7,106 research outputs found

    Perceptual Cues and Subjective Organization in a Virtual Information Workspace

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    The key to effectively using the immense body of data on the Internet is an efficient method of organizing relevant information. Researchers and designers are beginning to promote the advantages of three-dimensional (3D) models of information storage and retrieval; however, the potential benefits of perceptual depth cues have not been systematically studied. The present study used a computer task to examine the effectiveness of three types of virtual desktops. A two-dimensional (2D) virtual desktop display, lacking in the cues that give the illusion of depth, was compared to two different 3D virtual desktops, both of which used perceptual cues to convey a sense of depth. One of the 3D desktop conditions conveyed motion parallax through an automatic rotation. It was expected that performance would increase as the number of perceptual cues increased. The present study also examined the potential benefits of organizing and retrieving documents from a subjectively organized versus a preconstructed, or fixed, information space. An organization that individuals create for their own use may be difficult for others to use. Thus, subjective organization of documents was expected to promote better performance than a fixed organization scheme, which is exactly what the data showed. There was a very strong performance benefit to those who organized their own desktops. Contrary to the other hypothesis, the 2D arrangement was more beneficial to users than either the 3D or 3D with motion arrangements. The 2D advantage may be the result of a number of factors. First, although people live in a 3D world they navigate more on 2D planes. Also, people may naturally encode spatial information in a descriptive or symbolic manner, as opposed to creating a spatial analog in the mind\u27s eye. Designers should not blindly attempt to create interfaces that mimic the real world. The choice between a 2D and 3D interface should be based upon the type of task to which the interface will be applied. Information storage/recall tasks, including the present task, will most likely benefit from a 2D interface. Other tasks that make greater use of navigation in 3D space may be better suited to 3D displays

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    MRnews: Design Explorations into Accessibility and News

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    Creating accessible technology and content is generally seen as beneficial for all users. This is particularly important when the content has a significant societal impact, such as news stories. To find new and innovative ways to engage users, digital news outlets are faced with challenges related to accessibility. In the case of Mixed Reality (MR) technology, the increasing interest emphasizes the need for the technology to be inclusive and accessible. The embodied nature and affordances of MR technology enable users to manipulate virtual objects using real-world knowledge and in real-time and enable them to utilize a wide range of skills when interacting with such systems. In turn, leveraging these affordances can enhance the accessibility of the task at hand. Contributions to developing accessibility guidelines have been made, and the use of MR applications to enhance accessibility is on the rise. However, these contributions are most prominent in education and not for leisurely use. This research project investigates the affordances of MR and of the Augmented Reality (AR) Head Mounted Display (HMD), HoloLens 2 (HL2) in particular, and how these can be leveraged to enhance accessibility when reading digital news. This is a Research through Design (RtD) project carried out in participation with users by conducting design activities and user evaluations. The RtD-process is supported by prototypes developed through an iterative process. MRnews is an application built for Microsoft’s AR HMD, the HL2. The implemented design showcases how news content creators and developers can leverage the affordances of MR technology to achieve accessibility in news stories. The results point toward direct manipulation of virtual content utilizing the spatial nature of MR technology and the use of sensory cues to keep the user oriented and focused impact accessibility.Masteroppgave i medie- og interaksjonsdesignMIX350MASV-MI

    To “Sketch-a-Scratch”

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    A surface can be harsh and raspy, or smooth and silky, and everything in between. We are used to sense these features with our fingertips as well as with our eyes and ears: the exploration of a surface is a multisensory experience. Tools, too, are often employed in the interaction with surfaces, since they augment our manipulation capabilities. “Sketch-a-Scratch” is a tool for the multisensory exploration and sketching of surface textures. The user’s actions drive a physical sound model of real materials’ response to interactions such as scraping, rubbing or rolling. Moreover, different input signals can be converted into 2D visual surface profiles, thus enabling to experience them visually, aurally and haptically

    Object Oriented Visualization of Urban Energy Consumption

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    Eye Tracking Consumer Purchase Behavior Within Physical and Virtual Environments

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    Understanding how consumers observe and make purchase decisions within a retail context is now both accessible and efficient through the process of eye tracking. Eye tracking package design aesthetics helps us understand and predict what consumers are looking at, and how likely a package might be selected. Typically, this research is conducted in an immersive retail setting where consumers can shop as they would in a normal store-shopping context. A store is stocked with products where a participant in the study shops throughout while wearing an eye tracker to gather data on what their attention fixates on within a given set of shelves. Although a physical store provides the most realistic context, a virtual store could create a more economical, cost effective, and customizable solution for measuring consumer visual attention from packaging design aesthetics. Beginning with CUshop Consumer Experience Laboratory, a virtual store design and context was established by replicating existing fixtures in CUshopTM. Using the virtual technology available at the Sonoco Institute of Packaging Design and Graphics, a digital replication of CUshopTM was created. This began by 3D modeling the store along with generating the exact content to be displayed using real time rendering software. To investigate the process of measuring consumer attention in each environment, the same study was conducted in both stores looking at shelf performance of eleven different barbecue sauce brands. Gaze data, travel time, purchase decision and presence survey scores from a modified Witmer-Singer survey helped demonstrate the feasibility of gathering valid results from a virtual store context. Results indicated that there was not enough evidence to prove a comparison between the physical and virtual store experiments. Presence scores also did not indicate significant differences between either store environments. Analysis suggests that with a larger participant population and more immersive hardware, such as head mounted displays, eye tracking in virtual stores could be a valid process to complement studies already being conducted in real store contexts
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