Lutz, Jonas

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Jonas
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Lutz, Jonas

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Gerade angezeigt 1 - 5 von 5
  • Publikation
    Gamification of electronic learning in radiology education to improve diagnostic confidence and reduce error rates
    (American Roentgen Ray Society, 2020) Winkel, David J.; Brantner, Philipp; Lutz, Jonas; Korkut, Safak; Linxen, Sebastian; Heye, Tobias [in: American Journal of Roentgenology]
    OBJECTIVE. The purpose of this study is to validate an electronic learning, or e-learning, concept featuring gamification elements, rapid case reading, and instant feedback. SUBJECTS AND METHODS. An e-learning concept was devised that offered game levels for the purpose of providing training in the detection of pneumothorax in 195 cases, with questions read in rapid succession and instant feedback provided for each case. The user's task was to locate the pneumothorax on chest radiographs and indicate its presence by clicking a mouse. The game level design included an entry test consisting of 15 cases, training levels with increasing difficulty that involved 150 cases, and a final test that including 30 cases (the 15 cases from the entry test plus 15 new cases). A total of 126 candidates were invited via e-mail to participate and were asked to complete a survey before and after playing the game, which is known as RapRad. The level of diagnostic confidence and the error rate before and after playing the game were compared using a Wilcoxon signed rank test. RESULTS. Fifty-nine of 126 participants (47%) responded to the first survey and finished the game. Of these 59 participants, 29 (49%) responded to the second survey after completing the game. Diagnostic confidence in pneumothorax detection improved significantly, from a mean (± SD) score of 4.3 ± 2.1 on the entry test to a final score of 7.3 ± 2.1 (p < 0.01) after playing RapRad, with the score measured on a 10-point scale, with 10 denoting the highest possible score. Of the participants, 93% indicated that they would use the game for learning purposes again, and 87% indicated that they had fun using RapRad (7% had a neutral response and 6% had a negative response). The error rate (i.e., the number of failed attempts to answer a question correctly) significantly decreased from 39% for the entry test to 22% for the final test (p < 0.01). CONCLUSION. Our e-learning concept is capable of improving diagnostic confidence, reducing error rates in training pneumothorax detection, and offering fun in interaction with the platform.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Publikation
    Intuitive hand gestures for the interaction with information visualizations in virtual reality
    (Springer, 2019) Frey, Gabriel; Jurkschat, Arno; Korkut, Safak; Lutz, Jonas; Dornberger, Rolf; Jung, Timothy; tom Dieck, M. Claudia [in: Augmented reality and virtual reality. The power of AR and VR for business]
    The development of virtual reality provides opportunities for immersive information visualizations and therefore it is expected to facilitate the exploration and understanding of data. Hand gesture control enables intuitive interaction and thus it is suggested to amplify the level of immersion further. This paper conducts and experiment to identify a set of intuitive gestures when interacting with an information visualization. Participants are asked to provide hand gestures to given information seeking tasks in an interactive data visualization application in virtual reality that they did not know in advance. The results are analysed and findings with intuitive gestures are communicated and discussed.
    04A - Beitrag Sammelband
  • Publikation
    Prototype-based research on immersive virtual reality and on self-replicating robots
    (Springer, 2018) Dornberger, Rolf; Korkut, Safak; Lutz, Jonas; Berga, Janina; Jäger, Janine; Dornberger, Rolf [in: Business information systems and technology 4.0. New trends in the age of digital change]
    This chapter presents our recent research in the field of virtual reality (VR) and self-replicating robots. The unifying approach lies in the research philosophy of using consumer market gadgets, mostly developed for the gaming and entertainment business, in order to design and implement research prototypes. With the prototypes, our research aims to better understand real-world problems and derive practice-oriented solutions for them. In the field of VR, these prototypes are dedicated to identifying new business-relevant use cases in order to provide an additional benefit for business and society. A wide range of examples, such as claustrophobia treatment, financial data analysis, gesture control and voice navigation are discussed. In the field of robotics, the idea of self-replicating robots governs particular research questions. Here, the focus is on using model prototypes enriched with artificial intelligence for indoor navigation, computer vision and machine learning. Finally, the prototype-based research approach using gadgets to produce results is discussed.
    04A - Beitrag Sammelband
  • Publikation
    Innovation potential for human computer interaction domains in the digital enterprise
    (Springer, 2018) Jüngling, Stephan; Lutz, Jonas; Korkut, Safak; Jäger, Janine; Dornberger, Rolf [in: Business information systems and Technology 4.0. New trends in the age of digital change]
    This chapter summarizes a historic overview of some iconic examples of human computer interaction devices and focuses on a human computer interaction paradigm which is based more on human language. Human language is by far the most utilized means of conscious communication between humans whereas the mouse and keyboard are the dominant means to store and process information in computers. This chapter elaborates on the main challenges related to human language, as well as on ideas showing how human language, written or spoken, is embedded in different application scenarios. Built on this premise this chapter presents ideas for today’s digitalized enterprises, which seem to disregard the fact that the latest technological advancements enable different ways of interacting with computerized systems, and that current interaction methods are bound to constraints of half a century ago. Given today’s computational power, the engineers of former decades would not have had to invent intermediary interaction devices such as the mouse, if direct manipulation with touch screen or natural language processing had been possible. The possibilities for modern enterprises to overcome the restrictions of interaction devices from the past are considered.
    04A - Beitrag Sammelband
  • Publikation
    Tourney: A game-based learning approach for the recognition of uncommon pathologies in Radiology
    (10/2017) Korkut, Safak; Lutz, Jonas; Brantner, Philipp; Heye, Tobias; Steiner, Fabienne; Linxen, Sebastian; Dornberger, Rolf [in: Proceedings of the 11th European Conference on Games Based Learning (ECGBL)]
    04B - Beitrag Konferenzschrift