Warum niemand mehr von "eLearning" spricht: zum Einsatz digitaler Medien im S...Andreas Hebbel-Seeger
Keynote auf der 43. Jahrestagung der Arbeitsgemeinschaft Schneesport an Hochschulen in der Deutschen Vereinigung für Sportwissenschaft (dvs) am 14. Dezember 2017
WeeDooCare GmbH, Ihr Training-Provider für SAP HANA: Immer auf dem aktuellen Wissenstand von SAP HANA - Die ganze Wahrheit - Modular und zielgruppenspezifisch
Warum niemand mehr von "eLearning" spricht: zum Einsatz digitaler Medien im S...Andreas Hebbel-Seeger
Keynote auf der 43. Jahrestagung der Arbeitsgemeinschaft Schneesport an Hochschulen in der Deutschen Vereinigung für Sportwissenschaft (dvs) am 14. Dezember 2017
WeeDooCare GmbH, Ihr Training-Provider für SAP HANA: Immer auf dem aktuellen Wissenstand von SAP HANA - Die ganze Wahrheit - Modular und zielgruppenspezifisch
2024 State of Marketing Report – by HubspotMarius Sescu
https://www.hubspot.com/state-of-marketing
· Scaling relationships and proving ROI
· Social media is the place for search, sales, and service
· Authentic influencer partnerships fuel brand growth
· The strongest connections happen via call, click, chat, and camera.
· Time saved with AI leads to more creative work
· Seeking: A single source of truth
· TLDR; Get on social, try AI, and align your systems.
· More human marketing, powered by robots
ChatGPT is a revolutionary addition to the world since its introduction in 2022. A big shift in the sector of information gathering and processing happened because of this chatbot. What is the story of ChatGPT? How is the bot responding to prompts and generating contents? Swipe through these slides prepared by Expeed Software, a web development company regarding the development and technical intricacies of ChatGPT!
Product Design Trends in 2024 | Teenage EngineeringsPixeldarts
The realm of product design is a constantly changing environment where technology and style intersect. Every year introduces fresh challenges and exciting trends that mold the future of this captivating art form. In this piece, we delve into the significant trends set to influence the look and functionality of product design in the year 2024.
How Race, Age and Gender Shape Attitudes Towards Mental HealthThinkNow
Mental health has been in the news quite a bit lately. Dozens of U.S. states are currently suing Meta for contributing to the youth mental health crisis by inserting addictive features into their products, while the U.S. Surgeon General is touring the nation to bring awareness to the growing epidemic of loneliness and isolation. The country has endured periods of low national morale, such as in the 1970s when high inflation and the energy crisis worsened public sentiment following the Vietnam War. The current mood, however, feels different. Gallup recently reported that national mental health is at an all-time low, with few bright spots to lift spirits.
To better understand how Americans are feeling and their attitudes towards mental health in general, ThinkNow conducted a nationally representative quantitative survey of 1,500 respondents and found some interesting differences among ethnic, age and gender groups.
Technology
For example, 52% agree that technology and social media have a negative impact on mental health, but when broken out by race, 61% of Whites felt technology had a negative effect, and only 48% of Hispanics thought it did.
While technology has helped us keep in touch with friends and family in faraway places, it appears to have degraded our ability to connect in person. Staying connected online is a double-edged sword since the same news feed that brings us pictures of the grandkids and fluffy kittens also feeds us news about the wars in Israel and Ukraine, the dysfunction in Washington, the latest mass shooting and the climate crisis.
Hispanics may have a built-in defense against the isolation technology breeds, owing to their large, multigenerational households, strong social support systems, and tendency to use social media to stay connected with relatives abroad.
Age and Gender
When asked how individuals rate their mental health, men rate it higher than women by 11 percentage points, and Baby Boomers rank it highest at 83%, saying it’s good or excellent vs. 57% of Gen Z saying the same.
Gen Z spends the most amount of time on social media, so the notion that social media negatively affects mental health appears to be correlated. Unfortunately, Gen Z is also the generation that’s least comfortable discussing mental health concerns with healthcare professionals. Only 40% of them state they’re comfortable discussing their issues with a professional compared to 60% of Millennials and 65% of Boomers.
Race Affects Attitudes
As seen in previous research conducted by ThinkNow, Asian Americans lag other groups when it comes to awareness of mental health issues. Twenty-four percent of Asian Americans believe that having a mental health issue is a sign of weakness compared to the 16% average for all groups. Asians are also considerably less likely to be aware of mental health services in their communities (42% vs. 55%) and most likely to seek out information on social media (51% vs. 35%).
AI Trends in Creative Operations 2024 by Artwork Flow.pdfmarketingartwork
This article is all about what AI trends will emerge in the field of creative operations in 2024. All the marketers and brand builders should be aware of these trends for their further use and save themselves some time!
A report by thenetworkone and Kurio.
The contributing experts and agencies are (in an alphabetical order): Sylwia Rytel, Social Media Supervisor, 180heartbeats + JUNG v MATT (PL), Sharlene Jenner, Vice President - Director of Engagement Strategy, Abelson Taylor (USA), Alex Casanovas, Digital Director, Atrevia (ES), Dora Beilin, Senior Social Strategist, Barrett Hoffher (USA), Min Seo, Campaign Director, Brand New Agency (KR), Deshé M. Gully, Associate Strategist, Day One Agency (USA), Francesca Trevisan, Strategist, Different (IT), Trevor Crossman, CX and Digital Transformation Director; Olivia Hussey, Strategic Planner; Simi Srinarula, Social Media Manager, The Hallway (AUS), James Hebbert, Managing Director, Hylink (CN / UK), Mundy Álvarez, Planning Director; Pedro Rojas, Social Media Manager; Pancho González, CCO, Inbrax (CH), Oana Oprea, Head of Digital Planning, Jam Session Agency (RO), Amy Bottrill, Social Account Director, Launch (UK), Gaby Arriaga, Founder, Leonardo1452 (MX), Shantesh S Row, Creative Director, Liwa (UAE), Rajesh Mehta, Chief Strategy Officer; Dhruv Gaur, Digital Planning Lead; Leonie Mergulhao, Account Supervisor - Social Media & PR, Medulla (IN), Aurelija Plioplytė, Head of Digital & Social, Not Perfect (LI), Daiana Khaidargaliyeva, Account Manager, Osaka Labs (UK / USA), Stefanie Söhnchen, Vice President Digital, PIABO Communications (DE), Elisabeth Winiartati, Managing Consultant, Head of Global Integrated Communications; Lydia Aprina, Account Manager, Integrated Marketing and Communications; Nita Prabowo, Account Manager, Integrated Marketing and Communications; Okhi, Web Developer, PNTR Group (ID), Kei Obusan, Insights Director; Daffi Ranandi, Insights Manager, Radarr (SG), Gautam Reghunath, Co-founder & CEO, Talented (IN), Donagh Humphreys, Head of Social and Digital Innovation, THINKHOUSE (IRE), Sarah Yim, Strategy Director, Zulu Alpha Kilo (CA).
Trends In Paid Search: Navigating The Digital Landscape In 2024Search Engine Journal
The search marketing landscape is evolving rapidly with new technologies, and professionals, like you, rely on innovative paid search strategies to meet changing demands.
It’s important that you’re ready to implement new strategies in 2024.
Check this out and learn the top trends in paid search advertising that are expected to gain traction, so you can drive higher ROI more efficiently in 2024.
You’ll learn:
- The latest trends in AI and automation, and what this means for an evolving paid search ecosystem.
- New developments in privacy and data regulation.
- Emerging ad formats that are expected to make an impact next year.
Watch Sreekant Lanka from iQuanti and Irina Klein from OneMain Financial as they dive into the future of paid search and explore the trends, strategies, and technologies that will shape the search marketing landscape.
If you’re looking to assess your paid search strategy and design an industry-aligned plan for 2024, then this webinar is for you.
5 Public speaking tips from TED - Visualized summarySpeakerHub
From their humble beginnings in 1984, TED has grown into the world’s most powerful amplifier for speakers and thought-leaders to share their ideas. They have over 2,400 filmed talks (not including the 30,000+ TEDx videos) freely available online, and have hosted over 17,500 events around the world.
With over one billion views in a year, it’s no wonder that so many speakers are looking to TED for ideas on how to share their message more effectively.
The article “5 Public-Speaking Tips TED Gives Its Speakers”, by Carmine Gallo for Forbes, gives speakers five practical ways to connect with their audience, and effectively share their ideas on stage.
Whether you are gearing up to get on a TED stage yourself, or just want to master the skills that so many of their speakers possess, these tips and quotes from Chris Anderson, the TED Talks Curator, will encourage you to make the most impactful impression on your audience.
See the full article and more summaries like this on SpeakerHub here: https://speakerhub.com/blog/5-presentation-tips-ted-gives-its-speakers
See the original article on Forbes here:
http://www.forbes.com/forbes/welcome/?toURL=http://www.forbes.com/sites/carminegallo/2016/05/06/5-public-speaking-tips-ted-gives-its-speakers/&refURL=&referrer=#5c07a8221d9b
ChatGPT and the Future of Work - Clark Boyd Clark Boyd
Everyone is in agreement that ChatGPT (and other generative AI tools) will shape the future of work. Yet there is little consensus on exactly how, when, and to what extent this technology will change our world.
Businesses that extract maximum value from ChatGPT will use it as a collaborative tool for everything from brainstorming to technical maintenance.
For individuals, now is the time to pinpoint the skills the future professional will need to thrive in the AI age.
Check out this presentation to understand what ChatGPT is, how it will shape the future of work, and how you can prepare to take advantage.
A brief introduction to DataScience with explaining of the concepts, algorithms, machine learning, supervised and unsupervised learning, clustering, statistics, data preprocessing, real-world applications etc.
It's part of a Data Science Corner Campaign where I will be discussing the fundamentals of DataScience, AIML, Statistics etc.
Time Management & Productivity - Best PracticesVit Horky
Here's my presentation on by proven best practices how to manage your work time effectively and how to improve your productivity. It includes practical tips and how to use tools such as Slack, Google Apps, Hubspot, Google Calendar, Gmail and others.
The six step guide to practical project managementMindGenius
The six step guide to practical project management
If you think managing projects is too difficult, think again.
We’ve stripped back project management processes to the
basics – to make it quicker and easier, without sacrificing
the vital ingredients for success.
“If you’re looking for some real-world guidance, then The Six Step Guide to Practical Project Management will help.”
Dr Andrew Makar, Tactical Project Management
2024 State of Marketing Report – by HubspotMarius Sescu
https://www.hubspot.com/state-of-marketing
· Scaling relationships and proving ROI
· Social media is the place for search, sales, and service
· Authentic influencer partnerships fuel brand growth
· The strongest connections happen via call, click, chat, and camera.
· Time saved with AI leads to more creative work
· Seeking: A single source of truth
· TLDR; Get on social, try AI, and align your systems.
· More human marketing, powered by robots
ChatGPT is a revolutionary addition to the world since its introduction in 2022. A big shift in the sector of information gathering and processing happened because of this chatbot. What is the story of ChatGPT? How is the bot responding to prompts and generating contents? Swipe through these slides prepared by Expeed Software, a web development company regarding the development and technical intricacies of ChatGPT!
Product Design Trends in 2024 | Teenage EngineeringsPixeldarts
The realm of product design is a constantly changing environment where technology and style intersect. Every year introduces fresh challenges and exciting trends that mold the future of this captivating art form. In this piece, we delve into the significant trends set to influence the look and functionality of product design in the year 2024.
How Race, Age and Gender Shape Attitudes Towards Mental HealthThinkNow
Mental health has been in the news quite a bit lately. Dozens of U.S. states are currently suing Meta for contributing to the youth mental health crisis by inserting addictive features into their products, while the U.S. Surgeon General is touring the nation to bring awareness to the growing epidemic of loneliness and isolation. The country has endured periods of low national morale, such as in the 1970s when high inflation and the energy crisis worsened public sentiment following the Vietnam War. The current mood, however, feels different. Gallup recently reported that national mental health is at an all-time low, with few bright spots to lift spirits.
To better understand how Americans are feeling and their attitudes towards mental health in general, ThinkNow conducted a nationally representative quantitative survey of 1,500 respondents and found some interesting differences among ethnic, age and gender groups.
Technology
For example, 52% agree that technology and social media have a negative impact on mental health, but when broken out by race, 61% of Whites felt technology had a negative effect, and only 48% of Hispanics thought it did.
While technology has helped us keep in touch with friends and family in faraway places, it appears to have degraded our ability to connect in person. Staying connected online is a double-edged sword since the same news feed that brings us pictures of the grandkids and fluffy kittens also feeds us news about the wars in Israel and Ukraine, the dysfunction in Washington, the latest mass shooting and the climate crisis.
Hispanics may have a built-in defense against the isolation technology breeds, owing to their large, multigenerational households, strong social support systems, and tendency to use social media to stay connected with relatives abroad.
Age and Gender
When asked how individuals rate their mental health, men rate it higher than women by 11 percentage points, and Baby Boomers rank it highest at 83%, saying it’s good or excellent vs. 57% of Gen Z saying the same.
Gen Z spends the most amount of time on social media, so the notion that social media negatively affects mental health appears to be correlated. Unfortunately, Gen Z is also the generation that’s least comfortable discussing mental health concerns with healthcare professionals. Only 40% of them state they’re comfortable discussing their issues with a professional compared to 60% of Millennials and 65% of Boomers.
Race Affects Attitudes
As seen in previous research conducted by ThinkNow, Asian Americans lag other groups when it comes to awareness of mental health issues. Twenty-four percent of Asian Americans believe that having a mental health issue is a sign of weakness compared to the 16% average for all groups. Asians are also considerably less likely to be aware of mental health services in their communities (42% vs. 55%) and most likely to seek out information on social media (51% vs. 35%).
AI Trends in Creative Operations 2024 by Artwork Flow.pdfmarketingartwork
This article is all about what AI trends will emerge in the field of creative operations in 2024. All the marketers and brand builders should be aware of these trends for their further use and save themselves some time!
A report by thenetworkone and Kurio.
The contributing experts and agencies are (in an alphabetical order): Sylwia Rytel, Social Media Supervisor, 180heartbeats + JUNG v MATT (PL), Sharlene Jenner, Vice President - Director of Engagement Strategy, Abelson Taylor (USA), Alex Casanovas, Digital Director, Atrevia (ES), Dora Beilin, Senior Social Strategist, Barrett Hoffher (USA), Min Seo, Campaign Director, Brand New Agency (KR), Deshé M. Gully, Associate Strategist, Day One Agency (USA), Francesca Trevisan, Strategist, Different (IT), Trevor Crossman, CX and Digital Transformation Director; Olivia Hussey, Strategic Planner; Simi Srinarula, Social Media Manager, The Hallway (AUS), James Hebbert, Managing Director, Hylink (CN / UK), Mundy Álvarez, Planning Director; Pedro Rojas, Social Media Manager; Pancho González, CCO, Inbrax (CH), Oana Oprea, Head of Digital Planning, Jam Session Agency (RO), Amy Bottrill, Social Account Director, Launch (UK), Gaby Arriaga, Founder, Leonardo1452 (MX), Shantesh S Row, Creative Director, Liwa (UAE), Rajesh Mehta, Chief Strategy Officer; Dhruv Gaur, Digital Planning Lead; Leonie Mergulhao, Account Supervisor - Social Media & PR, Medulla (IN), Aurelija Plioplytė, Head of Digital & Social, Not Perfect (LI), Daiana Khaidargaliyeva, Account Manager, Osaka Labs (UK / USA), Stefanie Söhnchen, Vice President Digital, PIABO Communications (DE), Elisabeth Winiartati, Managing Consultant, Head of Global Integrated Communications; Lydia Aprina, Account Manager, Integrated Marketing and Communications; Nita Prabowo, Account Manager, Integrated Marketing and Communications; Okhi, Web Developer, PNTR Group (ID), Kei Obusan, Insights Director; Daffi Ranandi, Insights Manager, Radarr (SG), Gautam Reghunath, Co-founder & CEO, Talented (IN), Donagh Humphreys, Head of Social and Digital Innovation, THINKHOUSE (IRE), Sarah Yim, Strategy Director, Zulu Alpha Kilo (CA).
Trends In Paid Search: Navigating The Digital Landscape In 2024Search Engine Journal
The search marketing landscape is evolving rapidly with new technologies, and professionals, like you, rely on innovative paid search strategies to meet changing demands.
It’s important that you’re ready to implement new strategies in 2024.
Check this out and learn the top trends in paid search advertising that are expected to gain traction, so you can drive higher ROI more efficiently in 2024.
You’ll learn:
- The latest trends in AI and automation, and what this means for an evolving paid search ecosystem.
- New developments in privacy and data regulation.
- Emerging ad formats that are expected to make an impact next year.
Watch Sreekant Lanka from iQuanti and Irina Klein from OneMain Financial as they dive into the future of paid search and explore the trends, strategies, and technologies that will shape the search marketing landscape.
If you’re looking to assess your paid search strategy and design an industry-aligned plan for 2024, then this webinar is for you.
5 Public speaking tips from TED - Visualized summarySpeakerHub
From their humble beginnings in 1984, TED has grown into the world’s most powerful amplifier for speakers and thought-leaders to share their ideas. They have over 2,400 filmed talks (not including the 30,000+ TEDx videos) freely available online, and have hosted over 17,500 events around the world.
With over one billion views in a year, it’s no wonder that so many speakers are looking to TED for ideas on how to share their message more effectively.
The article “5 Public-Speaking Tips TED Gives Its Speakers”, by Carmine Gallo for Forbes, gives speakers five practical ways to connect with their audience, and effectively share their ideas on stage.
Whether you are gearing up to get on a TED stage yourself, or just want to master the skills that so many of their speakers possess, these tips and quotes from Chris Anderson, the TED Talks Curator, will encourage you to make the most impactful impression on your audience.
See the full article and more summaries like this on SpeakerHub here: https://speakerhub.com/blog/5-presentation-tips-ted-gives-its-speakers
See the original article on Forbes here:
http://www.forbes.com/forbes/welcome/?toURL=http://www.forbes.com/sites/carminegallo/2016/05/06/5-public-speaking-tips-ted-gives-its-speakers/&refURL=&referrer=#5c07a8221d9b
ChatGPT and the Future of Work - Clark Boyd Clark Boyd
Everyone is in agreement that ChatGPT (and other generative AI tools) will shape the future of work. Yet there is little consensus on exactly how, when, and to what extent this technology will change our world.
Businesses that extract maximum value from ChatGPT will use it as a collaborative tool for everything from brainstorming to technical maintenance.
For individuals, now is the time to pinpoint the skills the future professional will need to thrive in the AI age.
Check out this presentation to understand what ChatGPT is, how it will shape the future of work, and how you can prepare to take advantage.
A brief introduction to DataScience with explaining of the concepts, algorithms, machine learning, supervised and unsupervised learning, clustering, statistics, data preprocessing, real-world applications etc.
It's part of a Data Science Corner Campaign where I will be discussing the fundamentals of DataScience, AIML, Statistics etc.
Time Management & Productivity - Best PracticesVit Horky
Here's my presentation on by proven best practices how to manage your work time effectively and how to improve your productivity. It includes practical tips and how to use tools such as Slack, Google Apps, Hubspot, Google Calendar, Gmail and others.
The six step guide to practical project managementMindGenius
The six step guide to practical project management
If you think managing projects is too difficult, think again.
We’ve stripped back project management processes to the
basics – to make it quicker and easier, without sacrificing
the vital ingredients for success.
“If you’re looking for some real-world guidance, then The Six Step Guide to Practical Project Management will help.”
Dr Andrew Makar, Tactical Project Management
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Veranstaltungsreihe:” Software-ergonomische Herausforderungen in verteilten und virtuellen Systemen” Teil 2
1. Der Ereignishorizont der
Software-Ergonomie
Claus Neugebauer (LA)
Universität Kassel - Institut für Arbeitswissenschaft und
Prozessmanagement
FG Arbeits- und Organisationspsychologie
Titel Veranstaltungsreihe:” Software-ergonomische
Herausforderungen in verteilten und virtuellen
Systemen”
Foliensatz 2
2. Virtual Reality
Die Evolution des UI
Virtuelle Realität
Definitionen
Augemented Reality
Mixed Reality
Immersion Flow
Cognitiv Absoprtion
Technology Adoption
("Acceptance") Model
WoW Gaming CAVE
"Elbe Dom"
Immersion und
Performanz Messung
Immersion Genug
Immersion?
Simulator Sickness
Stress bei
Drohnenpiloten
3. Die Evolution des “User Interface”
HH
D
CC WW
I
HH D CC WW
HH CC WWD CC WWHH
Direkte Manipulation Touchables/ Wearables
VR / AR BCI
AugmentedCognition
4. ●
Immersion
– “Immersion into virtual reality is a metaphoric use of the experience of submersion applied to representation,
fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice
Benayoun) or "immersant" (Char Davies)’s awareness of physical self is transformed by being surrounded in an
engrossing environment; often artificial, used for describing partial or complete suspension of disbelief enabling
action or reaction to stimulations encountered in a virtual or artistic environment.” (WIKIpedia, aufgerufen 2014)
●
Dimensionen von Immersion
– Tactile, strategic, narrative (E.W. Adams 2004)
– Senso-motoric, cognitive, emotional and spatial (vgl. S. Björk & J. Holopainen 2004)
– AIP Cube (Autonomy, Interaction, Presence) (vgl Zeltzer 1992)
●
Mit Immersion verwandte Begriffe
– Flow (Mihaly C. 1993)
– Cognitive Absorption (vgl. Agarwal 2000)
– Presence (vgl. Slater 1998), Presence ~ Eigenschaft des Benutzers, Immersion ~ Eigenschaft des technischen
Systems
Virtuelle Realität - Definitionen und Konzepte
5. Flow
Exkurs: Arousal is a physiological and psychological state of
being awake or reactive to stimuli. It involves the activation of
the reticular activating system in the brain stem, the
autonomic nervous system and the endocrine system, leading
to increased heart rate and blood pressure and a condition
of sensory alertness, mobility and readiness to respond.
(WIKIpedia 2014)
Dimension of Flow (Mihaly C. 2010f)
– Clear goals and immediate feedback
– Equilibrium between the level of challenge and personal skill
– Merging of action and awareness
– Focussed concentration
– Sense of potential control
– Loss of self-consciousness
– Time distortion
– Autotelic or self-rewarding experience
Vgl Yerkes-Dodson Law (1908)
6.
7. Gaming
●
Empirische Studie zu “game usability heuristics” (H. Desuvire & C. Wiberg 2009)
– Drei verschiedene Game-Genre, Fragebogenaktion, n=54, abhängige T-Tests
●
Drei Kategorien mit jeweils 20 Unterkategorien
– I. Kategorie “Game Play”: a. Enduring play,Challenge, Strategy and Pace,
Consistency in Game World, Goals, Variety of Players and Game Styles, Players
Perception of Control
– II. Kategorie “Coolness/Entertainment/Humor/Emotional Immersion “: a.
Emotional Connection, Coolness/Entertainment, Humor, Immersion
– III. Kategorie: “Usability & Game Mechanics” : Documentation/Tutorial, Status and
Score, Game Provides Feedback, Terminology, Burden On Player, Screen Layout,
Navigation, Error Prevention, Game Story Immersion
8. Gaming
●
Schritte in “Designing a Game” ( T. Fullerton 2008)
– Conceptualization 2. Prototyping 3. Digital Prototyping, 4. Playtesting, 5. Functionality, Completeness, and
Balance, 6. Fun and Accessability
●
“Playtesting is the single most important activity adesigner engages in, and ironically, it is often the one
designers understand the least about.” (p. 267 ebd.)
9. CAVE (Cave Automatic Virtual Environment)
Mehrseiten-Projektionssystem mit folgenden Komponenten:
●
3 Seitenwände und eine Bodenprojektion mit je 2,3 Metern
Kantenlänge
●
Stereoskopische Darstellung
●
Trackingsystem
●
Seitenwände können aufgeklappt werden
Anwendungsgebiete
●
Schnelle Design-Reviews kleinerer Inhalte, wie
Maschinen, Innenarchitektur oder Montageabläufen
●
Individuelles Arbeitsinstrument für kleinere
Personengruppen.
10. Messung von Immersion / Presence
●
Several approaches of measuring Immersion, most of them are questionnaire based in
regards to measuring presence
– The „presence“ questionnaire from Witmer, B.G und Singer M.J. 1998 (Measuring
Presence in Virtual Environments: A Presence Questionnaire) is the most often used or
adapted
– One of the rare methodological studies from Usoh, M. 2000, comparing presence
questionnaires (incl. The Witmer and Singer questionnaire)
●
Typical usage of questionnaire in studies are
●
Measuring and defining the experience of immersion in games (Jennett C. et al.
2008)
●
The effects of immersion on visual attention and detection of signals performance
for virtual reality training systems (Shiau-Feng Lin et at 2011)
●
A study of the effects of virtual reality on the retention of training (Jacquet, C.R.
1993)
11. Wieviel Immersion ist genug? - Research in Progress
●
“A common assumption guiding research in virtual environments is that increased immersion (i.e.
technological affordances) permits improvements in performance or engagement, with this effect
mediated through user experience of 'presence'.” (J.J. Cummings et al. 2012)
●
Prinzipiell sollte gelten “...that a system is more likely to be immersive – or to shut out physical reality –
if it (1) offers high fidelity simulations through multiple sensory modalities,” J.J. Cummings et al ebd.)
●
Meta-Analyse bestehender Literatur
– Studien mit positiver Beziehung zwischen immersion und verschiedneen performance Maßen, z.B. search ability
(Pausch, Proffitt, & Williams, 1997), recall (Lin, Duh,Parker, Abi-Rached, & Furness, 2002), und spatial judgments
(Slater, Linakis, Usoh, & Kooper, 1996).
– Studien mit geringer oder keiner postivien Beziehung zwischen immersion und performance(e.g., Narayan et al.,
2005; McMahan, Gorton, Gresock, McConnell, & Bowman, 2006; Polys, Kim & Bowman, 2006).
●
Bowman and McMahan (2007) - “...multiple “immersion component” technologies independently
influence a variety of potential “immersion elemenis,” including presence, which in turn independently
influence application effectiveness and performance.”
●
Variablen
– Tracking level., Stereoskopic vision, Image quality, Field of View (FOV), sound quality, display type, update rate,
user perspective, overall high/low
12. Stress bei Drohnenpiloten
●
Studie von 2011 klagten 48% von 840 Drohnenpiloten (Global Hawk Drones) über
“High operational stress”
●
Studie des Armed Forces Surviellance Center (zitiert nach NY Times 23,02.2013)
– 1300 Drohnen weltweit m Einsatz. 2015 mehr Drohnenpiloten als Kampfpiloten
– Drohnenpiloten haben die gleiche Häufigkeit von psychischen Problem wie
Kampfpiloten in Irak und Afganistan u.U. Sogar höher (teilweise unklare Befundlage).
Dazu gehören Depressionen, Angsterkrankungen und PTSD
– Gründe gemäß der Studie
●
Traumatisierende Bilder von Gewalt und
Tod über Video
●
Isoliertes Arbeiten in unregelmäßigem
(“flexible”) Schichtsystem
●
Pilotenmangel
14. Augmented Reality - Definition und Konzepte
●
“Unter erweiterter Realität (auch englisch augmented reality, kurz AR) versteht
man die computergestützte Erweiterung der Realitätswahrnehmung.”
(Wikipedia, aufgerufen 2014)
●
R.J. Azuma (1997) “...VAR as systems that have the following three
characteristics
– Combines real and virtual
– Interactive in real time
– Registered in 3-D”
●
Perspektiven auf AR
– AR als Gegenstand der Software-Ergonomie
– Software-ergonomisches Hilfsmittel (“tools”)
– AR im Einsatz in der Psychologie
15. Usability Engineering in Augmented Reality
●
Hauptschritte Usability engineering für VR / AR (Gabbard & Swan 2008)
– User task analysis
– Expert guidelines-based evaluation
– Formative user-centered evaluation
– Summative comparative evaluations
– “While similar methodologies have been applied to
traditional (GUI-based) computer systems, this
methodology is novel because we specifically designed
it for and applied it to VEs, and it leverages a set of heuristic
guidelines specifically designed for Ves.”
M. Billinghurst et
al. 2013
16. Usability Engineering in Augmented Reality
●
HCI Prinzipien für AR (Billingshurst et al. 2007)
– Affordance
●
The concept of affordance [13, 28] suggests that there is an inherent connection between a user interface and
its functional and physical properties.
– Reducing cognitive overhead
– Low physical effort
– Learnability
– User satisfaction
– Flexibility in use
– Responsiveness and feedback
– Error tolerance
●
“....Swan and Gabbard [2008] analysed 266 AR related publications from 1998-2004
and found that only 38 of those (14%) addressed some aspect of HCI, while just 21 had
any formal user-based experiments...” (Billinghurst et al. , ebd, vgl Product life cycle!)
17. Augmented Reality - Google GlASS
Kamera
Touch
Pad
Projektor
Prisma
(Display)
Batterie
CPU
Laut-
sprecher
18. Augmented Reality - Google GlASS Funktionen
●
Funktionen (heute 2013)
– Uhr
– Kamera (sprachgesteuert)
– Video (sprachgesteuert)
– Echtzeit sharing
– Navigation
– Instant messaging
– Augemented reality
– Translation (von Sprache)
– Predictive ssistenance (“context aware”)
●
Design Principles
– Dont get in the way
– Keep it relevant
– Avoid the Unexpected
– Build for people (“Fire and forget”)
19. Augmented Reality - Google GLASS Usability
Interface
– Timeline (“The timeline controls most of the user
experience. ...virtual timeline that is comprised of 640 ×
360 pixel cards”)
– Live Cards
– Static Cards
– Immersions
– Menus
– Input
20. Augmented Reality - Google GLASS Zukunft
●
Google Patente im Zusammengang mit Google Glass
– “In accordance with example embodiments, hand gestures can be used to
provide user input to a wearable computing device, and in particular to
identify, signify, or otherwise indicate what may be considered or classified
as important or worthy of attention or notice. A wearable computing
device, which could include a head-mounted display (HMD) and a video
camera, may recognize known hand gestures and carry out particular
actions in response. Particular hand gestures could be used for selecting
portions of a field of view of the HMD, and generating images from the
selected portions. The HMD could then transmit the generated images to
one or more applications in a network server communicatively connected
with the HMD, including a server or server system hosting a social
networking service.” (Patent Abstract, 15.10 2013)
●
“Pinch to zoom”
●
“Crop”
●
“Heart shaped” gestures
– Like
– Save
– Share
22. Life Logging / QS – Definition und Konzepte
●
“Lifelogging is the process of tracking personal data generated by our own behavioral
activities. ... Lifelogging tracks personal activity data like exercising, sleeping, and
eating. ...The Quantified Self movement takes the aspect of simply tracking the raw data
to try and draw correlations and ways to improve our lives from it.” (
http://lifestreamblog.com/lifelogging/ aufgerufen 2014)
●
“The Quantified Self is an international collaboration of users and makers of self-tracking
tools.” (http://quantifiedself.com/about/ aufgerufen 2014)
●
Beispiele
– Fitbit(Schrittzähler, Entfernung, Kalorienverbrauch, Schlafdauer und- Qualität)
– Withings Pulse (& Herzratenmonitor)
– Strava (Radfahren und Wandern)
– The Trace (skate-, snow- oder sufrboard – Geschwindigkeit, Entfernung, Sprundhöhe,
Kalorienverbrauch und mehr)
– Monthly cycles, MyCycles, iPeriod oder auch Spreadsheets
– http://www.getsaga.com/
23. Verwandte Konzepte - Biofeedback
●
“Mit dem Begriff Biofeedback (altgr. bios „Leben“ und engl. feedback „Rückmeldung“) wird eine Methodeβίος
bezeichnet, bei der Veränderungen von Zustandsgrößen biologischer Vorgänge, die der unmittelbaren
Sinneswahrnehmung nicht zugänglich sind, mit technischen (oft elektronischen) Hilfsmitteln beobachtbar, d. h. dem
eigenen Bewusstsein zugänglich gemacht werden.” (WIKIPEDIA, aufgerufen 2014) (vgl. Auch Neurofeedback)
●
Anwendungsgebiete (N. Birbaumer et al. Edts, 2011)
– Chronische Rückenschmerzen,
– Spannungskopfschmerzen und Migräne,
– essentielle Hypertonie
– Somatoforme Störungen
– Angststörungen
– Tinnitus
– Inkontinenz und Obstipation
– Asthma bronchiale
– Lähmungen
– ADHS
– Epilepsien
– Schlafstörungen
– Lock-in Syndrom
24. Augmented
Cognition
Die Evolution des UI II
Definitionen
Forschungsschwerpun
kte Augmented
Cognition in Training
und Ausbildung
Information
Exoskeleton Maße und
Indikatoren
Meßgenauigkeit
25. HH
Die Evolution des “User Interface”
SS
CC
D CC WWHH
Life Logging
AR +
D CC WWHH
SS
Augmented Cognition (“closed loop system”)
26. Augmented Cognition Forschungsschwerpunkte
●
Hauptschwerpunkte des Augmented Cognition Forschungsgebiets
(vgl. D.D. Schmorrow, Foundations of Augmented Cognition. 2013)
– Augmented Cognition in Training and Education*
– Team Cognition
– Cognitive Load, Stress and Fatigue*
– Brain Activity Measurement
– Understanding and Modeling Cognition
●
Augmented Cognition is stark durch den militärischen Bereich
getrieben, teilweise DARPA finanziert
27. Augmented Cognition in Training und
Ausbildung (2 /2 )
●
Beispiel “Bio-reckoning: Perceptual User Interface Design for Military Training” (T.
Griffith et al. 2013)
●
BRI – Bio-Reckoning Interface
– Brain-computer Interface Techniques
– Eye-Tracking
– Face recognition
●
Beispiel für erste Ansätze “Enhanced Dynamic Geo-Social Environment (EDGE)”
– “EDGE is a government owned architecture designed using AMSAA approved standards
(e.g., OneSAF) to provide highly accurate virtual simulations of military operational
environments utilizing state-of-the-art Multiplayer Online Gaming Bio-reckoning: Perceptual
User Interface Design for Military Training 37 (MOG) technologies.”
28. Augmented Cognition - Information
Exoskeleton (IE)
Beispiel “The Information Exoskeleton: Augmenting Human Interaction with
Information Systems” (J.P. Allen 2013)
30. Brain Computer
Interface (BCI)
Bio-Computational
Engine II
Ereigniskorrelierte
Potentiale SEP SSEP
"Neurophone"
Definition und Aufbau
BCI "rubber hand"
Digital body "The
Ultimate Interface"
Aufgaben eines BCI
usability engineers
BCI illiteracy
Anwendungsgebiete
BCI
31. Bio-Computational Engine
Annahmen
●
Amplitudenmodulation ~ “Das ereignisskorrelierte
Potential ist also darauf zurückzuführen, dass
elektrische Generatoren in einer zeitlich
festgelegten Reihenfolge an- und ausgeschaltet
werden und somit positive oder negative Gipfel
hervorbringen”
●
Phasenmodulation ~ “Phasensynchronisation
verschiedener Rhythmen zustande kommt, die
durch das Ereignis ausgelöst wird.... lässt sie
(sich” durch Mittelung nicht eliminieren...”
32. Ereigniskorrelierte Potentiale
●
Ereignis vs. Reaktionsbezogene Potentiale
●
Beispiel VEP (SEP) Komponenten
– P1 / N1 (100ms)
●
P1 ~Aufmerksamkeitsreaktion
●
N1 Genauere Erfassung des Stimulus
– PN (“Processing Negativity”)
– MMN (“Mismatch Negativity”) nur bei akustschen Reizen)
●
“.... tritt sie nur auf Reize auf, die in irgendeiner Form vom erwarteten physikalischen Kontext abweichen, und zwar
auch dann, wenn diese Reize nicht beachtet werden”
– P3 – Maß für Dauer für Reizanalyse und Bewertung
●
Die Amplitude der P3 variiert mit der Häufigkeit des seltenen Reizes, je seltener, desto größer. Sie ist unabhängig
von der Modalität
– P3a – Orientierungsreaktion
●
“unbekannter Reiz (der) atomatisch Aufmerksamkeit auf sich zieht...”
– N400 - “...assoziiert mit einer enttäuschten Erwartung, die auf semantischem Priming beruht.”
●
“...Amplitude ist abhängig davon wie gut bzw. schlecht das Wort in den gegebenen Kontext passt, je geringer der
Zusammenhang, desto größer die N400.”
34. Brain Computer Interface
●
“Ein Brain-Computer-Interface (BCI), ...ist eine spezielle Mensch-Maschine-Schnittstelle,
die ohne Aktivierung des peripheren Nervensystems, wie z. B. die Nutzung der
Extremitäten, eine Verbindung zwischen dem Gehirn und einem Computer ermöglicht.”
(Wikipedia, aufgerufen 2014)
●
Der grundsätzliche Aufbau eines BCI's enthält (M. Slater et al 2010)
1. Preprozessor (artifact reduction electrooculogram (EOG) and electromyogram (EMG)), application
of signal processing methods, i.e., low-pass or high-pass filters, methods to remove the influence
of the line frequency, and, in the case of multi-channel data, the use of spatial filters (bipolar,
Laplacian, common average reference)
2. Musteranalyse (“featue extraction”) (“...find a suitable representation (signal features) of the
electrophysiological data that simplifies the subsequent classification or detection of specific brain
patterns” )
3. Klassifikation
4. Signalnehmer
5. Applikations Interface
35. Brain Computer Interface – The digital body
●
Ausgangspunkt “The Rubber Hand Illusion” (vgl. Botvinick & Cohen, 1999)
– s.a. body-ownership, multi-sensory integration, Neuroplastizität
●
Towards a digital body: the virtual arm illusion (M. Slater et al. 2008)
– “In this study we show that the illusion can be produced within an immersive virtual environment (VE), and provide subjective,
behavioural and physiological evidence for this.”
– Versuchsaufbau
●
(AV=EMG, Fragebogen)
●
Synchron vs asynchron
●
Die “rubber hand illusion” kann in einem VE nachgestellt werden, mit einem virtuellen Ball (!)
– Hoher (loglinearer) korrelativer Zusammenhang zwischen EMG Maßen und Fragenbogen bei Synchronität
– Kein Zusammenhang in der asynchronen Bedingung. Signifikanter Unterschied in den Fragebogenergebnissen ziwschen den
Bedingungen
– Vergleichbare Unterschiede für den “propriocentive drift”
36. Brain Computer Interface – Gegenwärtige und
zukünftige Anwendungsgebiete
●
BCIs for Assistive Technology
– Communication
●
Yes/No Communication
●
Spellers
●
Web Browsers
– Environmental Control
– Mobility
●
Wheelchair Control
●
Robotics
●
BCIs for Recreation
– Games
– Virtual Reality
– Creative Expression
●
Music
●
Visual Art
●
BCIs for Cognitive
Diagnostics and Augmented
Cognition
– Coma Detection
– Meditation Training
– Computational User
Experience
– Visual Image Classification
– Attention Monitoring
●
Rehabilitation and Prosthetics