MA Arbeit Valentin Ross betreut von Carolin Wienrich

Prof. Dr. MA Arbeit Valentin Ross betreut von Carolin Wienrich

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Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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24 June 2021 in Frontiers in Virtual Reality
Verified
Journal Article
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MWMA Arbeit Valentin Ross betreut von Carolin Wienrich
MA Arbeit Valentin Ross betreut von Carolin Wienrich
NDNina Döllinger
Nina Döllinger
RHRebecca Hein
Rebecca Hein
The design and evaluation of assisting technologies to support behavior change processes have become an essential topic within the field of human-computer interaction research in general and the field of immersive intervention technologies in particular. The mechanisms and success of behavior change techniques and interventions are broadly investigated in the field of psychology. However, it is not always easy to adapt these psychological findings to the context of immersive technologies. The lack of theoretical foundation also leads to a lack of explanation as to why and how immersive interventions support behavior change processes. The Behavioral Framework for immersive Technologies (BehaveFIT) addresses this lack by 1) presenting an intelligible categorization and condensation of psychological barriers and immersive features, by 2) suggesting a mapping that shows why and how immersive technologies can help to overcome barriers and finally by 3) proposing a generic prediction path that enables a structured, theory-based approach to the development and evaluation of immersive interventions. These three steps explain how BehaveFIT can be used, and include guiding questions for each step. Further, two use cases illustrate the usage of BehaveFIT. Thus, the present paper contributes to guidance for immersive intervention design and evaluation, showing that immersive interventions support behavior change processes and explain and predict 'why' and 'how' immersive interventions can bridge the intention-behavior-gap.

22 February 2023 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Open access
DMDavid Mal
David Mal
EWErik Wolf
Erik Wolf
NDNina Döllinger
Nina Döllinger
MWMA Arbeit Valentin Ross betreut von Carolin Wienrich
MA Arbeit Valentin Ross betreut von Carolin Wienrich
MLMarc Erich Latoschik
Marc Erich Latoschik
Many studies show the significance of the Proteus effect for serious virtual reality applications. The present study extends the existing knowledge by considering the relationship (congruence) between the self-embodiment (avatar) and the virtual environment. We investigated the impact of avatar and environment types and their congruence on avatar plausibility, sense of embodiment, spatial presence, and the Proteus effect. In a 2×2 between-subjects design, participants embodied either an avatar in sports- or business wear in a semantic congruent or incongruent environment while performing lightweight exercises in virtual reality. The avatar-environment congruence significantly affected the avatar's plausibility but not the sense of embodiment or spatial presence. However, a significant Proteus effect emerged only for participants who reported a high feeling of (virtual) body ownership, indicating that a strong sense of having and owning a virtual body is key to facilitating the Proteus effect. We discuss the results assuming current theories of bottom-up and top-down determinants of the Proteus effect and thus contribute to understanding its underlying mechanisms and determinants.

17 June 2021 in Frontiers in Computer Science
Verified
Journal Article
Open access
PDF file
MWMA Arbeit Valentin Ross betreut von Carolin Wienrich
MA Arbeit Valentin Ross betreut von Carolin Wienrich
Clemens ReitelbachClemens Reitelbach
Clemens Reitelbach
ACAstrid Carolus
Astrid Carolus
As an emerging market for voice assistants (VA), the healthcare sector imposes increasing requirements on the users’ trust in the technological system. To encourage patients to reveal sensitive data requires patients to trust in the technological counterpart. In an experimental laboratory study, participants were presented a VA, which was introduced as either a “specialist” or a “generalist” tool for sexual health. In both conditions, the VA asked the exact same health-related questions. Afterwards, participants assessed the trustworthiness of the tool and further source layers (provider, platform provider, automatic speech recognition in general, data receiver) and reported individual characteristics (disposition to trust and disclose sexual information). Results revealed that perceiving the VA as a specialist resulted in higher trustworthiness of the VA and of the provider, the platform provider and automatic speech recognition in general. Furthermore, the provider’s trustworthiness affected the perceived trustworthiness of the VA. Presenting both a theoretical line of reasoning and empirical data, the study points out the importance of the users’ perspective on the assistant. In sum, this paper argues for further analyses of trustworthiness in voice-based systems and its effects on the usage behavior as well as the impact on responsible design of future technology.

4 March 2024 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Open access
FWFranziska Westermeier
Franziska Westermeier
LBLarissa Brübach
Larissa Brübach
MWMA Arbeit Valentin Ross betreut von Carolin Wienrich
MA Arbeit Valentin Ross betreut von Carolin Wienrich
MLMarc Erich Latoschik
Marc Erich Latoschik
Spatial User Interfaces along the Reality-Virtuality continuum heavily depend on accurate depth perception. However, current display technologies still exhibit shortcomings in the simulation of accurate depth cues, and these shortcomings also vary between Virtual or Augmented Reality (VR, AR: eXtended Reality (XR) for short). This article compares depth perception between VR and Video See-Through (VST) AR. We developed a digital twin of an existing office room where users had top erform five depth-dependent tasks in VR and VST AR. Thirty-two participants took part in a user study using a 1 × 4 within-subjects design. Our results reveal higher misjudgment rates in VST AR due to conflicting depth cues between virtual and physical content. Increased head movements observed in participants were interpreted as a compensatory response to these conflicting cues. Furthermore, a longer task completion time in the VST AR condition indicates a lower task performance in VST AR. Interestingly, while participants rated the VR condition as easier and contrary to the increased misjudgments and lower performance with the VST AR display, a majority still expressed a preference for the VST AR experience. We discuss and explain these findings with the high visual dominance and referential power of the physical content in the VST AR condition, leading to a higher spatial presence and plausibility.

1 March 2023
Verified
Conference Paper
Closed access
MFMarie Luisa Fiedler
Marie Luisa Fiedler
EWErik Wolf
Erik Wolf
NDNina Döllinger
Nina Döllinger
MBMario Botsch
Mario Botsch
MLMarc Erich Latoschik
Marc Erich Latoschik
MWMA Arbeit Valentin Ross betreut von Carolin Wienrich
MA Arbeit Valentin Ross betreut von Carolin Wienrich
Our work investigates the impact of virtual human embodiment and personalization on the sense of embodiment (SoE) and self-identification (SI). We introduce preliminary items to query self-similarity (SS) and self-attribution (SA) with virtual humans as dimensions of SI. In our study, 64 participants successively observed personalized and generic-looking virtual humans, either as embodied avatars in a virtual mirror or as agents while performing tasks. They reported significantly higher SoE and SI when facing personalized virtual humans and significantly higher SoE and SA when facing embodied avatars, indicating that both factors have strong separate and complimentary influence on SoE and SI.

22 February 2023 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Open access
FWFranziska Westermeier
Franziska Westermeier
LBLarissa Brübach
Larissa Brübach
MLMarc Erich Latoschik
Marc Erich Latoschik
MWMA Arbeit Valentin Ross betreut von Carolin Wienrich
MA Arbeit Valentin Ross betreut von Carolin Wienrich
Mixed Reality (MR) applications along Milgram's Reality-Virtuality (RV) continuum motivated a number of recent theories on potential constructs and factors describing MR experiences. This paper investigates the impact of incongruencies that are processed on different information processing layers (i.e., sensation/perception and cognition layer) to provoke breaks in plausibility. It examines the effects on spatial and overall presence as prominent constructs of Virtual Reality (VR). We developed a simulated maintenance application to test virtual electrical devices. Participants performed test operations on these devices in a counterbalanced, randomized 2×2 between-subject design in either VR as congruent or Augmented Reality (AR) as incongruent on the sensation/perception layer. Cognitive incongruence was induced by the absence of traceable power outages, decoupling perceived cause and effect after activating potentially defective devices. Our results indicate that the effects of the power outages differ significantly in the perceived plausibility and spatial presence ratings between VR and AR. Both ratings decreased for the AR condition (incongruent sensation/perception) compared to VR (congruent sensation/perception) for the congruent cognitive case but increased for the incongruent cognitive case. The results are discussed and put into perspective in the scope of recent theories of MR experiences.