40 research outputs found

    Using Pinch Gloves(TM) for both Natural and Abstract Interaction Techniques in Virtual Environments

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    Usable three-dimensional (3D) interaction techniques are difficult to design, implement, and evaluate. One reason for this is a poor understanding of the advantages and disadvantages of the wide range of 3D input devices, and of the mapping between input devices and interaction techniques. We present an analysis of Pinch Gloves™ and their use as input devices for virtual environments (VEs). We have developed a number of novel and usable interaction techniques for VEs using the gloves, including a menu system, a technique for text input, and a two-handed navigation technique. User studies have indicated the usability and utility of these techniques

    Designing for Usability in 3D Virtual Environments

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    This paper is about designing 3D applications and the software design process in desktop virtual environments. Here, we introduce parts of our work on a design-focused approach to usability engineering and software development for 3D desktop virtual environments. We begin by discussing some of the current limitations in virtual environment research. We then introduce alternate perspectives for improving the usability of virtual environment applications. We highlight the need for a software development approach to designing virtual environment applications and provide some arguments for this. Finally, we conclude by providing a summary of our work-in-progress solution

    Cognitive Ergonomics in Virtual Environments: Development of an Intuitive and Appropriate Input Device for Navigating in a Virtual Maze

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    For patients suffering from mild cognitive impairments, the navigation through a virtual maze should be as intuitive and efficient as possible in order to minimize cognitive and physical strain. This paper discusses the appropriateness of interaction devices for being used for easy navigation tasks. Information gained from human centered evaluation was used to develop an intuitive and ergonomic interaction device. Two experiments examined the usability of tracked interaction devices. Usability problems with the devices are discussed. The findings from the experiments were translated into general design guidance, in addition to specific recommendations. A new device was designed on the basis of these recommendations and its usability was evaluated in a second experiment. The results were used to develop a lightweight interaction device for navigation in the virtual maz

    Penerapan Metode Perancangan Virtual Reality: Tinjauan Literatur

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    Virtual Reality (VR) merupakan teknologi visual yang menyajikan tampilan alam maya sehingga sama persis dengan dunia nyata yang disimulasikan oleh komputer. Pengembangan aplikasi VR telah banyak digunakan dalam berbagai bidang dan aspek pada kehidupan. Dalam perancangan VR membutuhkan skenario yang kompleks agar aplikasi yang dikembangkan mendapatkan hasil yang terbaik. Artikel ini menjelaskan tentang metode-metode yang dapat digunakan dalam perancangan aplikasi berbasis virtual environment atau virtual reality.Ada 3 metode yang dievaluasi, metode Kaur, metode VRID dan metode Polcar. Metode Kaur menekankan pada perancangan dengan fokuspada bagian interaksi terhadap pengguna dalam dunia virtual, metode VRID berfokus merancang bagian interface atau antarmuka pada dunia virtual, dan metode Polcar merencanakan keseluruhan aspek pada setiap bagian secara detail pada perancangan dunia virtual. Artikel ini bertujuan untuk menjelaskan ketiga metode tersebut dan kegunaandari masing-masing metode untuk membantu perancang dalam memilih metode yang tepat untuk membangun aplikasi VR

    Usability Evaluation in Virtual Environments: Classification and Comparison of Methods

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    Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. We present an overview of VE usability evaluation. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. To illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. We conclude by presenting novel ways to effectively link these two approaches to VE usability evaluation

    Toward an Evaluation Model of User Experiences on Virtual Reality Indoor Bikes

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    This paper deals with deriving a model or framework to evaluate user experiences (UX) of virtual reality (VR) systems, especially, VR indoor bikes which are under construction. Recently, VR is one of the most appealing areas attracting people’s interests around the world. Many products armed with it increasingly emerge on the market, and it is expected that the use of VR systems will continue to increase sharply in the future. However, UX of such products cannot be evaluated appropriately at the moment due to a lack of proper evaluation models. In a broad sense, UX that may stem from human machine interface in ergonomics covers affect, usability, and user value in spite of some differences in definition among the researchers. While evaluations of UX on the products without VR have been overall justifiably performed, UX has been evaluated neither systematically nor strictly on the products with VR. Through the analyses of expert reviews, we newly identify an additional component and its elements, and modify some elements of the three existing components for evaluating UX on the VR systems. As a result, we propose a comprehensive evaluation model of UX, which consists of four factors: usability, affect, user value, and presence feeling. In addition, we determine the components and their elements for specific VR indoor bikes similarly through the analyses of expert surveys and focus-group discussions, which results in developing a questionnaire for users. Finally, along with the questionnaire, we propose a specific evaluation model for VR indoor bikes

    Security and Online learning: to protect or prohibit

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    The rapid development of online learning is opening up many new learning opportunities. Yet, with this increased potential come a myriad of risks. Usable security systems are essential as poor usability in security can result in excluding intended users while allowing sensitive data to be released to unacceptable recipients. This chapter presents findings concerned with usability for two security issues: authentication mechanisms and privacy. Usability issues such as memorability, feedback, guidance, context of use and concepts of information ownership are reviewed within various environments. This chapter also reviews the roots of these usability difficulties in the culture clash between the non-user-oriented perspective of security and the information exchange culture of the education domain. Finally an account is provided of how future systems can be developed which maintain security and yet are still usable

    Expert evaluation of the usability of HeloVis: a 3D Immersive Helical Visualization for SIGINT Analysis

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    International audienceThis paper presents an evaluation of HeloVis: a 3D interactive visualization that relies on immersive properties to improve user performance during SIGnal INTelligence (SIGINT) analysis. HeloVis draws on perceptive biases, highlighted by Gestalt laws, and on depth perception to enhance the recurrence properties contained in the data. In this paper, we briefly recall what is SIGINT, the challenges that it brings to visual analytics, and the limitations of state of the art SIGINT tools. Then, we present HeloVis, and we evaluate its efficiency through the results of an evaluation that we have made with civil and military operators who are the expert end-users of SIGINT analysis

    Situated learning in virtual worlds and identity reformation

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    Situations shape how we learn and who we are. This chapter reviews two case-studies in order to identify key points of interplay between physical world and virtual world identities and how this impacts on identity reformation. The first study reviews findings of a study that explore the use of simulated language learning scenarios (i.e. a Spanish virtual house) and gaming within a virtual world. The second study presents evidence from a comparison of virtual and gaming world interactions and a comparison of Second Life tutorial situations (i.e. environments that are; realistic compared to surreal, enclosed compared to open, formal compared to informal). Identity reformation was enabled and inhibited by conceptual links (i.e. students’ physical world identities, memories and concepts of self) between virtual and physical world situations. However, academics’ role in identity reformation within these new learning contexts is posed as the current barrier to virtual world learning
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