Barbara Stiglbauer

dblp:142/3568 · DBLP profile ↗
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7ranked-venue papers
0as first author
5since 2021 · last 2026
0000-0001-6827-4049ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 since 2021
YearPublicationVenuePosition
2026 Reintegrating Human Attitudes in the Acceptance of AI-Driven Technology in HR Across Diverse User Interactions
abstract
This research delves into the intricate dynamics involved in adopting an artificial intelligence (AI)-driven Skill Management Software (SMS) in Human Resources (HR), with a focus on human-centered acceptance. It underscores the significance of user attitudes and illuminates the distinctions between active and passive use interaction. More specifically, this article argues that the acceptance of using a highly complex technology is not solely shaped by the attitudes toward the system itself, but also the attitudes toward using the system. To this end, the variable Attitude Toward Use (ATTU) was integrated into the Technology Acceptance Model (TAM). An empirical study with N = 286 employees from the DACH region, focusing on the scenario-based adoption of AI-based SMS in HR, was carried out. Structural Equation Modeling demonstrated that integrating ATTU outperforms the original TAM in explaining Behavioral Intention, active and passive user interaction and their nuanced interactions.
Marvin Schittko, Martina Mara, Barbara Stiglbauer
Int. J. Hum. Comput. Interact.3
2026 Investigating Subjective and Physiological Effects of Color Temperature and Visual Thermal Cues in Virtual Reality
abstract
Virtual reality enables immersion in any environment. According to the hue-heat hypothesis, an environment’s color temperature influences thermal perception and regulation, factors important for productivity and energy consumption. Previous work suggests that visual thermal cues, e.g., snowy or desert environments, affect thermal perception and regulation. As color temperature was not controlled, it is unknown if hue or thermal cues caused the effects. In our first study, we derived two virtual environments with cold or warm thermal cues. In the second study, participants experienced these environments with varying hues for 5 minutes. We found that hue influences thermal sensation and thermal cues influence sensation, comfort, and skin temperature. As these effects seem to increase beyond 5 minutes, a third study with longer exposure and more extreme hue differences confirmed and extended these findings. Overall, our results consistently show that hue and visual thermal cues independently affect thermal perception and regulation. This highlights the importance of considering both when designing virtual environments.
Christoph Wührl, Sabrina Hößl, Tien-Julian Ho, Barbara Stiglbauer, Niels Henze, Martin Kocur
ACM Trans. Comput. Hum. Interact.4
2025 The Role of Social Feedback in Technology Acceptance: A One-Week Diary Study with Exoskeleton Users at the Workplace
abstract
Occupational exoskeletons constitute a new assistive technology for industrial workers. In the social context of the workplace, colleagues are likely to react to the noticeable appearance of these devices. Drawing on established technology acceptance theories and recent exoskeleton research, we addressed the following issues: (1) What is the effect of co-worker feedback and self-perceived attractiveness on workers’ intention to use an exoskeleton over time? And (2) do these variables predict intention to use beyond perceived usefulness and ease of use? We examined these questions in a one-week diary study with 22 industrial workers. They tested passive exoskeletons during their regular work for six consecutive days and completed a short questionnaire including evaluations of perceived usefulness, ease of use, attractiveness, and social feedback received on a daily basis. The collected data were analyzed using hierarchical linear models (HLM). Results showed that usefulness (but not ease of use) significantly predicted intention to use an exoskeleton. Over and above, self-perceived attractiveness significantly affected initial intention to use, whereas the effects of social feedback unfolded over time. Our study contributes to a better understanding of the social dynamics experienced by users of wearable technology.
Sandra Maria Siedl, Martina Mara, Barbara Stiglbauer
Int. J. Hum. Comput. Interact.3
2023 Telling Eyes: Linking Eye-Tracking Indicators to Affective Variables
abstract
Research has tried to link affective states to different eye-tracking measures with varying success. Although previous research has proposed that using live eye-tracking data for video games could considerably enhance adaptive gameplay techniques’ capabilities, little research has been done. The main goal of the current study was to link eye-tracking indicators to affective states (confusion, frustration). Thirty-nine participants were recruited to play a riddle game in virtual reality similar to the game “Portal”, with levels differently manipulating affective states in a within-study design. Participants did self-rate confusion and frustration retrospectively watching a recording of their gameplay. It was shown that different levels of frustration and confusion could be evoked. Hypotheses about the relationship between confusion/frustration and eye-tracking data could only be partially supported. Analyses revealed various possible reasons for contradictory results and several implications for future research, including aspects of eye-tracking indicators and the underlying eye-tracking technology.
Andreas Winkelbauer, Barbara Stiglbauer, Michael Lankes, Maurice Sporn
FDG2
2022 Looking Confused? - Introducing a VR Game Design for Arousing Confusion Among Players
abstract
This paper describes a virtual reality prototype’s game and level design that should serve as stimulus material to arouse confusion among players. In doing so, we will use the stimulus to create a system that analyzes the players’ gaze behavior and determine whether and when the player is confused or already frustrated. Consequently, this information can then be used by game and level designers to give the player appropriate assistance and guidance during gameplay. To reach our goal of creating a design that arouses confusion, we used guidelines for high-quality level design and did the exact opposite. We see the PLEY Workshop as a forum to identify and discuss the potentials and risks of the stimulus’ design and level structure. In general, the paper should provide insights into our design decisions for researchers interested in investigating gaze behavior in games.
Michael Lankes, Maurice Sporn, Andreas Winkelbauer, Barbara Stiglbauer
ETRA4
2016 An Eye for an Eye: Gaze Input in Competitive Online Games and its Effects on Social Presence
abstract
This paper investigates the effects of a shared gaze visualization regarding social presence in an online competitive game setting. We investigate if the incorporation of gaze interaction among different competitive game genres would influence the perceived social presence for the players. To find answers to our research question we created an experimental setting that is based on two game genres that require strategic skills (i.e., a turn-based strategy game) and motoric skills (i.e., a real-time first person shooter). Our study findings highlight the positive influence of a shared gaze visualization on competitive play. Further, the studied game genres have a significant influence on the perceived social presence. With our findings we want to provide insights for game designers and researchers regarding the inclusion of gaze-based interaction in remote gaming settings.
Michael Lankes, Bernhard Maurer, Barbara Stiglbauer
ACE3
2016 EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game
Bernhard Maurer, Michael Lankes, Barbara Stiglbauer, Manfred Tscheligi
ICEC3