1,401 research outputs found

    Implementing a Wizard of Oz Tool for Augmented Reality

    Get PDF
    This thesis aims to explore Wizard of Oz testing in conjunction with Augmented Reality (AR) and focus has been put on testing AR with Head Mounted Displays. The recent increase of interest in HMDs with products such as MOD Live from Recon Instruments and Google's Project Glass puts new demands and possibilities on human-computer interaction. Since the commercial market for HMDs is still in its infancy the need to explore different design approaches is very much present. One way to conduct experiments on human-machine interaction is with the help of a Wizard of Oz tool. During the thesis we have developed such a tool to support designers in researching usability and interaction. The tool provides a user friendly framework to carry out user case studies focused on AR with HMDs. After input and feedback from stakeholders and experts we believe that, even though the tool is mainly meant to be used in conjunction with AR in HMDs, the tool can be applied to other areas as well

    Improving digital object handoff using the space above the table

    Get PDF
    Object handoff โ€“ that is, passing an object or tool to another person โ€“ is an extremely common activity in collaborative tabletop work. On digital tables, object handoff is typically accomplished by sliding the object on the table surface โ€“ but surface-only interactions can be slow and error-prone, particularly when there are multiple people carrying out multiple handoffs. An alternative approach is to use the space above the table for object handoff; this provides more room to move, but requires above-surface tracking. I developed two above-the-surface handoff techniques that use simple and inexpensive tracking: a force-field technique that uses a depth camera to determine hand proximity, and an electromagnetic-field technique called ElectroTouch that provides positive indication when people touch hands over the table. These new techniques were compared to three kinds of existing surface-only handoff (sliding, flicking, and surface-only Force-Fields). The study showed that the above-surface techniques significantly improved both speed and accuracy, and that ElectroTouch was the best technique overall. Also, as object interactions are moved above-the-surface of the table the representation of off-table objects becomes crucial. To address the issue of off-table digital object representation several object designs were created an evaluated. The result of the present research provides designers with practical new techniques for substantially increasing performance and interaction richness on digital tables

    Development and evaluation of a smartphone-based system for inspection of road maintenance work

    Get PDF
    Abstract. In the road construction industry, doing work inspection is a laborious and resource-consuming job because of the distributed work site. Contractors in Finland require to capture photos of every road fix they have done as proof of their work. It is well-established that with the help of smartphone technology, these kinds of manual work can be reduced. This thesis aims to develop and evaluate a smartphone-based system to capture video evidence of task completion. The system, designed and developed in this thesis, consists of an Android application named โ€™Road Recorderโ€™ and a web tool for managing the content collected by Road Recorder. While mounted to a vehicleโ€™s dashboard used in construction work, the Road Recorder can record the videos of road surface and geo-location information and some other metadata and send them to a remote server that is inspected using the web tool. Users of different backgrounds were given the system to accomplish some tasks and were observed closely. The users were interviewed at the end, and responses were analyzed to find the usability of the applications. The results indicate the high usability of the Road Recorder application and reveal possible improvements for the Road Recorder management web application. Overall, Road Recorder is a great step towards the automation of such construction work inspection. Though there were some limitations in the evaluation process, it demonstrates that Road Recorder is easy to use and can be a useful tool in the industry

    'ํƒ‘์Šน์ž'์˜ ๊ด€์ ์˜ ์‹œ๊ฐ„, ์œ„์น˜ ๊ธฐ๋ฐ˜ ์ฐจ๋Ÿ‰ ํด๋Ÿฌ์Šคํ„ฐ UI ๋””์ž์ธ ํ”„๋ ˆ์ž„ ์ œ์•ˆ ์—ฐ๊ตฌ

    Get PDF
    ํ•™์œ„๋…ผ๋ฌธ(์„์‚ฌ)--์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› :๋ฏธ์ˆ ๋Œ€ํ•™ ๋””์ž์ธํ•™๋ถ€ ๋””์ž์ธ์ „๊ณต,2019. 8. ์ •์˜์ฒ .One important design issue is the examination of how the user interface (UI) supports the new user role in future mobility. However, there are few design studies on the passengers cognitive needs and behavior in Autonomous Vehicles (AVs) based on empirical data. There is no doubt that autonomous mobility technologies are growing. The technology is already aiding the driving experience, and it will change the mobility culture and the transition of driver into passenger. This study is based on the premise that future AV is capable of performing all driving tasks. It proposes a set of passenger-centered automotive cluster UI designs for future mobility employing two factors: time and path. A set of empirical data is provided to understand the passengers perspective. In this study, a solid set of empirical data on the cognitive needs of passengers is collected. Human cognitive characteristics and driving tasks are investigated from various viewpoints to understand the passengers iii perspective. The cognitive relationship in the driving environment is analyzed through a literature review on situation awareness (SA) and structuring of the data flow framework. The framework is further explored by connecting the technological role transformation to the passenger. To construct the empirical database on the passenger, three sets of user tests and in-depth interviews were undertaken. The user tests were designed employing the Wizard of Oz method, and the results were summarized using descriptive and exploratory analysis. Based on these insights, a set of UI designs from the perspective of the passenger was proposed, and usability tests were conducted to verify its effectiveness and usability. The results of the tests demonstrate that a major percentage of the information request was related to time (current time and duration) and path (vehicle location and surroundings). Based on the data, a UI framework was built. Two usage scenarios were designed, time-full and time-less, for better in-situation comprehension. Time- and path-based UI were proposed to flow with the scenarios. A usability test was conducted, and a passengers cognitive framework was defined. There are two aspects to this study: the data flow frameworks of the driver/passenger, and the UI design proposal. Situational precision from the perspective of the driver was analyzed to understand the relationship between the user, the vehicle and the road conditions. Further, the cognitive framework of the passenger was proposed based on the data. This study provides a solid understanding of drivers emerging needs when they are relieved of the cognitive burden of driving tasks. The UI features for AV are introduced based on the empirical data and research related to the provision of better situation awareness, focusing on time and location. This study contributes to the extant literature by observing the iv perspective of passengers in Autonomous vehicles based on a qualitative study. The proposed UI design will be further explored as a communication method between the system and the passive user in future mobility.์‚ฌ์šฉ์ž ์ธํ„ฐํŽ˜์ด์Šค๊ฐ€ (UI) ๋ฏธ๋ž˜ ์ด๋™์„ฑ์—์„œ ์ƒˆ๋กœ์šด ์‚ฌ์šฉ์ž ์—ญํ• ์„ ์ง€์ง€ํ•˜๋Š” ๋””์ž์ธ ๋„์ถœ์€ ๋ฏธ๋ž˜ ์ด๋™์„ฑ ๋ถ„์•ผ์—์„œ ์ค‘์š”ํ•œ ๋””์ž์ธ ์ด์Šˆ์ด๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ ์‚ฌ์šฉ์ž ์‹คํ—˜์— ๊ทผ๊ฑฐํ•˜์—ฌ ์ž์œจ์ฃผํ–‰์ฐจ๋Ÿ‰ (AV) ์˜ ํƒ‘์Šน์ž์ธ์ง€ ์š•๊ตฌ์™€ ํ–‰๋™์— ๋Œ€ํ•œ ๋””์ž์ธ ์—ฐ๊ตฌ๋Š” ๋ฏธ๋ฏธํ•˜๋‹ค. ์ž์œจ์ฃผํ–‰์ด ๊ธฐ์ˆ ์˜ ๋ฐœ์ „๊ณผ ๊ทธ ์˜์—ญ์€ ์ ์ฐจ ๋„“์–ด์ง€๊ณ  ์žˆ๋‹ค. ํ•ด๋‹น ๊ธฐ์ˆ ์€ ์ด๋ฏธ ์šด์ „ ํ™˜๊ฒฝ์— ์ ์šฉ๋˜๊ณ  ์žˆ์œผ๋ฉฐ, ์ด๋กœ ์ธํ•ด ๋ฏธ๋ž˜ ์ด๋™๋ฌธํ™”์—์„œ ์‚ฌ์šฉ์ž์˜ ์—ญํ• ์€ '์šด์ „์ž'์—์„œ 'ํƒ‘์Šน์ž'๋กœ ๋ณ€ํ™”ํ•œ๋‹ค. ๋ณธ ์—ฐ๊ตฌ๋Š” ๋ฏธ๋ž˜ ์ž์œจ์ฃผํ–‰์ฐจ๋Ÿ‰์ด ๋ชจ๋“  ์šด์ „ ์ƒํ™ฉ์— ๋Œ€์ฒ˜ํ•  ์ˆ˜ ์žˆ๋‹ค๋Š” ๊ฒƒ์„ ์ „์ œ๋กœ ํ•œ๋‹ค. ์‚ฌ์šฉ์ž ์‹คํ—˜์„ ํ†ตํ•ด ํƒ‘์Šน์ž์˜ ๊ด€์ ์— ๋Œ€ํ•œ ๋ถ„์„์„ ์ง„ํ–‰ํ•˜์˜€๊ณ , ์ด๋ฅผ ๊ธฐ๋ฐ˜์œผ๋กœ ๋ฏธ๋ž˜ ๋ชจ๋นŒ๋ฆฌํ‹ฐ ํ™˜๊ฒฝ์— ์ ์šฉ๋  ์‚ฌ์šฉ์ž ์ธํ„ฐํŽ˜์ด์Šค๋ฅผ ์ œ์•ˆํ•œ๋‹ค. ์ œ์•ˆ๋œ ๋””์ž์ธ์€ ์šด์ „์ž ์ค‘์‹ฌ์˜ ์ƒํ™ฉ์ธ์ง€์—์„œ ๋ฒ—์–ด๋‚˜ ํƒ‘์Šน์ž ์ค‘์‹ฌ ์ธ์ง€ ์ •๋ณด ์š”์†Œ๋ฅผ ๋ถ„์„ํ•˜์˜€๊ณ , ์‹œ๊ฐ„๊ณผ ๊ฒฝ๋กœ ๋‘ ๊ฐ€์ง€ ์š”์†Œ๋ฅผ ๊ฐ•์กฐํ•œ UI ๋ฅผ ์ œ์•ˆํ•œ๋‹ค. ๋ณธ ์—ฐ๊ตฌ์—์„œ ํƒ‘์Šน์ž์˜ ์ธ์ง€ ์ •๋ณด ์š”๊ตฌ์— ๋Œ€ํ•œ ์‹คํ—˜์  ๋ฐ์ดํ„ฐ๋ฅผ ์ˆ˜์ง‘ํ•˜์˜€๋‹ค. ํƒ‘์Šน์ž์˜ ๊ด€์ ์„ ์ดํ•ดํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค์–‘ํ•œ ๊ด€์ ์—์„œ ์ธ๊ฐ„์˜ ์ธ์ง€์  ํŠน์„ฑ ๋ฐ ์šด์ „ ํƒœ์Šคํฌ๋ฅผ ๊ด€์ฐฐํ•˜์˜€๊ณ , ์ƒํ™ฉ์ธ์ง€ (SA) ์— ๊ด€ํ•œ ๋ฌธํ—Œ ์—ฐ๊ตฌ์™€ ๋ฐ์ดํ„ฐ ํ”„๋ ˆ์ž„์›Œํฌ ๊ตฌ์กฐํ™”๋ฅผ ํ†ตํ•ด ์šด์ „ ํ™˜๊ฒฝ์—์„œ ๋ฐœ์ƒํ•˜๋Š” ์ธ์ง€์  ์š”์†Œ ๊ด€๊ณ„๋ฅผ ๋ถ„์„ํ•˜์˜€๋‹ค. ์ œ์•ˆ๋œ ํ”„๋ ˆ์ž„์›Œํฌ๋Š” ๊ธฐ์ˆ  ๋ณ€ํ™”์— ๋”ฐ๋ผ ์šด์ „์ž๊ฐ€ ํƒ‘์Šน์ž๋กœ ๋ณ€ํ™”๋˜์—ˆ์„ ๋•Œ ์šด์ „ ํ™˜๊ฒฝ์—์„œ์˜ ๋ฐ์ดํ„ฐ ๊ด€๊ณ„ ๋ณ€ํ™”๋ฅผ ์‹œ๊ฐ์ ์œผ๋กœ ๊ตฌ์กฐํ™”ํ•˜์—ฌ ์‹ฌ์ธต์ ์œผ๋กœ ํƒ๊ตฌ๋˜์—ˆ๋‹ค. ํƒ‘์Šน์ž์˜ ์ธ์ง€ ๋‹ˆ์ฆˆ ๋Œ€ํ•œ ์‹คํ—˜์  ๋ฐ์ดํ„ฐ๋ฒ ์ด์Šค๋ฅผ ์ˆ˜์ง‘ํ•˜๊ธฐ ์œ„ํ•ด ์ด 3 ์„ธํŠธ์˜ ์œ ์ € ํ…Œ์ŠคํŠธ์™€ ์‹ฌ์ธต ์ธํ„ฐ๋ทฐ๊ฐ€ ์ˆ˜๋ฐ˜๋˜์—ˆ๋‹ค. ์œ ์ € ํ…Œ์ŠคํŠธ๋Š” Wizard of Oz ๋ฐฉ๋ฒ•์„ ์‚ฌ์šฉํ•˜์—ฌ ์„ค๊ณ„๋˜์—ˆ์œผ๋ฉฐ ์‹คํ—˜ ๊ฒฐ๊ณผ๋Š” ์งˆ์  ์—ฐ๊ตฌ๋ฐฉ๋ฒ•๋ก ์˜ ๋ถ„์„ ๋ฐฉ๋ฒ•์„ ํ†ตํ•ด ๋ถ„์„๋˜์—ˆ๋‹ค. ์‹คํ—˜์„ ํ†ตํ•ด ์–ป์€ ์ธ์‚ฌ์ดํŠธ๋ฅผ ๋ฐ”ํƒ•์œผ๋กœ ํƒ‘์Šน์ž ๊ด€์ ์—์„œ UI ๋””์ž์ธ์„ ์ œ์•ˆํ•˜๊ณ  ์‚ฌ์šฉ์„ฑ ํ…Œ์ŠคํŠธ๋ฅผ ํ†ตํ•ด ํšจ์œจ์„ฑ๊ณผ ์œ ์šฉ์„ฑ์„ 5 ์  ๋ฆฌ ์ปคํŠธ ์Šค์ผ€์ผ๋กœ์จ ๊ฒ€์ฆํ•˜์˜€๋‹ค. ์‹คํ—˜ ๊ฒฐ๊ณผ์— ๋”ฐ๋ฅด๋ฉด ํƒ‘์Šน์ž๊ฐ€ ์š”์ฒญํ•œ ์ธ์ง€ ์ •๋ณด๋Š” ์‹œ๊ฐ„ (ํ˜„์žฌ ์‹œ๊ฐ ๋ฐ ๊ธฐ๊ฐ„)๊ณผ ๊ฒฝ๋กœ (์ฐจ๋Ÿ‰ ์œ„์น˜ ๋ฐ ์ฃผ๋ณ€ ํ™˜๊ฒฝ)์— ์ง‘์ค‘๋œ ๊ฒƒ์„ ๊ด€์ฐฐํ•  ์ˆ˜ ์žˆ์—ˆ๋‹ค. ์ด์™€ ๊ฐ™์€ ๋ฐ์ดํ„ฐ๋ฅผ ๊ธฐ๋ฐ˜์œผ๋กœ UI ํ”„๋ ˆ์ž„์›Œํฌ๋ฅผ ๊ตฌ์„ฑํ•˜์˜€๋‹ค. ์ƒํ™ฉ ์†์˜ ์‚ฌ์šฉ๋ก€๋ฅผ ์ œ์‹œํ•˜๊ธฐ ์œ„ํ•˜์—ฌ๋„ ๊ฐ€์ง€ time-full ๊ณผ time-less ์˜ ์‚ฌ์šฉ ์‹œ๋‚˜๋ฆฌ์˜ค๋ฅผ ๊ตฌ์ถ•ํ•˜๊ณ , ์ œ์•ˆ๋œ ์‹œ๋‚˜๋ฆฌ์˜ค์— ๋”ฐ๋ผ ์‹œ๊ฐ„๊ณผ ์œ„์น˜์— ๊ธฐ๋ฐ˜ํ•œ UI ๋ฅผ ์ œ์•ˆํ•˜์˜€๋‹ค. ์ œ์•ˆ๋œ UI ์— ๋Œ€ํ•œ ์‚ฌ์šฉ์„ฑ ํ…Œ์ŠคํŠธ๋ฅผ ์ง„ํ–‰ํ•˜์˜€๊ณ , ํƒ‘์Šน์ž ๊ด€์ ์—์„œ์˜ ์šด์ „์ƒํ™ฉ ์ธ์ง€ ์›Œํฌ ํ”„๋ ˆ์ž„์„ ์™„์„ฑํ•˜์˜€๋‹ค. ๋ณธ ์—ฐ๊ตฌ์˜ ๊ฐ€์น˜๋Š” ๋‘ ๊ฐ€์ง€๋กœ ์ •๋ฆฌ๋  ์ˆ˜ ์žˆ๋‹ค. ํ•˜๋‚˜๋Š” ์šด์ „์ž / ํƒ‘์Šน์ž์˜ ๋ฐ์ดํ„ฐ ํ”Œ๋กœ์šฐ ํ”„๋ ˆ์ž„์›Œํฌ๋ฅผ ์ œ์•ˆํ•˜์˜€๋‹ค๋Š” ๊ฒƒ๊ณผ ๋‘ ๋ฒˆ์งธ๋Š” ํƒ‘์Šน์ž์˜ ๊ด€์ ์„ ์ง€์ง€ํ•˜๋Š” UI ๋””์ž์ธ ์ œ์•ˆ์— ์žˆ๋‹ค. ์šด์ „์ž์˜ ๊ด€์ ์—์„œ์˜ ์šด์ „ ์ƒํ™ฉ์„ ๋ถ„์„ํ•˜์—ฌ ์‚ฌ์šฉ์ž, ์ฐจ๋Ÿ‰, ๊ทธ๋ฆฌ๊ณ  ๋„๋กœ ์ƒํƒœ ๊ฐ„์˜ ๊ด€๊ณ„๋ฅผ ์‹œ๊ฐํ™”ํ•˜์˜€๊ณ , ์ด๋Š” ํƒ‘์Šน์ž์ธ์ง€ ํ”Œ๋กœ์šฐ ํ”„๋ ˆ์ž„์›Œํฌ๋ฅผ ์ œ์•ˆํ•˜๋Š”๋ฐ ๊ธฐ์กฐ์ ์ธ ํ‹€๋กœ์จ ์‚ฌ์šฉ๋˜์—ˆ๋‹ค. ๋ณธ ์—ฐ๊ตฌ๋Š” ์šด์ „ ํƒœ์Šคํฌ๋ฅผ ์ˆ˜ํ–‰ํ•˜๋Š” ๋ฐ์— ํ•„์š”ํ–ˆ๋˜ ์ธ์ง€ ๋ถ€๋‹ด์—์„œ ๋ฒ—์–ด๋‚ฌ์„ ๋•Œ์˜ ์šด์ „์ž๊ฐ€ ํ•„์š”๋กœ ํ•˜๋Š” ๋ณตํ•ฉ์ ์ธ ๋‹ˆ์ฆˆ์— ๋Œ€ํ•ด ๊ด€์ฐฐํ•˜๊ณ  ๋ฏธ๋ž˜ ๋ชจ๋นŒ๋ฆฌํ‹ฐ ํ™˜๊ฒฝ์— ์ ํ•ฉํ•œ UI ์˜ ๋””์ž์ธ ์š”์†Œ์— ๋Œ€ํ•œ ์—ฐ๊ตฌ๋…ผ๋ฌธ์ด๋‹ค. ๋ฏธ๋ž˜ ์ž์œจ์ฃผํ–‰์ฐจ๋Ÿ‰ ์•ˆ์˜ ์‚ฌ์šฉ์ž ์ธํ„ฐํŽ˜์ด์Šค๊ฐ€ ๊ฐ–์ถ”์–ด์•ผ ํ•˜๋Š” ์š”์†Œ๋ฅผ ์‹คํ—˜์  ๋ฐ์ดํ„ฐ์— ๊ทผ๊ฑฐํ•˜์—ฌ ์ œ์‹œํ•˜๋ฉฐ, ์‹œ๊ฐ„๊ณผ ๋ฃจํŠธ๋ฅผ ๊ฐ•์กฐํ•˜์—ฌ ํ–ฅ์ƒ๋œ ์ƒํ™ฉ ์ธ์ง€๋ฅผ ์ œ๊ณตํ•˜๋Š” ๋ฐฉ๋ฒ•์— ๋Œ€ํ•œ ์‹ฌ๋„์žˆ๋Š” ๊ด€์ฐฐ์„ ๊ธฐ๋กํ•œ๋‹ค. ๋ณธ ์—ฐ๊ตฌ๋Š” ์งˆ์  ์—ฐ๊ตฌ์— ๊ธฐ์ดˆํ•œ ์ž์œจ ์ฐจ๋Ÿ‰์˜ ํƒ‘์Šน์ž ๊ด€์ ์„ ๊ด€์ฐฐํ•จ์œผ๋กœ์จ ๊ธฐ์กด ์ž์œจ์ฃผํ–‰์ด ๋””์ž์ธ ์—ฐ๊ตฌ์— ๊ธฐ์—ฌํ•  ๊ฒƒ์ด๋‹ค. ์ œ์•ˆ๋œ UI ๋””์ž์ธ ๋ฏธ๋ž˜ ์ด๋™ ์„ฑ์•ˆ์—์„œ ์‹œ์Šคํ…œ๊ณผ ํƒ‘์Šน์ž ๊ฐ„์˜ ์ปค๋ฎค๋‹ˆ์ผ€์ด์…˜ ๋ฐฉ๋ฒ•์— ๋Œ€ํ•œ ์—ฐ๊ตฌ๋กœ์จ ๊ทธ ์˜์˜๊ฐ€ ์žˆ๋‹ค.ABSTRACT ...................................................................................................................... II CHAPTER 1. INTRODUCTION......................................................................................... ๏ผ‘ 1.1. BACKGROUND ..............................................................................................................๏ผ‘ 1.2. PURPOSE .....................................................................................................................๏ผ— 1.3. RESEARCH QUESTION.....................................................................................................๏ผ˜ CHAPTER 2. LITERATURE REVIEW ..............................................................................๏ผ‘๏ผ‘ 2.1. SITATION AWARENESS (SA) ........................................................................................๏ผ‘๏ผ‘ 2.2. HUMAN INFORMATION PROCESSING MODEL..................................................................๏ผ‘๏ผ• 2.3. DRIVING SITUATION AWARENESS AND PERSPECTIVE.........................................................๏ผ’๏ผ 2.4. DRIVING TASK AND SENSORY INTERACTION ....................................................................๏ผ’๏ผ’ CHAPTER 3. COGNITIVE NEEDS IN AUTONOMOUS.....................................................๏ผ’๏ผ— 3.1. DRIVING BEHAVIOR TRANSFORMATION AND CLUSTER UI..................................................๏ผ’๏ผ— 3.2. COGNITIVE FRAMEWORK TRANSFORMATION ..................................................................๏ผ“๏ผ“ CHAPTER 4. USER TESTS ............................................................................................๏ผ“๏ผ– 4.1. WIZARD OF OZ PROTOTYPING .....................................................................................๏ผ“๏ผ˜ 4.2. PILOT TEST 1............................................................................................................๏ผ”๏ผ 4.2.1. Experiment Design & Laboratory Setting.................................................๏ผ”๏ผ 4.2.2. Persona Scenario & Task Design ..............................................................๏ผ”๏ผ’ 4.2.3. Preparation of Driving situation...............................................................๏ผ”๏ผ• 4.2.4. Procedure.................................................................................................๏ผ”๏ผ— 4.2.5. Data Analysis & Insight............................................................................๏ผ”๏ผ˜ 4.3. PILOT TEST 2............................................................................................................๏ผ•๏ผ‘ 4.3.1. Amendment: Experiment Design & Laboratory Setting ...........................๏ผ•๏ผ’ 4.3.2. Amendment: Task Scenario & Command Cue..........................................๏ผ•๏ผ” 4.3.3. Amendment: Perform Role and preparation of driving situation ............๏ผ•๏ผ— 4.3.4. Amendment: Procedure ...........................................................................๏ผ•๏ผ™ 4.3.5. Data Analysis & Insight............................................................................๏ผ–๏ผ’ 4.4. MAIN TEST ..............................................................................................................๏ผ–๏ผ• 4.4.1. Experiment Design & Laboratory setting .................................................๏ผ–๏ผ– 4.4.2. Task Design ..............................................................................................๏ผ–๏ผ™ 4.4.3. Procedure.................................................................................................๏ผ—๏ผ‘ 4.4.4. Result Analysis & Insight..........................................................................๏ผ—๏ผ” CHAPTER 5. UI CONCEPT DEVELOPMENT...................................................................๏ผ˜๏ผ‘ 5.1. UI DESIGN METHOD..................................................................................................๏ผ˜๏ผ‘ 5.2. DESIGN PROPOSAL ....................................................................................................๏ผ˜๏ผ” 5.3. USER SCENARIOS ......................................................................................................๏ผ˜๏ผ– 5.3.1 Scenario 1. Time-less: Late for a morning meeting..................................๏ผ˜๏ผ– 5.3.2 Scenario 2.Time-full: Leisure driving on weekends ..................................๏ผ™๏ผ“ CHAPTER 6. USABILITY TEST ......................................................................................๏ผ™๏ผ˜ 6.1. USABILITY TEST GUIDE ...............................................................................................๏ผ™๏ผ˜ 6.2. ASSESSMENT USABILITY TEST ..................................................................................๏ผ‘๏ผ๏ผ 6.2.1 Test planning........................................................................................๏ผ‘๏ผ๏ผ 6.2.2 Laboratory setting................................................................................๏ผ‘๏ผ๏ผ’ 6.2.3 Test conduct and debriefing.................................................................๏ผ‘๏ผ๏ผ– 6.3. RESULT ANALYSIS ..................................................................................................๏ผ‘๏ผ๏ผ– CHAPTER 7. CONCLUSION......................................................................................๏ผ‘๏ผ๏ผ— APPENDIX 1...........................................................................................................๏ผ‘๏ผ‘๏ผ APPENDIX 2...........................................................................................................๏ผ‘๏ผ‘๏ผ‘ APPENDIX 3...........................................................................................................๏ผ‘๏ผ‘๏ผ“ APPENDIX 4...........................................................................................................๏ผ‘๏ผ’๏ผ‘ APPENDIX 5...........................................................................................................๏ผ‘๏ผ’๏ผ” APPENDIX 6...........................................................................................................๏ผ‘๏ผ’๏ผ˜ APPENDIX 7...........................................................................................................๏ผ‘๏ผ“๏ผ“ BIBLIOGRAPHY ......................................................................................................๏ผ‘๏ผ“๏ผ– ๊ตญ๋ฌธ ์ดˆ๋ก ............................................................................................................๏ผ‘๏ผ”๏ผ“Maste

    CGAMES'2009

    Get PDF

    Application of Machine Learning within Visual Content Production

    Get PDF
    We are living in an era where digital content is being produced at a dazzling pace. The heterogeneity of contents and contexts is so varied that a numerous amount of applications have been created to respond to people and market demands. The visual content production pipeline is the generalisation of the process that allows a content editor to create and evaluate their product, such as a video, an image, a 3D model, etc. Such data is then displayed on one or more devices such as TVs, PC monitors, virtual reality head-mounted displays, tablets, mobiles, or even smartwatches. Content creation can be simple as clicking a button to film a video and then share it into a social network, or complex as managing a dense user interface full of parameters by using keyboard and mouse to generate a realistic 3D model for a VR game. In this second example, such sophistication results in a steep learning curve for beginner-level users. In contrast, expert users regularly need to refine their skills via expensive lessons, time-consuming tutorials, or experience. Thus, user interaction plays an essential role in the diffusion of content creation software, primarily when it is targeted to untrained people. In particular, with the fast spread of virtual reality devices into the consumer market, new opportunities for designing reliable and intuitive interfaces have been created. Such new interactions need to take a step beyond the point and click interaction typical of the 2D desktop environment. The interactions need to be smart, intuitive and reliable, to interpret 3D gestures and therefore, more accurate algorithms are needed to recognise patterns. In recent years, machine learning and in particular deep learning have achieved outstanding results in many branches of computer science, such as computer graphics and human-computer interface, outperforming algorithms that were considered state of the art, however, there are only fleeting efforts to translate this into virtual reality. In this thesis, we seek to apply and take advantage of deep learning models to two different content production pipeline areas embracing the following subjects of interest: advanced methods for user interaction and visual quality assessment. First, we focus on 3D sketching to retrieve models from an extensive database of complex geometries and textures, while the user is immersed in a virtual environment. We explore both 2D and 3D strokes as tools for model retrieval in VR. Therefore, we implement a novel system for improving accuracy in searching for a 3D model. We contribute an efficient method to describe models through 3D sketch via an iterative descriptor generation, focusing both on accuracy and user experience. To evaluate it, we design a user study to compare different interactions for sketch generation. Second, we explore the combination of sketch input and vocal description to correct and fine-tune the search for 3D models in a database containing fine-grained variation. We analyse sketch and speech queries, identifying a way to incorporate both of them into our system's interaction loop. Third, in the context of the visual content production pipeline, we present a detailed study of visual metrics. We propose a novel method for detecting rendering-based artefacts in images. It exploits analogous deep learning algorithms used when extracting features from sketches

    An educational game to teach children about air quality using augmented reality and tangible interaction with sensors

    Get PDF
    Air pollution is known to be one of the main causes of injuries to the respiratory system and even premature death. Gases, particles, and biological compounds affect not only the air we breathe outdoors, but also indoors. Children are highly affected by the poor quality of the air they breathe because their organs and immune systems are still in the developmental stages. To contribute to raising childrenโ€™s awareness to these concerns, this article presents the design, implementation, and experimental validation of an serious augmented reality game for children to playfully learn about air quality by interacting with physical sensor nodes. The game presents visual representations of the pollutants measured by the sensor node, rendering tangible the invisible. Causal knowledge is elicited by stimulating the children to expose real-life objects (e.g., candles) to the sensor node. The playful experience is amplified by letting children play in pairs. The game was evaluated using the Wizard of Oz method in a sample of 27 children aged between 7 and 11 years. The results show that the proposed game, in addition to improving childrenโ€™s knowledge about indoor air pollution, is also perceived by them as easy to use and a useful learning tool that they would like to continue using, even in other educational contexts.info:eu-repo/semantics/publishedVersio

    Introducing a Socio-Technical Perspective on Digital Competence Education Through Co-design

    Get PDF
    Digital competence and programming have been part of the Swedish school curricula since 2018. This paper demonstrates how co-design design activities can be conducted as a way to provide digital competence education from a socio-technical perspective. Such activities were conducted with novice designers in three sessions, each with two school classes, from a Swedish engineering upper secondary school program in 2019. The students gained hands-on experience with interaction design and co-design as they designed a mobile application using a Wizard-of-Oz prototyping system and evaluated the prototype with users. This trial is used to argue that time allocation for socio-technical perspectives on digital competence in the Swedish school curricula can be expanded to be able to provide students with a more holistic view of digitization beyond technical issues
    • โ€ฆ
    corecore