Albrecht Schmidt's research while affiliated with Ludwig-Maximilians-University of Munich and other places

Publications (46)

Chapter
Residual visual capabilities and the associated phenomenological experience can differ significantly between persons with similar visual acuity and similar diagnosis. There is a substantial variance in situations and tasks that persons with low vision find challenging. Smartglasses provide the opportunity of presenting individualized visual feedbac...
Chapter
With the emergence of mainstream virtual reality (VR) platforms for social interactions, non-verbal communicative cues are increasingly being transmitted into the virtual environment. Since VR is primarily a visual medium, accessible VR solutions are required for people with visual impairments (PVI). However, existing propositions do not take into...
Article
In medicine, patients can obtain real benefits from a sham treatment. These benefits are known as the placebo effect. We report two experiments (Experiment I: N=369; Experiment II: N=100) demonstrating a placebo effect in adaptive interfaces. Participants were asked to solve word puzzles while being supported by no system or an adaptive AI interfac...
Preprint
Full-text available
Voice interactions with conversational agents are becoming increasingly ubiquitous. At the same time, stigmas around mental health are beginning to break down, but there remain significant barriers to treatment. Mental health conditions are highly prevalent and people fail to receive help due to lack of access, information, or structures. We aim to...
Preprint
Full-text available
The voluntary carbon market is an important building block in the fight against climate change. However, it is not trivial for consumers to verify whether carbon offset projects deliver what they promise. While technical solutions for measuring their impact are emerging, there is a lack of understanding of how to translate this data into interface...
Preprint
We present a systematic literature review of cryptocurrency and blockchain research in Human-Computer Interaction (HCI) published between 2014 and 2021. We aim to provide an overview of the field, consolidate existing knowledge, and chart paths for future research. Our analysis of 99 articles identifies six major themes: (1) the role of trust, (2)...
Preprint
Full-text available
In medicine, patients can obtain real benefits from a sham treatment. These benefits are known as the placebo effect. We report two experiments (Experiment I: N=369; Experiment II: N=100) demonstrating a placebo effect in adaptive interfaces. Participants were asked to solve word puzzles while being supported by no system or an adaptive AI interfac...
Chapter
This panel discusses the role of human-computer interaction (HCI) in the conception, design, and implementation of human-centered artificial intelligence (AI). For us, it is important that AI and machine learning (ML) are ethical and create value for humans - as individuals as well as for society. Our discussion emphasizes the opportunities of usin...
Article
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We suggest using a creative approach to teach ethics in a more impactful and practical way. We successfully applied this approach in an interdisciplinary workshop. Our pilot workshop suggests that promoting creative thought leads to greater understanding and deeper insights. By encouraging participants to think like an “evil” person, they were able...
Conference Paper
Full-text available
Engaging first-time users of mobile apps is challenging. Onboarding task flows are designed to minimize the drop out of users. To this point, there is little scientific insight into how to design these task flows. We explore this question with a specific focus on financial applications, which pose a particularly high hurdle and require significant...
Conference Paper
Full-text available
Cryptocurrencies have increasingly gained interest in practice and research alike. Current research in the HCI community predominantly focuses on understanding the behavior of existing cryptocurrency users. Little attention has been given to early users and the challenges they encounter. However, understanding how interfaces of cryptocurrency syste...
Conference Paper
Full-text available
There are many situations where using personal devices is not socially acceptable, or where nearby people present a privacy risk. For these situations, we explore the concept of hidden interaction techniques through two prototype applications. HiddenHaptics allows users to receive information through vibrotactile cues on a smartphone, and HideWrite...
Conference Paper
Full-text available
Combat systems are a fundamental part of computer role-playing games (RPGs). Popular media articles and online discussions suggest that players have very strong opinions on combat styles, in particular, whether they like RPGs with real-time or turn-based combat systems. However, there is little scientific research into this question. With our resea...
Chapter
Full-text available
Many individuals with visual impairments have residual vision that often remains underused by assistive technologies. Head-mounted augmented reality (AR) devices can provide assistance, by recoding difficult-to-perceive information into a visual format that is more accessible. Here, we evaluate symbolic and alphanumeric information representations...
Conference Paper
Full-text available
Figure 1. We explore whether field studies on public displays can be conducted in virtual reality. In two user studies we compare user behavior between a real public space (left) and a virtual public space (middle). For one study, we developed a gesture-controlled display for both environments (right). ABSTRACT Field studies on public displays can...
Article
Full-text available
Envisioning, designing, and implementing the user interface require a comprehensive understanding of interaction technologies. In this forum we scout trends and discuss new technologies with the potential to influence interaction design. --- Albrecht Schmidt, Editor
Article
For the Internet of Things to move from the lab to the real world, software and application development must be simplified, and collaboration must increase. We designed an operating system and a development environment that facilitate the process and supports a range of users.
Conference Paper
Reading foreign language texts is a frequently used strategy for language learning. Visual text augmentation methods further support the learning experience, e.g., by annotating vocabulary or grammar. Common approaches are integrated dictionaries or static grammar highlights. This work investigates how we can further support grammar learning with t...
Chapter
Ubiquitous technologies change the way we learn new languages. They provide easy access to multilingual media content within everyday scenarios to enhance language skills or improve vocabulary. The detection of learners’ vocabulary deficiencies is an integral part of effective language learning. However, retrieving translations during everyday medi...
Conference Paper
Full-text available
Information overload from voluminous lifelogs hinders effective comprehension and sense-making. Despite extensive prior work to summarize such datasets, selection of important moments is an ongoing research challenge. An alternative is to redesign interaction techniques and visualizations to leverage the human cognition to interact with complete da...
Conference Paper
Full-text available
The abundance of automatically-triggered lifelogging cameras is a privacy threat to bystanders. Countering this by deleting photos limits relevant memory cues and the informative content of lifelogs. An alternative is to obfuscate bystanders, but it is not clear how this impacts the lifelogger's recall of memories. We report on a study in which we...
Article
Full-text available
As architects usually decide on the shape and look of windows during the design of buildings, opportunities for interactive windows have not been systematically explored yet. In this work, we extend the vision of sustainable and comfortable adaptive buildings using interactive smart windows. We systematically explore the design space of interactive...
Conference Paper
To help deal with daily reading volumes, we present Reading Scheduler, a smartphone application linked to people's reading list, which triggers reading reminders throughout the day. The app suggests articles according to their length, complexity, and the time available for reading as indicated by the user. In a field study, we collected usage data...
Conference Paper
Full-text available
Tactile overlays for touch-screen devices are an opportunity to display content for users with visual impairments. However, when users switch tactile overlays, the displayed content on the touch-screen devices still correspond to the previous overlay. Currently, users have to change the displayed content on the touch-screen devices manually which h...
Conference Paper
As the amount of readily available reading material increases, the ability to read selectively, or to skim-read, is becoming an important skill. In this paper, we report a comparative study of existing skim-reading strategies in sighted and visually impaired individuals. Using a think-aloud approach, we identified key features of visual documents t...
Conference Paper
Full-text available
Touchscreen devices (e.g., smartphones, tablets) are a major means of accessing digital resources. However, touchscreen accessibility remains a challenge for users with visual impairments. Mainstream solutions implicitly favor a sequential navigation of digital information. This precludes users from enjoying the advantages of well laid-out, visuall...
Conference Paper
Full-text available
Everyday lives become increasingly reliant to digitally enhanced artifacts. Users expect that devices are easy to use. For technologies deployed in public spaces and for shared devices adaptation to the user is a key to achieve this. In this paper, we introduce the concept of proficiency-aware systems, that can dynamically adapt to the users' skill...
Conference Paper
Full-text available
Evaluating programming proficiency has become more relevant as the demand for coding skills has increased. Current methods, such as questionnaires or interviews, are methods that lack intuition, flexibility, and real-time capabilities. In our work, we investigate eye gaze behavior as an estimate for skill assessment. Specifically, we conducted a st...
Conference Paper
Fitness trackers not just provide easy means to acquire physiological data in real-world environments due to affordable sensing technologies, they further offer opportunities for physiology-aware applications and studies in HCI; however, their performance is not well understood. In this paper, we report findings on the quality of 3 sensing technolo...
Article
In a future where hundreds of smart networked devices will be embedded in our everyday environments, the question of how to program the world around us arises. An abstraction layer and web-based integrated development environment can interweave available smart things’ capabilities into a collective orchestration of smart behavior.
Conference Paper
People use more and more applications and devices that quantify daily behavior such as the step count or phone usage. Purely presenting the collected data does not necessarily support users in understanding their behavior. In recent research, concepts such as learning by reflection are proposed to foster behavior change based on personal data. In t...

Citations

... Many systems have been proposed to support the learning of dance movements, as shown in the survey report by Raheb et al. [23]. Various perceptual methods have been proposed to support learning dance movements, such as tactile presentation using vibration motors [3,20,22,38], auditory presentation using sound [30,33,40], and visual presentation using images with various information [14,15,24]. In this study, we focus on video viewing using visual perception. ...
... New technologies such as blockchain might be well suited to provide transparency on a technical level [39,48,63]. However, blockchain systems themselves remain dicult to use for both beginners [27,28] and established users [29]. HCI research should explore how to build interfaces that remove these barriers and allow users to verify their osets. ...
... However, the experiences of people using blockchain technologies have been under studied (Jang et al., 2020;Alshamsi and Andras, 2019). The few existing studies focus primarily on established users (Froehlich et al., 2021b;Fröhlich et al., 2020). Also, these studies discuss usability issues without involving end-users in the analysis (Tharatipyakul and Pongnumkul, 2021) and primarily report the evaluation of blockchain technology that is available on the market, such as crypto wallets (Moniruzzaman et al., 2020). ...
... In particular, one set of research studies has looked at developing novel techniques to cope with technostress from different kinds of technologies. For example, Kiss and Schmidt engaged with interaction challenges that create technostress in mobile work devices (as opposed to work desktops) to propose design recommendations around them [56], while studies like that of Moya and Pallud [29] have explored the use of wearable technology in the context of technostress. A second group of studies have adapted the technostress phenomena to study individuals in everyday activities, including the impact of notifications on productivity [76], managing private information [74], dealing with online harassment [71], and managing personal health [82]. ...
... For example, P4 said "I do this for the reason that I signal readiness to receive". This is in spite of the fact that most cannot perceive their counterpart's eyes or gaze direction (6). All report to be familiar with situations where persons communicate through gaze alone but that they would typically use other cues such as giggling or the sound of clearing one's throat (4), movements (1) or another uncommon reaction (1) of their partner. ...
... With regards to autonomy, companions can be fully autonomous, semi-autonomous [55], or they may lack autonomy completely, being fully dependent on player input. While fully autonomous characters are able to act completely independent from the player, the behavior of semi-autonomous characters can be influenced by the player to some extent or at certain points in the game [30]. Companions that lack autonomy are often seen in turn-based games, where players control each character in turns (e.g., [51,52,56]). ...
... We have even seen the creation of a new phobia, Nomophobia, which is the fear of being without a mobile phone [53]. Modern mobile technologies are commonly designed specifically to be engaging [14] as a consequence of the attention economy [10]. This phenomena is related to digital stress, which is stress that results from interactions with digital technologies [40]. ...
... A majority of these works supported face-to-face interactions in conference settings [4,10,36] or work environments [1,16,28]. Additionally, laboratory studies for augmenting face-to-face interactions with wearables [18,29,30] or interventions in public places [51] were conducted in a specific context for sharing personal information such as an organised event or a local intervention. ...
... Distributed [29], [3], [26], [27], [30], [31], [33], [41], [45], [58], [60], [61], [63], [65], [70], [85], [94], [95], [107], [109], [113], [82], [125], [135] [52], [67], [73], [72], [80], [78], [75], [81], [77], [89], [90], [91], [118], [133], [136] Co-located [2,63,93] , [17], [32], [40], [46], [54], [87], [88], [100], [110], [116], [121], [122], [123], [142] [37], [55], [98], [112], [119], [120], [83], [130] Synchronous Asynchronous Distributed systems in general (n=39, 61%) were more commonly described than co-located ones (n=25 while synchronous systems (n=51, 80%) were more common than asynchronous ones (n=23). Specifically, distributed synchronous social biofeedback systems constitute the biggest category (24 studies, 38%), followed by co-located synchronous (n=17, 27%), distributed asynchronous (n=15, 23%) and co-located asynchronous systems (n=8, 13%). ...
... Installation, deployment, and update processes are often cumbersome in IIoT and their automation, mediated by the App Store, results in significant effort reduction to provide a mass of assets with new updates. [28,30,34] Certification of devices and assets Device certification ensures compatibility and increases the security of the app-to-device communication. [28] Certification of apps App certification includes a review process for applications to increase the quality of apps. ...