In dissimilar telepresence environments, where spaces differ in size and furniture layouts, researchers have proposed methods to adjust avatar movement to deviate from the user's while still adapting to the physic...
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ISBN:
(纸本)9798350374490;9798350374506
In dissimilar telepresence environments, where spaces differ in size and furniture layouts, researchers have proposed methods to adjust avatar movement to deviate from the user's while still adapting to the physical environment. From this perspective, this poster aims to investigate users' perceptions and preferences toward their adjusted avatars. Especially, we propose an experiment focusing on pose standing and sitting which is the most common pose when talking to others. We describe the system setup and initial results that show how users perceive their avatars when their pose category is changed to avoid physics conflict.
Olfactory disorders can significantly affect a human's quality of life. We sought to investigate whether there are opportunities for assistive technologies to support people with olfactory disorders in day-to-day ...
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ISBN:
(纸本)9783031608742;9783031608759
Olfactory disorders can significantly affect a human's quality of life. We sought to investigate whether there are opportunities for assistive technologies to support people with olfactory disorders in day-to-day life. To achieve this goal, we surveyed 70 people with olfactory disorders to understand their behaviors, experiences, technologies used, and challenges with olfaction. We then conducted 10 follow-up interviews to further discuss views on current technology for people with olfactory disorders and the design opportunities for assistive technologies for olfaction from their point of view. Our results illustrated participants' varied views on current technology, behaviors/technologies adopted when presented with particular scenarios, and potential solutions for designing assistive technologies for olfactory disorders. Through these findings, we discuss design considerations for assistive technology for olfaction.
Augmented reality can enhance real-world environments, for people with vision impairments by, for example, enlarging fonts, increasing contrast, or amplifying colors. We explore an optical see-through, wearable augmen...
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ISBN:
(纸本)9798331506926;9798331506919
Augmented reality can enhance real-world environments, for people with vision impairments by, for example, enlarging fonts, increasing contrast, or amplifying colors. We explore an optical see-through, wearable augmented-reality prototype that offers a zoom feature and various input modalities for users with vision impairments. The participatory-designed prototype was tested and refined with individuals with low vision, and then evaluated in a preliminary study with eight users from the target audience. Our results indicate strong interest among young people and highlight the potential of augmented-reality devices as visual aids.
"Animating Recovery" introduces a VR-based hand rehabilitation system that leverages image-based real-time hand tracking to control animal avatars to assist therapy sessions. This system offers personalized ...
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ISBN:
(纸本)9798331506926;9798331506919
"Animating Recovery" introduces a VR-based hand rehabilitation system that leverages image-based real-time hand tracking to control animal avatars to assist therapy sessions. This system offers personalized and dynamic finger isolation movement rehabilitation training without specialized equipment, making it accessible to a wide range of users. By mapping hand joint movements to avatar animations, the system provides a novel therapeutic experience, allowing for adjustments based on specific hand functions or individual progress. This innovative approach aims to make the rehabilitation process more engaging and effective, particularly for post-stroke recovery.
Virtual Reality Head-Mounted Displays (VR HMDs) are the main ways for users to immerse in a virtual environment and interact with its virtual objects. The experiences of those around the VR HMD users and their effects...
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ISBN:
(纸本)9798350374490;9798350374506
Virtual Reality Head-Mounted Displays (VR HMDs) are the main ways for users to immerse in a virtual environment and interact with its virtual objects. The experiences of those around the VR HMD users and their effects on HMD users' experiences have not been well studied. In this work, we invite participants to engage in a cross-reality virtual museum visit. With low, medium, and high degrees of non-HMD user involvement, they could incrementally observe, navigate within, and interact with the virtual museum. Our study provides insights into the design of engaging multiuser VR experiences and cross-reality collaborations.
The current model of development for virtual reality applications is that a single application is responsible for construction of the main immersive experience. If the application is collaborative, that application mu...
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ISBN:
(纸本)9798350374490;9798350374506
The current model of development for virtual reality applications is that a single application is responsible for construction of the main immersive experience. If the application is collaborative, that application must implement the required network functionality. We present VRAccomplice an overlay application that adds a collaboration layer to applications running on SteamVR. Using the Ubiq software, we can add avatars controlled by remote users as an overlay into running application. Remote users can see video of the local user. We demonstrate this with some simple examples of a remote user helping a local user in two popular SteamVR games.
We conducted a preliminary study to investigate the impact of the virtual classroom style on cognitive load, spatial awareness, and perceptual responses. We conducted a within-subject study with four different classro...
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ISBN:
(纸本)9798350374490;9798350374506
We conducted a preliminary study to investigate the impact of the virtual classroom style on cognitive load, spatial awareness, and perceptual responses. We conducted a within-subject study with four different classroom styles. Twenty participants were involved in cognition-demanded tasks while wearing a headset. We found minimal evidence to support that spatial environment design potentially impacts cognitive load and spatial awareness, Based on the findings, our paper discusses the potential of spatial design attributions to enhance learning efficacy in immersive learning experiences.
Conveying the quality of garments through media as in the physical store is demanding. This study proposes the design of a VR interface that aims to convey outerwear quality, featuring the 3D model animated through ph...
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ISBN:
(纸本)9798350374490;9798350374506
Conveying the quality of garments through media as in the physical store is demanding. This study proposes the design of a VR interface that aims to convey outerwear quality, featuring the 3D model animated through physical simulation. To measure the effectiveness of this interface, it is tested simultaneously with its corresponding desktop counterpart, with the photo gallery of the product, in a within-subject analysis on 50 users. Results show that perceived quality of products changes between the experiences. Moreover, in VR visual content was found to be more significant for the quality assessment than written information.
Our study investigated how virtual agents impact users in challenging VR environments, exploring if nonverbal animations affect social pressure, positive encouragement, and trust in 30 female participants. Despite sho...
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ISBN:
(纸本)9798350374490;9798350374506
Our study investigated how virtual agents impact users in challenging VR environments, exploring if nonverbal animations affect social pressure, positive encouragement, and trust in 30 female participants. Despite showing signs of pressure and support during the experimental trials, we could not find significant differences in post-exposure measurements of social pressure and encouragement, interpersonal trust, and well-being. While inconclusive, the findings suggest potential, indicating the need for further research with improved animations and a larger sample size for validation.
The human Factors Society and ACM SIGCHI jointly organized the first CHI conference in 1983, but during the remainder of the 1980s, human-Computer Interaction (HCI) and human Factors Engineering (HFE) increasingly div...
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ISBN:
(纸本)9798400703317
The human Factors Society and ACM SIGCHI jointly organized the first CHI conference in 1983, but during the remainder of the 1980s, human-Computer Interaction (HCI) and human Factors Engineering (HFE) increasingly diverged. The focus of HCI shifted from exploring systems for routinized activities of trained personnel, to a more general use of technology. HCI became predominantly design-oriented, concentrating on usability and user experience, moving further from HFE principles. However, the rapid growth of Artificial Intelligence (AI) applications posed unique and urgent challenges that call for a reestablishment of the connection between the two disciplines. We argue that by working as a team, HCI and HFE could more effectively address AI-posed challenges. We invite HCI and HFE researchers to take part in a full-day interactive hybrid workshop. With this workshop, we aim to initiate a collaboration between HCI and HFE and set a clear plan forward for a more united future.
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