@inproceedings{61432,
  abstract     = {{This study investigated how action histories – unfolding sequences of actions with objects – provide a context for both attentional allocation and linguistic repair strategies. Building on theories of enactive cognition and sensorimotor contingency theory, we experimentally manipulated action sequences (action history) to create either simple or rich “situational models,” and investigated how these models interact with attention and reflect in linguistic processes during human–robot interaction. Participants (N = 30) engaged in a controlled object placement task with a humanoid robot, where the action (manner) information was either provided or omitted. The omission elicited repair behaviors in participants that were in focus of our investigation. For rich models (competing action possibilities) participants demonstrated: a) increased attentional reorientation, reflecting active engagement with the situational model b) preference for restricted repairs, targeting the specific source of trouble in action selection. Conversely, a simple situational model led to more generalized attention patterns and open repair strategies, suggesting weaker constraints on internal processing. These findings highlight how situational structures emerge externally to scaffold internal cognitive processes, with action histories serving as a crucial context for the interface between perception, action, and language. We discuss how to implement such a tight loop in the assistance of a system.}},
  author       = {{Singh, Amit and Rohlfing, Katharina J.}},
  booktitle    = {{IEEE International Conference on Development and Learning (ICDL)}},
  keywords     = {{Attention, Action, Repairs, Task model, HRI, Eyemovement}},
  location     = {{Prague}},
  title        = {{{Manners Matter: Action history guides attention and repair choices during interaction}}},
  doi          = {{10.31234/osf.io/yn2we_v1}},
  year         = {{2025}},
}

@inproceedings{65259,
  author       = {{Böer, Nils Tobias and Güldenpenning, Iris and Weigelt, Matthias}},
  booktitle    = {{67th Conference of Experimental Psychologists}},
  editor       = {{Lê-Hoa Võ, Melissa and Fiebach, Christian and Shing, Yee Lee and Sammler, Daniela and Windmann, Sabine and Kaiser, Jochen}},
  keywords     = {{deception, action preparation, perception, movement planning, sport psychology}},
  location     = {{Frankfurt am Main}},
  pages        = {{132}},
  title        = {{{Differences of producing head fakes with and without a social partner}}},
  year         = {{2025}},
}

@inproceedings{57511,
  author       = {{Böer, Nils Tobias and Weigelt, Matthias and Güldenpenning, Iris}},
  editor       = {{Fröber, Kerstin and Abel, Magdalena and Bäuml, Karl-Heinz and Dreisbach, Gesine and Kliegl, Oliver and Köster, Moritz and Lingnau, Angelika and Volberg, Gregor and Götz, Felix J.}},
  keywords     = {{action preparation, perception, movement planning, deception}},
  location     = {{ Regensburg }},
  pages        = {{77}},
  title        = {{{Try harder! - The influence of effort instructions on fake production costs in basketball novices and experts}}},
  year         = {{2024}},
}

@inproceedings{47630,
  author       = {{Böer, Nils Tobias and Güldenpenning, Iris and Weigelt, Matthias}},
  booktitle    = {{Abstracts of the 55th Autumn Meeting of Experimental Cognitive Psychology (HExKoP)}},
  editor       = {{Bogenschütz, Luisa and Fenske, Pia and Ayatollahi, Shabnamalsadat and Hamzeloo, Mohammad and Montoya, Gustavo Adolfo León and Viegas, Lisa and Baess, Pamela and Hackländer, Ryan}},
  keywords     = {{action preparation, perception, movement planning, deception}},
  location     = {{Hildesheim}},
  pages        = {{16--17}},
  title        = {{{The influence of effort instructions on fake production costs in basketball novices and experts}}},
  year         = {{2023}},
}

@article{43437,
  abstract     = {{<jats:p>In virtual reality (VR), participants may not always have hands, bodies, eyes, or even voices—using VR helmets and two controllers, participants control an avatar through virtual worlds that do not necessarily obey familiar laws of physics; moreover, the avatar’s bodily characteristics may not neatly match our bodies in the physical world. Despite these limitations and specificities, humans get things done through collaboration and the creative use of the environment. While multiuser interactive VR is attracting greater numbers of participants, there are currently few attempts to analyze the in situ interaction systematically. This paper proposes a video-analytic detail-oriented methodological framework for studying virtual reality interaction. Using multimodal conversation analysis, the paper investigates a nonverbal, embodied, two-person interaction: two players in a survival game strive to gesturally resolve a misunderstanding regarding an in-game mechanic—however, both of their microphones are turned off for the duration of play. The players’ inability to resort to complex language to resolve this issue results in a dense sequence of back-and-forth activity involving gestures, object manipulation, gaze, and body work. Most crucially, timing and modified repetitions of previously produced actions turn out to be the key to overcome both technical and communicative challenges. The paper analyzes these action sequences, demonstrates how they generate intended outcomes, and proposes a vocabulary to speak about these types of interaction more generally. The findings demonstrate the viability of multimodal analysis of VR interaction, shed light on unique challenges of analyzing interaction in virtual reality, and generate broader methodological insights about the study of nonverbal action.</jats:p>}},
  author       = {{Klowait, Nils}},
  issn         = {{2578-1863}},
  journal      = {{Human Behavior and Emerging Technologies}},
  keywords     = {{Human-Computer Interaction, General Social Sciences, Social Psychology, Virtual Reality : Multimodality, Nonverbal Interaction, Search Sequence, Gesture, Co-Operative Action, Goodwin, Ethnomethodology}},
  pages        = {{1--15}},
  publisher    = {{Hindawi Limited}},
  title        = {{{On the Multimodal Resolution of a Search Sequence in Virtual Reality}}},
  doi          = {{10.1155/2023/8417012}},
  volume       = {{2023}},
  year         = {{2023}},
}

@article{46478,
  abstract     = {{High streets across Europe continue to lose consumers to online retail, leading to business closures and the decline of city centres, impairing cities’ overall liveability. To counter this vicious cycle, our study presents smartmarket2, the first instantiation of a digital actor engagement platform designed specifically for high streets. smartmarket2 enables hybrid online-offline customer journeys by connecting consumers to stores and other high street service providers. In an action design research (ADR) project, we design, implement and evaluate smartmarket2, involving 150 high street operators and 2,300 citizens in three cycles of building, intervention and evaluation. We derive four design principles that contribute prescriptive knowledge on the design of digital actor engagement platforms. Our results reveal that such a platform is able to increase engagement, but that it is subject to actors’ engagement dispositions.}},
  author       = {{Bartelheimer, Christian and zur Heiden, Philipp and Berendes, Carsten Ingo and Beverungen, Daniel}},
  issn         = {{0960-085X}},
  journal      = {{European Journal of Information Systems}},
  keywords     = {{Digital platform, action design research, design principles, actor engagement, engagement platform, location-based advertising}},
  pages        = {{1--34}},
  publisher    = {{Taylor & Francis}},
  title        = {{{Designing digital actor engagement platforms for local high streets: an action design research study}}},
  doi          = {{10.1080/0960085x.2023.2242847}},
  year         = {{2023}},
}

@inproceedings{44694,
  author       = {{Böer, Nils Tobias and Weigelt, Matthias and Kunde, Wilfried and Güldenpenning, Iris}},
  booktitle    = {{Human Performance – Assessment, Intervention & Analysen. Abstractband der 55. Jahrestagung der Arbeitsgemeinschaft für Sportpsychologie (asp)}},
  editor       = {{Schott, Nadja and Klotzbier, Thomas  and Korbus, Heide and El-Rajab, I. and Holfelder, B. and Park, S-Y.}},
  keywords     = {{Perception, Action Preparation, Cognition}},
  location     = {{Stuttgart: Universität Stuttgart}},
  pages        = {{116--117}},
  publisher    = {{Universität Stuttgart}},
  title        = {{{The influence of effort instructions on the production of head fakes in basketball}}},
  year         = {{2023}},
}

@inproceedings{45779,
  author       = {{Böer, Nils Tobias and Weigelt, Matthias and Güldenpenning, Iris}},
  booktitle    = {{Abstracts of the 65th Conference of Experimental Psychologists (TeaP)}},
  editor       = {{Merz, Simon and Frings, Christian and Leuchtenberg, Bettina and Moeller, Birte and Mueller, Stefanie and Neumann, Roland and Pastötter, Bernhard and Pingen, Leah and Schui, Gabriel}},
  keywords     = {{perception, action preparation, movement planning, effort instructions}},
  location     = {{Trier}},
  pages        = {{66--67}},
  title        = {{{The influence of effort instructions on producing head fakes in basketball }}},
  doi          = {{https://doi.org/10.23668/psycharchives.12945}},
  year         = {{2023}},
}

@inproceedings{46067,
  abstract     = {{<p>The study investigates two different ways of guiding the addressee of an explanation - an explainee, through action demonstration: contrastive and non-contrastive. Their effect was tested on attention to specific action elements (goal) as well as on event memory. In an eye-tracking experiment, participants were shown different motion videos that were either contrastive or non-contrastive with respect to the segments of movement presentation. Given that everyday action demonstration is often multimodal, the stimuli were created with re- spect to their visual and verbal presentation. For visual presentation, a video combined two movements in a contrastive (e.g., Up-motion following a Down-motion) or non-contrastive way (e.g., two Up-motions following each other). For verbal presentation, each video was combined with a sequence of instruction descriptions in the form of negative (i.e., contrastive) or assertive (i.e., non-contrastive) guidance. It was found that a) attention to the event goal increased for this condition in the later time window, and b) participants’ recall of the event was facilitated when a visually contrastive motion was combined with a verbal contrast.</p>}},
  author       = {{Singh, Amit and Rohlfing, Katharina J.}},
  booktitle    = {{Proceedings of the Annual Meeting of the Cognitive Science Society 45 (45)}},
  keywords     = {{Attention, negation, contrastive  guidance, eye-movements, action understanding, event representation}},
  location     = {{Sydney}},
  publisher    = {{Cognitive Science Society}},
  title        = {{{Contrastiveness in the context of action demonstration: an eye-tracking study on its effects on action perception and action recall}}},
  year         = {{2023}},
}

@inproceedings{17667,
  abstract     = {{Resolving distributed attacks benefits from collaboration between networks. We present three approaches for the same multi-domain defensive action that can be applied in such an alliance: 1) Counteract Everywhere, 2) Minimize Countermeasures, and 3) Minimize Propagation. First, we provide a formula to compute efficiency of a defense; then we use this formula to compute the efficiency of the approaches under various circumstances. Finally, we discuss how task execution order and timing influence defense efficiency. Our results show that the Minimize Propagation approach is the most efficient method when defending against the chosen attack.}},
  author       = {{Koning, Ralph and Polevoy, Gleb and Meijer, Lydia and de Laat, Cees and Grosso, Paola}},
  booktitle    = {{2019 6th IEEE International Conference on Cyber Security and Cloud Computing (CSCloud)/ 2019 5th IEEE International Conference on Edge Computing and Scalable Cloud (EdgeCom)}},
  issn         = {{null}},
  keywords     = {{computer network security, multinetwork environments, multidomain defensive action, task execution order, timing influence defense efficiency, distributed attacks, collaborative security defence approach, minimize propagation approach, minimize countermeasure approach, counteract everywhere approach, Conferences, Cloud computing, Computer crime, Edge computing, Security, Defense Approaches, Multi-Domain Defense, Collaborative Defense, Defense Algorithms, Computer Networks}},
  pages        = {{113--123}},
  title        = {{{Approaches for Collaborative Security Defences in Multi Network Environments}}},
  doi          = {{10.1109/CSCloud/EdgeCom.2019.000-9}},
  year         = {{2019}},
}

@inproceedings{17655,
  author       = {{Polevoy, Gleb and de Weerdt, M.M. and Jonker, C.M.}},
  booktitle    = {{Proceedings of the 2016 European Conference on Artificial Intelligence}},
  keywords     = {{agents, action, repeated reciprocation, fixed, floating, network, Nash equilibrium, social welfare, price of anarchy, price of stability, convex combination}},
  pages        = {{417--425}},
  title        = {{{The Game of Reciprocation Habits}}},
  doi          = {{10.3233/978-1-61499-672-9-417}},
  volume       = {{Volume 285: ECAI 2016}},
  year         = {{2016}},
}

@article{17189,
  abstract     = {{Alignment is a phenomenon observed in human conversation: Dialog partners' behavior converges in many respects. Such alignment has been proposed to be automatic and the basis for communicating successfully. Recent research on human-computer dialog promotes a mediated communicative design account of alignment according to which the extent of alignment is influenced by interlocutors' beliefs about each other. Our work aims at adding to these findings in two ways. (a) Our work investigates alignment of manual actions, instead of lexical choice. (b) Participants interact with the iCub humanoid robot, instead of an artificial computer dialog system. Our results confirm that alignment also takes place in the domain of actions. We were not able to replicate the results of the original study in general in this setting, but in accordance with its findings, participants with a high questionnaire score for emotional stability and participants who are familiar with robots align their actions more to a robot they believe to be basic than to one they believe to be advanced. Regarding alignment over the course of an interaction, the extent of alignment seems to remain constant, when participants believe the robot to be advanced, but it increases over time, when participants believe the robot to be a basic version.}},
  author       = {{Vollmer, Anna-Lisa and Rohlfing, Katharina and Wrede, Britta and Cangelosi, Angelo}},
  issn         = {{1875-4791}},
  journal      = {{International Journal of Social Robotics}},
  keywords     = {{learning, Human-robot interaction, Alignment, Robot social, Action understanding}},
  number       = {{2}},
  pages        = {{241--252}},
  publisher    = {{Springer-Verlag}},
  title        = {{{Alignment to the Actions of a Robot}}},
  doi          = {{10.1007/s12369-014-0252-0}},
  volume       = {{7}},
  year         = {{2015}},
}

@article{4700,
  author       = {{Becker, Jorg and Beverungen, Daniel and Knackstedt, Ralf and Matzner, Martin and Müller, Oliver and Pöppelbuss, Jens}},
  isbn         = {{0018-9391}},
  issn         = {{00189391}},
  journal      = {{IEEE Transactions on Engineering Management}},
  keywords     = {{Action research, boundary spanning, business process management (BPM), service blueprinting, service networks}},
  number       = {{3}},
  pages        = {{468----482}},
  title        = {{{Bridging the gap between manufacturing and service through IT-based boundary objects}}},
  doi          = {{10.1109/TEM.2012.2214770}},
  year         = {{2013}},
}

@inproceedings{17244,
  abstract     = {{Robots interacting with humans need to understand actions and make use of language in social interactions. Research on infant development has shown that language helps the learner to structure visual observations of action. This acoustic information typically in the form of narration overlaps with action sequences and provides infants with a bottom-up guide to ﬁnd structure within them. This concept has been introduced as acoustic packaging by Hirsh-Pasek and Golinkoff. We developed and integrated a prominence detection module in our acoustic packaging system to detect semantically relevant information linguistically highlighted by the tutor. Evaluation results on speech data from adult-infant interactions show a signiﬁcant agreement with human raters. Furthermore a ﬁrst approach based on acoustic packages which uses the prominence detection results to generate acoustic feedback is presented. Index Terms: prominence, multimodal action segmentation, human robot interaction, feedback}},
  author       = {{Schillingmann, Lars and Wagner, Petra and Munier, Christian and Wrede, Britta and Rohlfing, Katharina}},
  booktitle    = {{Interspeech 2011 (12th Annual Conference of the International Speech Communication Association)}},
  keywords     = {{Feedback, Human Robot Interaction, Prominence, Multimodal Action Segmentation}},
  pages        = {{3105--3108}},
  title        = {{{Using Prominence Detection to Generate Acoustic Feedback in Tutoring Scenarios}}},
  year         = {{2011}},
}

@inproceedings{17245,
  author       = {{Schillingmann, Lars and Wagner, Petra and Munier, Christian and Wrede, Britta and Rohlfing, Katharina}},
  issn         = {{1662-5188}},
  keywords     = {{Prominence, Multimodal Action Segmentation, Feedback, Color Saliency, Human Robot Interaction}},
  title        = {{{Acoustic Packaging and the Learning of Words}}},
  doi          = {{10.3389/conf.fncom.2011.52.00020}},
  year         = {{2011}},
}

@article{6067,
  abstract     = {{Implicit change detection demonstrates how the visual system can benefit from stored information that is not immediately available to conscious awareness. We investigated the role of motor action in this context. In the first two experiments, using a one-shot implicit change detection paradigm, participants responded to unperceived changes either with an action (jabbing the screen at the guessed location of a change) or with words (verbal report), and sat either 60 cm or 300 cm (with a laser pointer) away from the display. Our observers guessed the locations of changes at a reachable distance better with an action than with a verbal judgment. At 300 cm, beyond reach, the motor advantage disappeared. In experiment 3, this advantage was also unavailable when participants sat at a reachable distance but responded with hand-held laser pointers near their bodies. We conclude that a motor system specialized for real-time visually guided behavior has access to additional visual information. }},
  author       = {{Tseng, Philip and Tuennermann, Jan and Roker-Knight, Nancy and Winter, Dorina and Scharlau, Ingrid and Bridgeman, Bruce}},
  issn         = {{0301-0066}},
  journal      = {{Perception}},
  keywords     = {{implicit change detection, action perception, visual system, perceptual judgment, verbal fluency, Analysis of Variance, Awareness, Female, Humans, Male, Psychomotor Performance, Random Allocation, Reaction Time, Visual Perception, Visual Memory, Visual Stimulation, Implicit Memory, Judgment, Perceptual Discrimination}},
  number       = {{10}},
  pages        = {{1311 -- 1321}},
  title        = {{{Enhancing implicit change detection through action.}}},
  volume       = {{39}},
  year         = {{2010}},
}

@article{28955,
  abstract     = {{Attention speeds up information processing. Although this finding has a long history in experimental psychology, it has found less regard in computational models of visual attention. In psychological research, two frameworks explain the function of attention.Selection for perception emphasizes that perception- or consciousness-related processing presupposes selection of relevant information, whereas selection for action emphasizes that action constraints make selection necessary. In the present study, we ask whether or how far attention, as measured by the speed-up of information processing, is based on selection for perception or selection for action. The accelerating effect was primarily based on selection for perception, but there was also a substantial effect of selection for action.}},
  author       = {{Weiß, Katharina and Scharlau, Ingrid}},
  journal      = {{KI 2009: Advances in Artificial Intelligence. Proceedings of the 32nd Annual Conference on Artificial Intelligence.}},
  keywords     = {{visuo-spatial attention, prior entry, selection for action, selection for perception}},
  title        = {{{Attention Speeds Up Visual Information Processing: Selection for Perception or Selection for Action?}}},
  year         = {{2009}},
}

@inproceedings{17272,
  abstract     = {{In developmental research, tutoring behavior has been identified as scaffolding infants' learning processes. It has been defined in terms of child-directed speech (Motherese), child-directed motion (Motionese), and contingency. In the field of developmental robotics, research often assumes that in human-robot interaction (HRI), robots are treated similar to infants, because their immature cognitive capabilities benefit from this behavior. However, according to our knowledge, it has barely been studied whether this is true and how exactly humans alter their behavior towards a robotic interaction partner. In this paper, we present results concerning the acceptance of a robotic agent in a social learning scenario obtained via comparison to adults and 8-11 months old infants in equal conditions. These results constitute an important empirical basis for making use of tutoring behavior in social robotics. In our study, we performed a detailed multimodal analysis of HRI in a tutoring situation using the example of a robot simulation equipped with a bottom-up saliency-based attention model. Our results reveal significant differences in hand movement velocity, motion pauses, range of motion, and eye gaze suggesting that for example adults decrease their hand movement velocity in an Adult-Child Interaction (ACI), opposed to an Adult-Adult Interaction (AAI) and this decrease is even higher in the Adult-Robot Interaction (ARI). We also found important differences between ACI and ARI in how the behavior is modified over time as the interaction unfolds. These findings indicate the necessity of integrating top-down feedback structures into a bottom-up system for robots to be fully accepted as interaction partners.}},
  author       = {{Vollmer, Anna-Lisa and Lohan, Katrin Solveig and Fischer, Kerstin and Nagai, Yukie and Pitsch, Karola and Fritsch, Jannik and Rohlfing, Katharina and Wrede, Britta}},
  booktitle    = {{Development and Learning, 2009. ICDL 2009. IEEE 8th International Conference on Development and Learning}},
  keywords     = {{robot simulation, hand movement velocity, robotic interaction partner, robotic agent, robot-directed interaction, multimodal analysis, Motionese, Motherese, intelligent tutoring systems, immature cognitive capability, human computer interaction, eye gaze, child-directed speech, child-directed motion, bottom-up system, bottom-up saliency-based attention model, adult-robot interaction, adult-child interaction, adult-adult interaction, human-robot interaction, action learning, social learning scenario, social robotics, software agents, top-down feedback structures, tutoring behavior}},
  pages        = {{1--6}},
  publisher    = {{IEEE}},
  title        = {{{People modify their tutoring behavior in robot-directed interaction for action learning}}},
  doi          = {{10.1109/DEVLRN.2009.5175516}},
  year         = {{2009}},
}

