TY - CHAP A1 - Ullmann, Daniela A1 - Kreimeier, Julian A1 - Götzelmann, Timo A1 - Kipke, Harald T1 - BikeVR : a virtual reality bicycle simulator towards sustainable urban space and traffic planning T2 - Proceedings of Mensch und Computer 2020 N2 - While becoming more and more aware of the ongoing climate change, eco-friendly means of transport for all citizens are moving further into focus. In order to be able to implement specific measures, it is necessary to better understand and emphasize sustainable transportation like walking and cycling through focused research. When developing novel traffic concepts and urban spaces for non-motorized traffic participants like bicycles and pedestrians, traffic and urban planning must be focused on their needs. To provide rare qualitative factors (such as stress, the perception of time and attractiveness of the environment) in this context, we present an audiovisual VR bicycle simulator which allows the user to cycle through a virtual urban environment by physically pedaling and also steering. Virtual Reality (VR) is a suitable tool in this context, as study participants find identical and almost freely definable (virtual) urban spaces with adjustable traffic scenarios. Our preliminary prototype proved to be promising and will be further optimized and evaluated. Y1 - 2020 SN - 978-1-4503-7540-5 U6 - https://doi.org/10.1145/3404983.3410417 PB - Association for Computing Machinery CY - New York, NY ER - TY - CHAP A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Real World VR Proxies to Support Blind People in Mobility Training T2 - Proceedings of Mensch und Computer 2018 (MuC'18) N2 - Mobility training is an essential part of blind people’s education in order to move in public spaces. In order to safely learn new routes in public space, however, a seeing trainer must assist the blind person. With the increasing availability of VR hardware, it is possible to transfer real spatial environments to virtual representations. The digitized environments can be used as a basis for this training without safety problems by real world hazards. This allows to cope with the limited resources of sighted assistants and enables blind people to become more independent. We propose to capture real public spaces (such as sidewalks, train stations etc.) and make them in this way ascertainable. Orientation and mobility can be trained in this digital model via multimodal sensory feedback while involving intuitive locomotion and white cane exploration. This paper sketches the related work and proposes our novel approach. Furthermore, we suggest additional improvements on our ongoing research. KW - Virtual Reality KW - blind KW - haptic interaction KW - visually impaired KW - orientation and mobility Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:92-opus4-5592 VL - 2018 SP - 1013 EP - 1017 PB - Gesellschaft für Informatik e.V. CY - Bonn ER - TY - CHAP A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - FeelVR: Haptic Exploration of Virtual Objects T2 - Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference (PETRA '18) N2 - The interest in virtual and augmented reality increased rapidly in the last years. Recently, haptic interaction and its applications get into focus. In this paper, we suggest the exploration of virtual objects using off-the-shelf VR game controllers. These are held like a pen with both hands and were used to palpate and identify the virtual object. Our study largely coincides with comparable previous work and shows that a ready-to-use VR system can be basically used for haptic exploration. The results indicate that virtual objects are more effectively recognized with closed eyes than with open eyes. In both cases, objects with a bigger morphological difference were identified the most frequently. The limitations due to quality and quantity of tactile feedback should be tackled in future studies that utilize currently developed wearable haptic devices and haptic rendering involving all fingers or even both hands. Thus, objects could be identifiable more intuitively and haptic feedback devices for interacting with virtual objects will be further disseminated. Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:92-opus4-5611 SN - 978-1-4503-6390-7 VL - 2018 SP - 122 EP - 125 PB - ACM CY - New York ER - TY - CHAP A1 - Kreimeier, Julian A1 - Hammer, Sebastian A1 - Friedmann, Daniel A1 - Karg, Pascal A1 - Bühner, Clemens A1 - Bankel, Lukas A1 - Götzelmann, Timo T1 - Evaluation of Different Types of Haptic Feedback Influencing the Task-based Presence and Performance in Virtual Reality T2 - Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments (PETRA'19) N2 - Haptic feedback may support immersion and presence in virtual reality (VR) environments. The emerging market of consumer devices offers first devices which are expected to increase the degree of feeling being actually present in a virtual environment. In this paper we introduce a novel evaluation that examines the influence of different types of haptic feedback on presence and performance regarding manual tasks in VR. Therefore, we conducted a comprehensive user study involving 14 subjects, who performed throwing, stacking and object identification tasks in VR with visual (i.e., sensory substitution), vibrotactile or force feedback. We measured the degree of presence and task-related performance metrics. Our results indicate that regarding presence vibrotactile feedback outperforms haptic feedback which performs better than visual feedback only. In addition, force feedback significantly lowered the execution time for the throwing and the stacking task. In object identification tasks, the vibrotactile feedback increased the detection rates compared to the vibrotactile and force feedback, but also increased the required time of identification. Despite the inadequacies of the still young consumer technology, there were nevertheless strong indications of connections between presence, task fulfillment and the type of haptic feedback. Y1 - 2019 SN - 978-1-4503-6232-0 U6 - https://doi.org/10.1145/3316782.3321536 SP - 289 EP - 298 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Karg, Pascal A1 - Stöhr, Roman A1 - Jonas, Lisa A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Reflect-AR: Insights into Mirror-Based Augmented Reality Instructions to Support Manual Assembly Tasks T2 - Proceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments N2 - Manual assembly tasks can be difficult and tedious without assistance. Here, augmented reality (AR) can help to ease the task load and lower the time and error rates by interactive in-situ instructions. Such approaches are often implemented by video or optical see-through AR. In order to test a system that is as low-threshold as possible and easy to implement, we developed a prototype with a mirror display supplemented by a RGB-D camera and evaluated it against an well-established AR HMD (HoloLens 2). For this purpose, in our study 10 participants placed 3D printed bricks via both technologies. The quantitative and qualitative analysis revealed that the fulfillment of this task with a professional, established product AR HMD yet remains unmatched in terms of the time required, error rate, usability and task load due to the prototype status and the remaining technical shortcomings. However, the mirror display setup prototype met with interest from the participants as a novel, but unfamiliar and thus more difficult to use way of interaction. Furthermore, we report implementation challenges and advises. The empirical insights of our prototype and the first-time comparison to an established AR HMD aims to foster refining future work with half-silvered AR mirrors as an little researched field and many different fields of application. Y1 - 2023 U6 - https://doi.org/10.1145/3594806.3594866 SP - 62 EP - 68 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Ly, Kim A1 - Karg, Pascal A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Development and Evaluation of a Low-cost Wheelchair Simulator for the Haptic Rendering of Virtual Road Conditions T2 - Proceedings of the 15th International Conference on PErvasive Technologies Related to Assistive Environments N2 - Many streets and buildings are not accessible for wheelchair users, which impedes a major challenge for their mobility. Often, such challenges can be considered during the planning stage, which is why it is important to include this user group in the planning process. Ideally, these planning efforts should also be made visually and haptically navigable using Virtual Reality (VR) technology to allow for better imagination, accurate conclusions, and awareness of wheelchair users. This work optimizes previous approaches so that different roadway conditions can be made haptically perceptible. The proposed prototype provides a non-contact and adjustable brake for simulating inclined planes, which can be adjusted depending on personal and environmental parameters. In addition, it can simulate roads such as cobblestones using a tactile transducer. The individually optimized components were combined into a complete VR system and integrated into a virtual environment for evaluation. The qualitative and quantitative results showed that realistic simulation is possible, but further development steps towards holistic and dissemination-capable hardware and software are needed. To this end, our contribution aims to improve the long-term involvement of wheelchair users in planning processes and increase awareness of their mobility situation. Y1 - 2022 U6 - https://doi.org/10.1145/3529190.3529195 SP - 32 EP - 39 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Karg, Pascal A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Build-and-Touch: A Low-Cost, DIY, Open-Source Approach Towards Touchable Virtual Reality T2 - Proceedings of the 14th PErvasive Technologies Related to Assistive Environments Conference N2 - Virtual Reality (VR) is attracting more and more attention from academic research and practical application with the current availability of low-cost and end-user friendly devices. In terms of haptic (rather than visual) interaction, however, this technology is still in its infancy and there are few devices that are inexpensive and technologically simple to operate, respectively to procure. In this context, we present a concept of how haptic interaction with VR data gloves can also succeed by means of a commercially available web cam, sophisticated tracking software, and homemade low-cost hardware. All hardware and software components are to be obtained inexpensively or are open-source in order to achieve the greatest possible dissemination potential. With this work, we intend to provide an important trigger for future improvements and dissemination in terms of both technology and areas of application. KW - Haptic feedback, virtual reality, data gloves Y1 - 2021 U6 - https://doi.org/10.1145/3453892.3462217 SP - 258 EP - 259 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo A1 - Kreimeier, Julian A1 - Schwabl, Johannes A1 - Karg, Pascal A1 - Oumard, Christina A1 - Büttner, Florian T1 - AmI-VR: An Accessible Building Information System as Case Study Towards the Applicability of Ambient Intelligence in Virtual Reality T2 - Mensch und Computer 2021 N2 - Ambient intelligence represents a paradigm in which the user does not react to the environment, but vice versa. Accordingly, smart environments can react to the presence and activities of users and support them unobtrusively from the background. Especially in the context of accessibility, this offers great potential that has so far only been demonstrated for individual user groups. To overcome this limitation, we propose the automated, user- and context-related adaptation of the modality as well as locality of the representation of building information in the form of both an adjustable table as well as two displays on the basis of a prototype for a library information center. For being independent from material and regulatory restrictions and for better planability (especially with the ongoing COVID-19 pandemic) we used in addition to the hardware components also a Virtual Reality simulation, which proved to be very useful. Further optimization and evaluation will be needed for a more in depth understanding and dissemination in the long run, yet our prototype aims to help fostering further activities in the field of ambient intelligence, accessibility and virtual reality as a planning tool. Y1 - 2021 U6 - https://doi.org/10.1145/3473856.3474032 SP - 597 EP - 600 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Kreimeier, Julian A1 - Ullmann, Daniela A1 - Kipke, Harald A1 - Götzelmann, Timo T1 - Initial Evaluation of Different Types of Virtual Reality Locomotion Towards a Pedestrian Simulator for Urban and Transportation Planning T2 - Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems N2 - The simulation of human behaviour in today's travel demand models is usually based on the assumption of a rational behaviour of its participants. Since travel demand models have been applied in particular for motorized traffic, only little is known about the influence of variables that affect both the choice of trip destination and the route decision in pedestrian and cycling models. In order to create urban spaces that encourage cycling and walking, we propose a VR (Virtual Reality) pedestrian simulator which involves walk-in-place locomotion. Thus, identical conditions are obtained for all subjects which is not feasible in real world field research with naturally varying environmental influences. As a first step, our qualitative and quantitative user study revealed that walking in a VR treadmill felt safest and most intuitive, although walking in it took in return more energy than walking-in-place with VR trackers only. Y1 - 2020 U6 - https://doi.org/10.1145/3334480.3382958 SP - 1 EP - 6 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Kreimeier, Julian A1 - Karg, Pascal A1 - Götzelmann, Timo T1 - Tabletop virtual haptics BT - feasibility study for the exploration of 2.5D virtual objects by blind and visually impaired with consumer data gloves T2 - Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - When thinking of Virtual Reality (VR), most people think of stunning audio-visual environments in the context of entertainment. However, VR can also provide haptic information, e.g., to convey spatial information to blind and visually impaired people. In this context of accessibility they might be able to explore independently and self-determined tactile graphics, e.g., the structure of unknown real places prior to visiting them. Thus, we propose and evaluate tabletop virtual objects that can be felt by nowadays commercially available VR components, instead of exploring physical models (e.g., 3D printed maps) with the bare hand. These can be easily placed on an empty table, giving the blind user faster and more independent access to tactile information than with real physical representations. Our comprehensive pilot user study shows that it is possible to recognize floor plans and simple geometric shapes in this context. Also, the insights gained with regard to the suitability for practical application in this context point out the way to eased access to spatial (virtual) information using off-the-shelf components which can significantly support blind and visually impaired users' autonomy. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3389194 SP - 1 EP - 10 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Kreimeier, Julian A1 - Karg, Pascal A1 - Götzelmann, Timo T1 - BlindWalkVR BT - formative insights into blind and visually impaired people's VR locomotion using commercially available approaches T2 - Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - Virtual Reality (VR) promises expanded access to spatial information, especially for blind and visually impaired people. Through haptic and acoustic feedback, real world's limitations like the risk of injury or the necessity of a sighted safety assistant can be circumvented. However, the best possible profit of this technology requires interactive locomotion in large virtual environments to overcome real world space limitations. Thus, we present formative insights of blind people's egocentric VR locomotion by comparing four different implementations (i.e., two VR treadmills, trackers on the ankles or joystick based locomotion) in a qualitative and quantitative user study with seven blind and visually impaired participants. Our results reveal novel insights on characteristics of each implementation in terms of usability and practicability and also provide recommendations for further work in this field with the target user group in sight. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3389193 SP - 1 EP - 8 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Kreimeier, Julian A1 - Kappe, Maximilian A1 - Götzelmann, Timo T1 - BlindScanLine BT - preliminary implementation and evaluation of a cross-platform line scanning sonification approach using frequency and amplitude modulation T2 - Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - Sonification is a promising way for blind and visually impaired people to capture and process information purely auditory, e.g., by mapping distance metrics on sound characteristics. To optimally use the users' sensory bandwidth and cognitive load a sequential scanning at multiple azimuth angles instead of only one measuring point straight ahead could be a suitable option. Thus, we present a preliminary cross-platform implementation and evaluation of such a sequential 'line-scanning sonification' using off-the-shelf components while comparing frequency (FM) and amplitude modulation (AM). In our user study with blindfolded and visually impaired participants, users gained a more accurate mental model in significantly shorter time by means of FM compared to AM and the HoloLens' usability was rated better than our LIDAR prototype's. These initial findings show possibilities for further improvement, so that similar approaches could be used more and better in blind and visually impaired peoples' everyday life. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3393742 SP - 1 EP - 4 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo A1 - Kreimeier, Julian T1 - Towards the inclusion of wheelchair users in smart city planning through virtual reality simulation T2 - Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - The planning of Smart Cities is a complex task. In particular, accessibility rules based on legal regulations but also on empirical values must be observed. However, it is difficult to determine in advance the exact needs of people with disabilities for concrete planning. Previous approaches mainly aimed at existing urban environments. Ideally, citizens should be directly involved in the planning process of buildings and urban environments. For existing urban environments, crowdsourcing approaches exist to obtain suggestions for improvement from citizens. We present a novel approach for the direct integration of wheelchair users in the urban environments to be planned (participatory urban development) in virtual reality. We present an easy-to-reproduce simulator that allows wheelchair users to directly explore the planned buildings and urban environments in a virtual, spatial environment. This means that these 3D models can be commented already in the planning phase and provide valuable information about accessibility. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3398008 SP - 1 EP - 7 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo A1 - Kreimeier, Julian T1 - Participation of elderly people in smart city planning by means of virtual reality T2 - Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - Urbanisation is progressing, the population in many countries has a growing proportion of old people. This must be taken into account when transforming urban environments into Smart Cities. On the one hand, general accessibility rules must be taken into account in the planning of buildings and urban environments. However, an essential requirement for transformation is the participation of citizens, i.e., concrete suggestions for improvement from citizen should be taken into account. Elderly people are a valuable source of information for improvements. Instead of simply involving them in the modification of existing facilities, our approach suggests that they should be included in the planning process. However, abstract plans and questionnaires allow only limited insights for ordinary citizen. Therefore, our approach aims at providing a suitable interface to interactively walk through and annotate virtual reality plans for buildings and city districts. We present a working prototype for elderly people based on 3D consumer hardware appropriate form of locomotion with which they can explore and annotate urban planning according to their individual needs. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3397649 SP - 1 EP - 2 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo A1 - Kreimeier, Julian T1 - Optimization of navigation considerations of people with visual impairments through ambient intelligence BT - a case study N2 - As urbanization progresses, cities are becoming increasingly complex. To make this complexity advantageous, Smart Cities integrate intelligent sensors that communicate with each other and are invisible to citizens, so that they can offer additional services. Despite the fact that the inclusion of diverse citizens is an essential requirement of Smart Cities, Ambient Intelligence is often not considered under accessibility aspects. The central question in this context is how disadvantaged groups in particular can benefit from Smart Cities. It is extremely important for people with disabilities to be able to move autonomously in public spaces. For this purpose, however, people who are blind sometimes need to be able to ask other people for directions. Knowing whether people are present can be important information. In our exemplary case study, Ambient Intelligence is used for people with visual impairments, so that they can decide whether they want to go to this or an alternative place based on the information about the density of people in a place. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3398009 SP - 1 EP - 6 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Oumard, Christina A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Implementation and Evaluation of a Voice User Interface with Offline Speech Processing for People who are Blind or Visually Impaired T2 - Proceedings of the 15th International Conference on PErvasive Technologies Related to Assistive Environments N2 - Assistive technologies help blind and visually impaired people to manage their daily lives independently. However, they usually have to work with voice user interfaces to use smartphones and tablets. Tasks like managing the calendar, taking notes, or setting an alarm clock require reliable voice recognition, which entails online access for remote computing. However, apart from data privacy and security issues, an online connection is not available in any situation. In this regard, our paper develops and evaluates an offline voice user interface with offline speech processing. The voice assistant was tested with seven blind and visually impaired people. It was found that the assistant was very well received (i.e., pragmatic, hedonic, and general quality) and that no functional limitations could be perceived due to the offline data processing. Based on these findings, the scope of functionality and the level of detail of the evaluation can be extended further to adapt this technology for this specific user group and promote its dissemination. Y1 - 2022 U6 - https://doi.org/10.1145/3529190.3529197 SP - 277 EP - 285 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Oumard, Christina A1 - Kreimeier, Julian A1 - Goetzelmann, Timo T1 - Preliminary Analysis on Interaction Characteristics with Auditive Navigation in Virtual Environments T2 - Proceedings of the 14th PErvasive Technologies Related to Assistive Environments Conference N2 - As access to new technologies becomes increasingly less expensive and complex, technologies such as virtual reality (VR) are also becoming interesting and relevant for applications outside consumer entertainment. Especially with VR for blind and visually impaired people, VR can overcome the limitations of real-world environments (e.g., hazardous locations and reliance on sighted companionship for training) by virtually exploring its digital model using consumer hardware. In this context, we conducted two within-subject user study with 11 and 5 participants that were asked to learn and re-walk an audio-landmark enriched path in a virtual environment. Our results showed, that the ability to learn and re-walk an audio landmark-enriched environment using an auditive only locomotion interface is possible, but yet difficult. To be able to re-walk even a simple corridor entails a relatively big training effort, but distinctive structures are recognizable again. The results also indicated that the intuitive use of controller based locomotion brings advantages over a keyboard and mouse based approach. Furthermore, we discovered different characteristics of auditive navigation (e.g., walking zigzag, in circles or collision-oriented with regard to the rooms’ walls), encountered acoustic rendering problems in acute corners and were able to show a training effect when having trained a path within a virtual environment with respect to re-walking, both inside a virtual environment and outside to a physically re-walked path. This work underlines the feasibility, problems, but also chances of different locomotion implementations in VR and is intended to foster future work towards both technical and methodological optimization in this area. Y1 - 2021 U6 - https://doi.org/10.1145/3453892.3461654 SP - 514 EP - 520 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - First Steps Towards Walk-In-Place Locomotion and Haptic Feedback in Virtual Reality for Visually Impaired T2 - CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems N2 - This paper presents the first results on a user study in which people with visual impairments (PVI) explored a virtual environment (VE) by walking in a virtual reality (VR) treadmill. As recently suggested, we have now acquired first results from our feasibility study investigating this walk-in-place interaction. This represents a new, more intuitive way of for example virtually exploring unknown spaces in advance. Our prototype consists of off-the-shelf VR components (i.e., treadmill, headphones, glasses, and controller) providing a simplified white cane simulation and was tested by six visually impaired subjects. Our results indicate that this interaction is yet difficult, but promising and an important step to make VR more and better usable for PVIs. As an impact on the CHI community, we would like to make this research field known to a wider audience by sharing our intermediate results and suggestions for improvements, on some of which we are already working on. Y1 - 2019 SN - 978-1-4503-5971-9 U6 - https://doi.org/10.1145/3290607.3312944 VL - 2019 SP - 1 EP - 6 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Feitl, Selina A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Accessible Electrostatic Surface Haptics: Towards an Interactive Audiotactile Map Interface for People With Visual Impairments T2 - Proceedings of the 15th International Conference on PErvasive Technologies Related to Assistive Environments N2 - Tactile models, such as floor plans of a familiar or unfamiliar environment, can be helpful for people with visual impairments to grasp and interpret spatial information. Such plans are usually fabricated physically in a time-consuming process and are not interactive. This paper suggests presenting tactile floor plans using surface haptic feedback on an electrostatic display to overcome these limitations. Besides audiohaptically exploring tactile floor plans, our prototype also allows for voice interaction and demonstrates the control of smart home devices in this context. The evaluation was conducted in two stages with eight participants with visual impairments: First, it was investigated how individual rooms can be identified and assigned with electrostatic tactile feedback over a common dot matrix display. Second, the generation of a mental map when exploring an interactive detailed floor plan with several rooms was evaluated. Our results show that electrostatic haptic feedback enables people with visual impairments to recognize and understand graphic elements like rooms and a floor plan. However, this entails significantly more time for exploration and a higher cognitive workload when compared to a comparable but more expensive dot matrix display, though spatial and semantic smart home contextual information can be added through a voice interface, such as ”What is the room’s name I am touching?” or ”Turn on the power socket in this room.” Our preliminary but innovative approach reveals the initial potential of electrostatic feedback for accessibility and aims to help situate the opportunities and challenges in this context for wider dissemination. Y1 - 2022 U6 - https://doi.org/10.1145/3529190.3534781 SP - 522 EP - 531 PB - ACM CY - New York, NY, USA ER -