10 research outputs found

    Leveraging eXtented Reality & Human-Computer Interaction for User Experi- ence in 360◦ Video

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    EXtended Reality systems have resurged as a medium for work and entertainment. While 360o video has been characterized as less immersive than computer-generated VR, its realism, ease of use and affordability mean it is in widespread commercial use. Based on the prevalence and potential of the 360o video format, this research is focused on improving and augmenting the user experience of watching 360o video. By leveraging knowledge from Extented Reality (XR) systems and Human-Computer Interaction (HCI), this research addresses two issues affecting user experience in 360o video: Attention Guidance and Visually Induced Motion Sickness (VIMS). This research work relies on the construction of multiple artifacts to answer the de- fined research questions: (1) IVRUX, a tool for analysis of immersive VR narrative expe- riences; (2) Cue Control, a tool for creation of spatial audio soundtracks for 360o video, as well as enabling the collection and analysis of captured metrics emerging from the user experience; and (3) VIMS mitigation pipeline, a linear sequence of modules (including optical flow and visual SLAM among others) that control parameters for visual modi- fications such as a restricted Field of View (FoV). These artifacts are accompanied by evaluation studies targeting the defined research questions. Through Cue Control, this research shows that non-diegetic music can be spatialized to act as orientation for users. A partial spatialization of music was deemed ineffective when used for orientation. Addi- tionally, our results also demonstrate that diegetic sounds are used for notification rather than orientation. Through VIMS mitigation pipeline, this research shows that dynamic restricted FoV is statistically significant in mitigating VIMS, while mantaining desired levels of Presence. Both Cue Control and the VIMS mitigation pipeline emerged from a Research through Design (RtD) approach, where the IVRUX artifact is the product of de- sign knowledge and gave direction to research. The research presented in this thesis is of interest to practitioners and researchers working on 360o video and helps delineate future directions in making 360o video a rich design space for interaction and narrative.Sistemas de Realidade EXtendida ressurgiram como um meio de comunicação para o tra- balho e entretenimento. Enquanto que o vídeo 360o tem sido caracterizado como sendo menos imersivo que a Realidade Virtual gerada por computador, o seu realismo, facili- dade de uso e acessibilidade significa que tem uso comercial generalizado. Baseado na prevalência e potencial do formato de vídeo 360o, esta pesquisa está focada em melhorar e aumentar a experiência de utilizador ao ver vídeos 360o. Impulsionado por conhecimento de sistemas de Realidade eXtendida (XR) e Interacção Humano-Computador (HCI), esta pesquisa aborda dois problemas que afetam a experiência de utilizador em vídeo 360o: Orientação de Atenção e Enjoo de Movimento Induzido Visualmente (VIMS). Este trabalho de pesquisa é apoiado na construção de múltiplos artefactos para res- ponder as perguntas de pesquisa definidas: (1) IVRUX, uma ferramenta para análise de experiências narrativas imersivas em VR; (2) Cue Control, uma ferramenta para a criação de bandas sonoras de áudio espacial, enquanto permite a recolha e análise de métricas capturadas emergentes da experiencia de utilizador; e (3) canal para a mitigação de VIMS, uma sequência linear de módulos (incluindo fluxo ótico e SLAM visual entre outros) que controla parâmetros para modificações visuais como o campo de visão restringido. Estes artefactos estão acompanhados por estudos de avaliação direcionados para às perguntas de pesquisa definidas. Através do Cue Control, esta pesquisa mostra que música não- diegética pode ser espacializada para servir como orientação para os utilizadores. Uma espacialização parcial da música foi considerada ineficaz quando usada para a orientação. Adicionalmente, os nossos resultados demonstram que sons diegéticos são usados para notificação em vez de orientação. Através do canal para a mitigação de VIMS, esta pesquisa mostra que o campo de visão restrito e dinâmico é estatisticamente significante ao mitigar VIMS, enquanto mantem níveis desejados de Presença. Ambos Cue Control e o canal para a mitigação de VIMS emergiram de uma abordagem de Pesquisa através do Design (RtD), onde o artefacto IVRUX é o produto de conhecimento de design e deu direcção à pesquisa. A pesquisa apresentada nesta tese é de interesse para profissionais e investigadores tra- balhando em vídeo 360o e ajuda a delinear futuras direções em tornar o vídeo 360o um espaço de design rico para a interação e narrativa

    Representing Life, Resisting Power: a Comparative Approach to Contemporary Biopolitics Through the Lenses of Gonçalo M. Tavares, Francesco Verso, Ken Macleod, and Suzanne Collins

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    In this thesis I explore through literary texts new perspectives on the biopolitical devices and discourses that permeate contemporary western societies. To this end, I examine their representations in Jerusalem, A Man: Klaus Klump, and Joseph Walser’s Machine, by Gonçalo M. Tavares, in “Fernando Morales, This Is Your Death!”, The Walkers, and Nexhuman, by Francesco Verso, in Intrusion and The Execution Channel, by Ken MacLeod, and in The Hunger Games trilogy, by Suzanne Collins. I start from the idea that by the beginning of the 21st century, bios and polis, life and politics have become almost completely juxtaposed, and that although the body is submitted to a constant and ubiquitous control, its materiality also constitutes a site of resistance. I go on to assess through a comparative analysis the connections and the differences between the selected novels of these four writers, with the intention of understanding how their dystopian aesthetics and essayistic dimension may potentiate a discussion on current social-political and economic problems that otherwise would have gone unnoticed. I likewise consider in what ways the fictional worlds of the characters in these works can provide us valuable insights regarding the devices and discourses through which political and economic powers govern human life. Ultimately, I try to shed some light on cultural phenomena, such as an increasing medicalization of society, the spectacularization of everyday, or the disposability of human life, which are becoming increasingly common in contemporary western societies and have profoundly changed the relationships between people and institutions at a global level. In this way the present thesis hopes to make a small, yet significant, contribution to our understanding of a politics that now encompasses virtually every sphere of human life.Nesta tese, procuro explorar através de textos literários novas perspectivas sobre os dispositivos e discursos biopolíticos que permeiam as sociedades ocidentais contemporâneas. Para tal, examino as suas representações em Jerusalém, Um Homem: Klaus Klump, e A Máquina de Joseph Walser, de Gonçalo M. Tavares, em “La morte in diretta di Fernando Morales”, I Camminatori, e Livido, de Francesco Verso, em Intrusion e The Execution Channel, de Ken MacLeod, e na trilogia The Hunger Games, de Suzanne Collins. Parto da ideia de que, no início do século XXI, bios e polis, vida e política se justapõem quase completamente, e que embora o corpo seja submetido a um controle constante e ubíquo, a sua materialidade também constitui um espaço de resistência. Por via de um estudo comparatista, procuro analisar as ligações e os contrastes entre os romances escolhidos destes quatro escritores, com o intuito de compreender como a estética distópica e a dimensão ensaística destes podem potencializar uma discussão sobre alguns problemas sociopolíticos e económicos actuais que, de outro modo, passariam despercebidos. Indago igualmente de que forma os mundos ficcionais das personagens destas obras nos podem fornecer valiosas intuições sobre dispositivos e discursos através dos quais os poderes políticos e económicos governam a vida humana. Em última análise, tento lançar alguma luz sobre fenómenos culturais, como a crescente medicalização da sociedade, a espetacularização do quotidiano ou a descartabilidade da vida humana, que se estão tornando cada vez mais comuns nas sociedades ocidentais contemporâneas e mudaram profundamente as relações entre as pessoas e instituições a nível global. Espero, assim, que esta tese possa dar uma pequena, mas significativa, contribuição para a nossa compreensão de uma política que hoje abrange praticamente todas as esferas da vida humana

    Behavioural adaptation to in-vehicle navigation systems

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    This PhD investigates driver behavioural adaptation to in-vehicle navigation systems (IVNS). Behavioural adaptation is receiving an increasing amount of research attention in traffic psychology, but few studies have directly considered the concept in relation to IVNS. The thesis aims were addressed using a range of quantitative and qualitative methodologies. Using two online surveys, over 1300 drivers (including over 1000 IVNS users) were sampled, to identify a range of positive, neutral and negative aspects of end-user behavioural adaptation to IVNS in terms of both safety and navigational efficiency. The first survey (N=450) aimed at drivers in general, showed that IVNS users believe they commit some common driving errors (e.g. misreading signs when leaving a roundabout) significantly less frequently than ordinary drivers who do not use these systems, but that they also feel they drive without fully attending to the road ahead significantly more frequently. The second survey (N=872) was aimed at IVNS users only, and further explored distracted driving. This survey found that the majority of IVNS users have interacted with their system while driving (e.g. to enter a destination), and that some do so frequently. It also showed that system reliability is a key issue affecting most current IVNS users, revealing that some drivers have followed inaccurate as well as illegal and potentially dangerous, system-generated route guidance information in a range of different contexts. A longitudinal diary study (N=20) then collected rich qualitative data from a sample of worker drivers who regularly used their IVNS in unfamiliar areas. The data collected illustrated the diverse contexts in which drivers experience aspects of behavioural adaptation to IVNS identified in the surveys. Both the IVNS user-survey and diary study also identified key demographic individual difference variables (most notably age and computing skill) that were associated with the extent to which driver’s experienced different manifestations of behavioural adaptation to IVNS. Moreover, other individual difference variables (e.g. complacency potential, system-trust, confidence) were found to be associated with more specific behavioural adaptations. Two simulator studies investigated system interaction while driving. The first (N=24) demonstrated the poor degree of correspondence between drivers’ perceptions of driving performance when entering destinations while driving (relative to normal driving) and objective performance differences between these conditions. The second simulator study (N=24) showed that safety and training based interventions designed to reduce the extent to which drivers use IVNS while driving or to improve their performance if they do had only a modest effect on dependent measures. This thesis represents the first attempt in the literature to bring together research from diverse areas of human factors and traffic psychology to consider behavioural adaptation to in-vehicle navigation systems. By associating a range of these issues with behavioural adaptation to IVNS, it has indirectly increased the scope of several salient, previous research findings. Moreover, by investigating many of these issues in depth, using both quantitative and qualitative methodological approaches, it has set the foundation for future work. Such work should aim to explore many of the issues raised, and develop effective remediating or mitigating intervention strategies for negative behavioural adaptations that could adversely affect driving safety, as well as to encourage and support those which may be considered more positive
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