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The healthcare sector's digital transformation necessitates the involvement of stakeholders through participation and co-creation processes. This study aims to investigate the understanding and implementation of participation and co-creation in the development of hybrid interaction technologies in healthcare. Eight interdisciplinary research projects were examined through semi-structured group interviews with 49 participants from academia, industry, and the application field. The interviews focused on participants' perspectives on project goals, user groups, access to the field, methods of participation and co-creation, and user motivation. The results highlight the diverse understandings of participation and co-creation, with some perceiving them as research-driven and others as already embedded in user- centered design. The projects emphasized user needs but often excluded stakeholders from collaborative decision-making. Challenges in achieving continuous involvement and co-decision were acknowledged. The findings underscore the need for reflexive practice and evaluation of participation and co-creation throughout the development process, as well as further research on participation across projects. By addressing these challenges and embracing participatory approaches, digital health applications can better address ethical concerns, build trust, and increase acceptance and adoption in the healthcare sector.
User-centered and Participatory Design approaches have become widespread within HCI, also when designing digital media for older adults. These methodologies are seen as crucial to adapt technology design to older people's needs and increase their acceptance of digital technology. Nevertheless, it is often difficult to reach a diverse group of older people, for instance, people with limited technology skills, limited mobility, or cognitive issues. In addition, gerontologists criticized lately how older people's participation unfolds in technology design projects, e.g. that people are pushed into the role of users. Little is known about the motivations and needs of older adults regarding their participation in HCI research. To close this gap, we conducted an online survey (N=46) and semi-structured interviews (N=8) focusing on motivations, willingness and experiences regarding participation. Results show that people are generally willing to participate due to interest in the topic, learning new things and social bonding. However, despite the conceptions within HCI that long-term engagement is crucial within participatory design, older people in the study preferred less commitment and more open formats.
Despite the higher uptake of digital media also in older age groups, there are still challenges for people of high ages and with cognitive or motoric problems, which prevent them from learning and using devices like smartphones or tablets. Tangible user interfaces provide an opportunity to connect these people to social media, thereby increasing their digital participation in society and reducing loneliness. In this paper, we discuss the challenges of intergenerational communication and research the opportunities affiliated with tangible technologies to overcome technology barriers for adults of high ages. We present a hybrid system for social media interactions between young smartphone users and their old relatives, who do not use mobile technologies. The system consists of a tangible user interface designed specifically for old adults that connects to a standard mobile messenger service. TAMI was designed in a user-centered process to fulfill the needs of older adults and tested in a longer-term field study with pairs of young and old relatives.
The soundscape approach highlights the role of situational factors in sound evaluations; however, only a few studies have applied a multi‐domain approach including sound‐related, person‐related, and time‐varying situational variables. Therefore, we conducted a study based on the Experience Sampling Method to measure the relative contribution of a broad range of potentially relevant acoustic and non‐auditory variables in predicting indoor soundscape evaluations. Here we present the comprehensive dataset for which 105 participants reported temporally (rather) stable trait variables such as noise sensitivity, trait affect, and quality of life. They rated 6.594 situations regarding the soundscape standard dimensions, perceived loudness, and the saliency of its sound components and evaluated situational variables such as state affect, perceived control, activity, and location. To complement these subject‐centered data, we additionally crowdsourced object‐centered data by having participants make binaural measurements of each indoor soundscape at their homes using a low‐(self‐)noise recorder. These recordings were used to compute (psycho‐)acoustical indices such as the energetically averaged loudness level, the A‐weighted energetically averaged equivalent continuous sound pressure level, and the A‐weighted five‐percent exceedance level. This complex hierarchical data can be used to investigate time‐varying non‐auditory influences on sound perception and to develop soundscape indicators based on the binaural recordings to predict soundscape evaluations.
Audioinhaltsanalyse und Multilevelmodellierung zur Vorhersage der Bewertung von Indoor Soundscapes
(2022)
Forums such as Stack Overflow are used by many software developers to find a solution for a given coding problem. Found solutions, i.e. forum posts containing relevant source code, are utilized in a copy and paste manner. This behavior carries the risk that vulnerabilities contained in the source code of the forum posts are spread. Software developers should be able to identify vulnerable source code at an early stage, thereby preventing copying the corresponding source code. In this paper, we introduce the tool CopypastaVulGuard that identifies vulnerable source code in forum posts and allows software developers to omit the source code by marking the forum posts as dangerous. Our tool consists of a browser extension and a management application capable to address as examples SQL injections, remote code executions and deprecated functions based on a dump of the archive.org Stack Overflow data set. We present an evaluation of our tool's possible impact and relevance considering pros/cons and selected research questions.
Die volumetrische Erfassung von Aushüben auf Baustellen ist ein kostenrelevanter Faktor und wird auch heute im täglichen Baustellenbetrieb oft noch in manueller Detailarbeit durchgeführt. Kostengünstige Sensoren zur Tiefenerfassung ermöglichen die halbautomatische Erfassung von Baugruben. Augmented Reality (AR) kann für diesen Prozess das nötige Feedback liefern. Vorgestellt wird ein Prototyp, bestehend aus einem Tablet mit integrierter Kamera und einem Lidar-Scanner. Es wird die Erfassung des Volumens bezüglich Nutzbarkeit und Genauigkeit mit Einsatz von AR getestet und evaluiert. Zur Bestimmung des Volumens wird unter Verwendung von Strahlen mit Unterstützung einer Grafik-Engine ein Algorithmus entwickelt. Der Algorithmus ist robust gegen nicht vollständig geschlossene Volumen. Die Bedienung, Überprüfung und Visualisierung findet durch praktischen Einsatz von AR statt.
Musicians and music professionals are often considered to be expert listeners for listening tests on room acoustics. However, these tests often target acoustic parameters other than those typically relevant in music such as pitch, rhythm, amplitude, or timbre. To assess the expertise in perceiving and understanding room acoustical phenomena, a listening test battery was constructed to measure the perceptual sensitivity and cognitive abilities in the identification of rooms with different reverberation times and different spectral envelopes. Performance in these tests was related to data from the Goldsmiths Musical Sophistication Index, self-reported previous experience in music recording and acoustics, and academic knowledge on acoustics. The data from 102 participants show that sensory and cognitive abilities are both correlated significantly with musical training, analytic listening skills, recording experience, and academic knowledge on acoustics, whereas general interest in and engagement with music do not show any significant correlations. The regression models, using only significantly correlated criteria of musicality and professional expertise, explain only small to moderate amounts (11%–28%) of the variance in the “room acoustic listening expertise” across the different tasks of the battery. Thus, the results suggest that the traditional criteria for selecting expert listeners in room acoustics are only weak predictors of their actual performances.