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The increasing availability of online video content, partially fueled by the Covid-19 pandemic and the growing presence of social media, adds to the importance of providing audio descriptions as a media alternative to video content for blind and visually impaired people. In order to address concerns as to what can be sufficiently described and how such descriptions can be delivered to users, a concept has been developed providing audio descriptions in multiple levels of detail. Relevant information is incorporated into an XML-based data structure. The concept also includes a process to provide optional explanations to terms and abbreviations, helping users without specific knowledge or people with cognitive concerns in comprehending complex videos. These features are implemented into a prototype based on the Able Player software. By conducting a user test, the benefits of multi-layered audio descriptions and optional explanatory content are evaluated. Findings suggest that the choice of several levels of detail is received positively. Users acknowledged the concept of explanations played parallelly to the video and described further use cases for such a practice. Participants preferred a higher level of detail for a high-paced action video and a lower level for informative content. Possibilities to extend the data structure and features include multilanguage use cases and distributed systems.
Climate change is one of the greatest societal challenges of our time. The global food production alone accounts for 26% of global greenhouse gas emissions. Without dietary changes, the challenges of climate protection can hardly be achieved in the food sector. Technology has the ability to significantly change society and it can be used to change people’s attitude or behaviors.
The current study investigated the potential of using Persuasive Technology for guiding consumers to implement sustainable food choices. To evaluate its impact, an online grocery store was designed and prototyped using the Persuasive Systems Design model according to Oinas-Kukkonen and Harjumaa. The intended target behavior was to adjust food choices and make sustainable consumption decisions. The target group consisted of individuals between the ages 20 and 34 years.
The iterative approach of the empirical study was divided into four parts: First, the requirements of the target group were analyzed. Then a concept of the grocery online shop was developed using the design principles of the Persuasive Systems Design model. The concept Foodprint was prototypically implemented and consequently, evaluated via A/B testing with target users. Two high-fidelity prototypes were similarly structured with the only difference that Prototype A contained persuasive elements. Prototype B was intended to collect comparative data in the user tests. Ten individuals of the target group evaluated the prototypes and their impressions of the concept and food choices were examined to assess the impact of the Persuasive Systems Design model.
The data were analyzed qualitatively as well as quantitatively. Prototype A – with the persuasive elements – showed a more positive user experience. The evaluation of tests A and B revealed that the persuasive elements were able to influence users to identify sustainable food options.
In general, it can be concluded that testers from both tests, A and B, rated the grocery online store as helpful and would be willing using it in the future. However, it became also evident that the target group lacked knowledge to make informed decisions about the environmental impact of their food choices. As observed in the current study, the participants considered it difficult to assess the sustainability level of foods when grocery shopping. Their purchasing decisions relied on labels and erroneous assumptions. These observations indicate the need for more support in making sustainable food choices.
The Persuasive Systems Design model had the potential to influence the users in their food choices, suggesting that it may be an option to contribute to environmental protection in the food sector. Over time, consumers may even become more aware of the impact of their food choices and hence, could adjust their purchasing behavior in stationary retail stores.
Video games have a significant influence on our time. However, lack of accessibility makes it hard for disabled gamers to play most of them. Virtual reality offers new possibilities to include people with disabilities and enable them to play games. Additionally, serious VR games provide educational benefits, such as improved memory and engagement.
In this work, the accessibility problems in video games and VR applications are explored with an emphasis on serious games as well as a general lack of guidelines. An overview of existing guidelines is given. From this, a set of guidelines is derived that summarizes the relevant rules for accessible VR games.
New ways to interact with VR environments come with both opportunities and challenges. This work investigates the applicability of different hands-free input methods to play a VR game. Using a serious game five focus and three activation methods were implemented exemplary with the Oculus Go. The suitability of these methods was analyzed in a pre-study that excluded head movements for controlling the game. The remaining input methods were evaluated in an explorative user study in terms of operability and ease of use.In summary, all tested methods can be used to control the game. The evaluation shows head-tracking as the preferred input method, while scanning eye-tracking and voice control were rated mediocre.
In addition, the correlation between input methods and different menu types was examined, but the influence turned out to be negligible.
Web Accessibility is becoming increasingly important. Guidelines and according tests were created in order to ensure Web Accessibility for everyone. Detailed reports are created in order to advise content creators on this topic. However, these reports can be even more elaborate than the guidelines themselves with their very specific and technical vocabulary and their sheer length. This makes it hard, especially for non-experts, to understand what the results mean and to know where to start.
StroCards is a functional prototype developed to help viewers of Web Accessibility reports understand their contents easier. One way of doing this is by sorting and filtering identified accessibility issues. It can generate charts from the number of failed, passed and not applicable success criteria that highlight aspects that are not explained in the report itself. It can explain the user how well each of the tested website performs in terms of accessibility regarding different responsibilities. One of its key features is generating individual reports for individual responsibilities like e.g. visual design. With this functionality a designer like in this example, could receive a list of issues that are relevant to them without being overwhelmed by issues that they cannot solve. This creates a more efficient handling of the report. Besides displaying the report highlighting project roles, StroCards can have a more human-centered and empathetic approach by showing which user groups are affected and therefore excluded by accessibility issues on the website. This makes the long list of guidelines more tangible – especially for non-experts.
In the process of developing StroCards, some design decisions were made with a group of experts. The implemented functional prototype was tested in a qualitative and quantitative user study. It was perceived as easier to understand and better to work with.
A tool like this could wildly help people maintaining, creating, and developing websites to put these Web Accessibility guidelines into practice and consequently minimize exclusion of people from websites.
The capabilities of Artificial Intelligence (AI) are utilized increasingly
in today‘s world. The autonomous and adaptive characteristics
allow applications to be more effective and efficient. A certain
subfield of Artificial Intelligence, Machine Learning, is enabling
services to be tailored to a user‘s specific needs. This could prove to
be useful in an information-heavy field such as Statistics. As design
research from SPSS Statistics, a legacy statistical application, has
indicated, statistics beginners struggle to tackle the challenge of
preparing a statistical research study. They turn to several sources
of information in an attempt to find help and answers but are not
always successful. This leads to them being unconfident before
they have even started to execute the statistical study. The adaptive
features of Artificial Intelligence could help support students
in this case, if designed according to established principles. This
thesis investigated the question whether an AI-powered solution
could elevate the users‘ confidence in statistical research studies.
In order to find the answer, a prototype with exemplary User Experience
was designed and implemented. Preceding research determined
the domain and market offer. User research was conducted
to ensure a human-centered outcome. The prototype was evaluated
with real test users and the results answered the question in
the affirmative.
The legitimacy of users is of great importance for the security of information systems. The authentication process is a trade-off between system security and user experience. E.g., forced password complexity or multi-factor authentication can increase protection, but the application becomes more cumbersome for the users. Therefore, it makes sense to investigate whether the identity of a user can be verified reliably enough, without his active participation, to replace or supplement existing login processes.
This master thesis examines if the inertial sensors of a smartphone can be leveraged to continuously determine whether the device is currently in possession of its legitimate owner or by another person. To this end, an approach proposed in related studies will be implemented and examined in detail. This approach is based on the use of a so-called Siamese artificial neural network to transform the measured values of the sensors into a new vector that can be classified more reliably.
It is demonstrated that the reported results of the proposed approach can be reproduced under certain conditions. However, if the same model is used under conditions that are closer to a real-world application, its reliability decreases significantly. Therefore, a variant of the proposed approach is derived whose results are superior to the original model under real conditions.
The thesis concludes with concrete recommendations for further development of the model and provides methodological suggestions for improving the quality of research in the topic of "Continuous Authentication".
Privacy in Social Networks
(2016)
Online Social Networks (OSNs) are heavily used today and despite of all privacy concerns found a way into our daily life. After showing how heavy data collection is a violation of the user's privacy, this thesis establishes mandatory and optional requirements for a Privacy orientated Online Social Network (POSN). It evaluates twelve existing POSNs in general and in regard to those requirements. The paper will find that none of these POSNs are able to fulfill the requirements and therefore proposes features and patterns as a reference architecture.
Head Mounted Displays (HMD) are increasingly used in various industries. But apart from the industry environment, the potentials of HMDs in a private environment like at home has been rel- atively unexplored so far. What daily tasks can these help with, in the home kitchen for example?
The aim of this thesis is to obtain knowledge about the usefulness of such an HMD, the HoloLens, in combination with an application, while following a new recipe. Therefore a prototype applica- tion for the HoloLens got developed which guides a user through the cooking of a sushi burger by using multimedia content.
With a mixed method design, consisting of quantitative and qualitative methods, the HoloLens in combination with an application was evaluated by 14 participants.
Not only the weight of the device was a problem for users. The test also revealed that the display is darkening the view and participants tend to look below the glasses. An advantage is indeed to reach the next cooking step without the need of using hands and always having in sight what needs to be done next. Positive feedback was given as well for the application. Through voice control the user communicates to a character which will guide through the recipe by videos and text.
If in future the technical characteristics of HMD devices will improve, an application in this con- text will be of advantage in order to simplify learning a new recipe. This device, in combination with an application, could help early-middle stage cognitive impaired people and blind people to cook.
Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale.
One of the reasons for this is that interacting with human counterparts is typically considered much more interesting than playing against an Artificial Intelligence.
Although the visual quality of game worlds has increased over the past years,they often fall short in providing consistency with regard to behavior and interactivity.
This is especially true for the game worlds of MMOGs. One way of making a game world feel more alive is to implement a Fire Propagation System that defines show fire spreads in the game world. Singleplayer games like Far Cry 2 and The Legend of Zelda:
Breath of the Wild already feature implementations of such a system. As far as the author of this thesis knows, however, noMMOGwith an implemented Fire Propagation System has been released yet. This work introduces two approaches for developing such a system for a MMOG with a client-server architecture.
It was implemented using the proprietary game engine Snowdrop. The approaches presented in this thesis can be used as a basis for developing a Fire Propagation System and can be adjusted easily to fit the needs of a specific project.
Large-scale computing platforms, like the IBM System z mainframe, are often administrated in an out-of-band manner, with a large portion of the systems management software running on dedicated servers which cause extra hardware costs. Splitting up systems management applications into smaller services and spreading them over the platform itself likewise is an approach that potentially helps with increasing the utilization of platform-internal resources, while at the same time lowering the need for external server hardware, which would reduce the extra costs significantly. However, with regard to IBM System z, this raises the general question how a great number of critical services can be run and managed reliably on a heterogeneous computing landscape, as out-of-band servers and internal processor modules do not share the same processor architecture.
In this thesis, we introduce our prototypical design of a microservice infrastructure for multi-architecture environments, which we completely built upon preexisting open source projects and features they already bring along. We present how scheduling of services according to application-specific requirements and particularities can be achieved in a way that offers maximum transparency and comfort for platform operators and users.