristics of the user or can be effectively matched to previously-identified data to identify a user. To better understand the boundaries of motion data identifiability, we investigate how varying training data duration and train-test delay affects the accuracy at which a machine learning model can correctly classify user motion in a supervised learning task simulating re-identification. The dataset we use has a unique combination of a large number of participants, long duration per session, large number of sessions, and a long time span over which sessions were conducted. We find that training data duration and train-test delay affect identifiability; that minimal train-test delay leads to very high accuracy; and that train-test delay should be controlled in future experiments.

cs.CR↗

NewsUnfold: Creating a News-Reading Application That Indicates Linguistic Media Bias and Collects Feedback

Media bias is a multifaceted problem, leading to one-sided views and impacting decision-making. A way to address digital media bias is to detect and indicate it automatically through machine-learning methods. However, such detection is limited due to the difficulty of obtaining reliable training data. Human-in-the-loop-based feedback mechanisms have proven an effective way to facilitate the data-gathering process. Therefore, we introduce and test feedback mechanisms for the media bias domain, which we then implement on NewsUnfold, a news-reading web application to collect reader feedback on machine-generated bias highlights within online news articles. Our approach augments dataset quality by significantly increasing inter-annotator agreement by 26.31% and improving classifier performance by 2.49%. As the first human-in-the-loop application for media bias, the feedback mechanism shows that a user-centric approach to media bias data collection can return reliable data while being scalable and evaluated as easy to use. NewsUnfold demonstrates that feedback mechanisms are a promising strategy to reduce data collection expenses and continuously update datasets to changes in context.

cs.HC↗

Effect of Data Degradation on Motion Re-Identification

The use of virtual and augmented reality devices is increasing, but these sensor-rich devices pose risks to privacy. The ability to track a user's motion and infer the identity or characteristics of the user poses a privacy risk that has received significant attention. Existing deep-network-based defenses against this risk, however, require significant amounts of training data and have not yet been shown to generalize beyond specific applications. In this work, we study the effect of signal degradation on identifiability, specifically through added noise, reduced framerate, reduced precision, and reduced dimensionality of the data. Our experiment shows that state-of-the-art identification attacks still achieve near-perfect accuracy for each of these degradations. This negative result demonstrates the difficulty of anonymizing this motion data and gives some justification to the existing data- and compute-intensive deep-network based methods.

cs.CR↗

News Ninja: Gamified Annotation of Linguistic Bias in Online News

Recent research shows that visualizing linguistic bias mitigates its negative effects. However, reliable automatic detection methods to generate such visualizations require costly, knowledge-intensive training data. To facilitate data collection for media bias datasets, we present News Ninja, a game employing data-collecting game mechanics to generate a crowdsourced dataset. Before annotating sentences, players are educated on media bias via a tutorial. Our findings show that datasets gathered with crowdsourced workers trained on News Ninja can reach significantly higher inter-annotator agreements than expert and crowdsourced datasets with similar data quality. As News Ninja encourages continuous play, it allows datasets to adapt to the reception and contextualization of news over time, presenting a promising strategy to reduce data collection expenses, educate players, and promote long-term bias mitigation.

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Am I the Odd One? Exploring (In)Congruencies in the Realism of Avatars and Virtual Others in Virtual Reality

Virtual humans play a pivotal role in social virtual environments, shaping users' VR experiences. The diversity in available options and users' preferences can result in a heterogeneous mix of appearances among a group of virtual humans. The resulting variety in higher-order anthropomorphic and realistic cues introduces multiple (in)congruencies, eventually impacting the plausibility of the experience. In this work, we consider the impact of (in)congruencies in the realism of a group of virtual humans, including co-located others and one's self-avatar. In a 2 x 3 mixed design, participants embodied either (1) a personalized realistic or (2) a customized stylized self-avatar across three consecutive VR exposures in which they were accompanied by a group of virtual others being either (1) all realistic, (2) all stylized, or (3) mixed. Our results indicate groups of virtual others of higher realism, i.e., potentially more congruent with participants' real-world experiences and expectations, were considered more human-like, increasing the feeling of co-presence and the impression of interaction possibilities. (In)congruencies concerning the homogeneity of the group did not cause considerable effects. Furthermore, our results indicate that a self-avatar's congruence with the participant's real-world experiences concerning their own physical body yielded notable benefits for virtual body ownership and self-identification for realistic personalized avatars. Notably, the incongruence between a stylized self-avatar and a group of realistic virtual others resulted in diminished ratings of self-location and self-identification. We conclude on the implications of our findings and discuss our results within current theories of VR experiences, considering (in)congruent visual cues and their impact on the perception of virtual others, self-representation, and spatial presence.

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Versatile User Identification in Extended Reality using Pretrained Similarity-Learning

Various machine learning approaches have proven to be useful for user verification and identification based on motion data in eXtended Reality (XR). However, their real-world application still faces significant challenges concerning versatility, i.e., in terms of extensibility and generalization capability. This article presents a solution that is both extensible to new users without expensive retraining, and that generalizes well across different sessions, devices, and user tasks. To this end, we developed a similarity-learning model and pretrained it on the "Who Is Alyx?" dataset. This dataset features a wide array of tasks and hence motions from users playing the VR game "Half-Life: Alyx". In contrast to previous works, we used a dedicated set of users for model validation and final evaluation. Furthermore, we extended this evaluation using an independent dataset that features completely different users, tasks, and three different XR devices. In comparison with a traditional classification-learning baseline, our model shows superior performance, especially in scenarios with limited enrollment data. The pretraining process allows immediate deployment in a diverse range of XR applications while maintaining high versatility. Looking ahead, our approach paves the way for easy integration of pretrained motion-based identification models in production XR systems.

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Who Is Alyx? A new Behavioral Biometric Dataset for User Identification in XR

This article presents a new dataset containing motion and physiological data of users playing the game "Half-Life: Alyx". The dataset specifically targets behavioral and biometric identification of XR users. It includes motion and eye-tracking data captured by a HTC Vive Pro of 71 users playing the game on two separate days for 45 minutes. Additionally, we collected physiological data from 31 of these users. We provide benchmark performances for the task of motion-based identification of XR users with two prominent state-of-the-art deep learning architectures (GRU and CNN). After training on the first session of each user, the best model can identify the 71 users in the second session with a mean accuracy of 95% within 2 minutes. The dataset is freely available under https://github.com/cschell/who-is-alyx

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MAILS -- Meta AI Literacy Scale: Development and Testing of an AI Literacy Questionnaire Based on Well-Founded Competency Models and Psychological Change- and Meta-Competencies

The goal of the present paper is to develop and validate a questionnaire to assess AI literacy. In particular, the questionnaire should be deeply grounded in the existing literature on AI literacy, should be modular (i.e., including different facets that can be used independently of each other) to be flexibly applicable in professional life depending on the goals and use cases, and should meet psychological requirements and thus includes further psychological competencies in addition to the typical facets of AIL. We derived 60 items to represent different facets of AI Literacy according to Ng and colleagues conceptualisation of AI literacy and additional 12 items to represent psychological competencies such as problem solving, learning, and emotion regulation in regard to AI. For this purpose, data were collected online from 300 German-speaking adults. The items were tested for factorial structure in confirmatory factor analyses. The result is a measurement instrument that measures AI literacy with the facets Use & apply AI, Understand AI, Detect AI, and AI Ethics and the ability to Create AI as a separate construct, and AI Self-efficacy in learning and problem solving and AI Self-management. This study contributes to the research on AI literacy by providing a measurement instrument relying on profound competency models. In addition, higher-order psychological competencies are included that are particularly important in the context of pervasive change through AI systems.

cs.AI↗

Comparison of Data Representations and Machine Learning Architectures for User Identification on Arbitrary Motion Sequences

Reliable and robust user identification and authentication are important and often necessary requirements for many digital services. It becomes paramount in social virtual reality (VR) to ensure trust, specifically in digital encounters with lifelike realistic-looking avatars as faithful replications of real persons. Recent research has shown that the movements of users in extended reality (XR) systems carry user-specific information and can thus be used to verify their identities. This article compares three different potential encodings of the motion data from head and hands (scene-relative, body-relative, and body-relative velocities), and the performances of five different machine learning architectures (random forest, multi-layer perceptron, fully recurrent neural network, long-short term memory, gated recurrent unit). We use the publicly available dataset "Talking with Hands" and publish all code to allow reproducibility and to provide baselines for future work. After hyperparameter optimization, the combination of a long-short term memory architecture and body-relative data outperformed competing combinations: the model correctly identifies any of the 34 subjects with an accuracy of 100% within 150 seconds. Altogether, our approach provides an effective foundation for behaviometric-based identification and authentication to guide researchers and practitioners. Data and code are published under https://go.uniwue.de/58w1r.

cs.LG↗

Congruence and Plausibility, not Presence?! Pivotal Conditions for XR Experiences and Effects, a Novel Model

Presence often is considered the most important quale describing the subjective feeling of being in a computer-generated and/or computer-mediated virtual environment. The identification and separation of orthogonal presence components, i.e., the place illusion and the plausibility illusion, has been an accepted theoretical model describing Virtual Reality (VR) experiences for some time. This perspective article challenges this presence-oriented VR theory. First, we argue that a place illusion cannot be the major construct to describe the much wider scope of Virtual, Augmented, and Mixed Reality (VR, AR, MR: or XR for short). Second, we argue that there is no plausibility illusion but merely plausibility, and we derive the place illusion caused by congruent and plausible generation of spatial cues, and similarly for all the current model's so-defined illusions. Finally, we propose congruence and plausibility to become the central essential conditions in a novel theoretical model describing XR experiences and effects.

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Resize Me! Exploring the User Experience of Embodied Realistic Modulatable Avatars for Body Image Intervention in Virtual Reality

Obesity is a serious disease that can affect both physical and psychological well-being. Due to weight stigmatization, many affected individuals suffer from body image disturbances whereby they perceive their body in a distorted way, evaluate it negatively, or neglect it. Beyond established interventions such as mirror exposure, recent advancements aim to complement body image treatments by the embodiment of visually altered virtual bodies in virtual reality (VR). We present a high-fidelity prototype of an advanced VR system that allows users to embody a rapidly generated personalized, photorealistic avatar and to realistically modulate its body weight in real-time within a carefully designed virtual environment. In a formative multi-method approach, a total of 12 participants rated the general user experience (UX) of our system during body scan and VR experience using semi-structured qualitative interviews and multiple quantitative UX measures. By using body weight modification tasks, we further compared three different interaction methods for real-time body weight modification and measured our system's impact on the body image relevant measures body awareness and body weight perception. From the feedback received, demonstrating an already solid UX of our overall system and providing constructive input for further improvement, we derived a set of design guidelines to guide future development and evaluation processes of systems supporting body image interventions.

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eXtended Artificial Intelligence: New Prospects of Human-AI Interaction Research

Artificial Intelligence (AI) covers a broad spectrum of computational problems and use cases. Many of those implicate profound and sometimes intricate questions of how humans interact or should interact with AIs. Moreover, many users or future users do have abstract ideas of what AI is, significantly depending on the specific embodiment of AI applications. Human-centered-design approaches would suggest evaluating the impact of different embodiments on human perception of and interaction with AI. An approach that is difficult to realize due to the sheer complexity of application fields and embodiments in reality. However, here XR opens new possibilities to research human-AI interactions. The article's contribution is twofold: First, it provides a theoretical treatment and model of human-AI interaction based on an XR-AI continuum as a framework for and a perspective of different approaches of XR-AI combinations. It motivates XR-AI combinations as a method to learn about the effects of prospective human-AI interfaces and shows why the combination of XR and AI fruitfully contributes to a valid and systematic investigation of human-AI interactions and interfaces. Second, the article provides two exemplary experiments investigating the aforementioned approach for two distinct AI-systems. The first experiment reveals an interesting gender effect in human-robot interaction, while the second experiment reveals an Eliza effect of a recommender system. Here the article introduces two paradigmatic implementations of the proposed XR testbed for human-AI interactions and interfaces and shows how a valid and systematic investigation can be conducted. In sum, the article opens new perspectives on how XR benefits human-centered AI design and development.

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Construction of a Validated Virtual Embodiment Questionnaire

User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no validated instrument to empirically measure the perception of embodiment, necessary to reliably evaluate this important quality of user experience (UX). To assess components of virtual embodiment in a valid, reliable, and consistent fashion, we develped a Virtual Embodiment Questionnaire (VEQ). We reviewed previous literature to identify applicable constructs and items, and performed a confirmatory factor analysis (CFA) on the data from three experiments (N = 196). Each experiment modified a distinct simulation property, namely, the level of immersion, the level of personalization, and the level of behavioral realism. The analysis confirmed three factors: (1) ownership of a virtual body, (2) agency over a virtual body, and (3) change in the perceived body schema. A fourth study (N = 22) further confirmed the reliability and validity of the scale and investigated the impacts of latency jitter of avatar movements presented in the simulation compared to linear latencies and a baseline. We present the final scale and further insights from the studies regarding related constructs.

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