The increasing momentum towards cognitive computing unlocks a diverse set of opportunities and challenges for the multimedia research area. In fact, with a different approach from the one present in the traditional ar...
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ISBN:
(纸本)9781450345125
The increasing momentum towards cognitive computing unlocks a diverse set of opportunities and challenges for the multimedia research area. In fact, with a different approach from the one present in the traditional artificial intelligence systems, cognitive computing glimpses a human-machine collaboration, where a more symbiotic interaction is required. The main goal of the Multimedia for Decision-Making (MM4DM) tutorial is to discuss how the multimedia research area enrolls decision-making processes in the era of cognitive computing. In this context, this tutorial discusses topics of multidisciplinary interest, always from a multimedia perspective, aiming to inspire heterogeneous participation of researchers from industry and academia.
The goal of this research is to provide much needed empirical data on how the fidelity of popular hand gesture tracked based pointing metaphors versus commodity controller based input affects the efficiency and speed-...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
The goal of this research is to provide much needed empirical data on how the fidelity of popular hand gesture tracked based pointing metaphors versus commodity controller based input affects the efficiency and speed-accuracy tradeoff in users' spatial selection in personal space interactions in VR. We conduct two experiments in which participants select spherical targets arranged in a circle in personal space, or near-field within their maximum arms reach distance, in VR. Both experiments required participants to select the targets with either a VR controller or with their dominant hand's index finger, which was tracked with one of two popular contemporary tracking methods. In the first experiment, the targets are arranged in a flat circle in accordance with the ISO 9241-9 Fitts' law standard, and the simulation selected random combinations of 3 target amplitudes and 3 target widths. Targets were placed centered around the users' eye level, and the arrangement was placed at either 60%, 75%, or 90% depth plane of the users' maximum arm's reach. In experiment 2, the targets varied in depth randomly from one depth plane to another within the same configuration of 13 targets within a trial set, which resembled button selection task in hierarchical menus in differing depth planes in the near-field. The study was conducted using the HTC Vive head-mounted display, and used either a VR controller (HTC Vive), low-fidelity virtual pointing (Leap Motion), or a high-fidelity virtual pointing (tracked VR glove) conditions. Our results revealed that low-fidelity pointing performed worse than both high-fidelity pointing and the VR controller. Overall, target selection performance was found to be worse in depth planes closer to the maximum arms reach, as compared to middle and nearer distances.
Open Government Data (OGD) portals make data publicly available to promote transparency, innovation, and value creation. Although these data sets are available and used by a broad audience, little is known about how u...
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Open Government Data (OGD) portals make data publicly available to promote transparency, innovation, and value creation. Although these data sets are available and used by a broad audience, little is known about how users engage with this data and the websites where they are hosted. The City of Cincinnati hosts an award-winning Open Government Data Portal and is used as a case study in this paper to understand the decision-making needs of OGD end-users. The portal allows users to access local data sets such as crime reports, permits and licenses, market analysis, education/research data, viewing public safety, and public health, as part of a local OGD initiative. To investigate users’ social, economical, political, and other decision-making needs, this study is conducted in two steps 1) a think-aloud activity, and 2) a design iteration combined with heuristic evaluation. Observing the use of the portal through this user study provided insights into user expectations as well as system and information requirements illustrated in design implications for OGD systems.
Haptic technology allows one to receive tactile information through the sense of touch. Increasingly, designers and researchers are employing haptic feedback with the aim to improve user experience (UX). While they se...
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Haptic technology allows one to receive tactile information through the sense of touch. Increasingly, designers and researchers are employing haptic feedback with the aim to improve user experience (UX). While they see the importance and significance of including haptic feedback in everyday applications, there is a lack of standardized tools to assess the quality of these experiences. They currently use qualitative methods or demos for obtaining user feedback; neither approach scales to large studies or remote work. We aim to bridge this gap and complement the existing approaches by developing an instrument that comprehensively measures haptic user experience. We follow a systematic scale development framework to build, evaluate and establish a first draft of the haptic user experience scale - the Haptic eXperience Index (HXI), which has the potential to measure the effectiveness of haptic experiences. This scale is built upon the recent Haptic Experience (HX) model and it contributes a novel instrument that measures the five foundational constructs for designing haptic experiences: Harmony, Expressivity, Autotelics, Immersion, and Realism. We iteratively developed a set of 20 questions through a series of studies: expert reviews (N=6), face validity (N=8), cognitive interviews (N=9), and exploratory factor analysis (N=261). Our results provide evidence for the HX model's five factors, with an enriched description of each factor, and implications for how to measure HX, including a first proposed draft of the HXI. In this process, we gained an in-depth understanding of the factors we considered for developing HXI; what applications can be chosen for representing a rather diverse set of experiences; understand the limitations, and define future work. This HXI is a steppingstone towards a generalized evaluation tool to measure haptic experience.
The workshop will explore new techniques and processes for design, prototyping and testing in AR/VR/MR. How do we design and test useful and usable AR/VR/MR applications? How can we modify known design and research te...
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ISBN:
(数字)9781665453653
ISBN:
(纸本)9781665453653
The workshop will explore new techniques and processes for design, prototyping and testing in AR/VR/MR. How do we design and test useful and usable AR/VR/MR applications? How can we modify known design and research techniques and establish new techniques to suit immersive mediums? How might these processes vary based on the industry use case of the AR/VR/MR application? What are the metrics of success? We are interested in evaluation techniques that are qualitative, quantitative, computational/sensor-based, as well as rooted in ergonomics and human factors, and others! The workshop is of interest to conference participants and timely for ISMAR 2022, because as AR/VR/MR becomes more ubiquitous in industry, designers and researchers will need new methods to evaluate the usability and usefulness of immersive applications.
Designers of human-agent systems often assume that users interact with machines as if they are interacting with another person. As a consequences, fidelity to human behavior is often viewed as the gold standard for ju...
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ISBN:
(纸本)9781450369220
Designers of human-agent systems often assume that users interact with machines as if they are interacting with another person. As a consequences, fidelity to human behavior is often viewed as the gold standard for judging agent design, and theories of human social psychology are often accepted without question as a framework for informing human-agent interaction. This assumption was given strength by the pioneering work of Cliff Nass showing that many of the effects studied within social psychology seem to apply to human-machine interaction. In this talk, I will illustrate that these social effects are much weaker than widely supposed, and that the differences in how people treat machines are arguably more interesting than the similarities. These differences can lead to novel insights into human social cognition and unique technological solutions to intractable social problems. I will discuss this in the context of our research on education and mental health. Thus, rather copying human behavior, I will argue that HAI researchers should aim to transcend conventional forms of social interaction, and work towards novel theoretical frameworks that address the novel psychology of human-agent interaction.
Mixed reality (MR) approaches offer merging of real and virtual worlds to create new environments and visualizations for real-time interaction. Existing MR systems, however, do not utilise user real environment, lack ...
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ISBN:
(纸本)9781665484022
Mixed reality (MR) approaches offer merging of real and virtual worlds to create new environments and visualizations for real-time interaction. Existing MR systems, however, do not utilise user real environment, lack detail in dynamic environments, and often lack multi-user capabilities. This research focuses on exploring multiuser aspects of immersive collaboration, where an arbitrary number of co-located and remotely located users can collaborate in a single or merged collaborative MR space. The aim is to enable users to experience VR/AR together, irrespective of the type of HMD, and facilitate users with their collaborative tasks. The main goal is to develop an immersive collaboration platform in which users can utilize the space around them and at the same time collaborate and switch between different perspectives of other co-located and remote users.
Mixed reality (MR) has the potential to transform the - communicate and collaborate. I Iowever, there is a lack of knowledge about the collaborative use of different MR devices, such as collaboration between local aug...
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ISBN:
(纸本)9798350348392
Mixed reality (MR) has the potential to transform the - communicate and collaborate. I Iowever, there is a lack of knowledge about the collaborative use of different MR devices, such as collaboration between local augmented reality (AR) and remote virtual reality (VR) users. This position paper outlines research focused on deepening our understanding of the impact of asymmetry on collaboration and to use this knowledge to mitigate its negative effects and leverage its positive potential, leading to improved collaboration in MR environments. The findings of this research are expected to he valuable for the design of systems that support a diverse range of collaborative scenarios.
Interpreting and managing social interactions is vital for social well-being, yet existing technologies fall short, particularly in group settings. This research aims to develop advanced machine perception systems for...
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ISBN:
(纸本)9798400704628
Interpreting and managing social interactions is vital for social well-being, yet existing technologies fall short, particularly in group settings. This research aims to develop advanced machine perception systems for Social Signal Processing to accurately model human social behavior. Our multi-modal generative model aims to integrate multi-modal sensory data input data, contextual information and subjective observers narratives, utilizing them as complex input to an adapted Large Language Model, and producing plausible narratives that reflect various human perspectives. This human-centered approach leverages both low-level cues and high-order events, ensuring adaptability to diverse observers and contexts. The models potential areas of application include cross-cultural interactions, social group integration, and professional meetings, enhancing social harmony and productivity.
Recent improvements in technologies for augmented reality and virtual reality have enabled new ways of performing meaningful sensemaking on research-based tasks. This area of research, immersive analytics, allows for ...
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ISBN:
(数字)9781728165325
ISBN:
(纸本)9781728165325
Recent improvements in technologies for augmented reality and virtual reality have enabled new ways of performing meaningful sensemaking on research-based tasks. This area of research, immersive analytics, allows for users to offload cognitive processing onto the environment and leverage distributed cognition to more easily extract concepts and themes from many disparate data sources. Immersive analytics has previously been mostly restricted to large abstract numerical or quantitative datasets. However, sensemaking based on text, image, video, or audio is also a cognitively intensive task. I propose to design, develop, and refine software that enables immersive analytics of qualitative data. Furthermore, I propose to research both novice user sensemaking and collaborative sensemaking using this software to better understand users utilize space to offload cognition.
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