This work aims at an evaluation of vehicle-to-infrastructure (V2X)-technology through the users' perspective. The technical opportunities of connected vehicles are affected by the acceptance of the technology and ...
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ISBN:
(纸本)9781509018222
This work aims at an evaluation of vehicle-to-infrastructure (V2X)-technology through the users' perspective. The technical opportunities of connected vehicles are affected by the acceptance of the technology and possible draw-backs on the privacy and data-security side. With a three-tiered research approach, this work identified beforehand argument lines in focus group discussions, which enabled a quantitative approach to evaluate positively and negatively perceived features of V2X-technology. Also gender related differences can be displayed. Further, the results of the second quantitative study indicate that although users who already have experience with driver assistance systems are more willing to share (personal) data to use V2X-technology, the overall sample is very reserved with respect to sharing driver-related data. Future research on user diversity and cultural differences is outlined.
We present a novel virtual musical instrument interface based on in-air 3D gestures called the Interval Player. Instead of specifying absolute notes, the user specifies the melodic interval between the most recent not...
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We present a novel virtual musical instrument interface based on in-air 3D gestures called the Interval Player. Instead of specifying absolute notes, the user specifies the melodic interval between the most recent note and the next one. The non-dominant hand is used to specify chords for harmony. We discuss the principles and rationale used in the design.
To better understand what researchers and practitioners consider to be the key components of the definition of web accessibility and to propose a unified definition of web accessibility, we conducted an analysis of 50...
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ISBN:
(纸本)9781450333429
To better understand what researchers and practitioners consider to be the key components of the definition of web accessibility and to propose a unified definition of web accessibility, we conducted an analysis of 50 definitions of web accessibility. The definitions were drawn from a range of books, papers, standards, guidelines and online sources, aimed at both practitioners and researchers, from the across the time period of web accessibility work, from 1996 to 2014 and from authors in 21 different countries. The analysis extracted six core concepts that are used in many definitions, which are incorporated into a unified definition of web accessibility as "all people, particularly disabled and older people, can use websites in a range of contexts of use, including mainstream and assistive technologies;to achieve this, websites need to be designed and developed to support usability across these contexts". Copyright 2015 ACM.
One of the goals of much virtual reality (VR) research is to increase realism. In particular, many techniques for locomotion in VR attempt to approximate real-world walking. However, it is not yet fully understood how...
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One of the goals of much virtual reality (VR) research is to increase realism. In particular, many techniques for locomotion in VR attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques affects user task performance. We performed an experiment to compare a semi-natural locomotion technique (based on the Virtusphere device) with a traditional, non-natural technique (based on a game controller) and a fully natural technique (real walking). We found that the Virtusphere technique was significantly slower and less accurate than both of the other techniques. Based on this result and others in the literature, we speculate that locomotion techniques with moderate interaction fidelity will often have performance inferior to both high-fidelity techniques and well-designed low-fidelity techniques. We argue that our experimental results are an effect of interaction fidelity, and perform an analysis of the fidelity of the three locomotion techniques to support this argument.
One of the limitations of most virtual reality (VR) systems is that users cannot physically walk through large virtual environments. Many solutions have been proposed to this problem, including locomotion devices such...
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ISBN:
(纸本)9781467368872
One of the limitations of most virtual reality (VR) systems is that users cannot physically walk through large virtual environments. Many solutions have been proposed to this problem, including locomotion devices such as the Virtusphere. Such devices allow the user to employ moderately natural walking motions without physically moving through space, but may actually be difficult to use at first due to a lack of interaction fidelity. We designed and evaluated a visual aid that shows a virtual representation of the sphere to the user during an acclimation phase, reasoning that this would help users understand the forces they were feeling, plan their movements, and better control their movements. In a user study, we evaluated participants' walking performance both during and after an acclimation phase. Half of the participants used the visual aid during acclimation, while the other half had no visual aid. After acclimation, all participants performed more complex walking assessment tasks without any visual aid. The results demonstrate that use of the visual aid during acclimation was effective for improving task performance and decreasing perceived difficulty in the assessment tasks.
Holograms can be captured optically or computed numerically. Optical methods enable to record information of real objects as they are, but high stability and dark room conditions for experimental set-up is required. I...
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ISBN:
(纸本)9781509021642
Holograms can be captured optically or computed numerically. Optical methods enable to record information of real objects as they are, but high stability and dark room conditions for experimental set-up is required. It often restricts the capture to only small shape objects. On the other hand, computer Generated Hologram (CGH) approach enables to calculate complex hologram in a flexible way. The scale of the scene can be set as well as the viewing distance or the resolution. The main challenges are to overcome the heavy computational burden and to provide a good sense of reality. CGHs can be calculated from point clouds or polygon models. With this approach, the contributions of every element should be computed for every pixels of the hologram. Holographic data can also be computed by applying propagation formula on 2D images, but the phase should be determined and as well as the depth position at every pixel. We exploited a Kinect camera that has raised a lot of interest recently since it enables to scan a scene for 3D modeling, or to capture both depth map and RGB frame of a scene. Depth map can be used to extract phase information. Combined with the amplitude image, complex field can be determined in a given plane. Then, CGH can be computed in a fast way. For the display part, Direct Binary Search (DBS) algorithm was applied to convert CGH of real scene into binary format so that bandwidth of the SLM can be fully exploited.
First year professional Master's students at the Faculty of Information, University of Toronto are taught how to analyze problem domains us-ing i∗ modeling in the final segment of the introductory course on "...
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First year professional Master's students at the Faculty of Information, University of Toronto are taught how to analyze problem domains us-ing i∗ modeling in the final segment of the introductory course on "Systems Analysis and Process Innovation". Over the past several years, the course in-structors and teaching assistants have had the opportunity to observe and inter-act with the course students on the learning and use of the i∗ framework for modeling and analysis which makes it possible to make general observations regarding student experiences with the i∗ framework in an instructional setting. These observations are broad ranging and cover areas such as pedagogical de-sign, conceptual understanding and proficiency with the i∗ framework, domain modeling and analysis, and tools for i∗ modeling.
We briefly describe the design of a course on "Systems Analysis and Process Innovation", focusing especially on its project assignments. Students are introduced to process modeling and data modeling, followe...
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We briefly describe the design of a course on "Systems Analysis and Process Innovation", focusing especially on its project assignments. Students are introduced to process modeling and data modeling, followed by i∗ and Val-ue Network modeling. In their project assignments, students apply these model-ing techniques to real organizational settings to analyze an as-is situation and to explore to-be alternatives. A distinctive feature in the design of the project as-signments is that student teams split into 2 sub-teams in which each sub-team uses a different modeling technique to analyze the same domain setting. After each sub-team has separately completed its own work, the two sub-teams then compare their results for the domain problem setting, and more importantly, contrast the strengths and limitations of the two modeling approaches based on their project experience.
Although context-dependent DNN-HMM systems have achieved significant improvements over GMM-HMM systems, there still exists big performance degradation if the acoustic condition of the test data mismatches that of the ...
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