Matthias Heintz 0001

dblp:94/7175-1 · also Matthias Martin Heintz · DBLP profile ↗
← Back
9ranked-venue papers
4as first author
3since 2021 · last 2023
0000-0003-2033-959XORCID · verified

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

Human-computer interaction and ubiquitous computing · 9 · 4 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 5 · 3 first-author · 1 since 2021
YearPublicationVenuePosition
2023 Tutor In-sight: Guiding and Visualizing Students' Attention with Mixed Reality Avatar Presentation Tools
abstract
Remote conferencing systems are increasingly used to supplement or even replace in-person teaching. However, prevailing conferencing systems restrict the teacher’s representation to a webcam live-stream, hamper the teacher’s use of body-language, and result in students’ decreased sense of co-presence and participation. While Virtual Reality (VR) systems may increase student engagement, the teacher may not have the time or expertise to conduct the lecture in VR. To address this issue and bridge the requirements between students and teachers, we have developed Tutor In-sight, a Mixed Reality (MR) avatar augmented into the student’s workspace based on four design requirements derived from the existing literature, namely: integrated virtual with physical space, improved teacher’s co-presence through avatar, direct attention with auto-generated body language, and usable workflow for teachers. Two user studies were conducted from the perspectives of students and teachers to determine the advantages of Tutor In-sight in comparison to two existing conferencing systems, Zoom (video-based) and Mozilla Hubs (VR-based). The participants of both studies favoured Tutor In-sight. Among others, this main finding indicates that Tutor In-sight satisfied the needs of both teachers and students. In addition, the participants’ feedback was used to empirically determine the four main teacher requirements and the four main student requirements in order to improve the future design of MR educational tools.
Santawat Thanyadit, Matthias Heintz 0001, Effie Lai-Chong Law
CHI2
2021 Augmented Reality as Educational Tool: Perceptions, Challenges, and Requirements from Teachers
Matthias Heintz 0001, Effie Lai-Chong Law, Pamela Andrade
EC-TEL1
2021 Do You Feel the Same? On the Robustness of Cued-Recall Debriefing for User Experience Evaluation
abstract
Cued Recall Debriefing (CRD) is a form of retrospective think aloud approach. It involves re-immersing users to a level where emotional responses are comparable to those experienced during actual interaction with a system. To validate whether the robustness of CRD would vary with the time gap between the actual and recalled event and with the affective state preceding the recall, two empirical studies with altogether 100 participants were conducted. Specifically, participants’ emotions were measured in terms of galvanic skin response (GSR) , heart rate (HR) , and self-assessment manikin (SAM) rating when they were interacting with an email client seeded with usability problems. The same measures were taken when they viewed the videoed interactions. Two between-subject variables were ‘intervening time’ (from 0 minutes up to 24 hours) and ‘intervening affect’ (images with different valence and arousal). Advanced computational models were applied to optimise the shifting of GSR/HR waves generated at the actual interaction and recall phases, which were found to be significantly correlated. The shifting process is necessary for addressing the memory effect and is a methodological innovation. Overall, CRD proved to be a robust method that can be deployed to a broad range of HCI research and practice contexts.
Anders Bruun, Effie Lai-Chong Law, Thomas D. Nielsen, Matthias Heintz 0001
ACM Trans. Comput. Hum. Interact.4
2020 Work-in-progress - ARETE - An Interactive Educational System using Augmented Reality
abstract
ARETE (Augmented Reality Interactive Educational System) is a European project, which aims to develop an interactive toolkit for Augmented Reality (AR) content. In this work in progress paper, we describe the system which is currently being developed. The ARETE system follows human-centered interaction design practices and has a strong focus in interactive, multi-user and multi-lingual technologies. On completion, the system will be evaluated across three pilot studies. The three pilots will involve more than 3000 students across ten European countries and they will assess the impact of usage of the ARETE system and the educational value of AR for English literacy skills, STEM (Science, Technology, Engineering and Math) skills and in the implementation of Positive Behaviour Support in Schools (PBIS). ARETE will also be involved in the implementation of new standards for the creation of cross platform content and services as well as the creation of learning experience data repositories.
Stefano Masneri, Ana Dominguez 0001, Fridolin Wild, Jeroen Pronk, Matthias Heintz 0001, Jennifer Tiede, Adina Nistor, Giuseppe Chiazzese, Eleni E. Mangina
iLRN5
2019 A Methodological Approach for Cross-Cultural Comparisons of Multimodal Emotional Expressions in Online Collaborative Learning Environments
Matthias Heintz 0001, Effie Lai-Chong Law, Nigel Bannister, Marlia Mohd Puteh
EC-TEL1
2017 Let Voices of Both Teachers and Students on the Development of Educational Technologies Be Heard
Effie Lai-Chong Law, Rob Edlin-White, Matthias Heintz 0001
EC-TEL3
2016 Understanding the Relationship between Frustration and the Severity of Usability Problems: What can Psychophysiological Data (Not) Tell Us?
abstract
Frustration is used as a criterion for identifying usability problems (UPs) and for rating their severity in a few of the existing severity scales, but it is not operationalized. No research has systematically examined how frustration varies with the severity of UPs. We aimed to address these issues with a hybrid approach, using Self-Assessment Manikin, comments elicited with Cued-Recall Debrief, galvanic skin responses (GSR) and gaze data. Two empirical studies involving a search task with a website known to have UPs were conducted to substantiate findings and improve on the methodological framework, which could facilitate usability evaluation practice. Results showed no correlation between GSR peaks and severity ratings, but GSR peaks were correlated with frustration scores -- a metric we developed. The Peak-End rule was partially verified. The problematic evaluator effect was the limitation as it confounded the severity ratings of UPs. Future work is aimed to control this effect and to develop a multifaceted severity scale.
Anders Bruun, Effie Lai-Chong Law, Matthias Heintz 0001, Lana H. A. Alkly
CHI3
2015 A survey on the usage of online labs in science education: Challenges and implications
abstract
To provide teachers and students with more usable, desirable and useful online labs, the foremost step is to understand their existing usage patterns and experiences with such labs. This step was implemented with two online surveys, one targeting teachers and the other students. Altogether 915 respondents from 23 European countries were involved. Results indicate that the prevalence of online labs adoption was generally low and that the users had positive experiences despite some challenges such as difficult access (domain-specific labs) and language barrier (English user interface). Among others, a significant implication is to create a repository (portal) where resources can be used and shared with ease and enjoyability.
Matthias Heintz 0001, Effie Lai-Chong Law, Constantinos Manoli, Zacharias C. Zacharia, Siswa A. N. van Riesen
EDUCON1
2015 Paper or Pixel? Comparing Paper- and Tool-Based Participatory Design Approaches
Matthias Heintz 0001, Effie Lai-Chong Law, Samaneh Soleimani
INTERACT (3)1