In this paper, we present ARCHIE++, a testing framework for conducting AR system testing and collecting user feedback in the wild. Our system addresses challenges in AR testing practices by aggregating usability feedb...
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In this paper, we present ARCHIE++, a testing framework for conducting AR system testing and collecting user feedback in the wild. Our system addresses challenges in AR testing practices by aggregating usability feedback data (collected in situ) with system performance data from that same time period. These data packets can then be leveraged to identify edge cases encountered by testers during unconstrained usage scenarios. We begin by presenting a set of current trends in performing human testing of AR systems, identified by reviewing a selection of recent work from leading conferences in mixed reality, human factors, and mobile and pervasive systems. From the trends, we identify a set of challenges to be faced when attempting to adopt these practices to testing in the wild. These challenges are used to inform the design of our framework, which provides a cloud-enabled and device-agnostic way for AR systems developers to improve their knowledge of environmental conditions and to support scalability and reproducibility when testing in the wild. We then present a series of case studies demonstrating how ARCHIE++ can be used to support a range of AR testing scenarios, and demonstrate the limited overhead of the framework through a series of evaluations. We close with additional discussion on the design and utility of ARCHIE++ under various edge conditions.
We present XDTK, an open-source Unity/Android toolkit for prototyping multi-device interactions in extended reality (XR). With the Unity package and Android app provided in XDTK, data from any number of devices (phone...
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ISBN:
(纸本)9798350374490;9798350374506
We present XDTK, an open-source Unity/Android toolkit for prototyping multi-device interactions in extended reality (XR). With the Unity package and Android app provided in XDTK, data from any number of devices (phones, tablets, or wearables) can be streamed to and surfaced within a Unity-based XR application. ARCore-supported device also provide self-tracked pose data. Devices on the same local network are automatically discovered by the Unity server and their inputs are routed using a custom event framework. We designed XDTK to be modular and easily extendable to enable fast, simple, and effective prototyping of multi-device experiences by both researchers and developers.
We explore spatial navigability in virtual environments, focusing on the role of reflexive motor skills and decision-making processes. Maze-solving scenarios serve as a highly effective tool for stimulating spatial re...
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ISBN:
(纸本)9798350374490;9798350374506
We explore spatial navigability in virtual environments, focusing on the role of reflexive motor skills and decision-making processes. Maze-solving scenarios serve as a highly effective tool for stimulating spatial reasoning. Both expert and non-expert navigators' responses to these spatial experiences may vary, depending on their individual capacity for spatial decision-making and reflexive motor abilities. Virtual mazes provide an unique opportunity to measure human decision-making capacity and motor skills within a reasonable threshold of second degree of mediation with gaming controllers. Factors such as task completion times, relative response times, spatial positioning, movement velocities, and others can be used to assess a person's ability to navigate a virtual environment (VE). The study contrasts the performance of expert and non-expert navigators, revealing that individual differences in spatial decision-making and reflexive motor proficiency lead to divergent experiences within these synthetic spaces. Additionally, this paper identifies the parameters of user trajectory that significantly influence users' expertise in navigating VEs, as explained through the trained neural network by SHAP (SHapley Additive exPlanations) analysis [10]. The observed discrepancies in performance determinants between immersive and non-immersive settings indicate that non-expert users face a steeper learning curve within immersive VEs. This suggests a need for tailored navigational mechanics in future virtual reality applications and studies, designed with a nuanced understanding of users' navigational expertise. By doing so, we can enhance the accessibility and efficacy of VEs as tools for both recreational and practical applications, ensuring a more inclusive and user-friendly experience for all participants.
Authentication poses a significant challenge in VR applications, as conventional methods, such as text input for usernames and passwords, prove cumbersome and unnatural in immersive virtual environments. Alternatives ...
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ISBN:
(纸本)9798350374490;9798350374506
Authentication poses a significant challenge in VR applications, as conventional methods, such as text input for usernames and passwords, prove cumbersome and unnatural in immersive virtual environments. Alternatives such as password managers or two-factor authentication may necessitate users to disengage from the virtual experience by removing their headsets. Consequently, we present an innovative system that utilizes virtual agents (VAs) as interaction partners, enabling users to authenticate naturally through a set of ten gestures, such as high fives, fist bumps, or waving. By combining these gestures, users can create personalized authentications akin to PINs. potentially enhancing security without compromising the immersive experience. To gain first insights into the suitability of this authentication process, we conducted a formal expert review with live participants and compared our system to a virtual keypad authentication approach. While our results show that the effectiveness of a VA-mediated gesture-based authentication system is still limited, they motivate further research in this area.
We introduce a VR gravity calculator for the "Next-Gen Calculators" challenge. This interactive tool enables users to calculate gravitational forces by inputting planetary radius and mass, employing advanced...
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ISBN:
(纸本)9798350374490;9798350374506
We introduce a VR gravity calculator for the "Next-Gen Calculators" challenge. This interactive tool enables users to calculate gravitational forces by inputting planetary radius and mass, employing advanced controller movement tracking and eye-hand coordination for interaction. It also has different planets and materials presets, allowing automatic data retrieval and hypothetical exploration. It visualises and simulates the gravitational forces in real-time through a fun fruit-falling effect. Our calculator aims to transform geophysics education by making complex concepts accessible and engaging through tangible simulation. This innovative approach bridges theoretical knowledge with practical application, offering a responsive and interactive learning experience in geophysics.
A recently developed model of general collective intelligence defines a method for organizing humans or artificially intelligent agents that is believed to create the potential to exponentially increase the general pr...
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A recently developed model of general collective intelligence defines a method for organizing humans or artificially intelligent agents that is believed to create the potential to exponentially increase the general problem-solving ability of groups of such entities over that of any individual entity. An analysis based on this model suggests that many and perhaps all "wicked problems" are collective optimization problems that cannot reliably be addressed without a system of collective optimization, but that might be reliably addressed through such a system. This paper briefly introduces the concept of GCI as well as why it is a system of collective optimization, and explores why "wicked problems" from the perspective of GCI are collective optimization problems, and therefore why such problems might require GCI to be reliably solvable.
Virtual and augmented reality systems are becoming more and more popular in artistic performances. Most of these experiences are based on 360-videos or single-user applications. We produced a mixed reality theater dan...
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ISBN:
(纸本)9798350374490;9798350374506
Virtual and augmented reality systems are becoming more and more popular in artistic performances. Most of these experiences are based on 360-videos or single-user applications. We produced a mixed reality theater dance performance. An audience of 30 people wore XR-headsets during a theater show. The headsets were networked and shared the same tracking space. Three performers (singer, musician, dancer) performed live and their performance was motion captured and transferred in real-time into the virtual environment. The audience was actively part of the performance and had different possibilities to interact with each other and the environment. This required the integration of different systems and hardware. In this poster, we report our technical setup and discuss the challenges that this entails.
Facial animation noise levels affect the acceptance of avatars in communication systems. However, there is no standard for evaluation, especially with regard to ecological validity. We investigate low and high ecologi...
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ISBN:
(纸本)9798350374490;9798350374506
Facial animation noise levels affect the acceptance of avatars in communication systems. However, there is no standard for evaluation, especially with regard to ecological validity. We investigate low and high ecological validity on two within-subjects experiments conducted in Augmented Reality on a Hololens2, We simulated facial-expression noise introduced on stylized cartoon avatars, and found that in the high ecological validity experiment, subjects were less sensitive to noise parameters, but their judgement was more influenced by empathy scores and gender biases. This highlights the importance of considering both technical parameters and user experience when designing communication systems. We make some general recommendations for evaluating issues of avatar acceptance given the trade-offs between the approaches, and propose the 'ThipleC' factors of Context, Culture and Character as an important set of ecological factors to consider.
In the virtual hand interaction techniques, the opacity of the virtual hand avatar can potentially obstruct users' visual feedback, leading to detrimental effects on accuracy and cognitive load. Given that the cog...
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ISBN:
(纸本)9798350374490;9798350374506
In the virtual hand interaction techniques, the opacity of the virtual hand avatar can potentially obstruct users' visual feedback, leading to detrimental effects on accuracy and cognitive load. Given that the cognitive load is related to gaze movements, our study focuses on analyzing the gaze movements of participants across opaque, transparent, and invisible hand visualizations in order to create a new interaction technique. For our experimental setup, we used a Purdue Pegboard Test with reaching, grasping, transporting, and inserting subtasks. We examined how long and where participants concentrated on these subtasks and, using the findings, introduced a new virtual hand visualization method to increase accuracy. We hope that our results can be used in future virtual reality applications where users have to interact with virtual objects accurately.
Spatial computing could change our interaction with the physical world, yet development tools still largely apply to outdated methods, representing 3D objects with 2D text in code editors. This discrepancy makes the p...
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ISBN:
(纸本)9798350374490;9798350374506
Spatial computing could change our interaction with the physical world, yet development tools still largely apply to outdated methods, representing 3D objects with 2D text in code editors. This discrepancy makes the programming of spatial applications more complicated. PhyOOP, our Physical Object-Oriented Programming Environment, trying to solve this issue by capturing object states through camera feeds for direct code insertion and attaching executable snippets to objects for camera-triggered actions. The user study, involving 16 participants, suggests that PhyOOP is easy-to-use and has potential applications in various domains.
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