21 research outputs found
Recommended from our members
Thermal and wind devices for multisensory human-computer interaction: an overview
In order to create immersive experiences in virtual worlds, we need to explore different human senses (sight, hearing, smell, taste, and touch). Many different devices have been developed by both industry and academia towards this aim. In this paper, we focus our attention on the researched area of thermal and wind devices to deliver the sensations of heat and cold against peopleâs skin and their application to human-computer interaction (HCI). First, we present a review of devices and their features that were identified as relevant. Then, we highlight the usersâ experience with thermal and wind devices, highlighting limitations either found or inferred by the authors and studies selected for this survey. Accordingly, from the current literature, we can infer that, in wind and temperature-based haptic systems (i) users experience wind effects produced by fans that move air molecules at room temperature, and (ii) there is no integration of thermal components to devices intended for the production of both cold or hot airflows. Subsequently, an analysis of why thermal wind devices have not been devised yet is undertaken, highlighting the challenges of creating such devices.EspĂrito Santo Research and Innovation Foundation (FAPES, Brazil) - Finance Code 2021-GL60J), the Coordination for the Improvement of Higher Education Personnel (CAPES, Brazil) - Finance Code 88881.187844/2018-01 and 88887.570688/2020-00 and by the National Council for Scientific and Technological (CNPq, Brazil) - Finance Code 307718/2020-4. The work was also funded by the European Unionâs Horizon 2020 Research and Innovation programme under Grant Agreement no. 688503. E. B. Saleme additionally acknowledges aid from the Federal Institute of EspĂrito Santo
Exploring Speculative Methods:Building Artifacts To Explore âInterspecies Intersubjective Subjectivityâ
This article explores approaches to propagating interspecies understanding and examines the most appropriate ways to investigate the topic as a form of research. It addresses making, or Research through Design (RtD), as a more appropriate research method to generate new knowledge around interspecies embodied experience and to help audiences consider what it might be like to be a nonhuman animal than more traditional forms of scholarship. It presents a range of approaches to exploring interspecies understanding and then situates this knowledge in context with reference to a series of prototypes and design artifacts which constitute the body of work Equine Eyes. The Equine Eyes project consists of a mixed-reality headset, which uses immersive technology to help the user adopt the âpoint of viewâ of a horse. The work and the knowledge it produces is experiential in that it requires the audience to wear the headset which simulates horse-like vision to consider how tacit knowledge can be explored through making. The project adopts a RtD method to explore how speculative design artifacts, and play, can be utilised to help foster interspecies thinking and understanding and generate new speculative methods for interspecies design practice. It emphasizes the importance of developing usable speculative design artifacts that can be experienced by users to enact the speculation as an embodied experience
Exploitation of multiplayer interaction and development of virtual puppetry storytelling using gesture control and stereoscopic devices
With the rapid development of human-computer interaction technologies, the new media generation demands novel learning experiences with natural interaction and immersive experience. Considering that digital storytelling is a powerful pedagogical tool for young children, in this paper, we design an immersive storytelling environment that allows multiple players to use naturally interactive hand gestures to manipulate virtual puppetry for assisting narration. A set of multimodal interaction techniques is presented for a hybrid user interface that integrates existing 3D visualization and interaction devices including head-mounted displays and depth motion sensor. In this system, the young players could intuitively use hand gestures to manipulate virtual puppets to perform a story and interact with props in a virtual stereoscopic environment. We have conducted a user experiment with four young children for pedagogical evaluation, as well as system acceptability and interactivity evaluation by postgraduate students. The results show that our framework has great potential to stimulate learning abilities of young children through collaboration tasks. The stereoscopic head-mounted display outperformed the traditional monoscopic display in a comparison between the two
Improving spatial orientation in virtual reality with leaning-based interfaces
Advancement in technology has made Virtual Reality (VR) increasingly portable, affordable and accessible to a broad audience. However, large scale VR locomotion still faces major challenges in the form of spatial disorientation and motion sickness. While spatial updating is automatic and even obligatory in real world walking, using VR controllers to travel can cause disorientation. This dissertation presents two experiments that explore ways of improving spatial updating and spatial orientation in VR locomotion while minimizing cybersickness. In the first study, we compared a hand-held controller with HeadJoystick, a leaning-based interface, in a 3D navigational search task. The results showed that leaning-based interface helped participant spatially update more effectively than when using the controller. In the second study, we designed a "HyperJump" locomotion paradigm which allows to travel faster while limiting its optical flow. Not having any optical flow (as in traditional teleport paradigms) has been shown to help reduce cybersickness, but can also cause disorientation. By interlacing continuous locomotion with teleportation we showed that user can travel faster without compromising spatial updating
UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding and User Experience
When we get lost in Virtual Reality (VR) or want to return to a previous
location, we use the same methods of locomotion for the way back as for the way
forward. This is time-consuming and requires additional physical orientation
changes, increasing the risk of getting tangled in the headsets' cables. In
this paper, we propose the use of undo actions to revert locomotion steps in
VR. We explore eight different variations of undo actions as extensions of
point\&teleport, based on the possibility to undo position and orientation
changes together with two different visualizations of the undo step (discrete
and continuous). We contribute the results of a controlled experiment with 24
participants investigating the efficiency and orientation of the undo
techniques in a radial maze task. We found that the combination of position and
orientation undo together with a discrete visualization resulted in the highest
efficiency without increasing orientation errors.Comment: To appear in Proceedings of the 2023 CHI Conference on Human Factors
in Computing Systems (CHI 23), April 23-28, 2023, Hamburg, Germany. ACM, New
York, NY, USA, 15 page
Lean to Fly: Leaning-Based Embodied Flying can Improve Performance and User Experience in 3D Navigation
When users in virtual reality cannot physically walk and self-motions are instead only visually simulated, spatial updating is often impaired. In this paper, we report on a study that investigated if HeadJoystick, an embodied leaning-based flying interface, could improve performance in a 3D navigational search task that relies on maintaining situational awareness and spatial updating in VR. We compared it to Gamepad, a standard flying interface. For both interfaces, participants were seated on a swivel chair and controlled simulated rotations by physically rotating. They either leaned (forward/backward, right/left, up/down) or used the Gamepad thumbsticks for simulated translation. In a gamified 3D navigational search task, participants had to find eight balls within 5 min. Those balls were hidden amongst 16 randomly positioned boxes in a dark environment devoid of any landmarks. Compared to the Gamepad, participants collected more balls using the HeadJoystick. It also minimized the distance travelled, motion sickness, and mental task demand. Moreover, the HeadJoystick was rated better in terms of ease of use, controllability, learnability, overall usability, and self-motion perception. However, participants rated HeadJoystick could be more physically fatiguing after a long use. Overall, participants felt more engaged with HeadJoystick, enjoyed it more, and preferred it. Together, this provides evidence that leaning-based interfaces like HeadJoystick can provide an affordable and effective alternative for flying in VR and potentially telepresence drones
Virtual reality and body rotation: 2 flight experiences in comparison
Embodied interfaces, represented by devices that incorporate bodily motion and proprioceptive stimulation, are promising for Virtual Reality (VR) because they can improve immersion and user experience while at the same time reducing simulator sickness compared to more traditional handheld interfaces (e.g.,gamepads). The aim of the study is to evaluate a novel embodied interface called VitruvianVR. The machine is composed of two separate rings that allow its users to bodily rotate onto three different axes. The suitability of the VitruvianVR was tested in a Virtual Reality flight scenario. In order to reach the goal we compared the VitruvianVR to a gamepad using perfomance measures (i.e., accuracy, fails), head movements and position of the body. Furthermore, a series of data coming from questionnaires about sense of presence, user experience, cognitive load, usability and cybersickness was retrieved.Embodied interfaces, represented by devices that incorporate bodily motion and proprioceptive stimulation, are promising for Virtual Reality (VR) because they can improve immersion and user experience while at the same time reducing simulator sickness compared to more traditional handheld interfaces (e.g.,gamepads). The aim of the study is to evaluate a novel embodied interface called VitruvianVR. The machine is composed of two separate rings that allow its users to bodily rotate onto three different axes. The suitability of the VitruvianVR was tested in a Virtual Reality flight scenario. In order to reach the goal we compared the VitruvianVR to a gamepad using perfomance measures (i.e., accuracy, fails), head movements and position of the body. Furthermore, a series of data coming from questionnaires about sense of presence, user experience, cognitive load, usability and cybersickness was retrieved
VERBAL HUMOR IN THE ENGLISH RIO 2 FILM EXPRESSIONS AND THEIR BAHASA INDONESIA SUBTITLING EXPRESSIONS
Verbal humor is humorous expression in which inherently concerns with the verbal matters. This research attempts to analyze how the verbal humor expressions in Rio 2 film are translated into Bahasa Indonesia subtitling expressions. In doing this research, three objectives are formulated: 1) to describe the types of the verbal humor, 2) to describe the subtitling strategies used by the translator to translate the verbal humor, and 3) to explain the acceptability level of the verbal humor in the English Rio 2 film expressions used in Bahasa Indonesia subtitling expressions.
This research employed a qualitative method since it provided descriptions of translation phenomena in Rio 2 film. The form of the data of this research were words, phrase, and sentences containing verbal humor that were collected manually from the DVD of Rio 2 film. The main instrument of this research is the researcher himself and the second instrument is the data sheets. The data are categorized based on some theories; verbal humor theory proposed by Spanakaki (2007), and subtitling strategies theory proposed by Gottlieb in Taylor (2000). To achieve data trustworthiness, the data sheets are repeatedly examined by the researcher and some peers and the results are discussed with the supervisors and the respondents.
The results of this research show the three important findings. First, the types of verbal humor found in Rio 2 film are allusion (key phrase and proper noun), verbal irony (interjection, ironic repetition, hyperformality, intensifier, and hyperbolic expression), and wordplay (paronymy, homophony, and homonymy). Among them, allusion (key phrase) is in the highest occurred number. Second, there are eight subtitling strategies applied by the translator to translate the verbal humor; transfer, paraphrase, imitation, resignation, condensation, expansion, deletion, and transcription in which transfer becomes the most commonly used strategy. Third, from 82 data, there are 66 data (80,49%) belong to acceptable level, 13 data (15,85%) belong to less acceptable level, and 3 data (3,66%) belong to unacceptable level. This finding indicates that the translation of the verbal humor dialogues in Rio 2 film is considered as acceptable translation.
Keywords: translation, verbal humor, subtitling, Rio 2 film, acceptability