1,175 research outputs found

    Seeing Our Blind Spots: Smart Glasses-Based Simulation to Increase Design Students’ Awareness of Visual Impairment

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    As the population ages, many will acquire visual impairments. To improve design for these users, it is essential to build awareness of their perspective during everyday routines, especially for design students. Although several visual impairment simulation toolkits exist in both academia and as commercial products, analog, and static visual impairment simulation tools do not simulate effects concerning the user’s eye movements. Meanwhile, VR and video see-through-based AR simulation methods are constrained by smaller fields of view when compared with the natural human visual field and also suffer from vergence-accommodation conflict (VAC) which correlates with visual fatigue, headache, and dizziness. In this paper, we enable an on-the-go, VAC-free, visually impaired experience by leveraging our optical see-through glasses. The FOV of our glasses is approximately 160 degrees for horizontal and 140 degrees for vertical, and participants can experience both losses of central vision and loss of peripheral vision at different severities. Our evaluation (n =14) indicates that the glasses can significantly and effectively reduce visual acuity and visual field without causing typical motion sickness symptoms such as headaches and or visual fatigue. Questionnaires and qualitative feedback also showed how the glasses helped to increase participants’ awareness of visual impairment

    From Industry to Practice: Can Users Tackle Domain Tasks with Augmented Reality?

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    Augmented Reality (AR) is a cutting-edge interactive technology. While Virtual Reality (VR) is based on completely virtual and immersive environments, AR superimposes virtual objects onto the real world. The value of AR has been demonstrated and applied within numerous industrial application areas due to its capability of providing interactive interfaces of visualized digital content. AR can provide functional tools that support users in undertaking domain-related tasks, especially facilitating them in data visualization and interaction by jointly augmenting physical space and user perception. Making effective use of the advantages of AR, especially the ability which augment human vision to help users perform different domain-related tasks is the central part of my PhD research.Industrial process tomography (IPT), as a non-intrusive and commonly-used imaging technique, has been effectively harnessed in many manufacturing components for inspections, monitoring, product quality control, and safety issues. IPT underpins and facilitates the extraction of qualitative and quantitative data regarding the related industrial processes, which is usually visualized in various ways for users to understand its nature, measure the critical process characteristics, and implement process control in a complete feedback network. The adoption of AR in benefiting IPT and its related fields is currently still scarce, resulting in a gap between AR technique and industrial applications. This thesis establishes a bridge between AR practitioners and IPT users by accomplishing four stages. First of these is a need-finding study of how IPT users can harness AR technique was developed. Second, a conceptualized AR framework, together with the implemented mobile AR application developed in an optical see-through (OST) head-mounted display (HMD) was proposed. Third, the complete approach for IPT users interacting with tomographic visualizations as well as the user study was investigated.Based on the shared technologies from industry, we propose and examine an AR approach for visual search tasks providing visual hints, audio hints, and gaze-assisted instant post-task feedback as the fourth stage. The target case was a book-searching task, in which we aimed to explore the effect of the hints and the feedback with two hypotheses: that both visual and audio hints can positively affect AR search tasks whilst the combination outperforms the individuals; that instant post-task feedback can positively affect AR search tasks. The proof-of-concept was demonstrated by an AR app in an HMD with a two-stage user evaluation. The first one was a pilot study (n=8) where the impact of the visual hint in benefiting search task performance was identified. The second was a comprehensive user study (n=96) consisting of two sub-studies, Study I (n=48) and Study II (n=48). Following quantitative and qualitative analysis, our results partially verified the first hypothesis and completely verified the second, enabling us to conclude that the synthesis of visual and audio hints conditionally improves AR search task efficiency when coupled with task feedback

    Body x Materials: A workshop exploring the role of material-enabled body-based multisensory experiences

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    Over the last 15 years, HCI and Interaction Design have experienced a “material turn” characterized by a growing interest in the materiality of technology and computation, and in methods that support exploring, envisioning, and crafting with and through materials. The community has experienced a similar turn focused on the body, on how to best design for and from a first-person, lived experience, and the moving and sensual body. In this workshop, we focus on the intersection of these two turns. The emerging developments in multimodal interfaces open opportunities to bring in materiality to the digital world as well as to transform the materiality of objects and bodies in the real-world, including the materiality of our own body. The different sensory qualities of (touchable and untouchable, physical and digital) objects and bodies, including our own, can be brought into the design of digital technologies to enrich, augment, and transform embodied experiences. In this “materials revolution” [15], what are the current theories, approaches, methods, and tools that emphasize the critical role of materiality to body-based interactions with technology? To explore this, in this workshop we will focus on five related themes: material enabling expression, material as a catalyst for human action, material enabling reflection and awareness, material enabling transformation and material supporting the design process for the re-creation of the existing and the yet-to-exist. This workshop with technology presentations, panel sessions with experts, and multidisciplinary discussions will: (i) bring together researchers who work on (re)creating sensory properties of materials through technology with those who investigate experiential effects of materials and materialenabled interactions, (ii) discuss methods, opportunities, difficulties in designing materiality and material-enabled interactions, and (iii) form a multidisciplinary community to build synergies and collaborations

    The Return of a Voice: Implementing Smart Technology to Provide an Outlet that Aids in Communication for Non-Verbal Children with Autism

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    The Current state of communication based software designed to aid those with non-verbal autism is extremely limited or overly complex. The purpose of this research is to look into the world of communication based software aids that provide accessibility options for those with non-verbal autism. This paper looks to assess what is currently availability draw conclusions regarding gaps within the research and technology in order to derive a solution in the form of a mobile phone application that can serve to fill in the aforementioned gaps. The major focus of this study is to pinpoint exactly what elements of design work best regarding UI, UX, and aesthetics along with which elements do not. The goal is to then synthesize and amalgamate these elements into a visual solution that can serve the designated demographic in the best way possible. This thesis study looks at several different cases regarding accessibility based technology and draws many of its conclusions from the success rate of these projects in order to find what is believed to be the best solution in the form of a multi-platform mobile phone application that is both easy to use and widely distributed

    Seven Years after the Manifesto: Literature Review and Research Directions for Technologies in Animal Computer Interaction

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    As technologies diversify and become embedded in everyday lives, the technologies we expose to animals, and the new technologies being developed for animals within the field of Animal Computer Interaction (ACI) are increasing. As we approach seven years since the ACI manifesto, which grounded the field within Human Computer Interaction and Computer Science, this thematic literature review looks at the technologies developed for (non-human) animals. Technologies that are analysed include tangible and physical, haptic and wearable, olfactory, screen technology and tracking systems. The conversation explores what exactly ACI is whilst questioning what it means to be animal by considering the impact and loop between machine and animal interactivity. The findings of this review are expected to form the first grounding foundation of ACI technologies informing future research in animal computing as well as suggesting future areas for exploratio

    Mixed Reality Interfaces for Augmented Text and Speech

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    While technology plays a vital role in human communication, there still remain many significant challenges when using them in everyday life. Modern computing technologies, such as smartphones, offer convenient and swift access to information, facilitating tasks like reading documents or communicating with friends. However, these tools frequently lack adaptability, become distracting, consume excessive time, and impede interactions with people and contextual information. Furthermore, they often require numerous steps and significant time investment to gather pertinent information. We want to explore an efficient process of contextual information gathering for mixed reality (MR) interfaces that provide information directly in the user’s view. This approach allows for a seamless and flexible transition between language and subsequent contextual references, without disrupting the flow of communication. ’Augmented Language’ can be defined as the integration of language and communication with mixed reality to enhance, transform, or manipulate language-related aspects and various forms of linguistic augmentations (such as annotation/referencing, aiding social interactions, translation, localization, etc.). In this thesis, our broad objective is to explore mixed reality interfaces and their potential to enhance augmented language, particularly in the domains of speech and text. Our aim is to create interfaces that offer a more natural, generalizable, on-demand, and real-time experience of accessing contextually relevant information and providing adaptive interactions. To better address this broader objective, we systematically break it down to focus on two instances of augmented language. First, enhancing augmented conversation to support on-the-fly, co-located in-person conversations using embedded references. And second, enhancing digital and physical documents using MR to provide on-demand reading support in the form of different summarization techniques. To examine the effectiveness of these speech and text interfaces, we conducted two studies in which we asked the participants to evaluate our system prototype in different use cases. The exploratory usability study for the first exploration confirms that our system decreases distraction and friction in conversation compared to smartphone search while providing highly useful and relevant information. For the second project, we conducted an exploratory design workshop to identify categories of document enhancements. We later conducted a user study with a mixed-reality prototype to highlight five board themes to discuss the benefits of MR document enhancement

    Exploring the Opportunity of Augmented Reality (AR) in Supporting Older Adults Explore and Learn Smartphone Applications

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    The global aging trend compels older adults to navigate the evolving digital landscape, presenting a substantial challenge in mastering smartphone applications. While Augmented Reality (AR) holds promise for enhancing learning and user experience, its role in aiding older adults' smartphone app exploration remains insufficiently explored. Therefore, we conducted a two-phase study: (1) a workshop with 18 older adults to identify app exploration challenges and potential AR interventions, and (2) tech-probe participatory design sessions with 15 participants to co-create AR support tools. Our research highlights AR's effectiveness in reducing physical and cognitive strain among older adults during app exploration, especially during multi-app usage and the trial-and-error learning process. We also examined their interactional experiences with AR, yielding design considerations on tailoring AR tools for smartphone app exploration. Ultimately, our study unveils the prospective landscape of AR in supporting the older demographic, both presently and in future scenarios

    Proficiency-aware systems

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    In an increasingly digital world, technological developments such as data-driven algorithms and context-aware applications create opportunities for novel human-computer interaction (HCI). We argue that these systems have the latent potential to stimulate users and encourage personal growth. However, users increasingly rely on the intelligence of interactive systems. Thus, it remains a challenge to design for proficiency awareness, essentially demanding increased user attention whilst preserving user engagement. Designing and implementing systems that allow users to become aware of their own proficiency and encourage them to recognize learning benefits is the primary goal of this research. In this thesis, we introduce the concept of proficiency-aware systems as one solution. In our definition, proficiency-aware systems use estimates of the user's proficiency to tailor the interaction in a domain and facilitate a reflective understanding for this proficiency. We envision that proficiency-aware systems leverage collected data for learning benefit. Here, we see self-reflection as a key for users to become aware of necessary efforts to advance their proficiency. A key challenge for proficiency-aware systems is the fact that users often have a different self-perception of their proficiency. The benefits of personal growth and advancing one's repertoire might not necessarily be apparent to users, alienating them, and possibly leading to abandoning the system. To tackle this challenge, this work does not rely on learning strategies but rather focuses on the capabilities of interactive systems to provide users with the necessary means to reflect on their proficiency, such as showing calculated text difficulty to a newspaper editor or visualizing muscle activity to a passionate sportsperson. We first elaborate on how proficiency can be detected and quantified in the context of interactive systems using physiological sensing technologies. Through developing interaction scenarios, we demonstrate the feasibility of gaze- and electromyography-based proficiency-aware systems by utilizing machine learning algorithms that can estimate users' proficiency levels for stationary vision-dominant tasks (reading, information intake) and dynamic manual tasks (playing instruments, fitness exercises). Secondly, we show how to facilitate proficiency awareness for users, including design challenges on when and how to communicate proficiency. We complement this second part by highlighting the necessity of toolkits for sensing modalities to enable the implementation of proficiency-aware systems for a wide audience. In this thesis, we contribute a definition of proficiency-aware systems, which we illustrate by designing and implementing interactive systems. We derive technical requirements for real-time, objective proficiency assessment and identify design qualities of communicating proficiency through user reflection. We summarize our findings in a set of design and engineering guidelines for proficiency awareness in interactive systems, highlighting that proficiency feedback makes performance interpretable for the user.In einer zunehmend digitalen Welt schaffen technologische Entwicklungen - wie datengesteuerte Algorithmen und kontextabhängige Anwendungen - neuartige Interaktionsmöglichkeiten mit digitalen Geräten. Jedoch verlassen sich Nutzer oftmals auf die Intelligenz dieser Systeme, ohne dabei selbst auf eine persönliche Weiterentwicklung hinzuwirken. Wird ein solches Vorgehen angestrebt, verlangt dies seitens der Anwender eine erhöhte Aufmerksamkeit. Es ist daher herausfordernd, ein entsprechendes Design für Kompetenzbewusstsein (Proficiency Awareness) zu etablieren. Das primäre Ziel dieser Arbeit ist es, eine Methodik für das Design und die Implementierung von interaktiven Systemen aufzustellen, die Nutzer dabei unterstützen über ihre eigene Kompetenz zu reflektieren, um dadurch Lerneffekte implizit wahrnehmen können. Diese Arbeit stellt ein Konzept für fähigkeitsbewusste Systeme (proficiency-aware systems) vor, welche die Fähigkeiten von Nutzern abschätzen, die Interaktion entsprechend anpassen sowie das Bewusstsein der Nutzer über deren Fähigkeiten fördern. Hierzu sollten die Systeme gesammelte Daten von Nutzern einsetzen, um Lerneffekte sichtbar zu machen. Die Möglichkeit der Anwender zur Selbstreflexion ist hierbei als entscheidend anzusehen, um als Motivation zur Verbesserung der eigenen Fähigkeiten zu dienen. Eine zentrale Herausforderung solcher Systeme ist die Tatsache, dass Nutzer - im Vergleich zur Abschätzung des Systems - oft eine divergierende Selbstwahrnehmung ihrer Kompetenz haben. Im ersten Moment sind daher die Vorteile einer persönlichen Weiterentwicklung nicht unbedingt ersichtlich. Daher baut diese Forschungsarbeit nicht darauf auf, Nutzer über vorgegebene Lernstrategien zu unterrichten, sondern sie bedient sich der Möglichkeiten interaktiver Systeme, die Anwendern die notwendigen Hilfsmittel zur Verfügung stellen, damit diese selbst über ihre Fähigkeiten reflektieren können. Einem Zeitungseditor könnte beispielsweise die aktuelle Textschwierigkeit angezeigt werden, während einem passionierten Sportler dessen Muskelaktivität veranschaulicht wird. Zunächst wird herausgearbeitet, wie sich die Fähigkeiten der Nutzer mittels physiologischer Sensortechnologien erkennen und quantifizieren lassen. Die Evaluation von Interaktionsszenarien demonstriert die Umsetzbarkeit fähigkeitsbewusster Systeme, basierend auf der Analyse von Blickbewegungen und Muskelaktivität. Hierbei kommen Algorithmen des maschinellen Lernens zum Einsatz, die das Leistungsniveau der Anwender für verschiedene Tätigkeiten berechnen. Im Besonderen analysieren wir stationäre Aktivitäten, die hauptsächlich den Sehsinn ansprechen (Lesen, Aufnahme von Informationen), sowie dynamische Betätigungen, die die Motorik der Nutzer fordern (Spielen von Instrumenten, Fitnessübungen). Der zweite Teil zeigt auf, wie Systeme das Bewusstsein der Anwender für deren eigene Fähigkeiten fördern können, einschließlich der Designherausforderungen , wann und wie das System erkannte Fähigkeiten kommunizieren sollte. Abschließend wird die Notwendigkeit von Toolkits für Sensortechnologien hervorgehoben, um die Implementierung derartiger Systeme für ein breites Publikum zu ermöglichen. Die Forschungsarbeit beinhaltet eine Definition für fähigkeitsbewusste Systeme und veranschaulicht dieses Konzept durch den Entwurf und die Implementierung interaktiver Systeme. Ferner werden technische Anforderungen objektiver Echtzeitabschätzung von Nutzerfähigkeiten erforscht und Designqualitäten für die Kommunikation dieser Abschätzungen mittels Selbstreflexion identifiziert. Zusammengefasst sind die Erkenntnisse in einer Reihe von Design- und Entwicklungsrichtlinien für derartige Systeme. Insbesondere die Kommunikation, der vom System erkannten Kompetenz, hilft Anwendern, die eigene Leistung zu interpretieren

    Designing movement-based play with young people using powered wheelchairs

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    Young people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play
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