15 research outputs found
Novel Interaction Techniques for Mobile Augmented Reality applications. A Systematic Literature Review
This study reviews the research on interaction techniques and methods that could be applied in mobile augmented reality scenarios. The review is focused on themost recent advances and considers especially the use of head-mounted displays. Inthe review process, we have followed a systematic approach, which makes the reviewtransparent, repeatable, and less prone to human errors than if it was conducted in amore traditional manner. The main research subjects covered in the review are headorientation and gaze-tracking, gestures and body part-tracking, and multimodalityâ as far as the subjects are related to human-computer interaction. Besides these,also a number of other areas of interest will be discussed.Siirretty Doriast
Novel Interaction Techniques for Mobile Augmented Reality Applications â A Systematic Literature Review
This study reviews the research on interaction techniques and methods that could be applied in mobile augmented reality scenarios. The review is focused on the most recent advances and considers especially the use of head-mounted displays. In the review process, we have followed a systematic approach, which makes the review transparent, repeatable, and less prone to human errors than if it was conducted in a more traditional manner. The main research subjects covered in the review are head orientation and gaze tracking, gestures and body part tracking, and multimodality– as far as the subjects are related to human-computer interaction. Besides these, also a number of other areas of interest will be discussed.</p
Motivation and User Engagement in Fitness Tracking: Heuristics for Mobile Healthcare Wearables
Wearable fitness trackers have gained a new level of popularity due to their ambient data gathering and analysis. This has signalled a trend toward self-efficacy and increased motivation among users of these devices. For consumers looking to improve their health, fitness trackers offer a way to more readily gain motivation via the personal data-based insights the devices offer. However, the user experience (UX) that accompanies wearables is critical to helping users interpret, understand, gain motivation and act on their data. Despite this, there is little evidence as to specific aspects of fitness tracker user engagement and long-term motivation. We report on a 4-week situated diary study and Healthcare Technology Self-efficacy (HTSE) questionnaire assessment of 34 users of two popular American fitness trackers: JawBone and FitBit. The study results illustrate design implications and requirements for fitness trackers and other self-efficacy mobile healthcare applications.We would like to thank all users who participated in this research as well as Experience Dynamics, Inc. for providing the necessary resources and coordinating the user diary study. This study has been supported by financial aid from the Spanish Ministry of Economy and Competitiveness under the project ECO2012-36160; Spanish Ministry of Economy, Industry and Competitiveness (MINECO) and the Fondo Europeo de Desarollo Regional (FEDER) under the project ECO2015-67296-R and, Communidad de Madrid and Fondo Social Europeo under the project INNCOMCON-CM S2015/HUM-3417
Networked volunteering during the 2013 Sardinian floods
The article describes how ordinary citizens used Twitter as an emergency-management tool during the heavy floods that occurred in Sardinia, Italy, in November 2013. The case study constitutes an example of digital volunteering in the aftermath of a disaster event. The article applies the connective action framework (Bennet & Segerberg, 2012) for a deeper understanding of the dynamics of self-organized disaster communication activities on social media. Utilizing a dataset of 93,091 tweets that used the hashtag #allertameteoSAR (weather alert in Sardinia), the analysis focuses on: 1) the roles and patterns of influence among the main actors; and 2) the strategies for a peer âcurationâ and sharing of a disaster-recovery oriented communication. The article highlights the role of Twitter celebrities and engaged ordinary users as digital volunteers and explains how they succeeded in activating bottom-up disaster-relief oriented communication
Google Glass Creative Tourism Experience: A Case Study of Manchester Art Gallery
Due to the novelty factor of Google Glass, specifically in Europe, only few research attempts were made of the potential of Google Glass. The present study aims to explore visitorâs first time usage behavior of Google Glass within the cultural context. In total, 29 Art Gallery visitors tested the Google Glass prototype application âMuseum Zoomâ and took part in an interview. The data were analyzed using content analysis and revealed that among all age groups, the majority of visitors had a favourable opinion regarding the usage of Google Glass within Art Gallery settings. This exploratory study revealed that users were able to quickly adjust to the novel interaction and generally perceived the device to enhance the Art Gallery visitors experience though the provision of additional content and easy to use as well as social networking functions. Although technological issues remained, participants were curious to interact with the device
Examining Belonging and The Fear of Missing Out in Relation to Social Media Use: A Two-Part Study
We conducted two survey studies to better understand how using social media relates to differing outcomes in perceptions of social support and the Fear of Missing Out (FoMO) in college students (N = 251, N = 529, respectively). Correlation analyses revealed higher levels of FoMO were most strongly related to scrolling behaviors on social media, whereas posting behaviors were correlated with increased feelings of belonging and lower levels of FoMO. No significant correlation was found between perceived online social support and FoMO. Finally, no significant gender differences in FoMO were found. These behavior-based relationships are likely linked to people\u27s innate need for belonging. The results of our studies suggest that posting (rather than scrolling) relates to more feelings of belonging and fewer feelings of missing out. Limitations and future directions are further addressed
Agrandissement d'un écran mobile par réalité augmentée
Les rĂ©centes et importantes avancĂ©es dans la recherche et en industrie promettent Ă la rĂ©alitĂ© augmentĂ©e (RA) de sâintĂ©grer profondĂ©ment dans nos vies personnelles et professionnelles, malgrĂ© des limites technologiques encore existantes, pour augmenter nos perceptions du rĂ©el et les interactions avec nos environnements. Nous proposons dâutiliser la RA pour Ă©tendre lâĂ©cran dâun tĂ©lĂ©phone, au-delĂ de ses limites physiques, avec un Ă©cran virtuel coplanaire, synchronisĂ© et suivant ses mouvements, crĂ©ant la perception dâun unique grand Ă©cran Ă©tendu tenu en main. Nous appelons cette extension Virtuality Extended Screen-Aligned Display (VESAD). Nous dĂ©crivons les modes de vues possibles avec cette affichage : vue multi-fenĂȘtres, supportant du multi-tĂąche, et vue Ă©tendue, oĂč une application utilise tout lâĂ©cran Ă©tendu. Nous prĂ©sentons aussi deux nouvelles techniques dâinteraction : wrist, oĂč lâutilisateur fait une rotation rapide du poignet pour substituer lâaffichage avec un autre, et slide-to-hang pour dĂ©tacher lâĂ©cran Ă©tendu en une fenĂȘtre virtuelle sĂ©parĂ©e du tĂ©lĂ©phone. Nous dĂ©crivons ensuite la conception de notre propre visiocasque de RA Ă large champ de vision (100°Ă98° pour chaque oeil), permettant de voir complĂštement lâĂ©cran Ă©tendu, ainsi que le dĂ©veloppement de notre bibliothĂšque libre de RA ArucoUnity, qui porte sur le moteur 3D Unity les fonctions de suivi de marqueurs et de calibration de camĂ©ra de la bibliothĂšque libre de vision par ordinateur OpenCV. Nous menons ensuite une Ă©tude expĂ©rimentale pour Ă©valuer, dâune part, les avantages dâun tĂ©lĂ©phone Ă Ă©cran Ă©tendu par rapport Ă un tĂ©lĂ©phone non Ă©tendu et, dâautre part, pour comparer lâutilisation de lâĂ©cran tactile Ă des interactions avec la main sur lâĂ©cran virtuel. Nous rĂ©pliquons une tĂąche de classement issue de la littĂ©rature sur les affichages muraux, impliquant de la navigation et des sĂ©lections. Nos rĂ©sultats indiquent que la combinaison du tĂ©lĂ©phone Ă Ă©cran Ă©tendu avec les interactions tactiles sâest montrĂ©e la plus rapide, en particulier quand la tĂąche Ă©tait maĂźtrisĂ©e des participants, et la plus performante en termes de navigation. Elle a Ă©galement Ă©tĂ© prĂ©fĂ©rĂ©e des participants. NĂ©anmoins, plusieurs participants ont vu plus de potentiel dans les interactions avec la main virtuelle avec lâĂ©cran Ă©tendu. Nous donnons enfin des recommandations dâimplĂ©mentation, de conception dâinterface et de techniques dâinteraction pour un VESAD
Avaliação de pontos de referĂȘncia com uso de QR-code para posicionamento em ambiente indoor
Orientadora : ProfÂȘ. DrÂȘ. Luciene Stamato DelazariDissertação (mestrado) - Universidade Federal do ParanĂĄ, Setor de CiĂȘncias da Terra, Programa de PĂłs-Graduação em CiĂȘncias GeodĂ©sicas. Defesa: Curitiba, 29/07/2016Inclui referĂȘncias : f. 81-87Resumo: O crescimento da utilização de dados geoespaciais associado com a facilidade de acesso a eles atravĂ©s de dispositivos mĂłveis, contribuem para o surgimento e crescimento das aplicaçÔes voltadas para o mapeamento indoor (POTIGIE-TER, 2015). As aplicaçÔes, em geral, tĂȘm por objetivo auxiliar os usuĂĄrios em ambientes indoor desconhecidos, pois as pessoas facilmente sentem-se deso-rientadas nestes ambientes (SI; ARIKAWA, 2015). Esta pesquisa tem como objetivo verificar o uso de marcadores implantados em possĂveis pontos de re-ferĂȘncia para a determinação do posicionamento do usuĂĄrio em um ambiente indoor. TambĂ©m Ă© avaliado se estes pontos sĂŁo de fato usados como referĂȘn-cia e se o posicionamento determinado apenas em pontos de referĂȘncia Ă© o suficiente para o usuĂĄrio se orientar. Com o auxĂlio da cĂąmera de um dispositi-vo mĂłvel (tablet) Ă© realizado o reconhecimento de um marcador visual que re-cupera a posição do usuĂĄrio e a apresenta na interface em um mapa esquemĂĄ-tico do ambiente, portanto esta abordagem requer a colocação de novas infra-estruturas no meio ambiente e o desenvolvimento de uma ferramenta de visua-lização. O refinamento e validação do projeto foram efetuados por meio do en-volvimento do usuĂĄrio em um estudo-piloto e os resultados sĂŁo consequĂȘncias de anĂĄlises baseadas nos testes com os usuĂĄrios. AtravĂ©s da anĂĄlise dos tes-tes foi possĂvel notar que as pessoas se orientavam de maneira distinta dentro do mesmo ambiente e utilizavam como principais pontos de referĂȘncia estabe-lecimentos comerciais, escadas e banheiros, em geralos pontos de referĂȘncias do tipo estrutural foram os pontos mais utilizados como suporte a navegação e orientação. Palavras-Chave: Mapeamento indoor, Orientação espacial, QR-Code, Pontos de referĂȘncia, Posicionamento indoor.Abstract: The growing use of geospatial data associated with ease access to them through mobile devices contributes to emergence and applications growth for indoor mapping (POTIGIETER, 2015). The applications, in general, aim to as-sist users in unknown indoor environments, since people easily feel disoriented in these environments (SI; ARIKAWA, 2015). This research aims to verify the use of markers implanted in possible reference points to determine user posi-tion in an indoor environment. It is also evaluated whether these points are in fact used as a reference and if positioning determined only in reference points is enough for the user to orientation. The recognition of a visual marker is per-formed with a mobile device camera with a mobile device camera which recov-ers the user as position and also presents it in the interface. This approach re-quires the placement of new Infrastructure in environment and development a visualization tool. The refinement and validation this project were done through user involvement in a pilot study and results are consequences of analysis based on user testing. Through the analysis tests it was possible to notice that people oriented themselves differently within same environment and used as main reference points commercial establishments, stairs and bathrooms, in general, reference points structural type were most used points as support na-vigation and guidance. Keywords: Indoor mapping, Spatial orientation, QR-Code, Landmarks, Indoor positioning
Landscapes of Affective Interaction: Young Children's Enactive Engagement with Body Metaphors
Empirical research into embodied meaning making suggests specific
sensorimotor experiences can support childrenâs understanding of abstract
science ideas. This view is aligned with enactive and grounded cognition
perspectives, both centred in the view that our ability to conceptualise emerges
from our experiences of interaction with our environment. While much of this
research has focused on understanding action and action processes in
individual children or children in pairs, less attention has been paid to affective
dimensions of young childrenâs group interaction, and how this relates to
meaning making with body metaphors. Indeed, Gallagher describes how no
action exists in a vacuum, but rather revolves around a complex web of
affective-pragmatic features comprising a âLandscape of Interactionâ (2020,
p.42).
This research project addresses gaps in research in understanding young
childrenâs affective engagement from an enactivist cognition perspective. It
takes a Design-Based Research approach with an iterative design orientation
to examine young childrenâs interaction with multisensory body-based
metaphors through an embodied participation framework. A series of empirical
studies with young children, aged 2-7 years, comprising of experiential
workshops, build iteratively upon each other. A novel theoretically informed
method, Affective Imagination in Motion, is developed involving several
purpose-built multisensory body metaphors prompts to enable access to
dimensions of young childrenâs affective engagement.
This research makes theoretical and methodological contributions. It extends
the theoretical notion of âaffectâ from enactive and grounded cognition
perspectives through identifying key interactive processes in young childrenâs
engagement with multisensory action metaphors. In addition, the novel
method offers a contribution as a way of âlookingâ at affect within a group
situation from affective-pragmatic and social embodiment perspectives.
Finally, the research contributes to embodied learning design frameworks
offering a guideline for designers wishing to inform their work from enactive
cognition perspective