2,459 research outputs found

    Human-computer interaction in ubiquitous computing environments

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    Purpose &ndash; The purpose of this paper is to explore characteristics of human-computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings. Design/methodology/approach &ndash; The paper quantifies the performance of human movement based on Fitt\u27s Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium. Findings &ndash; The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm. Practical implications &ndash; In pervasive computing environments the challenge is to create intuitive and user-friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user\u27s body-based interaction styles. Originality/value &ndash; The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings. <br /

    Interaction design for paediatric emergency VR training

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    Virtual reality (VR) in healthcare training has increased adoption and support, but efforts are still required to mitigate usability concerns. This study conducted a usability study of an in-use emergency medicine VR training application, available on commercially available VR hardware and with a standard interaction design. Nine users without prior VR experience but with relevant medical expertise completed two simulation scenarios for a total of 18 recorded sessions. They completed NASA Task Load Index and System Usability Scale questionnaires after each session, and their performance was recorded for the tracking of user errors. Our results showed a medium (and potentially optimal) Workload and an above average System Usability Score. There was significant improvement in several factors between users’ first and second sessions, notably increased Performance evaluation. User errors with the strongest correlation to usability were not directly tied to interaction design, however, but to a limited ‘possibility space’. Suggestions for closing this ‘gulf of execution’ were presented, including ‘voice control’ and ‘hand-tracking’, which are only feasible for this commercial product now with the availability of the Oculus Quest headset. Moreover, wider implications for VR medical training were outlined, and potential next steps towards a standardized design identified

    A Model Program to Maximize Intellectual Development for Taiwanese Daycare/Preschool Children Ages 0-3

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    The purpose of this project was to design and develop a model program to maximize intellectual development for Taiwanese daycare/ preschool children ages 0-3. To accomplish this purpose, a review of current literature regarding intellectual development of preschool age children and related early childhood education was conducted. Additionally, related information from selected daycare/ preschool centers was obtained and analyzed
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