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<title>i-com Band 20 (2021) Heft 1</title>
<link href="http://dl.gi.de/handle/20.500.12116/36425" rel="alternate"/>
<subtitle/>
<id>http://dl.gi.de/handle/20.500.12116/36425</id>
<updated>2026-07-23T18:35:16Z</updated>
<dc:date>2026-07-23T18:35:16Z</dc:date>
<entry>
<title>Virtual Reality in Healthcare Skills Training: The Effects of Presence on Acceptance and Increase of Knowledge</title>
<link href="http://dl.gi.de/handle/20.500.12116/36433" rel="alternate"/>
<author>
<name>Plotzky, Christian</name>
</author>
<author>
<name>Lindwedel, Ulrike</name>
</author>
<author>
<name>Bejan, Alexander</name>
</author>
<author>
<name>König, Peter</name>
</author>
<author>
<name>Kunze, Christophe</name>
</author>
<id>http://dl.gi.de/handle/20.500.12116/36433</id>
<updated>2021-05-13T16:42:07Z</updated>
<published>2021-01-01T00:00:00Z</published>
<summary type="text">Virtual Reality in Healthcare Skills Training: The Effects of Presence on Acceptance and Increase of Knowledge
Plotzky, Christian; Lindwedel, Ulrike; Bejan, Alexander; König, Peter; Kunze, Christophe
With an ever-increasing need of skilled healthcare workers, efficient learning methods like Virtual Reality (VR) are becoming increasingly important. We developed and tested a VR simulation for endotracheal suctioning. The aim of this pilot study was to examine the VR simulation’s acceptance and increase of knowledge among participants. Furthermore, the effects of presence on acceptance and increase of knowledge were investigated. A total of 51 students participated in the pilot study, using a quasi-experimental pre-post-test design. A modified Unified Theory of Acceptance and Use of Technology (UTAUT) and the Igroup Presence Questionnaire (IPQ) were used. Correlation and regression analyses were performed. Pre- and post-tests showed a significant increase of knowledge (p &amp;lt; 0.001). The correlation between presence and behavioural intention was highly positive (r = 0.52, p &amp;lt; 0.001). Performance and effort expectancy are dominant effects on behavioural intention of using the VR simulation as an educational tool. The results indicate that a simulation which conveys a higher sense of presence is more likely to be accepted by learners. Regarding outcomes of presence on increase of knowledge, we found no significant correlation. Based on our study, we propose a design for a future mixed reality simulation with haptic elements and a plan on how to assess skills improvement.
</summary>
<dc:date>2021-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>“Let’s Talk about Gender” – Development of a Card Deck on (Gender) Sensitivity in HCI Research and Practice Based on a Contrasting Literature Review</title>
<link href="http://dl.gi.de/handle/20.500.12116/36434" rel="alternate"/>
<author>
<name>Burtscher, Sabrina</name>
</author>
<author>
<name>Spiel, Katta</name>
</author>
<id>http://dl.gi.de/handle/20.500.12116/36434</id>
<updated>2021-05-13T16:42:07Z</updated>
<published>2021-01-01T00:00:00Z</published>
<summary type="text">“Let’s Talk about Gender” – Development of a Card Deck on (Gender) Sensitivity in HCI Research and Practice Based on a Contrasting Literature Review
Burtscher, Sabrina; Spiel, Katta
Funding bodies in Western societies increasingly require researchers to address gender in their proposals – though often exclusively framed around binary notions. With oppressive power structures being prevalent and persuasive, these seep into current practices of Computer Science and Human-Computer Interaction (HCI) research. However, current curricula rarely provide actors in this space with grounded guidance on gender issues tied to their inquiries. Hence, developing an increased awareness of our societal responsibility towards equity can be challenging without an appropriate starting point. Drawing on a close reading of select literature discussing gender sensitivity in HCI research, we derived practical guidance in the form of recommendations for the design, proposal, conduct and presentation of research. Based on these recommendations, we then present the design of a card deck and initial tests thereof at ditact women’s IT summer university. Our analysis offers a starting point for HCI students and interested researchers to explore questions and issues around gender and to identify how gender relates to their research. This sensitisation may aid them in further reflecting on how they might better account for gendered implications of their work.
</summary>
<dc:date>2021-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>Evaluation of an Augmented Reality Instruction for a Complex Assembly Task - Comparison of a Smartphone-Based Augmented Reality Instruction with a Conventional Paper Instruction for the Teach-in Phase in Manual Assembly</title>
<link href="http://dl.gi.de/handle/20.500.12116/36432" rel="alternate"/>
<author>
<name>Funk, Johannes</name>
</author>
<author>
<name>Schmidt, Ludger</name>
</author>
<id>http://dl.gi.de/handle/20.500.12116/36432</id>
<updated>2021-05-13T17:02:42Z</updated>
<published>2021-01-01T00:00:00Z</published>
<summary type="text">Evaluation of an Augmented Reality Instruction for a Complex Assembly Task - Comparison of a Smartphone-Based Augmented Reality Instruction with a Conventional Paper Instruction for the Teach-in Phase in Manual Assembly
Funk, Johannes; Schmidt, Ludger
This study compares the use of a marker-based AR instruction with a paper instruction commonly used in manual assembly. Hypotheses were tested as to whether the instruction type affects assembly time, number of errors, usability, and employee strain. Instead of student participants and artificial assembly tasks (e. g. Lego assemblies), the study was conducted with 16 trainees in a real workplace for the assembly of emergency door release handles in rail vehicles. Five assembly runs were performed. Assembly times and assembly errors were determined from recorded videos. Usability (SUS) and strain (NASA-TLX) were recorded with questionnaires. After a slower assembly at the beginning, the AR group assembled significantly faster in the fifth run. The comparable number of errors, usability and strain make marker-based AR applications interesting for knowledge transfer in manual assembly, especially due to the easy entrance and low costs.
</summary>
<dc:date>2021-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>UX at the Right Level - Appropriately Plan the UX Expertise Using the PUXMM – A UX Maturity Model for Projects</title>
<link href="http://dl.gi.de/handle/20.500.12116/36435" rel="alternate"/>
<author>
<name>Gilbert, David</name>
</author>
<author>
<name>Fischer, Holger</name>
</author>
<author>
<name>Röder, Dirk</name>
</author>
<id>http://dl.gi.de/handle/20.500.12116/36435</id>
<updated>2021-05-13T17:03:17Z</updated>
<published>2021-01-01T00:00:00Z</published>
<summary type="text">UX at the Right Level - Appropriately Plan the UX Expertise Using the PUXMM – A UX Maturity Model for Projects
Gilbert, David; Fischer, Holger; Röder, Dirk
Usability and user experience maturity models are used to evaluate the capabilities of an organization in order to provide an assessment of their ability to develop usable products. But, as the main focus of such models is on an all-encompassing organizational level, they are difficult to implement in more complex organizations with a wide range of diverse and interlinked projects. This paper presents a project related UX maturity model, which was developed at DB Systel to address this issue: the PUXMM. It takes into account the nested internal customer relationships between departments and subcontractors and applies a human-centered design approach. There are two practical application scenarios for the PUXMM. It can be used to determine the UX maturity level of an ongoing project and as checklist to align a project to a desired maturity level from the outset.
</summary>
<dc:date>2021-01-01T00:00:00Z</dc:date>
</entry>
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