263,006 research outputs found

    The design-by-adaptation approach to universal access: learning from videogame technology

    Get PDF
    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Haptic communication to enhance collaboration in virtual environments

    Get PDF
    International audienceMotivation – To study haptic communication in collaborative virtual environments. Research approach – An experimental study was conducted, in which 60 students were asked to perform in dyads a shared manual task after a training period. Findings/Design – The results show that haptic communication can influence the common frame of reference development in a shared manual task. Research limitations/Implications – Deeper verbalization analyses are needed to evaluate the common frame of reference development. Originality/Value – This study highlights haptic interactions importance when designing virtual environment that support shared manual tasks. Take away message – Haptic communication, combined with visual and verbal communication, enriches interactions in virtual environments

    Turning the shelves: empirical findings and space syntax analyses of two virtual supermarket variations

    Get PDF
    The spatial structure of a virtual supermarket was systematically varied to investigate human behavior and cognitive processes in unusual building configurations. The study builds upon experiments in a regular supermarket, which serve as a baseline case. In a between-participant design a total of 41 participants completed a search task in two different virtual supermarket environments. For 21 participants the supermarket shelves were turned towards them at a 45° angle when entering the store, giving high visual access to product categories and products. For 20 participants the shelves were placed in exactly the opposite direction obstructing a quick development of shopping goods dependencies. The obtained differences in search performance between the two conditions are analyzed using space syntax analyses and comparisons made of environmental features and participants’ actual search path trajectories

    The design-by-adaptation approach to universal access: learning from videogame technology

    Get PDF
    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    The exploration metaphor

    Get PDF
    NASA's experience in planetary exploration has demonstrated that the desktop workstation is inadequate for many visualization situations. The primary mission displays for the unmanned Surveyor missions to the moon during the mid-1960's, for example, were environmental images assembled on the inside surfaces of spherical shells. Future exploration missions will greatly benefit from advances in digital computer and display technology, but there remain unmet user interface needs. Alternative user interfaces and metaphors are needed for planetary exploration and other interactions with complex spatial environments. These interfaces and metaphors would enable the user to directly explore environments and naturally manipulate objects in those environments. Personal simulators, virtual workstations, and telepresence user interfaces are systems capable of providing this integration of user space and task space. The Exploration Metaphor is a useful concept for guiding the design of user interfaces for virtual environments and telepresence. To apply the Exploration Metaphor is to assert that computing is like exploration, and to support objects, operations, and contexts comparable to those encountered in the exploration of natural environments. The Exploration Metaphor, under development for user interfaces in support of NASA's planetary exploration missions and goals, will also benefit other applications where complex spatial information must be visualized. Visualization methods and systems for planetary exploration are becoming increasingly integrated and interactive as computing technology improves. These advances will benefit from virtual environment and telepresence interface technology. A key development has been the processing of multiple images and other sensor data to create detailed digital models of the planets and moons. Data from images of the Earth, Mars, and Miranda, for example, have been converted into 3D models, and dynamic virtual fly-overs have been computed as demonstrations. Similar processing of lower altitude photography and the use of computer aided design tools promise to produce very detailed models in the future

    Perceptual issues of visual attention and depth perception in augmented reality

    Get PDF
    There has been a recent development and growth of augmented reality devices across the world. The technology has the potential to enhance a user’s perception and experience of the environment which surrounds them. For designers and engineers of 3D displays (e.g. vehicle HUDs) the technology offers an opportunity to form a more enriched and exciting experience for drivers. A key anticipation of AR is the capability to present virtual information at depth, as well as on displays with a wide field of view. Applying psychological theories and models of visual attention (e.g. perceptual load theory) and depth perception (e.g. modified weak fusion), the aim of the study was to establish human abilities with AR advancements in depth and useful field of view (UFOV). Conclusions were applied to the development of psychological theory and helpful design guidelines for AR designers and engineers. This has been done by creating two sets of experimental paradigms. The first set of experiments presented peripheral Landolt C target stimuli on a large display (120o), simultaneously whilst participants controlled a central tracking task (CTT). Over two experiments workload was manipulated on both central and peripheral tasks, including presentation time, contrast, tracking speed, and size. Results indicated that peripheral performance did not decrease as a function eccentricity. Conclusions suggested a demonstration of attentional selection dependent on stimulus parameters, with performance potentially dependent on more temporal characteristics than eccentricity. ‘Best-practice’ design guidelines are presented for AR HUDs with large display size. The second design paradigm implemented a two-alternative forced-choice psychophysical depth judgment task, assessing thresholds for correctly determining the depth of a virtual diamond in reference to a real-world object. Over a series of experiments a number of parameters were assessed including virtual image height in the visual field, virtual image cue properties (relative size and brightness), and background scene manipulations. Depth thresholds for the AR image were tested with the pedestrian target at 5m, 10m, 20m and 25m. Results demonstrated that depth resolution is poor in augmented reality compared to real-world environments, with conclusions indicating a potential difference in how relative cues of depth interact with each other in AR environments, i.e. in AR cues from virtual imagery and real-world background may not be effectively combined together. Design guidelines regarding where in depth a virtual image needs to be placed to ‘match’ that of a specific real-world object, and how relative cues to influence depth perception are presented

    Emotional Carrying Capacity in Virtual Teams: Developing a Capability to Constructively Share a Range of Emotions

    Get PDF
    In the present study, we aim to understand the development of emotional carrying capacity in virtual teams and its effects on team performance. Although the team capability enabling team members to share a range of emotions with their teammates in a more constructive manner has been found to promote positive team processes and performance, there is little knowledge about what strengthens this capability. To expand the understanding, we propose a research model to examine the effects of surface acting and deep acting—which are two forms of emotional labor—and team emotional intelligence on emotional carrying capacity. We will investigate those relationships using different task types and communication environments (face-to-face vs. computer-mediated environment). We will conduct a lab experiment with a within-subject design to test the research model and hypotheses. This study will contribute to the literature on virtual teams and high-quality relationships
    • 

    corecore