ACI - Affective and Cognitive Institute
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Serious Games sind digitale Anwendungen mit einer Doppelmission: Sie bieten ein unterhaltendes Spielerlebnis und verfolgen gleichzeitig ein charakterisierendes Ziel – zum Beispiel beim Lernen oder beim Sport. In letzter Zeit haben viele Studien Qualitätskriterien für Serious Games untersucht, darunter Effektivität und Attraktivität. Leider wird die doppelte Aufgabe von Serious Games, nämlich das Erreichen von Lerneffekten bzw. Haltungsänderungen (Serious Part) und Unterhaltung (Game Part) selten angemessen berücksichtigt. Gerade im schulischen Bereich ist es jedoch entscheidend, eine gute Balance zwischen Lernen und Spielen zu wahren. In diesem Beitrag werden daher wesentliche Qualitätskriterien für Serious Games identifiziert und erläutert. Dabei werden bestehende Prinzipien und Anforderungen der spielbezogenen Literatur auf effektive und attraktive Serious Games übertragen. Neben der Übersicht zur einschlägigen Literatur werden Ergebnisse von Workshops einbezogen. Darüber hinaus werden aktuelle Serious Games für Bildung und Gesundheit analysiert. Diese ausgewählten „Best Practices“ belegen ihre Wirksamkeit entweder durch wissenschaftliche Studien oder den Gewinn von Spielepreisen.
An aging society paired with a skilled labor shortage, particularly in European countries, requires a rethinking of deprecated structures. Intelligent assistive technologies, specifically socially assistive robots, addressing the gap between caretakers and elderly people in need of care have moved into the focus of debate due to their potentials to reduce costs, improve independence, and eventually raise quality of life. In this work, we outline the potentials of zoomorphic robot companions combining intelligent conversational abilities and emotion recognition. We then describe the prototyping of an emotion-sensing zoomorphic interactive robot companion including the development and implementation of a multimodal emotion recognition framework. This framework uses speech emotion recognition, sentiment analysis, and affective voice interaction based on a large language model. The prototyping has been accompanied by two studies on elderly peoples' design preferences regarding the proposed feature set as well as different embodiments to find the appropriate casing for the robot companion. This work provides valuable insights into the prototyping and can thus support future research endeavors in this area.
Cybersickness (CS), a visually induced motion sickness causing unwanted symptoms like nausea, disorientation, and vertigo, remains a significant issue in Head-Mounted-Display (HMD) based virtual environments, hindering the mainstream adoption of Virtual Reality (VR). The exact cause of cybersickness is still not conclusively clarified, however the predominant theory of sensory conflict suggests that the discrepancy between perceived and expected visual, vestibular, and proprioceptive information triggers these symptoms. Mitigating sensory conflict with the help of supplementary motion simulation aligning visual and vestibular stimuli appears promising, however to which extent motion has to be simulated is still underexplored. This work presents the results of a study (n = 43), based on a between-participants design, investigating the effects of minimal rotational motion (MIROMO) cues for pitch and roll (+/- 6°) on cybersickness in a lean-back VR flight experience. CS was measured with both, self-reported questionnaires, particularly the widespread Simulator Sickness Questionnaire, and biomarkers (electrodermal activity and heart rate variability). The results imply the non-effectiveness of MIROMO cues on cybersickness and thus can help future research experimenting with motion simulation to reduce sensory conflict or to enhance the overall experience. The results contribute to better understand the relationship between cybersickness and continuous locomotion techniques.
Training and further education are crucial for efficiency and safety in large companies. However, learning special vocabulary about dangerous goods, occupational safety, or internal codes can be tedious due to the need for repetition. Combining learning with the intrinsic motivation and fun of playing digital games, a concept known as serious games, is gaining traction with recent advancements in the gaming industry. Particularly mobile games have become popular due to their accessibility. Despite evidence of the benefits of serious games, the potentials of low-threshold mobile games in vocational training are still underexplored. In this work, we present the results of a study (n = 79) investigating the potentials of a serious low-threshold mobile game called “Sky Dash” to enhance the experience of a repetitive learning task in the context of a large company in ground logistics. We used a between-subjects design with employees working in the baggage handling at an international airport. The findings underline the users’ appreciation of interactive gamified learning in comparison to non-gamified passive learning. Although participants learning with the non-gamified method performed significantly better than those using the gamified method, it is another major finding that knowledge gain among participants learning with the game was still significant between pre-, post-, and memory tests, and they reported significantly more fun.
Young skeptics: exploring the perceptions of virtual worlds and the metaverse in generations Y and Z
(2024)
The Metaverse, a transformation of the internet by XR-technologies progressively blending the digital and physical world, is already changing our social structures. The success of VR-headsets like Quest has made both virtual worlds and the “metaverse” ubiquitous. This technological evolution yields the potential to fundamentally change the way we communicate, live, and work together. At the same time, the perceptions of how these worlds affect our lives differ considerably. To that end, this study investigates the perceptions of 115 younger people from the generations Y and Z, the potential “power users” of virtual worlds. In addition, it investigates differences in perception between non-academics and academics. We looked at perceived knowledge, preferred usage scenarios, interaction with avatars and embodiment, perceived problems and challenges, personal worries, solutions for safeguarding, and institutions to drive safeguarding. While generation Y and Z are often aligned, it is a major finding that in the cases they differ, the younger generation Z is more skeptical. Likewise, non-academics are more skeptical than academics. Finally, we found differences in perception related to gender and provide possible explanations and recommended actions.
Socially assistive robots (SARs) are becoming more prevalent in everyday life, emphasizing the need to make them socially acceptable and aligned with users' expectations. Robots' appearance impacts users' behaviors and attitudes towards them. Therefore, product designers choose visual qualities to give the robot a character and to imply its functionality and personality. In this work, we sought to investigate the effect of cultural differences on Israeli and German designers' perceptions of SARs' roles and appearance in four different contexts: a service robot for an assisted living/retirement residence facility, a medical assistant robot for a hospital environment, a COVID-19 officer robot, and a personal assistant robot for domestic use. The key insight is that although Israeli and German designers share similar perceptions of visual qualities for most of the robotics roles, we found differences in the perception of the COVID-19 officer robot's role and, by that, its most suitable visual design. This work indicates that context and culture play a role in users' perceptions and expectations; therefore, they should be taken into account when designing new SARs for diverse contexts.
Preprint: Designing Socially Assistive Robots: Exploring Israeli and German Designers' Perceptions
(2023)
Socially assistive robots (SARs) are becoming more prevalent in everyday life, emphasizing the need to make them socially acceptable and aligned with users' expectations. Robots' appearance impacts users' behaviors and attitudes towards them. Therefore, product designers choose visual qualities to give the robot a character and to imply its functionality and personality. In this work, we sought to investigate the effect of cultural differences on Israeli and German designers' perceptions and preferences regarding the suitable visual qualities of SARs in four different contexts: a service robot for an assisted living/retirement residence facility, a medical assistant robot for a hospital environment, a COVID-19 officer robot, and a personal assistant robot for domestic use. Our results indicate that Israeli and German designers share similar perceptions of visual qualities and most of the robotics roles. However, we found differences in the perception of the COVID-19 officer robot's role and, by that, its most suitable visual design. This work indicates that context and culture play a role in users' perceptions and expectations; therefore, they should be taken into account when designing new SARs for diverse contexts.
Digital, virtual environments and the metaverse are rapidly taking shape and will generate disruptive changes in the areas of ethics, privacy, safety, and how the relationships between human beings will be developed. To uncover some of some of the implications that will impact those areas, this study investigates the perceptions of 101 younger people from the generations Y and Z. We present a first exploratory analysis of the findings, focusing on knowledge and self-perception. Results show that these young generations are seriously doubting their knowledge on the metaverse and virtual worlds – regarding both the definition and the usage. It is interesting to see only a medium confidence level, considering that the participants are young and from an academic environment, which should increase their interest in and the affinity towards virtual worlds. Males from both generations perceive themselves as significantly more knowledgeable than females. Regarding a fitting definition, almost 40% agreed on the metaverse as a “universal and immersive virtual world that is made accessible using virtual reality and augmented reality technologies”. Regarding the topic in general, several participants (almost 40%) considered themselves sceptics or “just” users (38%). Interestingly, generation Y participants were more likely than the younger generation Z participants to identify themselves as early adopters or innovators. In result, the considerable amount of “mixed feelings” regarding digital, virtual environments and the metaverse shows that in-depth studies on the perception of the metaverse as well as its ethical and integrity implications are required to create more accessible, inclusive, safe, and inclusive digital, virtual environments.
The isolation measures adopted during the COVID-19 pandemic brought light to discussions related to the importance of meaningful social relationships as a basic need to human well-being. But even before the pandemic outbreak in the years 2020 and 2021, organizations and scholars were already drawing attention to the growing numbers related to lonely people in the world (World Economic Forum, 2019). Loneliness is an emotional distress caused by the lack of meaningful social connections, which affects people worldwide across all age groups, mainly young adults (Rook, 1984). The use of digital technologies has gained prominence as a means of alleviating the distress. As an example, studies have shown the benefits of using digital games both to stimulate social interactions (Steinfield, Ellison & Lampe, 2008) and to enhance the effects of digital interventions for mental health treatments, through gamification (Fleming et al., 2017). It is with these aspects in mind that the gamified app Noneliness was designed with the intention of reducing loneliness rates among young students at a German university. In addition to sharing the related works that supported the application development, this chapter also presents the aspects considered for the resource's design, its main functionalities, and the preliminary results related to the reduction of loneliness in the target audience.