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Carrie Kovacs

dblp:330/4256 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2026
0000-0002-2622-1595ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Collaborative and social computing · 40% Human-AI interaction · 34% Interaction techniques and input · 20%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
remote collaboration
0.712023
Remote Persons Are Closer Than They Appear: Home, Team and a Lockdown · CHI 2023
Interaction techniques and input › spatial interaction
3d interaction
0.612022
Using an Embedded Multi User Inverse Kinematic Solver for Intuitive Modeling and Simulation · Comput. Aided Des. 2022
Collaborative and social computing › work-life balance
work-life boundary management
0.212023
Remote Persons Are Closer Than They Appear: Home, Team and a Lockdown · CHI 2023
Usability and user experience research
user study
0.212022
Using an Embedded Multi User Inverse Kinematic Solver for Intuitive Modeling and Simulation · Comput. Aided Des. 2022

Methods — techniques the papers use, named apart from their topics

inverse kinematics · 1.1self-report · 1.0LLM-based emotion coding · 1.0questionnaire · 0.7meeting recordings · 0.7logbooks · 0.7group interviews · 0.7
YearPublicationVenuePosition
2026 Cracking the Case Together: Role Perceptions in Human-AI Mystery Solving Dialogues
abstract
Large Language Models (LLMs) aim to mimic a natural form of human conversation, likely contributing to an anthropomorphic perception of AI in contrast to conventional human-computer interfaces. Our study explores human-AI conversations and humans’ perception of their counterpart in a collaborative mystery solving task with Anthropic’s Claude 3.5 Sonnet v2 model. We collected self-report data on participants’ perception of the interaction, measured task performance, and analyzed conversational dynamics using LLM-based emotion coding. We found that humans’ perception of AI, ranging from that of a teammate or colleague to a tool, did not necessarily impact performance in mystery solving, but correlated with aspects of the interaction itself. When participants perceived the AI as a teammate or colleague, they felt a stronger sense of team cohesion and their conversations were more collaborative, with more positive emotions. These findings may help practitioners design human-AI interfaces that foster positive interactions without endangering performance.
Karin Breckner, Johannes Schönböck, Carrie Kovacs, Frederik Hirschmann, Thomas Neumayr, Eva Reyskens, Mirjam Augstein
CHI3
2026 Concept, Challenges, and Requirements of Hybrid Collaboration Spaces: A Systematic Literature Review
abstract
In recent years, hybrid work has surged globally, making Hybrid Collaboration Spaces—the physical and virtual environments facilitating hybrid collaboration—increasingly relevant. However, this aspect is often not addressed in research and its scientific discourse is not always obviously apparent. In the existing body of literature, there are terminological ambiguities as well as temporal trends which make it hard to quickly identify relevant research. We thus present a systematic literature review on Hybrid Collaboration Spaces based on seven academic data sources (90 publications included, 996 screened). Our review encompasses several scientific fields and domains, contributing a detailed bibliometric report and a thorough thematic analysis highlighting challenges in hybrid collaboration and requirements for related spaces. We aim to 1) provide a concise overview of the research landscape, 2) advance the cross-domain dialog on hybrid collaboration, and 3) contribute to the disambiguation of terminology and establishment of a shared vocabulary.
Frederik Hirschmann, Thomas Neumayr, Johannes Schönböck, Carrie Kovacs, Mirjam Augstein
Int. J. Hum. Comput. Interact.4
2023 Remote Persons Are Closer Than They Appear: Home, Team and a Lockdown
abstract
Since 2020, worldwide COVID-19-related lockdowns have led to a rapid increase of remote collaboration, particularly in the domain of knowledge work. This has undoubtedly brought challenges (e.g., work-life boundary management, social isolation), but also opportunities. Practices that have proven successful (e.g., through increased task performance, efficiency or satisfaction) are worth retaining in future. In this qualitative empirical study, we analyzed four teams’ (14 participants in total) mandatory remote collaboration over a period of several days to several months during a nationally imposed lockdown. We report results derived from questionnaires, logbooks, group interviews, and meeting recordings. We identify possible factors influencing quality of task outcome as well as subjective aspects like satisfaction, motivation, and team atmosphere. As a basis for our conclusions, we provide a scheme for categorizing effects of remote collaboration based on an exhaustive literature review on pandemic-induced mandatory remote work and collaboration.
Mirjam Augstein, Thomas Neumayr, Johannes Schönböck, Carrie Kovacs
CHI4
2022 Using an Embedded Multi User Inverse Kinematic Solver for Intuitive Modeling and Simulation
abstract
Following the vision of Industry 4.0, manufacturers started to break down products into subsystems, each of which is developed and supplied by different suppliers to tackle the increasing complexity of product development (e.g., in vehicle, machine or plant construction). This process needs to be supported by intuitive Computer-Aided Design (CAD) tools and virtual modeling and simulation environments to effectively meet the challenges of increasingly complex product development. Therefore, in this paper, we present some outcoming of a research project called DisMoSim (Distributed Modeling and Simulation), which proposes an intuitive virtual environment for modeling and simulation that embeds a Multi User Inverse Kinematic Solver (MUKS). The MUKS allows (i) individual subsystems to be tested intuitively, i.e., Rapid Testing (RT), and (ii) people not yet familiar with a subsystem to understand it easily and quickly through simple kinematic actions, i.e., Rapid Understanding (RU), without unnaturally interrupting the modeling process. Finally, (iii) the MUKS enables subsystems to be easily assembled into complete systems, i.e., Rapid Assembling (RA), by means of a so-called snapping-point mechanism which supports the complex process of aligning and assembling different subsystems. To evaluate these capabilities, we present the results of a user study conducted with 20 participants. Special attention has been given to the embedded MUKS in contrast to existing approaches known from common CAD and simulation software. Thus, we demonstrate the practicability, usability, and versatility of our approach.
Johannes Schönböck, Wolfgang Witteveen, Paul Lonauer, Carrie Kovacs, Mirjam Augstein, Stefan Pöchacker, Stefan Oberpeilsteiner
Comput. Aided Des.4