Büro: 03.206
Telefon: +49 208 88 254-812
André Helgert studierte Medizinische Informatik an der Ostbayerischen Technischen Hochschule (B. Sc.) und Informatik an der Hochschule Ruhr West (M. Sc.).
Seit April 2021 ist André Helgert als wissenschaftlicher Mitarbeiter am Institut Informatik im Team um Professorin Dr. Sabrina Eimler, Human Factors & Gender Studies, tätig.
Hier bringt er seine Expertise sowohl in Forschungs- und Lehrforschungsprojekte als auch in der Lehre, u.a. im Modul Positive Computing und Diversity in der Mensch-Technik-Interaktion, ein. André Helgert unterstützte hier in der digitalen Anreicherung des Moduls sowie bei der Durchführung verschiedener internationaler Ideenhackathons zwischen der HRW und der Babeș-Bolyai-Universität Cluj.
Seine Forschung beschäftigt sich mit der Nutzung virtueller Realität in der Sensibilisierung für Stereotype und Diskriminierung, insbesondere mit Fokus auf Diversity (Projekt DiSensity), der Förderung des Frauenanteils in MINT-Berufen und der Prävention von Gewalt.
Daneben beschäftigt er sich mit der digitalen Anreicherung von Lehr-/Lernszenarien, insbesondere im Bereich der Nutzung von Videos (Projekt vGather2Learn) sowie mit der Erforschung von digitalen Assistenten.
Im Projekt RuhrBots unterstützt André Helgert das Team ab Januar 2023 bei der Ausgestaltung des VR-Robotik-Labors zur Exploration zukünftiger Szenarien der Mensch-Roboter-Begegnung im öffentlichen Raum.
André Helgert ist Mitglied des Instituts Positive Computing und Mitglied im Promotionskolleg NRW.
Die Arbeiten zu DiSensity sind beim HRW Starters Ideenwettbewerb und auch im Rahmen des AVRiL Wettbewerbs der Gesellschaft für Informatik ausgezeichnet worden.
ARBEITS- UND FORSCHUNGSSCHWERPUNKTE
- Virtual Reality Sensibilisierungsprogramme für Gender & Diversity
- Virtual Reality-basierte Lösungen für adaptive Labore
- Emotionsforschung im Bereich Sprachassistenten
- Learning Analytics und Data Science im Bereich Kollaboratives Lernen
PROJEKTE
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AUSGEWÄHLTE PUBLIKATIONEN
2024
17.Helgert, André; Elstrodt-Wefing, Nadine; Möhring, Michelle; Straßmann, Carolin
Integrating Collaborative Video-Based Learning for Transdisciplinary Case Work in Pedagogical and Health-Related Education Proceedings Article
In: HELMeTO 2024 - Book of Abstracts, S. 17-19, 2024, ISBN: 978-88-99978-67-9.
Links | BibTeX | Schlagwörter:
@inproceedings{nokey,
title = {Integrating Collaborative Video-Based Learning for Transdisciplinary Case Work in Pedagogical and Health-Related Education},
author = {André Helgert and Nadine Elstrodt-Wefing and Michelle Möhring and Carolin Straßmann },
url = {https://www.helmeto2024.it/storage/2024/11/BOA_HELMETO2024.pdf},
isbn = {978-88-99978-67-9},
year = {2024},
date = {2024-11-12},
urldate = {2024-11-12},
booktitle = {HELMeTO 2024 - Book of Abstracts},
pages = {17-19},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
16.Barenbrock, Julia; Eimler, Sabrina C.; Helgert, André; Straßmann, Carolin
All too White? Effects of Anthropomorphism on the Stereotypical Perception of Robot Color Konferenz
2024 33rd IEEE International Conference on Robot and Human Interactive Communication (ROMAN), 2024.
Abstract | Links | BibTeX | Schlagwörter:
@conference{nokey,
title = {All too White? Effects of Anthropomorphism on the Stereotypical Perception of Robot Color},
author = {Julia Barenbrock and Sabrina C. Eimler and André Helgert and Carolin Straßmann},
editor = {IEEE},
doi = {10.1109/RO-MAN60168.2024.10731329},
year = {2024},
date = {2024-10-30},
urldate = {2024-10-30},
booktitle = {2024 33rd IEEE International Conference on Robot and Human Interactive Communication (ROMAN)},
pages = {89-96},
abstract = {With multi-user scenarios in human-robot interaction the problem of predisposed and unfair robot treatments due to biases arises. Thus, this study explores whether individuals recognize discrimination by a social robot and the impact of the feeling of exclusion. As a social consequence, the influence of robot discrimination on the perception of interaction partners and the attribution of blame is focused. Employing a VR-based multi-user lab experiment simulating a library task, participants experienced discrimination by a robot. Results suggest that discriminated individuals felt more discriminated against, albeit not significantly more ostracized. Moreover, discrimination influenced the self-attribution of blame and observers' evaluations of the discriminated user's competence. This work highlights the complex social impact of robot discrimination on human},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
With multi-user scenarios in human-robot interaction the problem of predisposed and unfair robot treatments due to biases arises. Thus, this study explores whether individuals recognize discrimination by a social robot and the impact of the feeling of exclusion. As a social consequence, the influence of robot discrimination on the perception of interaction partners and the attribution of blame is focused. Employing a VR-based multi-user lab experiment simulating a library task, participants experienced discrimination by a robot. Results suggest that discriminated individuals felt more discriminated against, albeit not significantly more ostracized. Moreover, discrimination influenced the self-attribution of blame and observers' evaluations of the discriminated user's competence. This work highlights the complex social impact of robot discrimination on human15.Helgert, André; Erle, Lukas; Langer, Sabrina; Straßmann, Carolin; Eimler, Sabrina C.
Towards Understandable Transparency in Human-Robot-Interactions in Public Spaces Konferenz
2024 33rd IEEE International Conference on Robot and Human Interactive Communication (ROMAN), 2024.
Links | BibTeX | Schlagwörter:
@conference{nokey,
title = {Towards Understandable Transparency in Human-Robot-Interactions in Public Spaces},
author = {André Helgert and Lukas Erle and Sabrina Langer and Carolin Straßmann and Sabrina C. Eimler},
editor = {IEEE},
doi = {10.1109/RO-MAN60168.2024.10731175},
year = {2024},
date = {2024-10-30},
urldate = {2024-10-30},
booktitle = {2024 33rd IEEE International Conference on Robot and Human Interactive Communication (ROMAN)},
pages = {1162 - 1169},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
14.Helgert, André; Straßmann, Carolin; Eimler, Sabrina C.
Conceptualizing and Designing a Virtual Reality Authoring Tool for Human-Robot Interaction Studies - Learnings and Guidance from Expert Interviews Proceedings Article
In: ACM, (Hrsg.): MuC '24: Proceedings of Mensch und Computer 2024, S. 331-341, 2024.
Links | BibTeX | Schlagwörter:
@inproceedings{nokey,
title = {Conceptualizing and Designing a Virtual Reality Authoring Tool for Human-Robot Interaction Studies - Learnings and Guidance from Expert Interviews },
author = {André Helgert and Carolin Straßmann and Sabrina C. Eimler},
editor = {ACM},
doi = {https://doi.org/10.1145/3670653.3670664},
year = {2024},
date = {2024-09-01},
urldate = {2024-09-01},
booktitle = {MuC '24: Proceedings of Mensch und Computer 2024},
pages = {331-341},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
13.Arntz, Alexander; Helgert, André; Straßmann, Carolin; Eimler, Sabrina C.
Enhancing Human-Robot Interaction Research by Using a Virtual Reality Lab Approach Proceedings Article
In: 2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR), S. 340-344, 2024.
Abstract | Links | BibTeX | Schlagwörter: Technological innovation;Solid modeling;Runtime;Human-robot interaction;Virtual environments;Physiology;Robots;Virtual Reality;Human-Robot Interaction;Empirical Studies;Research Platform;Study Tool;Wizard of Oz
@inproceedings{10445600,
title = {Enhancing Human-Robot Interaction Research by Using a Virtual Reality Lab Approach},
author = {Alexander Arntz and André Helgert and Carolin Straßmann and Sabrina C. Eimler},
doi = {10.1109/AIxVR59861.2024.00058},
year = {2024},
date = {2024-01-01},
urldate = {2024-01-01},
booktitle = {2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR)},
pages = {340-344},
abstract = {Human-robot interaction (HRI) research often faces limitations in real-world environments due to uncontrollable external factors. This applies in particular to field study setups in public spaces, as these can limit the validity of the study results, e.g. due to unpredictable and unsystematic changes in the environment, noise, people passing, etc. Especially for interdisciplinary studies involving psychological perspectives, virtual reality (VR) has emerged as a promising solution, offering realistic, controlled, and reproducible environments. Also, recent technological advancements enable detailed observation of human behavior and physiological responses via eye tracking, physiological assessments, and motion capture. To effectively add value by using VR as a tool, immersion, and presence in the virtual environment are essential preconditions. Besides, the manipulability of the VR environment during runtime is a bonus in exploring human behavior in interaction with robot-enriched spaces. As a methodological innovation in HRI studies, this paper presents a VR lab as a research tool that provides a virtual model of the robot Pepper along with interfaces for easy navigation and adaptive robot behavior. Moreover, the presented Wizard of Oz dashboard allows to flexibly react to the scenery by allowing the manipulation of several robot parameters during runtime. With the help of the VR lab, a framework for a variety of interdisciplinary research purposes in human-robot interaction (not only) in public spaces is provided.},
keywords = {Technological innovation;Solid modeling;Runtime;Human-robot interaction;Virtual environments;Physiology;Robots;Virtual Reality;Human-Robot Interaction;Empirical Studies;Research Platform;Study Tool;Wizard of Oz},
pubstate = {published},
tppubtype = {inproceedings}
}
Human-robot interaction (HRI) research often faces limitations in real-world environments due to uncontrollable external factors. This applies in particular to field study setups in public spaces, as these can limit the validity of the study results, e.g. due to unpredictable and unsystematic changes in the environment, noise, people passing, etc. Especially for interdisciplinary studies involving psychological perspectives, virtual reality (VR) has emerged as a promising solution, offering realistic, controlled, and reproducible environments. Also, recent technological advancements enable detailed observation of human behavior and physiological responses via eye tracking, physiological assessments, and motion capture. To effectively add value by using VR as a tool, immersion, and presence in the virtual environment are essential preconditions. Besides, the manipulability of the VR environment during runtime is a bonus in exploring human behavior in interaction with robot-enriched spaces. As a methodological innovation in HRI studies, this paper presents a VR lab as a research tool that provides a virtual model of the robot Pepper along with interfaces for easy navigation and adaptive robot behavior. Moreover, the presented Wizard of Oz dashboard allows to flexibly react to the scenery by allowing the manipulation of several robot parameters during runtime. With the help of the VR lab, a framework for a variety of interdisciplinary research purposes in human-robot interaction (not only) in public spaces is provided.12.Heilmann, Dan; Helgert, André; Eimler, Sabrina C.
Virtual Reality for Tinnitus Education: Inspiring Awareness and Proactive Behavioral Changes Proceedings Article
In: 2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR), S. 294-300, 2024.
Abstract | Links | BibTeX | Schlagwörter: Visualization;Solid modeling;Sociology;Psychology;Virtual reality;Human factors;Statistics;virtual reality;tinnitus;sensitization;immersion;simulation;health promotion;awareness
@inproceedings{10445553,
title = {Virtual Reality for Tinnitus Education: Inspiring Awareness and Proactive Behavioral Changes},
author = {Dan Heilmann and André Helgert and Sabrina C. Eimler},
doi = {10.1109/AIxVR59861.2024.00049},
year = {2024},
date = {2024-01-01},
urldate = {2024-01-01},
booktitle = {2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR)},
pages = {294-300},
abstract = {Tinnitus is a prevalent symptom in otorhinolaryngology affecting a substantial portion of the population. Factors contributing to tinnitus include acoustic stress, sensory overload, and neurological and psychological disturbances. Although associated comorbidities can be treated, tinnitus lacks a definitive cure. Consequently, preventive measures and awareness about its consequences are crucial. Virtual Reality (VR) emerges as a potential tool for assistance as it offers (often appealing) immersive simulations, combining visual and auditory perceptual inputs supporting a feeling of being in a real physical environment. As it could help to effectively recreate the experience of tinnitus in everyday situations, VR may facilitate a deep sense of empathy and comprehension. As a first step in designing the application, a pre-study collected scenarios among people (N = 32) with tinnitus symptoms. These were subsequently implemented in the VR application and evaluated by students (N = 22) without tinnitus symptoms. The application aims to recreate distressing scenarios, to elicit empathy and educate unaffected individuals.},
keywords = {Visualization;Solid modeling;Sociology;Psychology;Virtual reality;Human factors;Statistics;virtual reality;tinnitus;sensitization;immersion;simulation;health promotion;awareness},
pubstate = {published},
tppubtype = {inproceedings}
}
Tinnitus is a prevalent symptom in otorhinolaryngology affecting a substantial portion of the population. Factors contributing to tinnitus include acoustic stress, sensory overload, and neurological and psychological disturbances. Although associated comorbidities can be treated, tinnitus lacks a definitive cure. Consequently, preventive measures and awareness about its consequences are crucial. Virtual Reality (VR) emerges as a potential tool for assistance as it offers (often appealing) immersive simulations, combining visual and auditory perceptual inputs supporting a feeling of being in a real physical environment. As it could help to effectively recreate the experience of tinnitus in everyday situations, VR may facilitate a deep sense of empathy and comprehension. As a first step in designing the application, a pre-study collected scenarios among people (N = 32) with tinnitus symptoms. These were subsequently implemented in the VR application and evaluated by students (N = 22) without tinnitus symptoms. The application aims to recreate distressing scenarios, to elicit empathy and educate unaffected individuals.11.Helgert, André; Straßmann, Carolin; Eimler, Sabrina C.
Unlocking Potentials of Virtual Reality as a Research Tool in Human-Robot Interaction: A Wizard-of-Oz Approach Proceedings Article
In: Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction, S. 535–539, Association for Computing Machinery, Boulder, CO, USA, 2024, ISBN: 9798400703232.
Abstract | Links | BibTeX | Schlagwörter: accessibility, social robots, virtual reality, Wizard-of-Oz
@inproceedings{10.1145/3610978.3640741,
title = {Unlocking Potentials of Virtual Reality as a Research Tool in Human-Robot Interaction: A Wizard-of-Oz Approach},
author = {André Helgert and Carolin Straßmann and Sabrina C. Eimler},
url = {https://doi.org/10.1145/3610978.3640741},
doi = {10.1145/3610978.3640741},
isbn = {9798400703232},
year = {2024},
date = {2024-01-01},
urldate = {2024-01-01},
booktitle = {Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction},
pages = {535–539},
publisher = {Association for Computing Machinery},
address = {Boulder, CO, USA},
series = {HRI '24},
abstract = {Wizard-of-Oz (WoZ) systems represent a widespread method in HRI research. While they are cost-effective, flexible and are often preferred over developing autonomous dialogs in experimental settings, they are typically tailored to specific use cases. In addition, WoZ systems are mainly used in lab studies that deviate from real world scenarios. Here, virtual reality (VR) can be used to immerse the user in a real world interaction scenario with robots. This article highlights the necessity for a modularized and customizable WoZ system, using the benefits of VR. The proposed system integrates well-established features like speech and gesture control, while expanding functionality to encompass a data dashboard and dynamic robot navigation using VR technology. The discussion emphasizes the importance of developing technical systems, like the WoZ system, in a modularized and customizable way, particularly for non-technical researchers. Overcoming usability hurdles is crucial to establishing this tool's role in the HRI research field.},
keywords = {accessibility, social robots, virtual reality, Wizard-of-Oz},
pubstate = {published},
tppubtype = {inproceedings}
}
Wizard-of-Oz (WoZ) systems represent a widespread method in HRI research. While they are cost-effective, flexible and are often preferred over developing autonomous dialogs in experimental settings, they are typically tailored to specific use cases. In addition, WoZ systems are mainly used in lab studies that deviate from real world scenarios. Here, virtual reality (VR) can be used to immerse the user in a real world interaction scenario with robots. This article highlights the necessity for a modularized and customizable WoZ system, using the benefits of VR. The proposed system integrates well-established features like speech and gesture control, while expanding functionality to encompass a data dashboard and dynamic robot navigation using VR technology. The discussion emphasizes the importance of developing technical systems, like the WoZ system, in a modularized and customizable way, particularly for non-technical researchers. Overcoming usability hurdles is crucial to establishing this tool's role in the HRI research field.2023
10.Helgert, André; Eimler, Sabrina C.; Straßmann, Carolin
In: S. 4, 2023.
Abstract | Links | BibTeX | Schlagwörter:
@article{nokey,
title = {Virtual Reality as a Tool for Studying Diversity and Inclusion in Human-Robot Interaction: Advantages and Challenges},
author = {André Helgert and Sabrina C. Eimler and Carolin Straßmann},
editor = {ArXiv},
doi = {10.48550/arXiv.2309.14937},
year = {2023},
date = {2023-09-23},
pages = {4},
abstract = {This paper investigates the potential of Virtual Reality (VR) as a research tool for studying diversity and inclusion characteristics in the context of human-robot interactions (HRI). Some exclusive advantages of using VR in HRI are discussed, such as a controllable environment, the possibility to manipulate the variables related to the robot and the human-robot interaction, flexibility in the design of the robot and the environment, and advanced measurement methods related e.g. to eye tracking and physiological data. At the same time, the challenges of researching diversity and inclusion in HRI are described, especially in accessibility, cyber sickness and bias when developing VR-environments. Furthermore, solutions to these challenges are being discussed to fully harness the benefits of VR for the studying of diversity and inclusion.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
This paper investigates the potential of Virtual Reality (VR) as a research tool for studying diversity and inclusion characteristics in the context of human-robot interactions (HRI). Some exclusive advantages of using VR in HRI are discussed, such as a controllable environment, the possibility to manipulate the variables related to the robot and the human-robot interaction, flexibility in the design of the robot and the environment, and advanced measurement methods related e.g. to eye tracking and physiological data. At the same time, the challenges of researching diversity and inclusion in HRI are described, especially in accessibility, cyber sickness and bias when developing VR-environments. Furthermore, solutions to these challenges are being discussed to fully harness the benefits of VR for the studying of diversity and inclusion.9.Straßmann, Carolin; Helgert, André; Breil, Valentin; Settelmayer, Lina; Diehl, Inga
Exploring the Use of Colored Ambient Lights to Convey Emotional Cues With Conversational Agents: An Experimental Study Proceedings Article
In: 2023 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), S. 99-105, 2023.
Abstract | Links | BibTeX | Schlagwörter: Ethics;Emotion recognition;Virtual assistants;Games;Behavioral sciences;Robots
@inproceedings{10309310,
title = {Exploring the Use of Colored Ambient Lights to Convey Emotional Cues With Conversational Agents: An Experimental Study},
author = {Carolin Straßmann and André Helgert and Valentin Breil and Lina Settelmayer and Inga Diehl},
doi = {10.1109/RO-MAN57019.2023.10309310},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
booktitle = {2023 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)},
pages = {99-105},
abstract = {Conversational agents (CAs) lack of possibilities to enrich the interaction with emotional cues, although this makes the conversation more human-like and enhances user engagement. Thus, the potential of CAs is not fully exploit and possibilities to convey emotional cues are needed. In this work, CAs use colored ambient lights to display moral emotions during the interaction. To evaluate this approach, a between-subject lab experiment (N=64) was conducted. Participants played a cooperation game with Amazon’s Alexa. Depending on the experimental condition participants received different light expressions: no light, neutral light, or morally emotional light (yellow = joy, blue = sorrow, red = anger matching the game decisions). The effect of the light expressions on the perception of the CA, users’ empathy and cooperation behavior was tested. Against our assumptions, the results indicated no positive effect of the emotional light cues. Limitations, next steps, and implications are discussed.},
keywords = {Ethics;Emotion recognition;Virtual assistants;Games;Behavioral sciences;Robots},
pubstate = {published},
tppubtype = {inproceedings}
}
Conversational agents (CAs) lack of possibilities to enrich the interaction with emotional cues, although this makes the conversation more human-like and enhances user engagement. Thus, the potential of CAs is not fully exploit and possibilities to convey emotional cues are needed. In this work, CAs use colored ambient lights to display moral emotions during the interaction. To evaluate this approach, a between-subject lab experiment (N=64) was conducted. Participants played a cooperation game with Amazon’s Alexa. Depending on the experimental condition participants received different light expressions: no light, neutral light, or morally emotional light (yellow = joy, blue = sorrow, red = anger matching the game decisions). The effect of the light expressions on the perception of the CA, users’ empathy and cooperation behavior was tested. Against our assumptions, the results indicated no positive effect of the emotional light cues. Limitations, next steps, and implications are discussed.8.Straßmann, Carolin; Helgert, André; Lingnau, Andreas
Psychological Outcomes and Effectiveness of a Collaborative Video-Based Learning Tool for Synchronous Discussions Proceedings Article
In: Fulantelli, Giovanni; Burgos, Daniel; Casalino, Gabriella; Cimitile, Marta; Bosco, Giosuè Lo; Taibi, Davide (Hrsg.): Higher Education Learning Methodologies and Technologies Online, S. 691–705, Springer Nature Switzerland, Cham, 2023, ISBN: 978-3-031-29800-4.
Abstract | BibTeX | Schlagwörter:
@inproceedings{10.1007/978-3-031-29800-4_52,
title = {Psychological Outcomes and Effectiveness of a Collaborative Video-Based Learning Tool for Synchronous Discussions},
author = {Carolin Straßmann and André Helgert and Andreas Lingnau},
editor = {Giovanni Fulantelli and Daniel Burgos and Gabriella Casalino and Marta Cimitile and Giosuè Lo Bosco and Davide Taibi},
isbn = {978-3-031-29800-4},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
booktitle = {Higher Education Learning Methodologies and Technologies Online},
pages = {691–705},
publisher = {Springer Nature Switzerland},
address = {Cham},
abstract = {In the context of digitization and the COVID-19 pandemic, online teaching comes more and more into focus of higher education. Various online learning methodologies such as using videos as a teaching method are promising, but can also create problems in the area of social relations or learning habits. The concept of collaborative learning, especially in an online environment, could counteract these problems. This paper presents a collaborative online learning tool that allows students to get together in learning groups to watch educational videos together. Various functions, such as a chat, help students to communicate with each other. A psychological evaluation was conducted to investigate the effects on students. The evaluation demonstrated positive effects of the tool, since it enhances important psychological processes (like flow and cognitive load) within the learning process. Moreover, its usability was rated as good and participants showed a high usage intention for the tool. Nevertheless, further investigations in long-term learning courses are needed to finally confirm the tool's effectiveness.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
In the context of digitization and the COVID-19 pandemic, online teaching comes more and more into focus of higher education. Various online learning methodologies such as using videos as a teaching method are promising, but can also create problems in the area of social relations or learning habits. The concept of collaborative learning, especially in an online environment, could counteract these problems. This paper presents a collaborative online learning tool that allows students to get together in learning groups to watch educational videos together. Various functions, such as a chat, help students to communicate with each other. A psychological evaluation was conducted to investigate the effects on students. The evaluation demonstrated positive effects of the tool, since it enhances important psychological processes (like flow and cognitive load) within the learning process. Moreover, its usability was rated as good and participants showed a high usage intention for the tool. Nevertheless, further investigations in long-term learning courses are needed to finally confirm the tool's effectiveness.