6,552 research outputs found

    The Ambient Horn: Designing a novel audio-based learning experience

    Get PDF
    The Ambient Horn is a novel handheld device designed to support children learning about habitat distributions and interdependencies in an outdoor woodland environment. The horn was designed to emit non-speech audio sounds representing ecological processes. Both symbolic and arbitrary mappings were used to represent the processes. The sounds are triggered in response to the children’s location in certain parts of the woodland. A main objective was to provoke children into interpreting and reflecting upon the significance of the sounds in the context in which they occur. Our study of the horn being used showed the sounds to be provocative, generating much discussion about what they signified in relation to what the children saw in the woodland. In addition, the children appropriated the horn in creative ways, trying to ‘scoop’ up new sounds as they walked in different parts of the woodland

    Designing Interactions with Multilevel Auditory Displays in Mobile Audio-Augmented Reality

    Get PDF
    Auditory interfaces offer a solution to the problem of effective eyes-free mobile interactions. In this article, we investigate the use of multilevel auditory displays to enable eyes-free mobile interaction with indoor location-based information in non-guided audio-augmented environments. A top-level exocentric sonification layer advertises information in a gallery-like space. A secondary interactive layer is used to evaluate three different conditions that varied in the presentation (sequential versus simultaneous) and spatialisation (non-spatialised versus egocentric/exocentric spatialisation) of multiple auditory sources. Our findings show that (1) participants spent significantly more time interacting with spatialised displays; (2) using the same design for primary and interactive secondary display (simultaneous exocentric) showed a negative impact on the user experience, an increase in workload and substantially increased participant movement; and (3) the other spatial interactive secondary display designs (simultaneous egocentric, sequential egocentric, and sequential exocentric) showed an increase in time spent stationary but no negative impact on the user experience, suggesting a more exploratory experience. A follow-up qualitative and quantitative analysis of user behaviour support these conclusions. These results provide practical guidelines for designing effective eyes-free interactions for far richer auditory soundscapes

    A wearable multimodal interface for exploring urban points of interest

    Get PDF
    Locating points of interest (POIs) in cities is typically facilitated by visual aids such as paper maps, brochures, and mobile applications. However, these techniques require visual attention, which ideally should be on the surroundings. Non-visual techniques for navigating towards specific POIs typically lack support for free exploration of the city or more detailed guidance. To overcome these issues, we propose a multimodal, wearable system for alerting the user of nearby recommended POIs. The system, built around a tactile glove, provides audio-tactile cues when a new POI is in the vicinity, and more detailed information and guidance if the user expresses interest in this POI. We evaluated the system in a field study, comparing it to a visual baseline application. The encouraging results show that the glovebased system helps keep the attention on the surroundings and that its performance is on the same level as that of the baseline

    Designing for Mixed Reality Urban Exploration

    Get PDF
    This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned.Peer reviewe

    Use of Augmented Reality in Human Wayfinding: A Systematic Review

    Full text link
    Augmented reality technology has emerged as a promising solution to assist with wayfinding difficulties, bridging the gap between obtaining navigational assistance and maintaining an awareness of one's real-world surroundings. This article presents a systematic review of research literature related to AR navigation technologies. An in-depth analysis of 65 salient studies was conducted, addressing four main research topics: 1) current state-of-the-art of AR navigational assistance technologies, 2) user experiences with these technologies, 3) the effect of AR on human wayfinding performance, and 4) impacts of AR on human navigational cognition. Notably, studies demonstrate that AR can decrease cognitive load and improve cognitive map development, in contrast to traditional guidance modalities. However, findings regarding wayfinding performance and user experience were mixed. Some studies suggest little impact of AR on improving outdoor navigational performance, and certain information modalities may be distracting and ineffective. This article discusses these nuances in detail, supporting the conclusion that AR holds great potential in enhancing wayfinding by providing enriched navigational cues, interactive experiences, and improved situational awareness.Comment: 52 page

    Designing for Mixed Reality Urban Exploration

    Get PDF
    This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary management. It permits to address a number of concerns regarding information overload, safety, and quality of the experience, which are not sufficiently tackled in traditional non-integrated approaches. This study presents an integrated mobile platform built on top of this framework and reflects on the lessons learned

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

    Get PDF
    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    Virtual reality interfaces for seamless interaction with the physical reality

    Get PDF
    In recent years head-mounted displays (HMDs) for virtual reality (VR) have made the transition from research to consumer product, and are increasingly used for productive purposes such as 3D modeling in the automotive industry and teleconferencing. VR allows users to create and experience real-world like models of products; and enables users to have an immersive social interaction with distant colleagues. These solutions are a promising alternative to physical prototypes and meetings, as they require less investment in time and material. VR uses our visual dominance to deliver these experiences, making users believe that they are in another reality. However, while their mind is present in VR their body is in the physical reality. From the user’s perspective, this brings considerable uncertainty to the interaction. Currently, they are forced to take off their HMD in order to, for example, see who is observing them and to understand whether their physical integrity is at risk. This disrupts their interaction in VR, leading to a loss of presence – a main quality measure for the success of VR experiences. In this thesis, I address this uncertainty by developing interfaces that enable users to stay in VR while supporting their awareness of the physical reality. They maintain this awareness without having to take off the headset – which I refer to as seamless interaction with the physical reality. The overarching research vision that guides this thesis is, therefore, to reduce this disconnect between the virtual and physical reality. My research is motivated by a preliminary exploration of user uncertainty towards using VR in co-located, public places. This exploration revealed three main foci: (a) security and privacy, (b) communication with physical collaborators, and (c) managing presence in both the physical and virtual reality. Each theme represents a section in my dissertation, in which I identify central challenges and give directions towards overcoming them as have emerged from the work presented here. First, I investigate security and privacy in co-located situations by revealing to what extent bystanders are able to observe general tasks. In this context, I explicitly investigate the security considerations of authentication mechanisms. I review how existing authentication mechanisms can be transferred to VR and present novel approaches that are more usable and secure than existing solutions from prior work. Second, to support communication between VR users and physical collaborators, I add to the field design implications for VR interactions that enable observers to choose opportune moments to interrupt HMD users. Moreover, I contribute methods for displaying interruptions in VR and discuss their effect on presence and performance. I also found that different virtual presentations of co-located collaborators have an effect on social presence, performance and trust. Third, I close my thesis by investigating methods to manage presence in both the physical and virtual realities. I propose systems and interfaces for transitioning between them that empower users to decide how much they want to be aware of the other reality. Finally, I discuss the opportunity to systematically allocate senses to these two realities: the visual one for VR and the auditory and haptic one for the physical reality. Moreover, I provide specific design guidelines on how to use these findings to alert VR users about physical borders and obstacles.In den letzten Jahren haben Head-Mounted-Displays (HMDs) fĂŒr virtuelle RealitĂ€t (VR) den Übergang von der Forschung zum Konsumprodukt vollzogen und werden zunehmend fĂŒr produktive Zwecke, wie 3D-Modellierung in der Automobilindustrie oder Telekonferenzen, eingesetzt. VR ermöglicht es den Benutzern, schnell und kostengĂŒnstig, Prototypen zu erstellen und erlaubt eine immersive soziale Interaktion mit entfernten Kollegen. VR nutzt unsere visuelle Dominanz, um diese Erfahrungen zu vermitteln und gibt Benutzern das GefĂŒhl sich in einer anderen RealitĂ€t zu befinden. WĂ€hrend der Nutzer jedoch in der virtuellen RealitĂ€t mental prĂ€sent ist, befindet sich der Körper weiterhin in der physischen RealitĂ€t. Aus der Perspektive des Benutzers bringt dies erhebliche Unsicherheit in die Nutzung von HMDs. Aktuell sind Nutzer gezwungen, ihr HMD abzunehmen, um zu sehen, wer sie beobachtet und zu verstehen, ob ihr körperliches Wohlbefinden gefĂ€hrdet ist. Dadurch wird ihre Interaktion in der VR gestört, was zu einem Verlust der PrĂ€senz fĂŒhrt - ein HauptqualitĂ€tsmaß fĂŒr den Erfolg von VR-Erfahrungen. In dieser Arbeit befasse ich mich mit dieser Unsicherheit, indem ich Schnittstellen entwickle, die es den Nutzern ermöglichen, in VR zu bleiben und gleichzeitig unterstĂŒtzen sie die Wahrnehmung fĂŒr die physische RealitĂ€t. Sie behalten diese Wahrnehmung fĂŒr die physische RealitĂ€t bei, ohne das Headset abnehmen zu mĂŒssen - was ich als nahtlose Interaktion mit der physischen RealitĂ€t bezeichne. Daher ist eine ĂŒbergeordenete Vision von meiner Forschung diese Trennung von virtueller und physicher RealitĂ€t zu reduzieren. Meine Forschung basiert auf einer einleitenden Untersuchung, die sich mit der Unsicherheit der Nutzer gegenĂŒber der Verwendung von VR an öffentlichen, geteilten Orten befasst. Im Kontext meiner Arbeit werden RĂ€ume oder FlĂ€chen, die mit anderen ortsgleichen Menschen geteilt werden, als geteilte Orte bezeichnet. Diese Untersuchung ergab drei Hauptschwerpunkte: (1) Sicherheit und PrivatsphĂ€re, (2) Kommunikation mit physischen Kollaborateuren, und (3) Umgang mit der PrĂ€senz, sowohl in der physischen als auch in der virtuellen RealitĂ€t. Jedes Thema stellt einen Fokus in meiner Dissertation dar, in dem ich zentrale Herausforderungen identifiziere und LösungsansĂ€tze vorstelle. Erstens, untersuche ich Sicherheit und PrivatsphĂ€re an öffentlichen, geteilten Orten, indem ich aufdecke, inwieweit Umstehende in der Lage sind, allgemeine Aufgaben zu beobachten. In diesem Zusammenhang untersuche ich explizit die Gestaltung von Authentifizierungsmechanismen. Ich untersuche, wie bestehende Authentifizierungsmechanismen auf VR ĂŒbertragen werden können, und stelle neue AnsĂ€tze vor, die nutzbar und sicher sind. Zweitens, um die Kommunikation zwischen HMD-Nutzern und Umstehenden zu unterstĂŒtzen, erweitere ich das Forschungsfeld um VR-Interaktionen, die es Beobachtern ermöglichen, gĂŒnstige Momente fĂŒr die Unterbrechung von HMD-Nutzern zu wĂ€hlen. DarĂŒber hinaus steuere ich Methoden zur Darstellung von Unterbrechungen in VR bei und diskutiere ihre Auswirkungen auf PrĂ€senz und Leistung von Nutzern. Meine Arbeit brachte auch hervor, dass verschiedene virtuelle PrĂ€sentationen von ortsgleichen Kollaborateuren einen Effekt auf die soziale PrĂ€senz, Leistung und Vertrauen haben. Drittens, schließe ich meine Dissertation mit der Untersuchung von Methoden zur Verwaltung der PrĂ€senz, sowohl in der physischen als auch in der virtuellen RealitĂ€t ab. Ich schlage Systeme und Schnittstellen fĂŒr den Übergang zwischen den RealitĂ€ten vor, die die Benutzer in die Lage versetzen zu entscheiden, inwieweit sie sich der anderen RealitĂ€t bewusst sein wollen. Schließlich diskutiere ich die Möglichkeit, diesen beiden RealitĂ€ten systematisch Sinne zuzuordnen: die visuelle fĂŒr VR und die auditive und haptische fĂŒr die physische RealitĂ€t. DarĂŒber hinaus stelle ich spezifische Design-Richtlinien zur VerfĂŒgung, wie diese Erkenntnisse genutzt werden können, um VR-Anwender auf physische Grenzen und Hindernisse aufmerksam zu machen

    Virtual Reality for Prototyping Service Journeys

    Get PDF
    The use of virtual elements for developing new service prototyping environments and more realistic simulations has been suggested as a way to optimise the service prototyping process. This work examines the application of virtual reality (VR) in prototyping service journeys and it hypothesises that VR can recreate service journeys in a highly immersive, agile, and inexpensive manner, thus allowing users to have a representative service experience and enabling service designers to extract high-quality user feedback. To that end, a new service prototyping method, called VR service walkthrough, is presented and evaluated through an empirical comparative study. A VR service walkthrough is a virtual simulation of a service journey, representing how the service unfolds over space and time. A comparative study between the VR service walkthrough method and an adapted service walkthrough method evaluates the application of both methods using a location-based audio tour guide service as a case study. Two user groups (each with 21 users) were used to evaluate both methods based on two factors: the user experience they offered and the subjective meaningfulness and quality of feedback they produced. Results show that the VR service walkthrough method gave a performance similar to that of the service walkthrough method. It was also able to communicate the service concept in an immersive way and foster constructive feedback.Virtual Reality for Prototyping Service JourneyspublishedVersio
    • 

    corecore