5,930 research outputs found
Understanding Effects of Presentation on Concept Learning in Technology Supported Learning
The world of technology has had a significant impact on learning and instructional domain. Today, a large number of devices and software are specifically designed to afford faster and effective learning and instruction. They have not only erased the physical boundaries to resources in education but have also helped create new interactions and engagements for learners and instructors. With this changed scenario, the content or instructional material also needs our attention to become usable and compatible with the changed learning styles and preferences of the learners today. Not only does the content need to seamlessly integrate with the delivery methodology and technology but also utilize the capabilities offered by it to enhance the learning experience. For higher order learning content such as concepts and principles that involve deeper cognitive processes, there is a need to understand how instructional material can be made more effective in technology supported environment.
The goal of this experimental study was to investigate if conceptual learning in electronically delivered self-paced format can be made more usable and effective with right amount of content and presentation. It presented stimulus (concept attributes) in five different variations of information presentations and made a comparative assessment of performances using post-stimulus questions as a measure of a learner\u27s ability to generalize a concept. The eye-tracking methodology used in this study provided an opportunity to understand learner\u27s perceptual processing during learning a concept.
The results of this study indicated that too much information does not help in concept learning. At the same time, providing some learner control on display of information and providing information in smaller units help the cognitive processes involved in learning a concept. Though not statistically significant, the trend showed reduction in work overload and better performance with learner-controlled progressive display. Qualitative analysis also supports the learner satisfaction and preference for progressive presentation with learner control
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Evaluating usability of e-commerce sites by tracking eye movements
The majority of existing e-commerce design guidelines has been derived by conducting heuristic evaluations, without reporting the involvement of the users themselves. This research provides clarification on a number of existing web design guidelines for e-commerce sites based on empirical studies with users. Four studies were conducted and each study focused on a specific set of design guidelines as found in the literature. A combined qualitative and quantitative approach has been used, including a state-of-the-art technique, eye tracking. The eye movement data were complemented by user-profile data elicited through background questionnaires and user-perception data as captured through semi-structured interviews. The first study investigated users’ initial impressions of homepages of e-commerce sites. The second study examined users’ adaptability to persistent or varied placement of design elements. The third and fourth studies explored the effect of the presentation format of e-commerce web pages: the first in terms of the proportion of images, and the second in terms of how key icons related to an e-commerce transaction were presented. On the whole, the results of the studies corroborated existing design guidelines, but they also identified potential refinements. The thesis contributes both methodologically and empirically to Human-Computer Interaction. The combined methodological approach enables insight into the user experience that spans behavioural aspects such as visual search behaviour and visual search performance data, and subjective aspects such as user expectations and preferences. The empirical outcomes amplify the design
guidelines from a user’s perspective
Utilizing a 3D game engine to develop a virtual design review system
A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects
Driver's visual attention to different categories of roadside advertising signs
Roadside advertising signs are a salient potential source of driver's distraction. Previous research has mainly investigated driver's visual attention to billboards, which represents only one category of advertising signs. In this study, driver's visual attention was assessed in a naturalistic driving setting for six categories of roadside advertising signs: vendor signs, billboards, movable display boards, single and multiple commercial directional signs, and gas price LED displays. Fixation rate, fixation duration, fixation distance and driving speed were assessed in a sample of 15 drivers along a 30-km route including a total of 154 advertising signs belonging to the six categories described above. The role of clearance from the road, elevation, height, width, surface, number and size of characters, total number of characters, side of the road (driving side, opposite side), context (rural, urban), were also considered. Overall 24% of the roadside advertising signs were fixated. Fixation rate was significantly influenced by sign category, clearance from the road and number of characters. Median value for fixation duration was 297 ms. Fixation duration was significantly influenced by speed, elevation from road level, number of medium size characters, and was higher in the rural context. Median value for fixation distance was 58.10 m, and was significantly influenced by advertising sign category, character count and speed
Enhancing the Performance of Eye and Head Mice: A Validated Assessment Method and an Investigation into the Performance of Eye and Head Based Assistive Technology Pointing Devices
This work poses the question "Could eye and head based assistive technology device
interaction performance approach that of basic hand mouse interaction?" To this aim, the
work constructs, validates, and applies a detailed and comprehensive pointing device
assessment method suitable for assistive technology direct pointing devices, it then uses
this method to add enhancement to these devices, finally it then demonstrates that such
enhanced eye or head based pointing can approach that of basic hand mouse interaction
and be a viable and usable interaction method for people with high-level motor
disabilities.
Eye and head based pointing devices, or eye and head mice, are often used by high-level
motor disabled people to enable computer interaction in the place of a standard desktop
hand mouse. The performance of these eye and head mice pointing devices when used for
direct manipulation on a standard graphical user interface has generally been regarded as
poor in comparison to that of a standard desktop hand mouse, thus putting users of head
and eye mice at a disadvantage when interacting with computers.
The performance of eye and head based pointing devices during direct manipulation on a
standard graphical user interface has not previously been investigated in depth, and the
reasons why these devices seem to demonstrate poor performance have not been
determined in detail. Few proven methods have been demonstrated and investigated that
enhance the performance of these devices based on their performance during direct
manipulation. Importantly, and key to this work is that, no validated assessment method
has been constructed to allow such an investigation.
This work seeks to investigate the performance of eye and head based pointing devices
during direct manipulation by constructing and verifying a test method suitable for the
detailed performance assessment of eye and head based assistive technology pointing
devices. It then uses this method to determine the factors influencing the performance of eye and head mice during direct manipulation. Finally, after identifying these factors, this
work hypothesises, and then demonstrates that applying suitable methods for addressing
these factors can result in enhanced performance for eye and head mice. It shows that the
performance of these enhanced devices can approach the performance of standard desktop
hand mice with the use of highly experienced users, together with the enhancement of a
supporting modality for object manipulation, and a supporting interface enhancement for
object size magnification; thus demonstrating that these devices can approach and equal
the performance of basic hand mouse interaction
The Effects of Reference Frames on 3D Menus in Virtual Environments
The emergence of affordable Head Mounted Displays (HMD) means Virtual Reality (VR) systems are now available to wider audiences. Other than the key target audience, gamers, groups as diverse as oil and gas industries, medical, military, entertainment and education have created demand for effective Virtual Environments (VE). To be effective certain VEs need to properly convey textual information. This is done using 3D menus. It is very important these menus are displayed in an ergonomic manner and do not obstruct important content. The study collected measures of user experience, comfort and memory recall. The study found that reference frames for 3D menus presenting textual information do not influence user experience or memory recall. However, there was a significant difference in user behavior between the reference frames, which has implications for repeated stress injury
Augmented Reality Simulation Modules for EVD Placement Training and Planning Aids
When a novice neurosurgeon performs a psychomotor surgical task (e.g., tool navigation into brain structures), a potential risk of damaging healthy tissues and eloquent brain structures is unavoidable. When novices make multiple hits, thus a set of undesirable trajectories is created, and resulting in the potential for surgical complications. Thus, it is important that novices not only aim for a high-level of surgical mastery but also receive deliberate training in common neurosurgical procedures and underlying tasks. Surgical simulators have emerged as an adequate candidate as effective method to teach novices in safe and free-error training environments. The design of neurosurgical simulators requires a comprehensive approach to development and. In that in mind, we demonstrate a detailed case study in which two Augmented Reality (AR) training simulation modules were designed and implemented through the adoption of Model-driven Engineering. User performance evaluation is a key aspect of the surgical simulation validity. Many AR surgical simulators become obsolete; either they are not sufficient to support enough surgical scenarios, or they were validated according to subjective assessments that did not meet every need. Accordingly, we demonstrate the feasibility of the AR simulation modules through two user studies, objectively measuring novices’ performance based on quantitative metrics. Neurosurgical simulators are prone to perceptual distance underestimation. Few investigations were conducted for improving user depth perception in head-mounted display-based AR systems with perceptual motion cues. Consequently, we report our investigation’s results about whether or not head motion and perception motion cues had an influence on users’ performance
Can integrated titles improve the viewing experience? Investigating the impact of subtitling on the reception and enjoyment of film using eye tracking and questionnaire data
Historically a dubbing country, Germany is not well-known for subtitled productions. But while dubbing is predominant in Germany, more and more German viewers prefer original and subtitled versions of their favourite shows and films. Conventional subtitling, however, can be seen as a strong intrusion into the original image that can not only disrupt but also destroy the director’s intended shot composition and focus points. Long eye movements between focus points and subtitles decrease the viewer’s information intake, and especially German audiences, who are often not used to subtitles, seem to prefer to wait for the next subtitle instead of looking back up again. Furthermore, not only the placement, but also the overall design of conventional subtitles can disturb the image composition – for instance titles with a weak contrast, inappropriate typeface or irritating colour system.
So should it not, despite the translation process, be possible to preserve both image and sound as far as possible? Especially given today’s numerous artistic and technical possibilities and the huge amount of work that goes into the visual aspects of a film, taking into account not only special effects, but also typefaces, opening credits and text-image compositions. A further development of existing subtitling guidelines would not only express respect towards the original film version but also the translator’s work.
The presented study shows how integrated titles can increase information intake while maintaining the intended image composition and focus points as well as the aesthetics of the shot compositions. During a three-stage experiment, the specifically for this purpose created integrated titles in the documentary “Joining the Dots” by director Pablo Romero-Fresco were analysed with the help of eye movement data from more than 45 participants. Titles were placed based on the gaze behaviour of English native speakers and then rated by German viewers dependant on a German translation.
The results show that a reduction of the distance between intended focus points and titles allow the viewers more time to explore the image and connect the titles to the plot. The integrated titles were rated as more aesthetically pleasing and reading durations were shorter than with conventional subtitles. Based on the analysis of graphic design and filmmaking rules as well as conventional subtitling standards, a first workflow and set of placement strategies for integrated titles were created in order to allow a more respectful handling of film material as well as the preservation of the original image composition and typographic film identity
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