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Thomas Kosch

Publications and source records attributed to Thomas Kosch.

36 records · Page 2Linked to original sources

Risk or Chance? Large Language Models and Reproducibility in HCI Research

Reproducibility is a major concern across scientific fields. Human-Computer Interaction (HCI), in particular, is subject to diverse reproducibility challenges due to the wide range of research methodologies employed. In this article, we explore how the increasing adoption of Large Language Models (LLMs) across all user experience (UX) design and research activities impacts reproducibility in HCI. In particular, we review upcoming reproducibility challenges through the lenses of analogies from past to future (mis)practices like p-hacking and prompt-hacking, general bias, support in data analysis, documentation and education requirements, and possible pressure on the community. We discuss the risks and chances for each of these lenses with the expectation that a more comprehensive discussion will help shape best practices and contribute to valid and reproducible practices around using LLMs in HCI research.

cs.HC↗

Comparing the Effects of Visual, Haptic, and Visuohaptic Encoding on Memory Retention of Digital Objects in Virtual Reality

Although Virtual Reality (VR) has undoubtedly improved human interaction with 3D data, users still face difficulties retaining important details of complex digital objects in preparation for physical tasks. To address this issue, we evaluated the potential of visuohaptic integration to improve the memorability of virtual objects in immersive visualizations. In a user study (N=20), participants performed a delayed match-to-sample task where they memorized stimuli of visual, haptic, or visuohaptic encoding conditions. We assessed performance differences between these encoding modalities through error rates and response times. We found that visuohaptic encoding significantly improved memorization accuracy compared to unimodal visual and haptic conditions. Our analysis indicates that integrating haptics into immersive visualizations enhances the memorability of digital objects. We discuss its implications for the optimal encoding design in VR applications that assist professionals who need to memorize and recall virtual objects in their daily work.

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MorphoHaptics: An Open-Source Tool for Visuohaptic Exploration of Morphological Image Datasets

Although digital methods have significantly advanced morphology, practitioners are still challenged to understand and process tomographic specimen data. As automated processing of fossil data remains insufficient, morphologists still engage in intensive manual work to prepare digital fossils for research objectives. We present an open-source tool that enables morphologists to explore tomographic data similarly to the physical workflows that traditional fossil preparators experience in the field. We assessed the usability of our prototype for virtual fossil preparation and its accompanying tasks in the digital preparation workflow. Our findings indicate that integrating haptics into the virtual preparation workflow enhances the understanding of the morphology and material properties of working specimens. Our design's visuohaptic sculpting of fossil volumes was deemed straightforward and an improvement over current tomographic data processing methods.

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Mind the Visual Discomfort: Assessing Event-Related Potentials as Indicators for Visual Strain in Head-Mounted Displays

When using Head-Mounted Displays (HMDs), users may not always notice or report visual discomfort by blurred vision through unadjusted lenses, motion sickness, and increased eye strain. Current measures for visual discomfort rely on users' self-reports those susceptible to subjective differences and lack of real-time insights. In this work, we investigate if Electroencephalography (EEG) can objectively measure visual discomfort by sensing Event-Related Potentials (ERPs). In a user study (N=20), we compare four different levels of Gaussian blur in a user study while measuring ERPs at occipito-parietal EEG electrodes. The findings reveal that specific ERP components (i.e., P1, N2, and P3) discriminated discomfort-related visual stimuli and indexed increased load on visual processing and fatigue. We conclude that time-locked brain activity can be used to evaluate visual discomfort and propose EEG-based automatic discomfort detection and prevention tools.

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Roadmap on Data-Centric Materials Science

Science is and always has been based on data, but the terms "data-centric" and the "4th paradigm of" materials research indicate a radical change in how information is retrieved, handled and research is performed. It signifies a transformative shift towards managing vast data collections, digital repositories, and innovative data analytics methods. The integration of Artificial Intelligence (AI) and its subset Machine Learning (ML), has become pivotal in addressing all these challenges. This Roadmap on Data-Centric Materials Science explores fundamental concepts and methodologies, illustrating diverse applications in electronic-structure theory, soft matter theory, microstructure research, and experimental techniques like photoemission, atom probe tomography, and electron microscopy. While the roadmap delves into specific areas within the broad interdisciplinary field of materials science, the provided examples elucidate key concepts applicable to a wider range of topics. The discussed instances offer insights into addressing the multifaceted challenges encountered in contemporary materials research.

cond-mat.mtrl-sci↗

Assessing User Apprehensions About Mixed Reality Artifacts and Applications: The Mixed Reality Concerns (MRC) Questionnaire

Current research in Mixed Reality (MR) presents a wide range of novel use cases for blending virtual elements with the real world. This yet-to-be-ubiquitous technology challenges how users currently work and interact with digital content. While offering many potential advantages, MR technologies introduce new security, safety, and privacy challenges. Thus, it is relevant to understand users' apprehensions towards MR technologies, ranging from security concerns to social acceptance. To address this challenge, we present the Mixed Reality Concerns (MRC) Questionnaire, designed to assess users' concerns towards MR artifacts and applications systematically. The development followed a structured process considering previous work, expert interviews, iterative refinements, and confirmatory tests to analytically validate the questionnaire. The MRC Questionnaire offers a new method of assessing users' critical opinions to compare and assess novel MR artifacts and applications regarding security, privacy, social implications, and trust.

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3DA: Assessing 3D-Printed Electrodes for Measuring Electrodermal Activity

Electrodermal activity (EDA) reflects changes in skin conductance, which are closely tied to human psychophysiological states. For example, EDA sensors can assess stress, cognitive workload, arousal, or other measures tied to the sympathetic nervous system for interactive human-centered applications. Yet, current limitations involve the complex attachment and proper skin contact with EDA sensors. This paper explores the concept of 3D printing electrodes for EDA measurements, integrating sensors into arbitrary 3D-printed objects, alleviating the need for complex assembly and attachment. We examine the adaptation of conventional EDA circuits for 3D-printed electrodes, assessing different electrode shapes and their impact on the sensing accuracy. A user study (N=6) revealed that 3D-printed electrodes can measure EDA with similar accuracy, suggesting larger contact areas for improved precision. We derive design implications to facilitate the integration of EDA sensors into 3D-printed devices to foster diverse integration into everyday objects for prototyping physiological interfaces.

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The Illusion of Performance: The Effect of Phantom Display Refresh Rates on User Expectations and Reaction Times

User expectations impact the evaluation of new interactive systems. Increased expectations may enhance the perceived effectiveness of interfaces in user studies, similar to a placebo effect observed in medical studies. To showcase the placebo effect, we conducted a user study with 18 participants who performed a target selection reaction time test with two different display refresh rates. Participants saw a stated screen refresh rate before every condition, which corresponded to the true refresh rate only in half of the conditions and was lower or higher in the other half. Results revealed successful priming, as participants believed in superior or inferior performance based on the narrative despite using the opposite refresh rate. Post-experiment questionnaires confirmed participants still held onto the initial narrative. Interestingly, the objective performance remained unchanged between both refresh rates. We discuss how study narratives influence subjective measures and suggest strategies to mitigate placebo effects in user-centered study designs.

cs.HC↗

"AI enhances our performance, I have no doubt this one will do the same": The Placebo effect is robust to negative descriptions of AI

Heightened AI expectations facilitate performance in human-AI interactions through placebo effects. While lowering expectations to control for placebo effects is advisable, overly negative expectations could induce nocebo effects. In a letter discrimination task, we informed participants that an AI would either increase or decrease their performance by adapting the interface, but in reality, no AI was present in any condition. A Bayesian analysis showed that participants had high expectations and performed descriptively better irrespective of the AI description when a sham-AI was present. Using cognitive modeling, we could trace this advantage back to participants gathering more information. A replication study verified that negative AI descriptions do not alter expectations, suggesting that performance expectations with AI are biased and robust to negative verbal descriptions. We discuss the impact of user expectations on AI interactions and evaluation and provide a behavioral placebo marker for human-AI interaction

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Large Language Models to the Rescue: Reducing the Complexity in Scientific Workflow Development Using ChatGPT

Scientific workflow systems are increasingly popular for expressing and executing complex data analysis pipelines over large datasets, as they offer reproducibility, dependability, and scalability of analyses by automatic parallelization on large compute clusters. However, implementing workflows is difficult due to the involvement of many black-box tools and the deep infrastructure stack necessary for their execution. Simultaneously, user-supporting tools are rare, and the number of available examples is much lower than in classical programming languages. To address these challenges, we investigate the efficiency of Large Language Models (LLMs), specifically ChatGPT, to support users when dealing with scientific workflows. We performed three user studies in two scientific domains to evaluate ChatGPT for comprehending, adapting, and extending workflows. Our results indicate that LLMs efficiently interpret workflows but achieve lower performance for exchanging components or purposeful workflow extensions. We characterize their limitations in these challenging scenarios and suggest future research directions.

cs.DC↗

Towards Universal Interaction for Extended Reality

Extended Reality (XR) is a rapidly growing field offering unique immersive experiences, social networking, learning, and collaboration opportunities. The continuous advancements in XR technology and industry efforts are gradually moving this technology toward end consumers. However, a universal one-size-fits-all solution for seamless XR interaction still needs to be discovered. Currently, we face a diverse landscape of interaction modalities that depend on the environment, user preferences, task, and device capabilities. Commercially available input methods like handheld controllers, hand gestures, voice commands, and combinations of those need universal flexibility and expressiveness. Additionally, hybrid user interfaces, such as smartwatches and smartphones as ubiquitous input and output devices, expand this interaction design space. In this position paper, we discuss the idea of a universal interaction concept for XR. We present challenges and opportunities for implementing hybrid user interfaces, emphasizing Environment, Task, and User. We explore the potential to enhance user experiences, interaction capabilities, and the development of seamless and efficient XR interaction methods. We examine challenges and aim to stimulate a discussion on the design of generic, universal interfaces for XR.

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.

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Supporting Electronics Learning through Augmented Reality

Understanding electronics is a critical area in the maker scene. Many of the makers' projects require electronics knowledge to connect microcontrollers with sensors and actuators. Yet, learning electronics is challenging, as internal component processes remain invisible, and students often fear personal harm or component damage. Augmented Reality (AR) applications are developed to support electronics learning and visualize complex processes. This paper reflects on related work around AR and electronics that characterize open research challenges around the four characteristics functionality, fidelity, feedback type, and interactivity.

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The Placebo Effect of Artificial Intelligence in Human-Computer Interaction

In medicine, patients can obtain real benefits from a sham treatment. These benefits are known as the placebo effect. We report two experiments (Experiment I: N=369; Experiment II: N=100) demonstrating a placebo effect in adaptive interfaces. Participants were asked to solve word puzzles while being supported by no system or an adaptive AI interface. All participants experienced the same word puzzle difficulty and had no support from an AI throughout the experiments. Our results showed that the belief of receiving adaptive AI support increases expectations regarding the participant's own task performance, sustained after interaction. These expectations were positively correlated to performance, as indicated by the number of solved word puzzles. We integrate our findings into technological acceptance theories and discuss implications for the future assessment of AI-based user interfaces and novel technologies. We argue that system descriptions can elicit placebo effects through user expectations biasing the results of user-centered studies.

cs.HC↗

Supporting Musical Practice Sessions Through HMD-Based Augmented Reality

Learning a musical instrument requires a lot of practice, which ideally, should be done every day. During practice sessions, students are on their own in the overwhelming majority of the time, but access to experts that support students "just-in-time" is limited. Therefore, students commonly do not receive any feedback during their practice sessions. Adequate feedback, especially for beginners, is highly important for three particular reasons: (1) preventing the acquirement of wrong motions, (2) avoiding frustration due to a steep learning curve, and (3) potential health problems that arise from straining muscles or joints harmfully. In this paper, we envision the usage of head-mounted displays as assistance modality to support musical instrument learning. We propose a modular concept for several assistance modes to help students during their practice sessions. Finally, we discuss hardware requirements and implementations to realize the proposed concepts.

cs.HC↗

Enabling Tangible Interaction through Detection and Augmentation of Everyday Objects

Digital interaction with everyday objects has become popular since the proliferation of camera-based systems that detect and augment objects "just-in-time". Common systems use a vision-based approach to detect objects and display their functionalities to the user. Sensors, such as color and depth cameras, have become inexpensive and allow seamless environmental tracking in mobile as well as stationary settings. However, object detection in different contexts faces challenges as it highly depends on environmental parameters and the conditions of the object itself. In this work, we present three tracking algorithms which we have employed in past research projects to track and recognize objects. We show, how mobile and stationary augmented reality can be used to extend the functionalities of objects. We conclude, how common items can provide user-defined tangible interaction beyond their regular functionality.

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Workload-Aware Systems and Interfaces for Cognitive Augmentation

In today's society, our cognition is constantly influenced by information intake, attention switching, and task interruptions. This increases the difficulty of a given task, adding to the existing workload and leading to compromised cognitive performances. The human body expresses the use of cognitive resources through physiological responses when confronted with a plethora of cognitive workload. This temporarily mobilizes additional resources to deal with the workload at the cost of accelerated mental exhaustion. We predict that recent developments in physiological sensing will increasingly create user interfaces that are aware of the user's cognitive capacities, hence able to intervene when high or low states of cognitive workload are detected. Subsequently, we investigate suitable feedback modalities in a user-centric design process which are desirable for cognitive assistance. We then investigate different physiological sensing modalities to enable suitable real-time assessments of cognitive workload. We provide evidence that the human brain and eye gaze are sensitive to fluctuations in cognitive resting states. We show that electroencephalography and eye tracking are reliable modalities to assess mental workload during user interface operation. In the end, we present applications that regulate cognitive workload in home and work setting, investigate how cognitive workload can be visualized to the user, and show how cognitive workload measurements can be used to predict the efficiency of information intake through reading interfaces. Finally, we present our vision of future workload-aware interfaces. Previous interfaces were limited in their ability to utilize cognitive workload for user interaction. Together with the collected data sets, this thesis paves the way for methodical and technical tools that integrate workload-awareness as a factor for context-aware systems.

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Don't Drone Yourself in Work: Discussing DronOS as a Framework for Human-Drone Interaction

More and more off-the-shelf drones provide frameworks that enable the programming of flight paths. These frameworks provide vendor-dependent programming and communication interfaces that are intended for flight path definitions. However, they are often limited to outdoor and GPS-based use only. A key disadvantage of such a solution is that they are complicated to use and require readjustments when changing the drone model. This is time-consuming since it requires redefining the flight path for the new framework. This workshop paper proposes additional features for DronOS, a community-driven framework that enables model-independent automatisation and programming of drones. We enhanced DronOS to include additional functions to account for the specific design constraints in human-drone-interaction. This paper provides a starting point for discussing the requirements involved in designing a drone system with other researchers within the human-drone interaction community. We envision DronOS as a community-driven framework that can be applied to generic drone models, hence enabling the automatisation for any commercially available drone. Our goal is to build DronOS as a software tool that can be easily used by researchers and practitioners to prototype novel drone-based systems.

cs.HC↗