this paper addresses the critical need for inclusive, human-centered, and neurodiverse research paradigms within the field of immersive extended reality (XR) technology interventions for transition-aged autistic adult...
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ISBN:
(纸本)9783031804748;9783031804755
this paper addresses the critical need for inclusive, human-centered, and neurodiverse research paradigms within the field of immersive extended reality (XR) technology interventions for transition-aged autistic adults. Specifically, we explored the use of extended reality XR as an intervention tool for autistic adults, employing a community-based participatory research framework. Project PHoENIX, an XR training experience, was assessed for usability, social validity, and alignment withthe needs, preferences, and values of autistic stakeholders. Data collection involved the computer System Usability Questionnaire, an open-ended questionnaire, and a social validity instrument, complemented by videos of focus groups. A combination of qualitative and quantitative methods was used for data analysis, including content analysis of open-ended responses and spreadsheet calculations for CSUQ and social validity questionnaire data. the results are structured around three research questions, addressing usability, social validity, and stakeholder needs in XR design. the study highlights the need for participatory, inclusive, and flexible design approaches in developing XR tools for the autistic community, acknowledging the diverse experiences and requirements within this population.
In this paper, a new iterative algorithm for linear matrix-vector equation (LMVE) solving on the basis of Zhang approximation inverse (ZAI) is proposed. the optimal Zhang approximation inverse (OZAI) is defined, and a...
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Recognizing the importance of emotion for learning in general, and for VR games in particular, we investigated three emotional design features, including two visual features (background lighting and particle effects) ...
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ISBN:
(纸本)9783031741371;9783031741388
Recognizing the importance of emotion for learning in general, and for VR games in particular, we investigated three emotional design features, including two visual features (background lighting and particle effects) and an interaction feature (available actions). Our findings revealed the affective quality of these three design features, showing that particle effects and actions significantly increase positive emotion, while dark background lighting induces slightly negative emotions. Action, however, also increased the perceived level of cognitive load. Only action had an effect on perceived presence, whereas background lighting and particle effects did not. We discuss the implication of our findings for the design of VR games for learning.
Sand painting is a significant form of artistic expression. It is necessary to convert real photographs into sand painting style automatically. However, current methods for creating artwork mostly concentrate on oil p...
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Sand painting is a significant form of artistic expression. It is necessary to convert real photographs into sand painting style automatically. However, current methods for creating artwork mostly concentrate on oil painting, watercolor painting, and other fields, with little involvement in sand painting. In this paper, we propose a sand painting conversion algorithm that aims to create a unique art style while preserving details. Our Sand Painting Conversion (SPC) method consists of two primary processes: coarse waving for the whole image and detail preservation for specific parts. the former process involves parameter optimization to render the entire image and obtain preliminary sand painting results. the latter process comprises three parts: detail painting based on sand reduction, refined waving for inhomogeneous areas, and edge detail processing based on multi-technique selection, in order to achieve detail preservation from a source image to the sand painting style. Our SPC can generate a series of realistic sand painting works without any user intervention. Comparative experiments and user feedback have revealed the effectiveness and superiority of our algorithm in converting natural images into high-quality and realistic sand painting style images. (c) 2023 Elsevier Ltd. All rights reserved.
Skin cancer is a prevalent and sometimes lethal condition for which early detection is essential to the best course of treatment. Using dermatoscopic images, convolutional neural networks (CNNs) have demonstrated pote...
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the uSucceed project seeks to mitigate employment disparities among neurodiverse adults in the U.S., especially in the STEM fields. Utilizing Virtual Reality (VR), the project delivers a specialized curriculum in comp...
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ISBN:
(纸本)9783031804748;9783031804755
the uSucceed project seeks to mitigate employment disparities among neurodiverse adults in the U.S., especially in the STEM fields. Utilizing Virtual Reality (VR), the project delivers a specialized curriculum in computational technology and advanced computer engineering. this paper delves into the project's initial phase, employing a design-Based Research (DBR) approach framed within the Learner Experience design paradigm. Methods include empathy interviews, empathy mapping, and persona development to inform design principles. Preliminary findings, drawn from qualitative analysis of empathy maps and personas, have led to key design considerations in user experience, pedagogy, and technology. these considerations serve as a framework for the development of inclusive VR games in cybersecurity education. As the project evolves, it is moving towards the implementation and evaluation stages, with an AI-driven pedagogical agent under development to offer real-time, adaptive learning support.
the integration of education for sustainable development (ESD) into K-12 curriculum has become crucial in the global pursuit of a sustainable future. Education for climate change, one of the main ESD topics, needs to ...
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ISBN:
(纸本)9783031804717;9783031804724
the integration of education for sustainable development (ESD) into K-12 curriculum has become crucial in the global pursuit of a sustainable future. Education for climate change, one of the main ESD topics, needs to connect to student's real life and authentic learning. the objective of this study was to suggest the creation and advancement of climate change educational material utilizing eXtended reality (XR). the material was intended to utilize digital twin data related to carbon emissions and portray the level of carbon neutrality across the map of South Korea. the ESD content was crafted following the fundamental stages of the ADDIE instructional design model. Furthermore, this study provided a model for the development process of XR-based ESD content and explored its educational effectiveness.
Managers and designers need to understand the subtleties of social compensation design so they can make social apps that meet the psychological needs of users and keep them using them. However, there is a significant ...
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ISBN:
(纸本)9783031615429;9783031615436
Managers and designers need to understand the subtleties of social compensation design so they can make social apps that meet the psychological needs of users and keep them using them. However, there is a significant gap in the research that has already been done on creating and validating a Social Compensation design Scale (SCDS). this study aims to fill that gap by developing and testing the SCDS, specifically for older people living alone in cities. It will be used for smart home social media and looked at through the lens of information systems design. the study used the Delphi method and two rounds of surveys to get information from older people. SPSS 25.0 and Amos 28.0 were used to analyze the data. As part of the research process, the first scale was approved by experts and then put through strict reliability and validity tests. Exploratory Factor Analysis (EFA) found four main factors, which were then improved by Confirmatory Factor Analysis (CFA). this led to a model with good fit metrics. the results show that the SCDS has four parts: quality of the user interface, quality of interactions, quality of the content, and quality of the service. these four parts are measured by 16 items. this study gives managers and designers a structured way to determine how much social compensation older users experience when using smart home social media. this will significantly assist in creating and improving social apps that improve older people's overall health and happiness.
this work proposed a new rugged 1.2kV silicon carbide (SiC) trench MOSFET with integrated merged PiN Schottky diode (MPS). the device structure designed in mind to overcome the process challenge by adapting the regrow...
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Coffee is a key commodity in Indonesia's plantation sector, where the quality of coffee flavor is influenced by the beans (60%) and the roasting process (30%) [1]. To improve the quality, a coffee roaster with con...
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