Although dealing with interruptions in remote collaboration has been studied in general, few works have done this for Extended Reality (XR) collaboration. With the current explosion of interest in XR collaboration, we...
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ISBN:
(纸本)9781665484022
Although dealing with interruptions in remote collaboration has been studied in general, few works have done this for Extended Reality (XR) collaboration. With the current explosion of interest in XR collaboration, we explore the negative impacts of interruptions in synchronous distributed XR environments and propose a novel concept for dealing with them: Absence Agents. We present their requirements analysis, design, and a prototype implementation. We believe that our concept and design of Absence Agents are important for practitioners and researchers alike, as they highlight avenues for future research.
In recent years, especially after the outbreak of COVID-19, the applications of distributed collaboration in mixed reality (MR) environment has developed rapidly. Due to the cutting-edge technology and the specialized...
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ISBN:
(纸本)9781450398695
In recent years, especially after the outbreak of COVID-19, the applications of distributed collaboration in mixed reality (MR) environment has developed rapidly. Due to the cutting-edge technology and the specialized nature of the equipment, many studies have focused on the design of tutorials in MR, but few studies have taken the factors of emotional design into consideration. Since the perception of the state among users is based on their avatar firstly, which is helpful for users' perceptions about collaborative content in novice guidance. Based on Norman's principles of reflective design and James' theory about the experience self, we built a MR virtual sandtable collaboration system, which contains three guiding parts that are the full practice of theoretical research. Furthermore, We generated three progressive levels of emotional solutions in guidance design and conducted user experience research to explore the impact of three different degrees of emotional design, summarizing the applicable paradigm of novice guidance of emotional design in MR distributed collaborative scenarios. Through the evaluation and analysis of SUS model and task load, we found that novice guidance with a higher emotional design level, which combines static graphics, dynamic hand models and conversational voice would result in a better user experience.
Assessing and tracking physiological and cognitive states of multiple individuals interacting in virtual environments is of increasing interest to the virtual reality (VR) community. In this paper, we describe a team-...
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ISBN:
(纸本)9781665484022
Assessing and tracking physiological and cognitive states of multiple individuals interacting in virtual environments is of increasing interest to the virtual reality (VR) community. In this paper, we describe a team-based VR task termed the Apollo Distributed Control Task (ADCT), where individuals, via the single independent degree-of-freedom control and limited environmental views, must work together to guide a virtual spacecraft back to Earth. Novel to the experiment is that 1) we simultaneously collect multiple physiological measures including electroencephalography (EEG), pupillometry, speech signals, and individual's actions, 2) we regulate the the difficulty of the task and the type of communication between the teammates. Focusing on the analysis of pupil dynamics, which have been linked to a number of cognitive and physiological processes such as arousal, cognitive control, and working memory, we find that pupil diameter changes are predictive of multiple task-related dimensions, including the difficulty of the task, the role of the team member, and the type of communication.
Virtual reality-based sports simulators are widely developed, which makes training in a virtual environment possible. On the other hand, methods using temporal features are also introduced to realize an adaptive train...
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ISBN:
(纸本)9781665484022
Virtual reality-based sports simulators are widely developed, which makes training in a virtual environment possible. On the other hand, methods using temporal features are also introduced to realize an adaptive training. In this paper, we study the effect of time distortion on alpine ski training to find out how modifying the temporal space can affect sports training. Experiments are conducted to investigate how a fast/slow and a static/dynamic time distortion-based training, respectively, can impact the performance of users.
We present Intentable, a mixed-initiative caption authoring system that allows the author to steer an automatic caption generation process to reflect their intent, e.g., the finding that the author gained from visuali...
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ISBN:
(数字)9781665488129
ISBN:
(纸本)9781665488129
We present Intentable, a mixed-initiative caption authoring system that allows the author to steer an automatic caption generation process to reflect their intent, e.g., the finding that the author gained from visualization and thus wants to write a caption for. We first derive a grammar for specifying the intent, i.e., a caption recipe, and build a neural network that generates caption sentences given a recipe. Our quantitative evaluation revealed that our intent-based generation system not only allows the author to engage in the generation process but also produces more fluent captions than the previous end-to-end approaches without user intervention. Finally, we demonstrate the versatility of our system, such as context adaptation, unit conversion, and sentence reordering.
The World-in-Miniature (WIM) metaphor is a 3D user interface technique that allows the user to interact with an identical miniature copy of the virtual environment they are in. Users are able to manipulate an object i...
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ISBN:
(纸本)9781665484022
The World-in-Miniature (WIM) metaphor is a 3D user interface technique that allows the user to interact with an identical miniature copy of the virtual environment they are in. Users are able to manipulate an object in either the miniature copy or the life-size copy and have that change reflected in the other model. This general model lacks a method to adjust the sizing of the objects in the miniature copy or the view that it displays. As a result, precise movement on objects of a different scale becomes difficult in vast and compact spaces. We propose the Scalable World in Miniature (SWIM) which affords independent scaling and finer control across a spectrum of object sizes. By treating the WIM as an independently scalable volume of interest, users can set specific objects and subsections or the entire environment as their view in the miniature model at a scale to their liking. Only the objects displayed in the WIM can be interacted with, allowing for more natural interactions with objects of different scale factors. The proposed solution of the Scalable World in Miniature (SWIM) provides users an increased flexibility and more intuitive interactions with the WIM system.
Reinforcement learning (RL) is used in many domains, including autonomous driving, robotics, stock trading, and video games. Unfortunately, the black box nature of RL agents, combined with legal and ethical considerat...
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ISBN:
(纸本)9781665423359
Reinforcement learning (RL) is used in many domains, including autonomous driving, robotics, stock trading, and video games. Unfortunately, the black box nature of RL agents, combined with legal and ethical considerations, makes it increasingly important that humans (including those are who not experts in RL) understand the reasoning behind the actions taken by an RL agent, particularly in safety-critical domains. To help address this challenge, we introduce PolicyExplainer, a visual analytics interface which lets the user directly query an autonomous agent. PolicyExplainer visualizes the states, policy, and expected future rewards for an agent, and supports asking and answering questions such as: "Why take this action? Why not take this other action? When is this action taken?" PolicyExplainer is designed based upon a domain analysis with RL researchers, and is evaluated via qualitative and quantitative assessments on a trio of domains: taxi navigation, a stack bot domain, and drug recommendation for HIV *** find that PolicyExplainer's visual approach promotes trust and understanding of agent decisions better than a state-of-the-art text-based explanation approach. Interviews with domain practitioners provide further validation for PolicyExplainer as applied to safety-critical domains. Our results help demonstrate how visualization-based approaches can be leveraged to decode the behavior of autonomous RL agents, particularly for RL non-experts.
Augmented (AR) and Virtual Reality (VR) can create compelling emotional collaborative experiences, but very few studies have explored the importance of sharing a user's live environment and their physiological cue...
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ISBN:
(纸本)9781665484022
Augmented (AR) and Virtual Reality (VR) can create compelling emotional collaborative experiences, but very few studies have explored the importance of sharing a user's live environment and their physiological cues. In this PhD thesis, I am investigating how to use scene reconstruction and emotion recognition to enhance shared collaborative AR/VR experiences. I have developed a framework that can be broadly classified into two sections: 1) Live scene capturing for real-time environment reconstruction, 2) Sharing multimodal input such as gaze, gesture, and physiological cues. The main novelty of the research is that it is one of the first systems for real-time sharing of environment and emotion cues. It provides significant insight into how to create, measure, and share remote collaborative experiences. The research will be helpful in multiple application domains such as remote assistance, tourism, training and entertainment. It will also enable the creation of interfaces that automatically adapt to the user's emotional needs and environment and provide a better collaborative experience.
Cross-Reality (CR) involves interaction between different modalities and levels of immersion such as Virtual and Augmented Reality, as we explore in this paper. Whereas previous work assumed similarity between their r...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
Cross-Reality (CR) involves interaction between different modalities and levels of immersion such as Virtual and Augmented Reality, as we explore in this paper. Whereas previous work assumed similarity between their respective Virtual and Augmented Environment (VE and AE), we explore the case in which VE and AE are distinct. This gives rise to novel and critical problems, such as how to visualise and interact with the other environment. In this context we investigate the fundamental interaction of transitioning an object across environments, to which we contribute five interaction techniques. Two are inspired by literature: Virtual Magic Lens and Binary Transition;while the other three are entirely novel: Auto Blended Space, Manual Blended Space - Button Transition and Manual Blended Space - Touch Transition. In a study evaluating the first four techniques, we found that participants (N=20) performed a CR object manipulation and transition task significantly faster using our Auto Blended Space technique. We then modified Manual Blended Space - Button Transition into Manual Blended Space - Touch Transition in response to these results, and reassessed the four techniques in a more complex object manipulation task (N=16). We found that this type of task was better suited to manual transition methods rather than automatic methods. Taken together, our final contribution are five blended space design factors, and timely Cross-Reality transition design guidelines.
This study examines the relationship between sensory processing patterns and the effects of redirected walking (RDW). Research efforts have been devoted to identifying the detection threshold (DT) of the RDW technique...
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ISBN:
(纸本)9781665484022
This study examines the relationship between sensory processing patterns and the effects of redirected walking (RDW). Research efforts have been devoted to identifying the detection threshold (DT) of the RDW techniques, and various DTs have been reported in different studies. Recently, age, sex, and spatial ability have been found to be associated with the DTs of RDW techniques. A preliminary examination was conducted on the relationship between sensory processing patterns, as measured by the Adolescents/Adult Sensory Profile, and the DT of curvature gains, one of the fundamental RDW techniques, and it was suggested that the higher sensory sensitivity tendencies were associated with lower DT, i.e., participants were more likely to notice the RDW technique.
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