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The application of Virtual Reality (VR) in Human-Robot Interaction (HRI) research is growing due to its capacity to create adaptable yet controlled study environments. While VR often achieves data validity comparable to real-world studies, it faces limitations when physical interaction with robots is required. Mixed Reality (MR) offers a potential solution by enabling interactions with virtual robots in real-world settings, allowing participants to engage with realistic, interactive simulations that adapt to physical environments. Given the limited use of MR in HRI studies and the need for further understanding of its effectiveness in generating transferable results, this study examines MR's potential as a tool for simulating social-robot interaction. We conducted a study involving 21 participants interacting with a virtual robot performing navigation tasks in a real library and assessed self-efficacy, presence, technology acceptance, perceived realism, and social characteristics of the robot. The results show that most participants perceived the interaction with the robot as successful, the engagement was high and the robot interaction with MR provided excellent usability. These results suggest that MR has potential as a research and training tool for simulating human-robot interaction in navigation tasks within public spaces.
Although Virtual Reality (VR) is a promising tool in today’s Human-Robot Interaction (HRI) research, the technical hurdle of creating high-quality and customized VR applications for one’s own research prevents its comprehensive use. To address this problem, we present a VR authoring tool for HRI research, allowing researchers to create individual study designs in a simplified manner with predefined environments, robots, and measurement methods. Furthermore, the authoring tool has a highly modularized structure so that it can be adapted to a wide range of use cases. Technical details are presented, covering UI/UX decisions in the study design process and the visual programming interface for the creation of the interaction scheme of the robot, as well as the data management system that transfers researchers’ study setups into a suitable VR application. The VR authoring tool is intended to bridge the gap between the practical applicability of VR as a research tool and the required technical implementation expertise for VR applications.
Bisher wurde der Einsatz von sozialen Robotern im stationären Handel vornehmlich aus der Kundenperspektive betrachtet und birgt aufgrund der zumeist positiven Resonanz der Kunden auf die neuartige Technologie ein großes Potenzial der steigenden Komplexität und dem Fachkräftemangel des Handels zu begegnen. Jedoch ist eine optimale kundenzentrierte Gestaltung des Einsatzes von sozialen Robotern von der Akzeptanz der Frontline Mitarbeiter, die als Schnittstelle zwischen Unternehmen und Kunde dienen abhängig. Diese Arbeit untersucht bisherige Einsatzszenarien im Handel und ordnet die bisherigen Einsätze in die drei Phasen (Vor-kauf-, Kauf- und Nachkaufphase) entlang der Customer Journey ein. Aufgrund der wirtschaftlichen Bedeutung und der fortschreitenden Digitalisierung und der damit verbundenen Herausforderungen wird der Fokus auf den Lebensmitteleinzelhandel und dessen Mitarbeiter gelegt. In einer Onlineumfrage (N=50) wurden Frontline Mitarbeiter aus Supermärkten und Discountern nach ihrer emotionalen Einstellung, den erwarteten Aufgaben und der Einschätzung der Lernfähigkeit und Kompetenz von sozialen Robotern gefragt. Die Umfrage ergab, dass Mitarbeiter Potenzial sehen, dass Roboter sie bei der Arbeit entlasten könnten, wobei jüngere Be-fragte tendenziell weniger Bedenken äußern als erfahrene Mitarbeiter. Insgesamt sehen die Mitarbeiter die Roboter eher als Unterstützung bei operativen Aufgaben und erachten praktische Funktionen als deutlich bedeutender als emotionale und soziale Komponenten.
In order to ensure that new technological advancements are inclusive, it is essential to understand and empathize with the diverse life situations and needs of various user groups. The participatory design (PD) approach is particularly effective in capturing these needs and democratizing the technology development process. Modern PD methods actively involve potential users, external stakeholders, and non-designer team members. Thus, it is important to identify engaging tools and methods suitable for diverse participants. This paper examines the use of serious play methods with PLAYMOBIL®. It presents the authors’ experiences with integrating serious play methods with PLAYMOBIL® in future mobility research. The findings indicate that, despite some challenges, this approach effectively promotes diversity and inclusion in user research, offering valuable insights into the needs and concerns of various user groups.
Future mobility will be highly automated, multimodal, and ubiquitous and thus have the potential to address a broader range of users. Yet non-average users with special needs are often underrepresented or simply not thought of in design processes of vehicles and mobility services, leading to exclusion from standard transportation. In consequence, it is crucial for designers of such vehicles and services to consider the needs of non-average users from the begin on. In this paper, we present a design framework that helps designers taking the perspective and thinking of the needs of non-average users. We present a set of exemplary applications from the literature and interviews and show how they fit into the framework, indicating room for further developments. We further demonstrate how the framework supports in designing a mobility service in a fictional design process. Overall, our work contributes to universal design of future mobility.
We present a study on the usability of three different user interfaces for an augmented reality glasses system. The application is intended for use in hospitals by nursing professionals. During wound care, images can be taken with the Microsoft HoloLens 2 and measured directly. The photos must always be taken at the same distance from the wound to follow the healing process. We present and juxtapose three aim assistants to take a picture of the wound and acquire wound data. To gain a first impression about the goodness of usability and the preferred targeting assistant, we conducted a small usability study. Participants were asked to perform wound measuring tasks using our application’s varying user interfaces. In this study, we identified strengths and weaknesses for each user interface based on the conducted research and identified approaches for further improvements.
The nursing profession is becoming increasingly complex: administrative and nursing tasks have to be performed in parallel, under time pressure and in shifts. These stressful working conditions also affect safety-critical processes such as the correct dispensing of medication. As digitization continues, new technologies such as augmented reality (AR) glasses are emerging that offer potential solutions. However, a practical implementation requires a deep understanding of the underlying problem and user needs. The aim of this paper is to first, discover pains and gains in the process of medication dispensation and second, develop a conceptual prototype for AR glasses as a basis for discussion on the applicability in practice. A participatory design process with nursing professionals and experts from technical and organizational fields was established. As result, we present a conceptual prototype, that (A) respects the context of use, (B) guides users while dispensing medication according to prescription, (C) displays useful information about medical preparations, procurement of alternate medicine and dosage variations and (D) uses checklists and error recognition to increase safety. Multidisciplinary feedback workshops indicate an overall positive resonance. We advise paying attention to the spatial and economic situation while using AR as a support tool providing flexibility for users.