Jan Gugenheimer

Jan Gugenheimer

Auto-generated profile, based on publicly available information

Jan Gugenheimer

TU-Darmstadt, Darmstadt, Germany

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

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

Representative Publications

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21 December 2022 in Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
Verified
Journal Article
Open access
JOJoseph O'HAgan
Joseph O'HAgan
PSPejman Saeghe
Pejman Saeghe
JGJan Gugenheimer
Jan Gugenheimer
DMDaniel Medeiros
Daniel Medeiros
KMKarola Marky
Karola Marky
MMMark McGill
Mark McGill
Fundamental to Augmented Reality (AR) headsets is their capacity to visually and aurally sense the world around them, necessary to drive the positional tracking that makes rendering 3D spatial content possible. This requisite sensing also opens the door for more advanced AR-driven activities, such as augmented perception, volumetric capture and biometric identification - activities with the potential to expose bystanders to significant privacy risks. Existing Privacy-Enhancing Technologies (PETs) often safeguard against these risks at a low level e.g., instituting camera access controls. However, we argue that such PETs are incompatible with the need for always-on sensing given AR headsets' intended everyday use. Through an online survey (N=102), we examine bystanders' awareness of, and concerns regarding, potentially privacy infringing AR activities; the extent to which bystanders' consent should be sought; and the level of granularity of information necessary to provide awareness of AR activities to bystanders. Our findings suggest that PETs should take into account the AR activity type, and relationship to bystanders, selectively facilitating awareness and consent. In this way, we can ensure bystanders feel their privacy is respected by everyday AR headsets, and avoid unnecessary rejection of these powerful devices by society.

30 June 2024 in ACM Transactions on Computer-Human Interaction
Verified
Journal Article
Open access
VKVeronika Krauss
Veronika Krauss
PSPejman Saeghe
Pejman Saeghe
ABAlexander Boden
Alexander Boden
MKMohamed Khamis
Mohamed Khamis
MMMark McGill
Mark McGill
MNMichael Nebeling
Michael Nebeling
Dark patterns are deceptive designs that influence a user’s interactions with an interface to benefit someone other than the user. Prior work has identified dark patterns in windows, icons, menus, and pointer (WIMP) interfaces and ubicomp environments, but how dark patterns can manifest in Augmented and Virtual Reality (collectively XR) requires more attention. We therefore conducted 10 co-design workshops with 20 experts in XR and deceptive design. Our participants co-designed 42 scenarios containing dark patterns, based on application archetypes presented in recent HCI/XR literature. In the co-designed scenarios, we identified 10 novel dark patterns in addition to 39 existing ones, as well as 10 examples in which specific characteristics associated with XR potentially amplified the effect dark patterns could have on users. Based on our findings and prior work, we present a classification of XR-specific properties that facilitate dark patterns: perception, spatiality, physical/virtual barriers, and XR device sensing. We also present the experts’ assessments of the likelihood and severity of the co-designed scenarios and highlight key aspects they considered for this evaluation, for example, technological feasibility, ease of upscaling and distributing malicious implementations, and the application’s context of use. Finally, we discuss means to mitigate XR dark patterns and support regulatory bodies to reduce potential harms.

19 April 2023
Verified
Conference Paper
Open access
EBElise Bonnail
Elise Bonnail
WTWen-Jie Tseng
Wen-Jie Tseng
MMMark McGill
Mark McGill
ELEric Lecolinet
Eric Lecolinet
SHSamuel Huron
Samuel Huron
JGJan Gugenheimer
Jan Gugenheimer

11 September 2023 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
JRJan Ole Rixen
Jan Ole Rixen
LMLuca-Maxim Meinhardt
Luca-Maxim Meinhardt
MGMichael Glöckler
Michael Glöckler
MZMarius-Lukas Ziegenbein
Marius-Lukas Ziegenbein
ASAnna Schlothauer
Anna Schlothauer
JGJan Gugenheimer
Jan Gugenheimer
Today's social media (SM) platforms are toolkits consisting of features with different use cases, some strongly related to habitual and regretful use. Especially Infinite Scrolling (IS) has been reported to make users feel like they are being caught in a loop, regretfully elongating SM sessions. We investigated and defined this loop while unveiling the processes that make users break it. Based on a one-week-long field study (N=46), we unfolded and categorized general reasons for leaving social media and related those to IS. In light of our findings, we argue that SM interventions should not only focus on the app but incorporate the user's context, as most reasons to break SM sessions were not related to the app but the user's general context. Our findings and prior work also indicate the coexistence of multiple loops, which we define as inner (intra-session) loops surrounded by an outer (habitual) loop.

19 April 2023
Verified
Conference Paper
Open access
WTWen-Jie Tseng
Wen-Jie Tseng
SHSamuel Huron
Samuel Huron
ELEric Lecolinet
Eric Lecolinet
JGJan Gugenheimer
Jan Gugenheimer
Whole-body movements enhance the presence and enjoyment of Virtual Reality (VR) experiences. However, using large gestures is often uncomfortable and impossible in confined spaces (e.g., public transport). We introduce FingerMapper, mapping small-scale finger motions onto virtual arms and hands to enable whole-body virtual movements in VR. In a first target selection study (n=13) comparing FingerMapper to hand tracking and ray-casting, we found that FingerMapper can significantly reduce physical motions and fatigue while having a similar degree of precision. In a consecutive study (n=13), we compared FingerMapper to hand tracking inside a confined space (the front passenger seat of a car). The results showed participants had significantly higher perceived safety and fewer collisions with FingerMapper while preserving a similar degree of presence and enjoyment as hand tracking. Finally, we present three example applications demonstrating how FingerMapper could be applied for locomotion and interaction for VR in confined spaces.

3 December 2023
Verified
Conference Paper
Open access
JOJoseph O'Hagan
Joseph O'Hagan
JGJan Gugenheimer
Jan Gugenheimer
JBJolie Bonner
Jolie Bonner
FMFlorian Mathis
Florian Mathis
MMMark McGill
Mark McGill
Everyday Augmented Reality (AR) displays, with wearable, fashionable, all-day form factors, may one day supplant our reliance on physical displays, heralding new capabilities in augmented intelligence and perception, communication, productivity, and more. Such technology has the potential to become as fundamental to our daily lives as smartphones are today, empowering users, communities, business, governments, and others to alter, augment, diminish or otherwise mediate our perception of reality. For social good, this technology can enable augmenting expression of social identity to better represent our ‘authentic’ self, and virtually enhancing real-world social spaces to encourage greater community ownership and social cohesion. For social harm however, everyday AR could facilitate and amplify manipulation, information disorder (e.g. dis-information), censorship and coercion in our day-to-day experience of reality. In this essay, we consider some of the key societal changes (and ethical challenges) posed by the adoption of everyday AR, and argue that everyday AR will provoke the need for new human rights to be considered alongside proposed neurorights and existing and envisaged digital human rights, around: who can mediate reality (perceptual autonomy); what elements of reality are permissible to alter/augment (perceptual agency); and governing permissible intent regarding why we augment the user’s perception of reality, in particular considering tensions in cognitive autonomy (e.g. manipulation) and perceptual integrity (e.g. information disorder).