6,531 research outputs found

    Using Augmented Reality Technology to Construct a Wood Furniture Sampling Platform for Designers and Sample Makers to Narrow the Gap between Judgment and Prototype

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    The production and design of wood furniture manufacturing includes manufacturing furniture parts and their assembly with appropriate finishing operations; the process requires repeated communication and discussions, as well as furniture sampling and trials, which are indispensable. However, in the sampling process, due to the different understandings of the designer and the sample maker in regard to the size of 2D drawings and the modeling of 3D furniture, the sampling results often differ greatly from the designer’s original concept; such errors appear mostly in the prototyping of wooden furniture. In this study, we focus on the wooden chair to explore whether augmented reality (AR) can contribute to the comparison between the virtual and physical shapes in the furniture prototyping process. We hope that by employing AR, the gap between the prototype and the finished furniture will be narrowed. By researching actual furniture prototyping with three furniture designers and two sample makers, this study has defined three furniture prototyping methods in the industry. Based on the basic principles, we recruited 38 designers to participate in the comparison experiments employing the above three different furniture prototypes. The results confirmed that applying the AR technology can effectively narrow the gap between judgment and prototype

    Applying global software development approaches to building high-performing software teams

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    The rapid progress of communication technologies combined with the growing competition for talents and knowledge has made it necessary to reassess the potential of distributed development which has significantly changed the landscape of the IT industry introducing a variety of cooperation models and making notable changes to the software team work environment. Along with this, enterprises pay more attention to teams’ performance improvement, employing emerging management tools for building up efficient software teams, and trying to get the most out of understanding factors which significantly impact a team’s overall performance. The objective of the research is to systematize factors characterizing high-performing software teams; indicate the benefits of global software development (GSD) models positively influencing software teams’ development performance; and study how companies’ strategies can benefit from distributed development approaches in building high-performing software teams. The thesis is designed as a combination of a systematic literature review followed by qualitative research in the form of semi-structured interviews to validate the findings regarding classification of GSD models’ benefits and their influence on the development of high-performing software teams. At a literature review stage, the research (1) introduces a team performance factors’ model reflecting the aspects which impact the effectiveness of development teams; (2) suggests the classification of GSD models based on organizational, legal, and temporal characteristics, and (3) describes the benefits of GSD models which influence the performance of software development teams. Within the empirical part of the study, we refine the classification of GSD models’ benefits based on the qualitative analysis results of semi-structured interviews with practitioners from IT industry, form a comparison table of GSD benefits depending on the model in question, and introduce recommendations for company and team management regarding the application of GSD in building high-performing software teams. IT corporations, to achieve their strategic goals, can enrich their range of available tools for managing high-performing teams by considering the peculiarities of different GSD models. Company and team management should evaluate the advantages of the distributed operational models, and use the potential and benefits of available configurations to increase teams’ performance and build high-performing software teams

    MAGIC: Manipulating Avatars and Gestures to Improve Remote Collaboration

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    Remote collaborative work has become pervasive in many settings, from engineering to medical professions. Users are immersed in virtual environments and communicate through life-sized avatars that enable face-to-face collaboration. Within this context, users often collaboratively view and interact with virtual 3D models, for example, to assist in designing new devices such as customized prosthetics, vehicles, or buildings. However, discussing shared 3D content face-to-face has various challenges, such as ambiguities, occlusions, and different viewpoints that all decrease mutual awareness, leading to decreased task performance and increased errors. To address this challenge, we introduce MAGIC, a novel approach for understanding pointing gestures in a face-to-face shared 3D space, improving mutual understanding and awareness. Our approach distorts the remote user\'s gestures to correctly reflect them in the local user\'s reference space when face-to-face. We introduce a novel metric called pointing agreement to measure what two users perceive in common when using pointing gestures in a shared 3D space. Results from a user study suggest that MAGIC significantly improves pointing agreement in face-to-face collaboration settings, improving co-presence and awareness of interactions performed in the shared space. We believe that MAGIC improves remote collaboration by enabling simpler communication mechanisms and better mutual awareness.Comment: Presented at IEEE VR 202

    Understanding Context to Capture when Reconstructing Meaningful Spaces for Remote Instruction and Connecting in XR

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    Recent technological advances are enabling HCI researchers to explore interaction possibilities for remote XR collaboration using high-fidelity reconstructions of physical activity spaces. However, creating these reconstructions often lacks user involvement with an overt focus on capturing sensory context that does not necessarily augment an informal social experience. This work seeks to understand social context that can be important for reconstruction to enable XR applications for informal instructional scenarios. Our study involved the evaluation of an XR remote guidance prototype by 8 intergenerational groups of closely related gardeners using reconstructions of personally meaningful spaces in their gardens. Our findings contextualize physical objects and areas with various motivations related to gardening and detail perceptions of XR that might affect the use of reconstructions for remote interaction. We discuss implications for user involvement to create reconstructions that better translate real-world experience, encourage reflection, incorporate privacy considerations, and preserve shared experiences with XR as a medium for informal intergenerational activities.Comment: 26 pages, 5 figures, 4 table

    Educational practices and strategies with immersive learning environments: mapping of reviews for using the metaverse

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    The educational metaverse promises fulfilling ambitions of immersive learning, leveraging technology-based presence alongside narrative and/or challenge-based deep mental absorption. Most reviews of immersive learning research were outcomes-focused, few considered the educational practices and strategies. These are necessary to provide theoretical and pedagogical frameworks to situate outcomes within a context where technology is in concert with educational approaches. We sought a broader perspective of the practices and strategies used in immersive learning environments, and conducted a mapping survey of reviews, identifying 47 studies. Extracted accounts of educational practices and strategies under thematic analysis yielded 45 strategies and 21 practices, visualized as a network clustered by conceptual proximity. Resulting clusters “Active context”, “Collaboration”, “Engagement and Scaffolding”, “Presence”, and “Real and virtual multimedia learning” expose the richness of practices and strategies within the field. The visualization maps the field, supporting decision-making when combining practices and strategies for using the metaverse in education, highlights which practices and strategies are supported by the literature, and the presence and absence of diversity within clusters.info:eu-repo/semantics/acceptedVersio

    Augmented Reality and Its Application

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    Augmented Reality (AR) is a discipline that includes the interactive experience of a real-world environment, in which real-world objects and elements are enhanced using computer perceptual information. It has many potential applications in education, medicine, and engineering, among other fields. This book explores these potential uses, presenting case studies and investigations of AR for vocational training, emergency response, interior design, architecture, and much more

    Assisted Viewpoint Interaction for 3D Visualization

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    Many three-dimensional visualizations are characterized by the use of a mobile viewpoint that offers multiple perspectives on a set of visual information. To effectively control the viewpoint, the viewer must simultaneously manage the cognitive tasks of understanding the layout of the environment, and knowing where to look to find relevant information, along with mastering the physical interaction required to position the viewpoint in meaningful locations. Numerous systems attempt to address these problems by catering to two extremes: simplified controls or direct presentation. This research attempts to promote hybrid interfaces that offer a supportive, yet unscripted exploration of a virtual environment.Attentive navigation is a specific technique designed to actively redirect viewers' attention while accommodating their independence. User-evaluation shows that this technique effectively facilitates several visualization tasks including landmark recognition, survey knowledge acquisition, and search sensitivity. Unfortunately, it also proves to be excessively intrusive, leading viewers to occasionally struggle for control of the viewpoint. Additional design iterations suggest that formalized coordination protocols between the viewer and the automation can mute the shortcomings and enhance the effectiveness of the initial attentive navigation design.The implications of this research generalize to inform the broader requirements for Human-Automation interaction through the visual channel. Potential applications span a number of fields, including visual representations of abstract information, 3D modeling, virtual environments, and teleoperation experiences
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