1,360 research outputs found

    Influence of presentation means on industrial product evaluations with potential users: a first study by comparing Tangible Virtual Reality and presenting a product in a real setting

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    Nowadays Virtual Reality allows products to be presented to potential users, but as they cannot feel them physically, their perception of some product attributes can be distorted. Conversely, the mixture of visual and touch feelings that Tangible Virtual Reality (TVR) offers could act as a similar approach to knowing products in real settings. This is a first study to compare the evaluation of product attributes presented in a real setting and by Tangible Virtual Reality to verify the possible equivalence of both means. The Semantic Differential Method was used to evaluate product attributes by creating a semantic scale with 16 bipolar pairs. Seventy-seven people (mean age of 21.7) evaluated one product by both means in an alternate viewing order. The results revealed that the product that was chosen was rated with more positive attributes in some bipolar pairs when experienced via TVR, while it was better rated in others when experienced in a real environment. The Wilcoxon test (α=0.05) corroborated that the presentation means used to evaluate the product influenced the evaluation of 15 of 16 attributes

    Measuring user experience for virtual reality

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    In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. These technologies have the potential to create new experiences that combine the advantages of reality and virtuality. While the technology for input as well as output devices is market ready, only a few solutions for everyday VR - online shopping, games, or movies - exist, and empirical knowledge about performance and user preferences is lacking. All this makes the development and design of human-centered user interfaces for VR a great challenge. This thesis investigates the evaluation and design of interactive VR experiences. We introduce the Virtual Reality User Experience (VRUX) model based on VR-specific external factors and evaluation metrics such as task performance and user preference. Based on our novel UX evaluation approach, we contribute by exploring the following directions: shopping in virtual environments, as well as text entry and menu control in the context of everyday VR. Along with this, we summarize our findings by design spaces and guidelines for choosing optimal interfaces and controls in VR.In den letzten Jahren haben Virtual Reality (VR) und 3D User Interfaces (3DUI) stark an PopularitĂ€t gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von RealitĂ€t und VirtualitĂ€t kombinieren. WĂ€hrend die Technologie sowohl fĂŒr Eingabe- als auch fĂŒr AusgabegerĂ€te marktreif ist, existieren nur wenige Lösungen fĂŒr den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen ĂŒber Leistung und BenutzerprĂ€ferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten BenutzeroberflĂ€chen fĂŒr VR zu einer großen Herausforderung. Diese Arbeit beschĂ€ftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingefĂŒhrt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und BenutzerprĂ€ferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und MenĂŒsteuerung im Kontext des tĂ€glichen VR. Die Ergebnisse werden außerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst

    Coping with the inheritance of COVID-19: the role of new interactive technologies to enhance user experience in different contexts of use

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    The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives.The COVID-19 pandemic has upset the habits of people and various sectors of society, including training, entertainment, and retail. These sectors have been forced to adapt to abnormal situations such as social distancing, remote work, and online entertainment. The pandemic has significantly transformed the training field, leading to the closure of many in-person instruction centers and a shift toward online education courses, which can be less effective. In addition, the entertainment industry has been heavily transformed by social distancing, resulting in the cancellation of many live events and the closure of several cinemas. This has increased demand for online entertainment options, such as streaming services and virtual events. Finally, the restrictions imposed by the COVID-19 pandemic substantially impacted physical stores and fairs, suspending exhibitions for more than two years. This has further driven consumers to rely on e-commerce to fulfill their purchasing and companies to increasingly take advantage of new technologies such as augmented reality. In this suddenly disrupted scenario, new technologies have the potential to fill the gap generated by the pandemic, functioning as an interactive bridge to connect people. This Ph.D. thesis explored the potential of interactive technologies in mitigating the challenges posed by the COVID-19 pandemic in various contexts of use in the above-mentioned areas. Specifically, three lines of research were investigated by conducting different studies using a mixed approach in the Human-Computer Interaction field. The first research line focused on the study of immersive virtual reality training, with a particular interest in flood emergencies, a growing phenomenon. The goal was to implement engaging and efficient training for citizens that live near rivers through a human-centric design approach. The second line of research explored innovative ways to improve social interaction and collaboration in the entertainment sector, highlighting guidelines for the design of shared streaming experiences. In particular, three different communication modalities were studied during group viewing of an interactive film on a streaming platform. Finally, the third research line focused on the retail sector. On the one hand, the focus consisted of understanding which aspects of the 3D web and AR technology are helpful for supporting small businesses and trade fairs. On the other hand, the focus was to investigate how to support consumers during an AR shopping experience when interacting with 3D virtual products of different sizes. Overall, this project provides suggestions and guidelines for designing systems that can both increasingly connect people at a distance and offer new hybrid worlds. In addition, this project expands state-of-the-art related to interactive technologies and offers generalizable results outside the crisis created by COVID-19. These technologies, now increasingly integrated into everyday life, can be a tool for empowerment and resilience, improving people's lives

    Design and Implementation of a GPS Guidance System for Agricultural Tractors Using Augmented Reality Technology

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    Current commercial tractor guidance systems present to the driver information to perform agricultural tasks in the best way. This information generally includes a treated zones map referenced to the tractor’s position. Unlike actual guidance systems where the tractor driver must mentally associate treated zone maps and the plot layout, this paper presents a guidance system that using Augmented Reality (AR) technology, allows the tractor driver to see the real plot though eye monitor glasses with the treated zones in a different color. The paper includes a description of the system hardware and software, a real test done with image captures seen by the tractor driver, and a discussion predicting that the historical evolution of guidance systems could involve the use of AR technology in the agricultural guidance and monitoring systems

    Populating the Digital Space for Cultural Heritage with Heritage Digital Twins

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    The present paper concerns the design of the semantic infrastructure of the digital space for cultural heritage as envisaged by the European Commission in its recent documents. Due to the complexity of the cultural heritage data and of their intrinsic interrelationships, it is necessary to introduce a novel ontology, yet compliant with existing standards and interoperable with previous platforms used in this context, such as Europeana. The digital space organization must be tailored to the methods and the theory of cultural heritage, briefly summarized in the introduction. The new ontology is based on the Digital Twin concept, i.e. the digital counterpart of cultural heritage assets incorporating all the digital information pertaining to them. This creates a Knowledge Base on the cultural heritage digital space. The paper outlines the main features of the proposed Heritage Digital Twin ontology and provides some examples of application. Future work will include completing the ontology in all its details and testing it in other real cases and with the various sectors of the cultural heritage community.Comment: Submitted to Data - An Open Access Journal from MDPI. 29 pages, 9 figure

    Haptic Sensory Perception and Customer Experience in a 360-Virtual Store: Does Time Spent Play a Role?

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    Building on stimulus(S)-organism(O)-response(R) theory, this research examines the effects of haptic sensory perception on user experience and satisfaction in a 360-virtual store. We postulate that time spent in a 360-virtual store reinforces the effects in the S-O-R model. The results support the theory that haptic sensory perception triggered by a 360-virtual store (stimulus) improves customer experience (organism) and that the experience further enhances virtual store satisfaction (response). We find that the time spent in a virtual store reinforces the former effect, but not the latter effect. The results of an experiment involving 587 respondents further suggest that this finding only holds true to users who are merely browsing, but not to users tasked with searching for a specific product in the 360-virtual store. We encourage management to create sensory cues in virtual stores to improve user experience and satisfaction, and virtual in-store stimuli to increase time spent in the store

    Preliminary Study on Haptics of Textile Surfaces via Digital Visual Cues

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    Humans perceive through various sensory impressions, including the five senses. Not only the number of different stimuli in everyday life increase, but also the degree of assessment of urgent and irrelevant information. But online it is not possible for the customer to physically perceive and assess the haptics of a product. This paper focus on the questions if it is possible for humans to perceive and identify surface properties without using their sense of touch and if humans can judge and classify the haptics of a textile materials via digital channels through a purely visual perception

    Automating content generation for large-scale virtual learning environments using semantic web services

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    The integration of semantic web services with three-dimensional virtual worlds offers many potential avenues for the creation of dynamic, content-rich environments which can be used to entertain, educate, and inform. One such avenue is the fusion of the large volumes of data from Wiki-based sources with virtual representations of historic locations, using semantics to filter and present data to users in effective and personalisable ways. This paper explores the potential for such integration, addressing challenges ranging from accurately transposing virtual world locales to semantically-linked real world data, to integrating diverse ranges of semantic information sources in a usercentric and seamless fashion. A demonstrated proof-of-concept, using the Rome Reborn model, a detailed 3D representation of Ancient Rome within the Aurelian Walls, shows several advantages that can be gained through the use of existing Wiki and semantic web services to rapidly and automatically annotate content, as well as demonstrating the increasing need for Wiki content to be represented in a semantically-rich form. Such an approach has applications in a range of different contexts, including education, training, and cultural heritage

    Private Datapods: Web 3.0 does not Automatically Mean Blockchain Decentralization

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    ICT and blockchain professionals must be careful not to equate Web 3.0 automatically with blockchain, or vice versa. That is an incorrect equivalence. Blockchain is certainly one possible architecture on which to base a Web 3.0 implementation. However, the essence of Sir Tim Berners-Lee’s decentralized Web 3.0 concept is nothing automatically or implicitly to do with blockchain, but, rather, is focused on the important idea of Private Datapods. The author’s own Zykme / ZykPass invention is an available working hybrid App (beta test version) compliant with this Web 3.0 Private Datapod fundamental design principle, ushering-in a new era of decentralized user-controlled and user-owned social media based on secure P2P personal data communications, implemented using edge computing. This article describes the architecture and future development of this invention. This includes potential addition of a future blockchain-based ‘social media’ ZykToken, awarded to, and owned and tradeable by, each Zykme / ZykPass user, implementing the author’s novel CapChere (Customer Corporation) IP and business ownership structure. This contends to be a transformative, socially useful re-purposing of traditional industrial capitalism in which all are winners
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