1,043 research outputs found

    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 Popularität gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von Realität und Virtualität kombinieren. Während die Technologie sowohl für Eingabe- als auch für Ausgabegeräte marktreif ist, existieren nur wenige Lösungen für den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen über Leistung und Benutzerpräferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten Benutzeroberflächen für VR zu einer großen Herausforderung. Diese Arbeit beschäftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingeführt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und Benutzerpräferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und Menüsteuerung im Kontext des täglichen VR. Die Ergebnisse werden außerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst

    Utvecklingen av en matleveransplattform: en posthumanistisk och sociomateriell utforskning av matleveransbudens erfarenheter och förnuftsprocesser i Helsingfors och Esbo (Finland)

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    This thesis is an exploration of food delivery couriers’ everyday experiences, practices and sensemaking processes through a posthumanist and sociomaterial approach that highlights the idea that technology and society are mutually shaping one another, and that considers the agency of non-human entities such as algorithms, transcendental. Moreover, by adopting a sociomaterial perspective, we can have a better understanding of how social and technological systems, as well as human and non-human beings, are interrelated, how they shape, and are shaped by one another. This work’s aims are threefold: First, it explores couriers’ experiences at work and describes their daily practices in order to understand the enactment of agency from a sociomaterial and post-humanist philosophical tradition. Second, it explores the material implications of algorithmic management in couriers’ lives, and finally, it explores the way couriers perform their work in context, both through the tethered geographical elements of the city, and amidst the platform’s multiple entanglements and spatiotemporal arrangements. The research design of this thesis has a strong qualitative research methodology, including methods such as walk-along interviews, semi-structured interviews, ethnographic reporting techniques, and the author’s 3-month work experience as a food delivery courier. The findings of this work suggest that we should acknowledge the platform as a constant becoming entity where couriers’ sensemaking processes are produced at the intersection of their experience of the city and their relationship with the managing algorithms of the platform. A performative sociomaterial practice that constantly produces knowledge that is used by couriers to negotiate their participation in the platform. This thesis expands previous understandings of digital workers’ experiences of algorithmic management by incorporating a sociomaterial and performative approach in the analysis of couriers’ sensemaking processes. Furthermore, by considering the relationships and interactions between human and nonhuman agencies in the food delivery platform industry, this work contributes not only to the understanding of agency within digital platforms but also to a broader understanding of agency in our increasingly digitally mediated societies

    Neuromarketing as a scale validation tool: Understanding individual differences based on the style of processing scale in affective judgements

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    This paper revisits a well-cited and widely applied consumer scale, Style of Processing (SOP) (Childers et al., Journal of Consumer Research, 1985, 12, 125), that has been used to investigate individual differences in processing visual versus verbal information in marketing. The scale has advanced knowledge in fields related to marketing communications, product development, psychology, advertising, education and learning theories, shedding light on our understanding of consumer psychology related to persuasion, comprehension, memory, and other consumer cognitive processes involving information. In a research dialog that took place in 2008, a need for further SOP validation was suggested using a neuromarketing approach. We took this call forward and conducted an event-related-potential (ERP) experimental research study using electroencephalogram (EEG) to validate the SOP scale, focusing on differential affective processing between verbalizers and visualizers. We not only demonstrate how neuromarketing tools can be utilized to provide evidence for scale validity, providing advantages over self-reported measures; but more importantly, address issues related to understanding differential fluency effects that exist between visualizers and verbalizers. Behavioral data revealed varying reaction times to emotional stimuli of a pictorial nature. We further identify two ERP components in our data, early left anterior negativity (ELAN) and late negative slow wave (LNSW), that differentiate individual processing fluency in affective versus evaluative-based judgements. Findings confirmed the construct validity of the SOP scale and enhance our understanding of individual differences in emotional processing of pictorial information

    Users\u27 understandings of the virtual economy in social virtual worlds: consumption and entrepreneurship of virtual goods

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    Social virtual worlds (SVWs) such as Second Life have gained immense popularity during the last decade. Their popularity is reflected in the explosive growth of the in-world economy, which is mainly supported by users’ consumption of virtual goods and entrepreneurial behavior. Users’ economic behavior has increased the size of the virtual economy to reach over $1B in the United States in 2009 (Nicholson 2009). Given that virtual consumption and entrepreneurship have become an important part of everyday virtual life in SVWs, understanding these two types of economic activities is an essential aspect to understanding user behavior in SVWs. This research aims at investigating the meanings of virtual consumption and entrepreneurship for users. The research consists of two independent essays. In the first essay about virtual consumption, I examine users’ understandings of virtual consumption through core-periphery analysis of its social representation. 154 Second Life users participated in the web-based survey for this study. I also identify user goals for virtual consumption by using means-end chain analysis, based on interviews with 93 Second Life users. The second essay on the topic of virtual entrepreneurship examines the collective meanings of virtual entrepreneurship and their relationship with the collective meanings of SVWs. To understand the meanings of virtual entrepreneurship, the core-periphery structure of social representations of virtual entrepreneurship is analyzed, based on interviews with 24 Second Life entrepreneurs. The meanings of virtual entrepreneurship are explained and compared with the central meanings of SVWs, identified from 101 newspaper articles on SVWs from 2005 to 2009. The results show that virtual consumption penetrates extensively into the virtual life of users and make their virtual experience in SVWs much richer; that virtual entrepreneurship is institutionalized in SVWs, and the key meanings of SVWs are well translated into the meanings of virtual entrepreneurship. This research contributes in providing fundamental knowledge about virtual consumption and entrepreneurship and further suggests potential theoretical frameworks for future research. Implications for SVW service providers and producers and sellers of virtual goods are also identified. Another contribution of the research is to demonstrate alternative qualitative research approaches combined with quantitative analyses

    Social Media data: Challenges, opportunities and limitations in urban studies

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    Analysing the city through data retrieved from Location Based Social Networks (LBSNs) has received considerable attention as a promising method for applied research. However, the use of these data is not without its challenges and has given rise to a stream of polemical arguments over the validity of this source of information. This paper addresses the challenges and opportunities as well as some of the limitations and biases associated with the collection and use of LBSN data from Foursquare, Twitter, Google Places, Instagram and Airbnb in the context of urban phenomena research. The most recent research that uses LBSN data to understand city dynamics is presented. A method is proposed for LBSN data retrieval, selection, classification and analysis. In addition, key thematic research lines are identified given the data variables offered by these LBSNs. A comprehensive and descriptive framework for the study of urban phenomena through LBSN data is the main contribution of this study.This work was supported by the Council of Education, Research, Culture and Sports – Generalitat Valenciana (Spain). Project: Valencian Community cities analysed through Location-Based Social Networks and Web Services Data. Ref. no. AICO/2017/018

    Building Bridges between Perceptual and Economic Decision-Making: Neural and Computational Mechanisms

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    Investigation into the neural and computational bases of decision-making has proceeded in two parallel but distinct streams. Perceptual decision-making (PDM) is concerned with how observers detect, discriminate, and categorize noisy sensory information. Economic decision-making (EDM) explores how options are selected on the basis of their reinforcement history. Traditionally, the sub-fields of PDM and EDM have employed different paradigms, proposed different mechanistic models, explored different brain regions, disagreed about whether decisions approach optimality. Nevertheless, we argue that there is a common framework for understanding decisions made in both tasks, under which an agent has to combine sensory information (what is the stimulus) with value information (what is it worth). We review computational models of the decision process typically used in PDM, based around the idea that decisions involve a serial integration of evidence, and assess their applicability to decisions between good and gambles. Subsequently, we consider the contribution of three key brain regions – the parietal cortex, the basal ganglia, and the orbitofrontal cortex (OFC) – to perceptual and EDM, with a focus on the mechanisms by which sensory and reward information are integrated during choice. We find that although the parietal cortex is often implicated in the integration of sensory evidence, there is evidence for its role in encoding the expected value of a decision. Similarly, although much research has emphasized the role of the striatum and OFC in value-guided choices, they may play an important role in categorization of perceptual information. In conclusion, we consider how findings from the two fields might be brought together, in order to move toward a general framework for understanding decision-making in humans and other primates

    Cyberspace and Real-World Behavioral Relationships: Towards the Application of Internet Search Queries to Identify Individuals At-risk for Suicide

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    The Internet has become an integral and pervasive aspect of society. Not surprisingly, the growth of ecommerce has led to focused research on identifying relationships between user behavior in cyberspace and the real world - retailers are tracking items customers are viewing and purchasing in order to recommend additional products and to better direct advertising. As the relationship between online search patterns and real-world behavior becomes more understood, the practice is likely to expand to other applications. Indeed, Google Flu Trends has implemented an algorithm that accurately charts the relationship between the number of people searching for flu-related topics on the Internet, and the number of people who actually have flu symptoms in that region. Because the results are real-time, studies show Google Flu Trends estimates are typically two weeks ahead of the Center for Disease Control. The Air Force has devoted considerable resources to suicide awareness and prevention. Despite these efforts, suicide rates have remained largely unaffected. The Air Force Suicide Prevention Program assists family, friends, and co-workers of airmen in recognizing and discussing behavioral changes with at-risk individuals. Based on other successes in correlating behaviors in cyberspace and the real world, is it possible to leverage online activities to help identify individuals that exhibit suicidal or depression-related symptoms? This research explores the notion of using Internet search queries to classify individuals with common search patterns. Text mining was performed on user search histories for a one-month period from nine Air Force installations. The search histories were clustered based on search term probabilities, providing the ability to identify relationships between individuals searching for common terms. Analysis was then performed to identify relationships between individuals searching for key terms associated with suicide, anxiety, and post-traumatic stress

    A spatial decision support system for the provision and monitoring of urban greenspace

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    Earth as Interface: Exploring chemical senses with Multisensory HCI Design for Environmental Health Communication

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    As environmental problems intensify, the chemical senses -that is smell and taste, are the most relevantsenses to evidence them.As such, environmental exposure vectors that can reach human beings comprise air,food, soil and water[1].Within this context, understanding the link between environmental exposures andhealth[2]is crucial to make informed choices, protect the environment and adapt to new environmentalconditions[3].Smell and taste lead therefore to multi-sensorial experiences which convey multi-layered information aboutlocal and global events[4]. However, these senses are usually absent when those problems are represented indigital systems. The multisensory HCIdesign framework investigateschemical sense inclusion withdigital systems[5]. Ongoing efforts tackledigitalization of smell and taste for digital delivery, transmission or substitution [6]. Despite experimentsproved technological feasibility, its dissemination depends on relevant applicationdevelopment[7].This thesis aims to fillthose gaps by demonstratinghow chemical senses provide the means to link environment and health based on scientific andgeolocation narratives [8], [9],[10]. We present a Multisensory HCI design process which accomplished symbolicdisplaying smell and taste and led us to a new multi-sensorial interaction system presented herein. We describe the conceptualization, design and evaluation of Earthsensum, an exploratory case study project.Earthsensumoffered to 16 participants in the study, environmental smell and taste experiences about real geolocations to participants of the study. These experiences were represented digitally using mobilevirtual reality (MVR) and mobile augmented reality (MAR). Its technologies bridge the real and digital Worlds through digital representations where we can reproduce the multi-sensorial experiences. Our study findings showed that the purposed interaction system is intuitive and can lead not only to a betterunderstanding of smell and taste perception as also of environmental problems. Participants comprehensionabout the link between environmental exposures and health was successful and they would recommend thissystem as education tools. Our conceptual design approach was validated and further developments wereencouraged.In this thesis,we demonstratehow to applyMultisensory HCI methodology to design with chemical senses. Weconclude that the presented symbolic representation model of smell and taste allows communicatingtheseexperiences on digital platforms. Due to its context-dependency, MVR and MAR platforms are adequatetechnologies to be applied for this purpose.Future developments intend to explore further the conceptual approach. These developments are centredon the use of the system to induce hopefully behaviourchange. Thisthesisopens up new application possibilities of digital chemical sense communication,Multisensory HCI Design and environmental health communication.À medida que os problemas ambientais se intensificam, os sentidos químicos -isto é, o cheiroe sabor, são os sentidos mais relevantes para evidenciá-los. Como tais, os vetores de exposição ambiental que podem atingir os seres humanos compreendem o ar, alimentos, solo e água [1]. Neste contexto, compreender a ligação entre as exposições ambientais e a saúde [2] é crucial para exercerescolhas informadas, proteger o meio ambiente e adaptar a novas condições ambientais [3]. O cheiroe o saborconduzemassima experiências multissensoriais que transmitem informações de múltiplas camadas sobre eventos locais e globais [4]. No entanto, esses sentidos geralmente estão ausentes quando esses problemas são representados em sistemas digitais. A disciplina do design de Interação Humano-Computador(HCI)multissensorial investiga a inclusão dossentidos químicos em sistemas digitais [9]. O seu foco atual residena digitalização de cheirose sabores para o envio, transmissão ou substituiçãode sentidos[10]. Apesar dasexperimentaçõescomprovarem a viabilidade tecnológica, a sua disseminação está dependentedo desenvolvimento de aplicações relevantes [11]. Estatese pretendepreencher estas lacunas ao demonstrar como os sentidos químicos explicitama interconexãoentre o meio ambiente e a saúde, recorrendo a narrativas científicas econtextualizadasgeograficamente[12], [13], [14]. Apresentamos uma metodologiade design HCImultissensorial que concretizouum sistema de representação simbólica de cheiro e sabor e nos conduziu a um novo sistema de interação multissensorial, que aqui apresentamos. Descrevemos o nosso estudo exploratório Earthsensum, que integra aconceptualização, design e avaliação. Earthsensumofereceu a 16participantes do estudo experiências ambientais de cheiro e sabor relacionadas com localizações geográficasreais. Essas experiências foram representadas digitalmente através derealidade virtual(VR)e realidade aumentada(AR).Estas tecnologias conectamo mundo real e digital através de representações digitais onde podemos reproduzir as experiências multissensoriais. Os resultados do nosso estudo provaramque o sistema interativo proposto é intuitivo e pode levar não apenas a uma melhor compreensão da perceção do cheiroe sabor, como também dos problemas ambientais. O entendimentosobre a interdependência entre exposições ambientais e saúde teve êxitoe os participantes recomendariam este sistema como ferramenta para aeducação. A nossa abordagem conceptual foi positivamentevalidadae novos desenvolvimentos foram incentivados. Nesta tese, demonstramos como aplicar metodologiasde design HCImultissensorialpara projetar com ossentidos químicos. Comprovamosque o modelo apresentado de representação simbólica do cheiroe do saborpermite comunicar essas experiênciasem plataformas digitais. Por serem dependentesdocontexto, as plataformas de aplicações emVR e AR são tecnologias adequadaspara este fim.Desenvolvimentos futuros pretendem aprofundar a nossa abordagemconceptual. Em particular, aspiramos desenvolvera aplicaçãodo sistema para promover mudanças de comportamento. Esta tese propõenovas possibilidades de aplicação da comunicação dos sentidos químicos em plataformas digitais, dedesign multissensorial HCI e de comunicação de saúde ambiental
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