Antonio Krüger

Antonio Krüger
Universität des Saarlandes | UKS · Department of Computer Science

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331
Publications
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Publications

Publications (331)
Article
Full-text available
Virtual reality technology and immersive virtual environments often support realistic hand representations via hand-posture-sensing controllers or hand tracking for natural hand-based interaction. However, one limiting factor remains as the lack of realistic haptic feedback including tactile and proprioceptive cues; even for simple haptic interacti...
Article
Full-text available
Producing and consuming live-streamed content is a growing trend attracting many people today. While the actual content that is streamed is diverse, one especially popular context is games. Streamers of gaming content broadcast how they play digital or analog games, attracting several thousand viewers at once. Previous scientific work has revealed...
Article
Full-text available
Although privacy settings are important not only for data privacy, but also to prevent hacking attacks like social engineering that depend on leaked private data, most users do not care about them. Research has tried to help users in setting their privacy settings by using some settings that have already been adapted by the user or individual facto...
Conference Paper
Gamification has been shown to successfully help users in reaching their goals, and enhancing their user experience. However, it has also been criticized for adding arbitrary rewards to non-game activities, which is often perceived as being meaningless. To counter this, we investigate whether physical gamification, i.e. transforming virtual gamific...
Article
Full-text available
Personalizing gameful applications is essential to account for interpersonal differences in the perception of gameful design elements. Considering that an increasing number of people lead sedentary lifestyles, using personalized gameful applications to encourage physical activity is a particularly relevant domain. In this article, we investigate be...
Preprint
Full-text available
Achievement goals are frequently used to support behavior change. However, they are often not specifically designed for this purpose nor account for the degree to which a user is already intending to perform the target behavior. In this paper, we investigate the perceived persuasiveness of different goal types as defined by the 3x2 Achievement Goal...
Preprint
Full-text available
Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the perception of gamification elements. Also, most studies investigating the effects of gamification are rather short, al...
Conference Paper
Full-text available
Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the perception of gamification elements. Also, most studies investigating the effects of gamification are rather short, al...
Conference Paper
Full-text available
Achievement goals are frequently used to support behavior change. However, they are often not specifically designed for this purpose nor account for the degree to which a user is already intending to perform the target behavior. In this paper, we investigate the perceived persuasiveness of different goal types as defined by the 3x2 Achievement Goal...
Preprint
Full-text available
Measure user experience in MR (i.e., AR/VR) user studies is essential. Researchers apply a wide range of measuring methods using objective (e.g., biosignals, time logging), behavioral (e.g., gaze direction, movement amplitude), and subjective (e.g., standardized questionnaires) metrics. Many of these measurement instruments were adapted from use-ca...
Chapter
In this paper, we analyze a wide range of physiological, behavioral, performance, and subjective measures to estimate cognitive load (CL) during post-editing (PE) of machine translated (MT) text. To the best of our knowledge, the analyzed feature set comprises the most diverse set of features from a variety of modalities that has been investigated...
Conference Paper
Full-text available
Personalization is essential for gameful systems. Past research showed that the Hexad user types model is particularly suitable for personalizing user experiences. The validated Hexad user types questionnaire is an effective tool for scientific purposes. However, it is less suitable in practice for personalizing gameful applications, because fillin...
Conference Paper
More and more professional translators are switching to the use of post-editing (PE) to increase productivity and reduce errors. Even though PE requires significantly less text production, current computer-aided translation (CAT) interfaces still heavily focus on traditional mouse and keyboard input and ignore other interaction modalities to suppor...
Conference Paper
Current advances in machine translation (MT) increase the need for translators to switch from traditional translation to post-editing (PE) of machine-translated text, a process that saves time and reduces errors. This affects the design of translation interfaces, as the task changes from mainly generating text to correcting errors within otherwise...
Conference Paper
The shift from traditional translation to post-editing (PE) of machine-translated (MT) text can save time and reduce errors, but it also affects the design of translation interfaces, as the task changes from mainly generating text to correcting errors within otherwise helpful translation proposals. Since this paradigm shift offers potential for mod...
Conference Paper
This work proposes a combination of embedded computation and marker tracking to provide more robust augmentations for composed objects in Tangible Augmented Reality. By integrating conductive elements into the tangibles' sides, communication between embedded microprocessors is enabled, such that a connected composition can be computed without relyi...
Preprint
Full-text available
When configuring furniture during sales consultancy in a furniture store, customers are usually confronted with abstract 2D drawings or simplistic renderings of the discussed configuration on a display. We present a novel application based on virtual reality (VR) to support furniture store consultations. Our system allows customers to elaborate dif...
Conference Paper
The idea to enhance the learning experience of e-learning platforms by incorporating measures about the user's cognitive state, e.g. the cognitive load, boredom, or attention, has been proposed several times and shows promising results. However, the works have mostly dealt with conceptual implications and technical possibilities to detect the state...
Chapter
Creating friend lists offers social network users the ability to select a fine-grained audience for their posts, thereby reducing the amount of unwanted disclosures. However, research has shown that the user burden involved in creating and managing friend lists leads to the fact that this functionality is rarely used, despite its advantages. In thi...
Chapter
This work aims to explore, design and implement better and intuitive categorization schemes and menu representations for online shops that enrich and improve the shopping experience. We utilize the Apartment metaphor, in which products are categorized into rooms and furniture representing departments and shelves. Furthermore, we developed a realist...
Chapter
Selecting the right audience for Facebook posts is a task that users often skip, resulting in unwanted post disclosure or avoidance of sharing sensitive posts. We present OmniWedges, a user interface designed to allow users of online social networks to make meaningful decisions on who to share their posts with. Our study results also show that with...
Chapter
In social networks, it often arises that a post is shared with a broader audience than intended, which is often finally noticed when one of the unintentionally included friends likes or comments on the post. We present an approach for privacy setting adaptation based on in-situ feedback on such social network update notifications. We implemented a...
Conference Paper
Tailoring gamified systems has been shown to be appreciated and more effective than "one-size-fits-all" systems. A promising approach is using the Hexad user types model. However, obtaining the Hexad user type requires users to fill out a questionnaire, preventing an automated adaptation. Since smartphone data was shown to be linked to personality...
Conference Paper
Washing hands is important for public health as it prevents spreading germs to other people. One of the most important factors in cleaning hands is the hand washing duration. However , people mostly do not wash their hands for a long enough time leading to infections and diseases for themselves and others. To counter this, we present "Germ Destroye...
Preprint
Full-text available
In automatic post-editing (APE) it makes sense to condition post-editing (pe) decisions on both the source (src) and the machine translated text (mt) as input. This has led to multi-source encoder based APE approaches. A research challenge now is the search for architectures that best support the capture, preparation and provision of src and mt inf...
Article
Full-text available
In this paper, we develop a model that uses a wide range of physiological and behavioral sensor data to estimate perceived cognitive load (CL) during post-editing (PE) of machine translated (MT) text. By predicting the subjectively reported perceived CL, we aim to quantify the extent of demands placed on the mental resources available during PE. Th...
Conference Paper
This paper investigates a simple form of customization: giving users the choice to enable or disable gamification. We present a study (N=77) in the context of image tagging, in which a gamification approach was shown to be effective in previous work. In our case, some participants could enable or disable gamification after they had experienced the...
Conference Paper
Current advances in machine translation increase the need for translators to switch from traditional translation to post-editing (PE) of machine-translated text, a process that saves time and improves quality. This affects the design of translation interfaces, as the task changes from mainly generating text to correcting errors within otherwise hel...
Conference Paper
Experiencing materials in virtual reality (VR) is enhanced by combining visual and haptic feedback. While VR easily allows changes to visual appearances, modifying haptic impressions remains challenging. Existing passive haptic techniques require access to a large set of tangible proxies. To reduce the number of physical representations, we look to...
Conference Paper
Standard controllers for virtual reality (VR) lack sophisticated means to convey a realistic, kinesthetic impression of size, resistance or inertia. We present the concept and implementation of Drag:on, an ungrounded shape-changing VR controller that provides dynamic passive haptic feedback based on drag, i.e. air resistance, and weight shift. Drag...
Conference Paper
While the use of ad blockers prevents negative impacts of advertising on user experience, it poses a serious threat to the business model of commercial web services and freely available content on the web. As an alternative, we investigate the user enjoyment and the advertising effectiveness of playfully deactivating online ads. We created eight ga...
Conference Paper
Often, online ads are disruptive and annoying. As a consequence, ad blockers are used to prevent ads from appearing on a website. However, web service providers lose more than 35 billion dollars per year because of this development. As an alternative, we investigate the user enjoyment and the advertising effectiveness of playfully deactivating onli...
Conference Paper
Full-text available
Virtual Reality (VR) is more accessible than ever these days. While topics like performance, motion sickness and presence are well investigated, basic topics as VR User Interfaces (UIs) for menu control are lagging far behind. A major issue is the absence of haptic feedback and naturalness, especially when considering mid-air finger-based interacti...
Conference Paper
In many domains, real-world processes are traditionally communicated to users through abstract graph-based models like event-driven process chains (EPCs), i.e. 2D representations on paper or desktop monitors. We propose an alternative interface to explore EPCs, called immersive process models, which aims to transform the exploration of EPCs into a...
Conference Paper
Often, online ads are annoying. Ad blockers are a way to prevent ads from appearing on a web page. As a result, web service providers lose more than 35 billion dollars per year and freely available content on the web is at risk. Taking both interests of web service providers and users into account, we present a gamified ad blocker that allows users...
Conference Paper
Ambient notifications are an essential element to support users in their daily activities. Designing effective and aesthetic notifications that balance the alert level while maintaining an unobtrusive dialog, require them to be seamlessly integrated into the user's environment. In an attempt to employ the living environment around us, we designed O...
Conference Paper
In this demo, we present Slackliner 2.0, an interactive slackline training assistant which features head and skeleton tracking, and real-time feedback through life-size projection. Like in other sports, proper training leads to a faster increase of skill and lessens the risk of injuries. We chose a set of exercises from slackline literature and imp...
Conference Paper
Sharing game control (SGC) is a multiplayer context that is considered within games user research. With the popular Twitch Plays Pokémon, settings of this type have also received broad media attention. In this paper, we introduce and describe HedgewarsSGC, our modifications to the open-source game Hedgewars to investigate different player roles in...
Conference Paper
The motivational impact of gamification elements differs substantially across users. To account for these differences, we investigate Hexad user types and behavior change intentions as factors to personalize gamifed, persuasive fitness systems. We conducted an online study (N = 179), measuring the perceived persuasiveness of twelve gamification ele...
Conference Paper
In this paper, we present results from a storyboards-based study (N=178) to assess gender differences in the perception of gamification elements for persuasive fitness systems. We found that females prefer personalized goals and collecting points, while males perceived the persuasiveness of competition and cheating as significantly higher. Our resu...
Preprint
Full-text available
Current advances in machine translation increase the need for translators to switch from traditional translation to post-editing of machine-translated text, a process that saves time and improves quality. Human and artificial intelligence need to be integrated in an efficient way to leverage the advantages of both for the translation task. This pap...
Conference Paper
Virtual reality (VR) interaction techniques like haptic retargeting offset the user’s rendered virtual hand from the real hand location to redirect the user’s physical hand movement. This paper explores the order of magnitude of hand redirection that can be applied without the user noticing it. By deriving lower-bound estimates of detection thresho...
Conference Paper
This paper presents our English-German Automatic Post-Editing (APE) system submitted to the APE Task organized at WMT 2018 (Chatterjee et al., 2018). The proposed model is an extension of the transformer architecture: two separate self-attention-based encoders encode the machine translation output (mt) and the source (src), followed by a joint en-c...
Conference Paper
In this paper we present Slackliner, an interactive slackline training assistant which features a life-size projection, skeleton tracking and real-time feedback. As in other sports, proper training leads to a faster buildup of skill and lessens the risk for injuries. We chose a set of exercises from slackline literature and implemented an interacti...
Conference Paper
Full-text available
In this demo, we present Slackliner, an interactive slackline training assistant which features life-size projection, skeleton tracking, and real-time feedback. Like in other sports, proper training leads to a faster increase of skill and lessens the risk of injuries. We chose a set of exercises from slackline literature and implemented an interact...
Conference Paper
Sedentary behavior is a determining cause for numerous illnesses, such as cardiovascular diseases or diabetes. To counter this, the World Health Organization recommends at least 30 minutes of activity, such as walking, every day. We present a system making use of fitness trackers to gather step counts and showing them using a gamified mobile app an...
Conference Paper
Game live-streaming is a phenomenon attracting many people. A general analysis of which elements viewers in this context find interesting is important for platform vendors to inform future concepts, for content creators to better integrate their audience and for researchers to identify opportunities for future research. However, to our knowledge, t...
Conference Paper
Allowing users to fully gamify a system on their own during run-time has been shown to be appreciated and to have an impact on their behavior. In these so-called "bottom-up" approaches, users are becoming designers of their game experience. In this paper, we report on an online study where participants (n=140) described a gamification concept, with...
Conference Paper
Humans sense most of the environment through their eyes. Detecting people's activities and context from their visual behavior using mobile eye trackers is well studied. Typically, these systems require some kind of calibration prior to usage, unsuitable for the end user. Cameras that actively record the user's field of view became a valid alternati...
Conference Paper
Current research has shown that a person's personality can be derived from written text on Facebook or Twitter, as well as the amount of information shared on their personal social network sites. So far, there has been no further investigation on whether a person's privacy measures can be extracted from these information sources. We conducted an ex...
Conference Paper
Full-text available
While shoppers increasingly value sustainable products, considering sustainability can be difficult and time-consuming while shopping. In an expert workshop with 22 stakeholders, we gathered requirements for an assistance system supporting customers in identifying the sustainability of products at the point of sale. We integrated the resulting dema...