作者:
Ashwini, B.DeeptanshuGulati, SheffaliShukla, Jainendra
Human-Machine Interaction Laboratory Delhi New Delhi110020 India All India Institute of Medical Sciences
Department of Pediatrics Child Neurology Division Centre of Excellence and Advanced Research for Childhood Neurodevelopmental Disorders New Delhi110029 India
Department of Computer Science and Engineering Delhi New Delhi110020 India
The identification of autism spectrum disorder (ASD) faces challenges due to the lack of reliable biomarkers and the subjectivity in diagnostic procedures, necessitating improved tools for objectivity and efficiency. ...
详细信息
Eye gaze patterns vary based on reading purpose and complexity, and can provide insights into a reader’s perception of the content. We hypothesize that during a complex sensemaking task with many text-based documents...
Eye gaze patterns vary based on reading purpose and complexity, and can provide insights into a reader’s perception of the content. We hypothesize that during a complex sensemaking task with many text-based documents, we will be able to use eye-tracking data to predict the importance of documents and words, which could be the basis for intelligent suggestions made by the system to an analyst. We introduce a novel eye-gaze metric called ‘GazeScore’ that predicts an analyst’s perception of the relevance of each document and word when they perform a sensemaking task. We conducted a user study to assess the effectiveness of this metric and found strong evidence that documents and words with high GazeScores are perceived as more relevant, while those with low GazeScores were considered less relevant. We explore potential real-time applications of this metric to facilitate immersive sensemaking tasks by offering relevant suggestions.
This paper presents our solution to the 2023 3DUI Contest challenge. Our goal was to provide an immersive VR experience to engage users in privately securing and accessing information in the Metaverse while improving ...
详细信息
This paper presents our solution to the 2023 3DUI Contest challenge. Our goal was to provide an immersive VR experience to engage users in privately securing and accessing information in the Metaverse while improving authentication-related interactions inside our virtual environment. To achieve this goal, we developed an authentication method that uses a virtual environment's individual assets as security tokens. To improve the token selection process, we introduce the HOG interaction technique. HOG combines two classic interaction techniques, Hook and Go-Go, and improves approximate object targeting and further obfuscation of user password token selections. We created an engaging mystery-solving mini-game to demonstrate our authentication method and interaction technique.
The ability to collaborate with other people across barriers created by time and/or space is one of the greatest features of modern communication. Immersive technologies are positioned to enhance this ability to colla...
详细信息
The ability to collaborate with other people across barriers created by time and/or space is one of the greatest features of modern communication. Immersive technologies are positioned to enhance this ability to collaborate even further. However, we do not have a firm understanding of how specific immersive technologies, or components thereof, alter the ability for two or more people to communicate, and hence collaborate. In this work-in-progress position paper, we propose a new framework for immersive collaboration experiences and provide an example of how it could be used to understand a hybrid collaboration among two co-located users and one remote user. We are seeking feedback from the community before conducting a formal evaluation of the framework. We also present some future work that this framework could facilitate.
This paper presents a lightweight algorithm for feature extraction, classification of seven different emotions, and facial expression recognition in a real-time manner based on static images of the human face. In this...
详细信息
Analysts need to process large amounts of data in order to extract concepts, themes, and plans of action based upon their findings. Different display technologies offer varying levels of space and interaction methods ...
Analysts need to process large amounts of data in order to extract concepts, themes, and plans of action based upon their findings. Different display technologies offer varying levels of space and interaction methods that change the way users can process data using them. In a comparative study, we investigated how the use of single traditional monitor, a large, high-resolution two-dimensional monitor, and immersive three-dimensional space using the Immersive Space to Think approach impact the sensemaking process. We found that user satisfaction grows and frustration decreases as available space increases. We observed specific strategies users employ in the various conditions to assist with the processing of datasets. We also found an increased usage of spatial memory as space increased, which increases performance in artifact position recall tasks. In future systems supporting sensemaking, we recommend using display technologies that provide users with large amounts of space to organize information and analysis artifacts.
Usability and design of serious game technologies have been widely investigated as academic interventions tools for children with autism. However, besides the technology, the sociocultural and institutional context al...
详细信息
This paper presents a novel virtual reality (VR) authoring tool designed to simplify the creation of human-robot interaction (HRI) studies. The tool was developed to lower the technical barriers in VR development and ...
详细信息
Although Virtual Reality (VR) is a promising tool in today's human-Robot interaction (HRI) research, the technical hurdle of creating high-quality and customized VR applications for one's own research prevents...
详细信息
ISBN:
(数字)9798331521578
ISBN:
(纸本)9798331521585
Although Virtual Reality (VR) is a promising tool in today's human-Robot interaction (HRI) research, the technical hurdle of creating high-quality and customized VR applications for one's own research prevents its comprehensive use. To address this problem, we present a VR authoring tool for HRI research, allowing non-technical researchers to create individual study designs in a simplified manner with predefined environments, robots, and measurement methods. Furthermore, the authoring tool has a highly modularized structure so that it can be adapted to a wide range of use cases. Technical details are presented, covering UI/UX decisions in the study design process and the visual programming interface for the creation of the interaction scheme of the robot, as well as the data management system that transfers researchers' study setups into a suitable VR application. The VR authoring tool is intended to bridge the gap between the practical applicability of VR as a research tool and the required technical implementation expertise for VR applications.
This paper presents a novel virtual reality (VR) authoring tool designed to simplify the creation of human-robot interaction (HRI) studies. The tool was developed to lower the technical barriers in VR development and ...
详细信息
ISBN:
(数字)9798350378931
ISBN:
(纸本)9798350378948
This paper presents a novel virtual reality (VR) authoring tool designed to simplify the creation of human-robot interaction (HRI) studies. The tool was developed to lower the technical barriers in VR development and allows researchers to simulate complex robot interactions without the need for advanced programming skills. It incorporates key HRI methods such as the Wizard of Oz (WoZ) technique, eye-tracking and motion tracking, and provides a comprehensive platform for data collection and study customization. A technical user study with computer scientists was carried out to evaluate the technical applicability of the tool. The participants confirmed the user-friendliness, flexibility and accessibility of the tool and furthermore found the tool efficient and expressed a strong interest in using it for future research. The results underline the tool's potential to expand the use of VR in HRI research, especially for non-technical researchers.
暂无评论