% % This file was created by the TYPO3 extension % publications % --- Timezone: CEST % Creation date: 2023-02-04 % Creation time: 07:11:12 % --- Number of references % 9 % @Article { 460008790889_2023, author = {Jansen, Pascal and Britten, Julian and H\{\"\{a\}usele, Alexander and Segschneider, Thilo and Colley, Mark and Rukzio, Enrico}, title = {AutoVis: Enabling Mixed-Immersive Analysis of Automotive User Interface Interaction Studies}, status = {1}, year = {2023}, month = {1}, journal = {In Proc. of CHI 2023 (SIGCHI Conference on Human Factors in Computing Systems) (conditionally accepted)}, publisher = {ACM}, address = {New York, NY, USA} } @Article { tochi_21_hirzle, author = {Hirzle, Teresa and Fischbach, Fabian and Karlbauer, Julian and Jansen, Pascal and Gugenheimer, Jan and Rukzio, Enrico and Bulling, Andreas}, title = {Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays}, status = {1}, year = {2022}, month = {8}, DOI = {10.1145/3492802}, journal = {ACM Transactions on Computer-Human Interaction (TOCHI)}, volume = {29}, publisher = {ACM}, series = {4}, pages = {1-80}, web_url2 = {https://youtu.be/ns2HwQ2p\_hM \_blank}, file_url = {t3://file?uid=456150} } @Article { 867522653924_2022, author = {Jansen, Pascal and Colley, Mark and Rukzio, Enrico}, title = {A Design Space for Human Sensor and Actuator Focused In-Vehicle Interaction Based on a Systematic Literature Review}, year = {2022}, month = {6}, DOI = {10.1145/3534617}, journal = {Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT)}, edition = {2}, volume = {6}, publisher = {ACM}, address = {New York, NY, USA}, pages = {1-51}, web_url2 = {https://in-vehicle-interaction-design-space.onrender.com/}, file_url = {t3://file?uid=457401} } @Article { 916489889458_2021, author = {Colley, Mark and Jansen, Pascal and Rukzio, Enrico and Gugenheimer, Jan}, title = {SwiVR-Car-Seat: Exploring Vehicle Motion Effects on Interaction Quality in Virtual Reality Automated Driving Using a Motorized Swivel Seat}, year = {2021}, month = {12}, DOI = {10.1145/3494968}, journal = {Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT)}, volume = {5}, publisher = {ACM}, address = {New York, NY, USA}, pages = {1-26}, web_url2 = {https://youtu.be/hvxtrgGAaUE}, file_url = {t3://file?uid=447439} } @Article { BeingStuck, author = {Drey, Tobias and Fischbach, Fabian and Jansen, Pascal and Frommel, Julian and Rietzler, Michael and Rukzio, Enrico}, title = {To Be or Not to Be Stuck, or Is It a Continuum?: A Systematic Literature Review on the Concept of Being Stuck in Games}, year = {2021}, month = {9}, reviewed = {1}, DOI = {10.1145/3474656}, journal = {Proc. ACM Hum.-Comput. Interact. 5, CHI PLAY, Article 229 (September 2021)}, publisher = {ACM}, web_url2 = {https://youtu.be/BFDHEiZZLG8}, file_url = {t3://file?uid=444390} } @Article { Jansen_Social_2020, author = {Jansen, Pascal and Fischbach, Fabian}, title = {The Social Engineer: An Immersive Virtual Reality Educational Game to Raise Social Engineering Awareness}, abstract = {As system infrastructures are becoming more secure against technical attacks, it is more difficult for attackers to overcome them with technical means. Social engineering instead exploits the human factor of information security and can have a significant impact on organizations. The lack of awareness about social engineering favors the successful realization of social engineering attacks, as employees do not recognize them as such early enough, resulting in high costs for the affected company. Current training approaches and awareness courses are limited in their versatility and create little motivation for employees to deal with the topic. The high immersion of virtual reality can improve learning in this context. We created The Social Engineer, an immersive educational game in virtual reality, to raise awareness and to sensitize players about social engineering. The player impersonates a penetration tester and conducts security audits in a virtually simulated company. The game consists of a detailed game world containing three distinct missions that require the player to apply different social engineering attack methods. Our concept enables the game to be highly extensible and flexible regarding different playable scenarios and settings. The Social Engineer can potentially benefit companies as an immersive self-training tool for their employees, support security experts in teaching social engineering awareness as part of a comprehensive training course, and entertain interested individuals by leveraging fun and innovative gameplay mechanics.}, year = {2020}, month = {11}, day = {02}, reviewed = {1}, DOI = {10.1145/3383668.3419917}, journal = {CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play}, publisher = {ACM}, event_place = {Virtual Event, Canada}, web_url2 = {https://youtu.be/DrH3UVByfUc}, file_url = {t3://file?uid=442944} } @Conference { Jansen_ShARe_2020, author = {Jansen, Pascal and Fischbach, Fabian and Gugenheimer, Jan and Stemasov, Evgeny and Frommel, Julian and Rukzio, Enrico}, title = {ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays}, abstract = {Head-Mounted Displays (HMDs) are the dominant form of enabling Virtual Reality (VR) and Augmented Reality (AR) for personal use. One of the biggest challenges of HMDs is the exclusion of people in the vicinity, such as friends or family. While recent research on asymmetric interaction for VR HMDs has contributed to solving this problem in the VR domain, AR HMDs come with similar but also different problems, such as conficting information in visualization through the HMD and projection. In this work, we propose ShARe, a modifed AR HMD combined with a projector that can display augmented content onto planar surfaces to include the outside users (non-HMD users). To combat the challenge of conficting visualization between augmented and projected content, ShARe visually aligns the content presented through the AR HMD with the projected content using an internal calibration procedure and a servo motor. Using marker tracking, non-HMD users are able to interact with the projected content using touch and gestures. To further explore the arising design space, we implemented three types of applications (collaborative game, competitive game, and external visualization). ShARe is a proof-of-concept system that showcases how AR HMDs can facilitate interaction with outside users to combat exclusion and instead foster rich, enjoyable social interactions.}, status = {1}, year = {2020}, month = {10}, day = {20}, reviewed = {1}, DOI = {10.1145/3379337.3415843}, journal = {In Proceedings of UIST '20 ACM Symposium on User Interface Software and Technology)}, publisher = {ACM}, event_name = {ACM Symposium on User Interface Software and Technology (UIST)}, event_place = {Minneapolis, Minnesota, USA}, web_url2 = {https://youtu.be/6wuBt2Nv18w}, file_url = {t3://file?uid=430150} } @Article { 750290652232_2020, author = {Kraus, Matthias and Fischbach, Fabian and Jansen, Pascal and Minker, Wolfgang}, title = {A Comparison of Explicit and Implicit Proactive Dialogue Strategies for Conversational Recommendation}, abstract = {Recommendation systems aim at facilitating information retrieval for users by taking into account their preferences. Based on previous user behaviour, such a system suggests items or provides information that a user might like or find useful. Nonetheless, how to provide suggestions is still an open question. Depending on the way a recommendation is communicated influences the user’s perception of the system. This paper presents an empirical study on the effects of proactive dialogue strategies on user acceptance. Therefore, an explicit strategy based on user preferences provided directly by the user, and an implicit proactive strategy, using autonomously gathered information, are compared. The results show that proactive dialogue systems significantly affect the perception of human-computer interaction. Although no significant differences are found between implicit and explicit strategies, proactivity significantly influences the user experience compared to reactive system behaviour. The study contributes new insights to the human-agent interaction and the voice user interface design. Furthermore, we discover interesting tendencies that motivate futurework.}, year = {2020}, month = {5}, day = {11}, reviewed = {1}, isbn = {979-10-95546-34-4}, journal = {Proceedings of the 12th Language Resources and Evaluation Conference (LREC)}, publisher = {European Language Resources Association}, file_url = {https://www.aclweb.org/anthology/2020.lrec-1.54.pdf} } @Article { 414143160658_2020, author = {Drey, Tobias and Jansen, Pascal and Fischbach, Fabian and Frommel, Julian and Rukzio, Enrico}, title = {Towards Progress Assessment for Adaptive Hints in Educational Virtual Reality Games}, status = {1}, year = {2020}, month = {4}, DOI = {10.1145/3334480.3382789}, journal = {In Extended Abstracts of CHI 2020 (SIGCHI Conference on Human Factors in Computing Systems)}, publisher = {ACM}, web_url2 = {https://youtu.be/3uW-NBEatTg}, file_url = {t3://file?uid=435010} }