Virtual Reality (VR) technologies enable strong emotions compared to traditional media, stimulating the brain in ways comparable to real-life interactions. This makes VR systems promising for research and applications...
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ISBN:
(纸本)9798350374025;9798350374032
Virtual Reality (VR) technologies enable strong emotions compared to traditional media, stimulating the brain in ways comparable to real-life interactions. This makes VR systems promising for research and applications in training or rehabilitation, to imitate realistic situations. Nonetheless, the evaluation of the user experience in immersive environments is daunting, the richness of the media presents challenges to synchronise context with behavioural metrics in order to provide fine-grained personalised feedback or performance evaluation. The variety of scenarios and interaction modalities multiplies this difficulty of user understanding in face of lifelike training scenarios, complex interactions, and rich context. We propose a task-based methodology that provides fine-grained descriptions and analyses of the experiential user experience (UX) in VR that (1) aligns low-level tasks (i.e. take an object, go somewhere) with multivariate behaviour metrics: gaze, motion, skin conductance, (2) defines performance components (i.e., attention, decision, and efficiency) with baseline values to evaluate task performance, and (3) characterises task performance with multivariate user behaviour data. To illustrate our approach, we apply the task-based methodology to an existing dataset from a road crossing study in VR. We find that the task-based methodology allows us to better observe the experiential UX by highlighting fine-grained relations between behaviour profiles and task performance, opening pathways to personalised feedback and experiences in future VR applications.
In recent years, Mixed Reality (MR) has become more popular with more affordable devices and the introduction of new applications. These applications and devices create MR experiences which can be completely different...
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ISBN:
(数字)9781665453653
ISBN:
(纸本)9781665453653
In recent years, Mixed Reality (MR) has become more popular with more affordable devices and the introduction of new applications. These applications and devices create MR experiences which can be completely different from the experience in the real world. Different approaches have been developed to measure those experiences. Besides behaviour observations or incorporating devices to measure physiological signals, using questionnaires is the most popular practice. However, the usage of questionnaires which were developed not based on any rational theory or well-defined model can lead to potential issues. In this paper, we present methods to design measurement models which can be used to develop instruments to measure experiences in MR. In addition, an illustration of developing a model for the sense of presence in MR is introduced.
This paper proposes a system to enhance the degree of subjective deliciousness of food visually perceived by a person by automatically changing its appearance in a real environment. The system is called the Food Appea...
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ISBN:
(纸本)9781728113777
This paper proposes a system to enhance the degree of subjective deliciousness of food visually perceived by a person by automatically changing its appearance in a real environment. The system is called the Food Appearance Optimizer. The proposed system analyzes the appearance of food in a camera image and projects an appropriate image onto the food using a projector. The relationship between the degree of subjective deliciousness and four simple appearance features for each food category is modeled using data gathered via a crowdsourcing-based questionnaire. Using this model, the system generates the appropriate projection image to increase the deliciousness of the food.
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