23 research outputs found

    Interactions around a contextually embedded system

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    This paper discusses observations of visitor interactions around a museum installation, focusing on how physical setup and shape of two variants of the installation, a telescope-like viewer and a barrier-free screen, shaped visitor experiences and interactions around and with the system. The analysis investigates contextual embedding, and how the two system variants affected people's ability of sharing the experience and negotiating use

    Modélisation de l'interaction multimodale 3D

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    National audienceDans cet article, nous nous intéressons à la nécessité de réduire l'écart entre les considérations de conception en Informatique Graphique (IG) et en Interface Homme-Machine (IHM) afin de démocratiser l'usage et l'utilisation des environnements virtuels 3D (EV3D) pour des utilisateurs non-experts ou occasionnels. Notre approche consiste en une modélisation de l'interaction multimodale 3D (3DIM). Notre modèle 3DIM contribue à ramener l'ensemble des problématiques 3D et les exigences de l'utilisateur sur la compréhension et la caractérisation du lien entre un ensemble de tâches utilisateur et le graphe de scène de l'EV3D

    Towards an engineering approach for advanced interaction techniques in 3D environments

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    National audienceIn recent years, Virtual Environments have appeared in new areas such as mass-market, web or mobile situations. In parallel, advanced forms ofinteractions are emerging such as tactile, mixed, tangible or spatial user interfaces, promoting ease of learning and use. To contribute to the democratization of 3D Virtual Environments(3DVE) and their use by persons who are not experts in 3D and occasional users, simultaneously considering Computer Graphics and Human Computer Interaction design considerations is required. In this position paper, we first provide an overview of a new analytical framework for the design of advanced interaction techniques for 3D Virtual Environment. It consists in identifying links that support the interaction and connect user’s tasks to be performed in a 3DVE with the targeted scene graph. We relate our work to existing modeling approaches and discuss about our expectations with regards to the engineering of advanced interaction techniqu

    Modélisation de l'interaction multimodale 3D (Rencontres doctorales)

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    Dans cet article, nous nous intéressons à la nécessité de réduire l'écart entre les considérations de conception en Informatique Graphique (IG) et en Interface Homme-Machine (IHM) afin de démocratiser l'usage et l'utilisation des environnements virtuels 3D (EV3D) pour des utilisateurs non-experts ou occasionnels. Notre approche consiste en une modélisation de l'interaction multimodale 3D (3DIM). Notre modèle 3DIM contribue à ramener l'ensemble des problématiques 3D et les exigences de l'utilisateur sur la compréhension et la caractérisation du lien entre un ensemble de tâches utilisateur et le graphe de scène de l'EV3D

    Hybrid interactions in museums: why materiality still matters

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    The importance of physical and tangible qualities in museum visits has been established by extensive literature exploring the importance of materiality (Dudley, 2013) and multisensory experiences (Levent and Pascual-Leone, 2014) of heritage. A challenge for digital technology design is to ensure that these dimensions are not lost to visually heavy virtual experiences. This chapter examines hybrid interactions in museums, outlining exemplars of successful physical- digital installations and defining the key aspects to consider for their design and evaluation. The goal is to complement chapters on virtual approaches to heritage with insights on how and why to successfully bridge physical and digital in hybrid designs.</jats:p

    Supporting place-specific interaction through a physical/digital assembly

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    This article examines visitor interactions with and through a physical/digital installation designed for an open-air museum that displays historic buildings and ways of life from the past. The installation was designed following the “Assembly” design scheme proposed by Fraser et al. (2003), and centred around five principles for the design of interactive experiences. We discuss how the Assembly framework was adapted and applied to our work on the installation called Reminisce, and we then present qualitative data gathered through the shadowing and naturalistic observations of small groups of visitors using Reminisce during their exploration of the museum. Through these data excerpts we illustrate how interaction occurred among visitors and with the assembly. We reflect on the guiding principles of the adapted Assembly framework and on their usefulness for the design of place-specific interactional opportunities in heritage settings. Results from the empirical study show that the adapted Assembly principles provide HCI researchers and designers with ways in which to flexibly support collocated interactions at heritage sites across artefacts and locations in ways that both complement and enrich the physical setting of the visit and its character

    Envisaging AR travel revolution for visiting heritage sites:A mixed-method approach

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    Augmented Reality (AR) offers transformative potential for augmenting and replacing realities within a wide range of business and social applications. Within this, this study explores antecedents of behavioral adoption of AR mobile travel apps to visit a heritage site by substituting in-person and corporeal tourism experiences through a visualization technique that overlays 3D simulated architecture in front of a user. This research specifically investigates the collective impact of perceived app attributes of the AR service model, and critical characteristics of users in terms of their underlying psychological predispositions impacting their behavioral intention to use AR travel apps for heritage tourism in an emerging nation. In pursuance of this, we adopt a unique mixed-method research methodology where industry experts and travel enthusiasts are invited to delve into the phenomenon and identify facilitators of AR mobile app adoption for heritage tourism in India. Empirical findings find that experiential authenticity, service quality, and user innovativeness are the significant underlying factors expediting the use of AR mobile apps. Additionally, with a focus on the sustainability aspect of AR tourism, this study considers sustainability within travel. This construct is critical since it discerns how it affects the boundary conditions in the light of consumers' personality characteristics for determining intention to use AR apps, thereby providing insightful inferences for the tourism industry and research.</p

    What is XR? Towards a Framework for Augmented and Virtual Reality

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    Augmented Reality (AR), Virtual Reality (VR), Mixed Reality, and Extended Reality (often – misleadingly – abbreviated as XR) are commonly used terms to describe how technologies generate or modify reality. However, academics and professionals have been inconsistent in their use of these terms. This has led to conceptual confusion and unclear demarcations. Inspired by prior research and qualitative insights from XR professionals, we discuss the meaning and definitions of various terms and organize them in our proposed framework. As a result, we conclude that (1) XR should not be used to connote extended reality, but as a more open approach where the X implies the unknown variable: xReality; (2) AR and VR have fundamental differences and thus should be treated as different experiences; (3) AR experiences can be described on a continuum ranging from assisted reality to mixed reality (based on the level of local presence); and (4), VR experiences can be conceptualized on a telepresence-continuum ranging from atomistic to holistic VR

    Empowering cultural heritage professionals with tools for authoring and deploying personalised visitor experiences

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    This paper presents an authoring environment, which supports cultural heritage professionals in the process of creating and deploying a wide range of different personalised interactive experiences that combine the physical (objects, collection and spaces) and the digital (multimedia content). It is based on a novel flexible formalism that represents the content and the context as independent from one another and allows recombining them in multiple ways thus generating many different interactions from the same elements. The authoring environment was developed in a co-design process with heritage stakeholders and addresses the composition of the content, the definition of the personalisation, and the deployment on a physical configuration of bespoke devices. To simplify the editing while maintaining a powerful representation, the complex creation process is deconstructed into a limited number of elements and phases, including aspects to control personalisation both in content and in interaction. The user interface also includes examples of installations for inspiration and as a means for learning what is possible and how to do it. Throughout the paper, installations in public exhibitions are used to illustrate our points and what our authoring environment can produce. The expressiveness of the formalism and the variety of interactive experiences that could be created was assessed via a range of laboratory tests, while a user-centred evaluation with over 40 cultural heritage professionals assessed whether they feel confident in directly controlling personalisation
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