This article addresses the challenge of comprehending digital misinformation as a sociotechnical phenomenon within the field of human-computerinteraction, particularly in the context of COVID-19-related misinformatio...
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ISBN:
(纸本)9798400717154
This article addresses the challenge of comprehending digital misinformation as a sociotechnical phenomenon within the field of human-computerinteraction, particularly in the context of COVID-19-related misinformation in Brazil. The study employed an exploratory approach to analyze misinformation cases using various artifacts and conducted a focus group with eight experts in the field. The findings revealed 137 sociotechnical aspects and 29 stakeholders, shedding light on the complex interplay of factors influencing digital misinformation’s creation, dissemination, and consumption. The study emphasizes the necessity of adopting a sociotechnical approach and highlights the challenges in comprehensively analyzing stakeholders, communication channels, and the stages of the misinformation lifecycle. Overall, the research contributes to a deeper understanding of digital misinformation in sociotechnical contexts and its implications for human-computerinteraction.
With the gradual realization of manned spaceflight goals, the physical and mental health of astronauts has become a core concern. Numerous studies in recent years have indicated that the aerospace special environment ...
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Metaphorical expressions are widely used in daily communication between humans to improve the understanding of both complex and abstract concepts. However, it is unclear whether the usage of metaphorical language is h...
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By converting the entire 3D space around the user into a screen, Extended Reality (XR) can ameliorate traditional displays’ space limitations and facilitate the consumption of multiple pieces of information at a time...
Locating small features in a large, dense object in virtual reality (VR) poses a significant interaction challenge. While existing multiscale techniques support transitions between various levels of scale, they are no...
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ISBN:
(数字)9798331536459
ISBN:
(纸本)9798331536466
Locating small features in a large, dense object in virtual reality (VR) poses a significant interaction challenge. While existing multiscale techniques support transitions between various levels of scale, they are not focused on handling dense, homogeneous objects with hidden features. We propose a novel approach that applies the concept of progressive refinement to VR navigation, enabling focused inspections. We conducted a user study where we varied two independent variables in our design, navigation style (STRUCTURED vs. UNSTRUCTURED) and display mode (SELECTION vs. EVERYTHING), to better understand their effects on efficiency and awareness during multiscale navigation. Our results showed that unstructured navigation can be faster than structured and that displaying only the selection can be faster than displaying the entire object. However, using an everything display mode can support better location awareness and object understanding.
Training in virtual reality (VR) offers advantages such as a safe learning environment, good scalability, and cost saving. However, state-of-the-art simulations are limited in faithfully conveying real-world physical ...
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ISBN:
(数字)9798350364231
ISBN:
(纸本)9798350364248
Training in virtual reality (VR) offers advantages such as a safe learning environment, good scalability, and cost saving. However, state-of-the-art simulations are limited in faithfully conveying real-world physical object properties such as weight without complex technologies and instrumentation of the user or environment, which may negatively impact learning. A potential solution is the application of pseudo-haptics: illusory haptic sensations induced by a mismatch between real and virtual hand positions. Researchers have proposed various pseudo-haptic techniques to alter the perception of weight in virtual environments, but their effectiveness with hand tracking compared to VR controllers is underexplored. Hence, we investigate impacts of the interaction method for two different types of pseudo-haptic feedback based on Tracking Delay and Vertical Offset. Our results indicate that pseudo-haptics can effectively facilitate the sensation of weight both with controllers and bare hands, whereby each has benefits: hand tracking can enhance body ownership, while controllers may improve perceived responsiveness of virtual environments. Also, pseudo-haptics with Tracking Delay may be preferable for repetitive lifting tasks, as Vertical Offset can be prone to higher physical demand. The current study provides insights into the design of pseudo-haptic feedback and interaction technologies for weight perception in VR.
Recent advancements in Augmented Reality (AR) research have highlighted the critical role of context awareness in enhancing interface effectiveness and user experience. This underscores the need for intelligent AR (iA...
Significant amounts of HRI research effort are spent on the design/evaluation of robot bodies. Critical discussion and debates concerning the way bodies are treated and considered within HRI have tended to focus on th...
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With the development of cloud computing, energy consumption is getting bigger and bigger, and energy optimization has become one of the research focuses. Task scheduling is an efficient way to reduce the energy consum...
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