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Abstract
Remote participation in school is possible today with the help of telepresence robots. Such technologies can offer great opportunities for children with long-term illnesses to continue attending school. Consequently, telepresence robots are already used in some schools when children are absent for long periods. However, despite their positive impact, such robots also create challenges for the privacy of people involved in such a setting. Therefore, in this paper, we discuss the user needs of such robots in this specific and privacy-sensitive application field. We held three workshops with different user groups with and without experience with the robots. Among them were formerly and currently ill children, parents, teachers, head teachers, media educators, and supporting personnel. We discussed their experiences (if any), ideas, expectations, and concerns with a focus on privacy aspects to find out about the user needs of different user groups. Our results reveal various interrelationships and conflicts between the individual actors. They serve as a basis to discuss the implications for the design of future telepresence robots for schoolchildren.
Abstract
Future social robots will act autonomously in the world. Autonomous behavior is usually realized by using AI models built with real-world data, which often reflect existing inequalities and prejudices in society. Even if designers do not intend it, there are risks that robots will be developed that discriminate against certain users, e. g. based on gender. In this work, we investigate the implications of a gender-biased robot that disadvantages women, which unfortunately is a bias in AI that is often reported. Our experiment shows that both men and women perceive the gender-biased robot to be unfair. However, our work indicates that women are more aware that a gender bias causes this unfairness. We also show that gender bias results in the robot being perceived differently. While the gender bias resulted in lower likability and intelligence ratings by women, men seem to lose trust in the robot if it behaves unfairly.
Abstract
Telepresence robots offer great opportunities for children with long-term illnesses to continue attending school. Consequently, they are already used if children are absent for long periods. When designing such systems, the privacy of various stakeholders must be considered. However, conflicts often arise because the privacy requirements of different user groups cannot be fulfilled simultaneously. In this paper, we analyze the corresponding trade-offs that have to be made when designing telepresence robots under conflicting privacy requirements. We analyzed previous literature and held three workshops with different user groups (children, parents, teachers, head teachers, media educators, and supporting personnel) with and without experience with telepresence robots in schools. Based on the literature and the workshop results, we present four major privacy trade-offs we identified and discuss design approaches for them. With this work, we contribute to the design research on telepresence robots in schools by revealing the major privacy-related conflicts and potential design approaches to overcome the conflicts.
Abstract
Video tutorials are an effective method of knowledge transfer and learning. However, they are often time-consuming to create and difficult to access during work. This paper introduces an approach that simplifies the creation of video tutorials in the workplace and promotes their use during work. By utilizing smart glasses, practitioners can record video tutorials during their daily work processes and utilize them for knowledge transfer to other employees without much additional effort. This offers the advantage of directly and easily sharing expertise in the workplace without being constrained by time or location. Given the intended simplicity of this approach, the question arises whether it creates video tutorials that help people in their learning. The paper presents a study that compares the effectiveness of knowledge transfer using these video tutorials against traditional personal training methods in the workplace. With 18 participants from the nursing and production sectors, we observed the training and learning outcomes of using video tutorials on smart glasses over multiple sessions, comparing them with personal training, which is considered the standard for practical onboarding. The study results indicate that learning with video tutorials does not significantly differ in terms of learning outcomes from traditional personal training methods. Overall, this study highlights the potential of video tutorials with smart glasses for knowledge transfer in workplaces, while also identifying challenges and opportunities for optimizing onboarding processes for employees.
Abstract
Robots are gradually being freed from their safety fences due to the advances in safety features integrated with most new robots. These robots enable a new form of human-robot interaction in which contact is possible. There are two robot-related factors that play a decisive role in the interaction dynamics and human perception in such a case - the motion speed and distance the robot keeps away from the human. Literature indicates that these factors influence whether humans perceive trust, safety, and comfort, which are essential components in the acceptance of robots by their end users. However, although speed and distance were intensively investigated in isolation, little is known about their combined effect. To this end, we conducted an experiment investigating the impact of the industrial robot arm’s approaching speed and stopping distance on the users’ trust, safety, and comfort while they were performing a collaborative task. Our results provide interesting insights into the implications of speed and trust. While we were able to replicate former studies in terms of implications of speed and distance, our data does not show any interaction effect between the two variables. However, our participants’ observations indicated that distance impacts the dependent variables more severely than speed.
In der öffentlichen Debatte wird die Generation Z häufig als zentrale Herausforderung für die zukünftige Arbeitswelt dargestellt. Es wird behauptet, dass diese Generation, geprägt durch digitale und gesellschaftliche Umbrüche, andere Erwartungen an Arbeitgeber hat als ihre Vorgänger. Unsere Studie untersucht, ob diese Annahme wissenschaftlich haltbar ist und ob sich die Relevanz von Arbeitgeberattraktivitätsfaktoren zwischen den Generationen Baby Boomer, Generation X, Y und Z signifikant unterscheidet.
Basierend auf einem neuen empirischen Ansatz analysieren wir mit einer umfangreichen deutschen Stichprobe (N=1133) mittels multipler Regressionen die Vorhersagekraft von 19 Arbeitgeberattraktivitätsfaktoren für die allgemeine Arbeitgeberattraktivität. Dabei prüfen wir, ob und inwieweit die Generationszugehörigkeit moderierende Effekte auf die Bedeutung dieser Faktoren hat.
Die Ergebnisse zeigen, dass wesentliche Attraktivitätsfaktoren wie Identifikation mit dem Unternehmen, Management und Führung sowie die Arbeitsaufgabe generationsübergreifend relevant sind. Unterschiede zeigen sich lediglich in einzelnen Dimensionen wie Arbeitsplatzsicherheit, Corporate Social Responsibility, Work-Life-Balance und Unternehmensimage, wobei die Varianzaufklärung durch Generationsunterschiede äußerst gering ist (<2 %) und die signifikanten Regressionskoeffizienten im Durchschnitt nur bei .23 liegen.
Die Studie liefert eine empirische Basis für die Diskussion über Generationsunterschiede bei arbeitsrelevanten Einstellungen. Unsere Ergebnisse stellen die gängige Praxis von generationsspezifischem Employer Branding und eine Überschätzung von Generationsunterschieden, die auf stereotypen Annahmen beruhen, infrage. Selbst Alters- und Lebensphaseneffekte lassen sich in unseren Ergebnissen kaum nachweisen. Zukünftige Forschung sollte verstärkt longitudinale Designs verwenden, um die Dynamik von Alter, Lebensphasen und Generationen besser zu verstehen.
Abstract
Escape rooms have gained popularity across the globe, be it for entertainment, team building, or learning purposes. Solving puzzles has intrigued humanity since ancient times and playing games together facilitated intercultural encounters, encouraging mutual learning. This situated action builds on the idea of a mobile escape room within a suitcase, which when traveling shares previous encounters and collects new puzzles, thereby ever evolving. A suitcase will arrive in Sibu, Malaysia, with augmented reality stickers that entail puzzles created in Namibia. Visitors need to solve the puzzles to open the suitcase, which contains treats from Namibia, as well as materials to create new puzzles. Visitors participate in creating their own cultural puzzles, upload them to the augmented reality application, and thereby contribute to a new multicultural escape suitcase. The puzzles can also be played back at home, and the suitcase will continue evolving as it travels.
Abstract
Indigenous people across the globe have all too often been marginalised and not been considered in decisions that directly concern their life. We maintain the significance of incorporating indigenous perspectives in society to create a global dialogue through direct participation. In this light we propose a situated action in which our co-author from the Ju/’hoansi tribe, one of the San ethnicity in Southern Africa, digitally records semi-structured conversations with members of other indigenous communities at the conference and public spaces in Sibu. Then participants are engaged into a participatory exploration of processing the audio files into sound installations and soundscapes which “amplify indigenous voices“. We anticipate that the products can be reused for further initiatives in the different countries, raising awareness and calling for action on matters of concern for indigenous people.
Abstract
In this paper we present the co-design and implementation of an extended reality escape room with 26 primary school students. The aim of our study was to explore the co-design process with students and to co-create a playable escape room, providing an asymmetric immersive experience in which players collaborate. We realised the complexity of designing such an escape room with primary students. We share our experiences and learnings in regard to required capacities and skills of co-designers, and adjustment of complexity and timing to players. We also maintain that the integration of extended reality technologies into escape rooms requires further research to realise asymmetric co-located collaboration.