7 research outputs found

    Exploring the Design of Authentication With Teenage Patients

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    Exploring the Design of Authentication With Teenage Patient

    Enhancing interaction in mixed reality

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    With continuous technological innovation, we observe mixed reality emerging from research labs into the mainstream. The arrival of capable mixed reality devices transforms how we are entertained, consume information, and interact with computing systems, with the most recent being able to present synthesized stimuli to any of the human senses and substantially blur the boundaries between the real and virtual worlds. In order to build expressive and practical mixed reality experiences, designers, developers, and stakeholders need to understand and meet its upcoming challenges. This research contributes a novel taxonomy for categorizing mixed reality experiences and guidelines for designing mixed reality experiences. We present the results of seven studies examining the challenges and opportunities of mixed reality experiences, the impact of modalities and interaction techniques on the user experience, and how to enhance the experiences. We begin with a study determining user attitudes towards mixed reality in domestic and educational environments, followed by six research probes that each investigate an aspect of reality or virtuality. In the first, a levitating steerable projector enables us to investigate how the real world can be enhanced without instrumenting the user. We show that the presentation of in-situ instructions for navigational tasks leads to a significantly higher ability to observe and recall real-world landmarks. With the second probe, we enhance the perception of reality by superimposing information usually not visible to the human eye. In amplifying the human vision, we enable users to perceive thermal radiation visually. Further, we examine the effect of substituting physical components with non-functional tangible proxies or entirely virtual representations. With the third research probe, we explore how to enhance virtuality to enable a user to input text on a physical keyboard while being immersed in the virtual world. Our prototype tracked the user’s hands and keyboard to enable generic text input. Our analysis of text entry performance showed the importance and effect of different hand representations. We then investigate how to touch virtuality by simulating generic haptic feedback for virtual reality and show how tactile feedback through quadcopters can significantly increase the sense of presence. Our final research probe investigates the usability and input space of smartphones within mixed reality environments, pairing the user’s smartphone as an input device with a secondary physical screen. Based on our learnings from these individual research probes, we developed a novel taxonomy for categorizing mixed reality experiences and guidelines for designing mixed reality experiences. The taxonomy is based on the human sensory system and human capabilities of articulation. We showcased its versatility and set our research probes into perspective by organizing them inside the taxonomic space. The design guidelines are divided into user-centered and technology-centered. It is our hope that these will contribute to the bright future of mixed reality systems while emphasizing the new underlining interaction paradigm.Mixed Reality (vermischte Realitäten) gehen aufgrund kontinuierlicher technologischer Innovationen langsam von der reinen Forschung in den Massenmarkt über. Mit der Einführung von leistungsfähigen Mixed-Reality-Geräten verändert sich die Art und Weise, wie wir Unterhaltungsmedien und Informationen konsumieren und wie wir mit Computersystemen interagieren. Verschiedene existierende Geräte sind in der Lage, jeden der menschlichen Sinne mit synthetischen Reizen zu stimulieren. Hierdurch verschwimmt zunehmend die Grenze zwischen der realen und der virtuellen Welt. Um eindrucksstarke und praktische Mixed-Reality-Erfahrungen zu kreieren, müssen Designer und Entwicklerinnen die künftigen Herausforderungen und neuen Möglichkeiten verstehen. In dieser Dissertation präsentieren wir eine neue Taxonomie zur Kategorisierung von Mixed-Reality-Erfahrungen sowie Richtlinien für die Gestaltung von solchen. Wir stellen die Ergebnisse von sieben Studien vor, in denen die Herausforderungen und Chancen von Mixed-Reality-Erfahrungen, die Auswirkungen von Modalitäten und Interaktionstechniken auf die Benutzererfahrung und die Möglichkeiten zur Verbesserung dieser Erfahrungen untersucht werden. Wir beginnen mit einer Studie, in der die Haltung der nutzenden Person gegenüber Mixed Reality in häuslichen und Bildungsumgebungen analysiert wird. In sechs weiteren Fallstudien wird jeweils ein Aspekt der Realität oder Virtualität untersucht. In der ersten Fallstudie wird mithilfe eines schwebenden und steuerbaren Projektors untersucht, wie die Wahrnehmung der realen Welt erweitert werden kann, ohne dabei die Person mit Technologie auszustatten. Wir zeigen, dass die Darstellung von in-situ-Anweisungen für Navigationsaufgaben zu einer deutlich höheren Fähigkeit führt, Sehenswürdigkeiten der realen Welt zu beobachten und wiederzufinden. In der zweiten Fallstudie erweitern wir die Wahrnehmung der Realität durch Überlagerung von Echtzeitinformationen, die für das menschliche Auge normalerweise unsichtbar sind. Durch die Erweiterung des menschlichen Sehvermögens ermöglichen wir den Anwender:innen, Wärmestrahlung visuell wahrzunehmen. Darüber hinaus untersuchen wir, wie sich das Ersetzen von physischen Komponenten durch nicht funktionale, aber greifbare Replikate oder durch die vollständig virtuelle Darstellung auswirkt. In der dritten Fallstudie untersuchen wir, wie virtuelle Realitäten verbessert werden können, damit eine Person, die in der virtuellen Welt verweilt, Text auf einer physischen Tastatur eingeben kann. Unser Versuchsdemonstrator detektiert die Hände und die Tastatur, zeigt diese in der vermischen Realität an und ermöglicht somit die verbesserte Texteingaben. Unsere Analyse der Texteingabequalität zeigte die Wichtigkeit und Wirkung verschiedener Handdarstellungen. Anschließend untersuchen wir, wie man Virtualität berühren kann, indem wir generisches haptisches Feedback für virtuelle Realitäten simulieren. Wir zeigen, wie Quadrokopter taktiles Feedback ermöglichen und dadurch das Präsenzgefühl deutlich steigern können. Unsere letzte Fallstudie untersucht die Benutzerfreundlichkeit und den Eingaberaum von Smartphones in Mixed-Reality-Umgebungen. Hierbei wird das Smartphone der Person als Eingabegerät mit einem sekundären physischen Bildschirm verbunden, um die Ein- und Ausgabemodalitäten zu erweitern. Basierend auf unseren Erkenntnissen aus den einzelnen Fallstudien haben wir eine neuartige Taxonomie zur Kategorisierung von Mixed-Reality-Erfahrungen sowie Richtlinien für die Gestaltung von solchen entwickelt. Die Taxonomie basiert auf dem menschlichen Sinnessystem und den Artikulationsfähigkeiten. Wir stellen die vielseitige Verwendbarkeit vor und setzen unsere Fallstudien in Kontext, indem wir sie innerhalb des taxonomischen Raums einordnen. Die Gestaltungsrichtlinien sind in nutzerzentrierte und technologiezentrierte Richtlinien unterteilt. Es ist unsere Anliegen, dass diese Gestaltungsrichtlinien zu einer erfolgreichen Zukunft von Mixed-Reality-Systemen beitragen und gleichzeitig die neuen Interaktionsparadigmen hervorheben

    Development of an evidence-based toolkit to support safe design for children

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    This thesis contributes to developing an evidence-based toolkit for designers when designing products based on theoretical inputs from human-factors study. Theoretical and developmental knowledge, relevant to the design of warning and risk communications and the area of design for child safety, is translated into support for reflections to practitioners. The risk management framework derived from this study aims to increase awareness of the implications of the aspects involved and as a reference point for groups involved in design for child safety. The thesis covers a shift from risk communications with children to information about children (including physical dimensions etc.) for designers. The final output is a collation of this knowledge base and some conceptual tools that can be applied to a specific design context whether that context be in risk communications or the area of general safety design considerations. Designers with little experience in managing design for children can benefit from this study when deciding on their design strategies. This reflective support is the result of a study of risk communication as a complex and unique activity in which various groups and domains are involved. The process of building an understanding started with an analysis of the literature in the field and with the direct experience of the researcher, who worked directly within ergonomics as part of a design-innovation team. The framework presented in this thesis follows a more structured approach to risk communications. It is conceived as an aid to help practitioners reflect on the implications each stage of the development process has on the experience of developing appropriate risk communications and appropriate products. In this way, it is thought of as a dynamic and flexible reference that can be adapted by design researchers when planning and coordinating design to suit different design situations. The use of this tool in the childsafety, design, and study communities would provide validation of the effectiveness of the framework and its continuous improvement. The purpose of this study is twofold: to contribute to study and practice with the aim of providing fundamental guidance to designers. The research detailed in this thesis brings readers up-to-date with the current literature on theories of risk communications. It then highlights methodologies, tools, guidelines and requirements for risk communication advances in study and practice. A framework for risk communication for young children has been developed out of a resource review based on previous work in the area by McLaughlin and Mayhorn, (2014). The information accumulated in this study has been used to develop initial prototype tools for designers who are considering young children. The developed platform supports practitioners from two different angles: theoretical and practical. Designers engaged in the core activity of design for child safety need methods that support the consideration of ergonomics and other product requirements, such as risk communications. This study contributes to developing methods and tools that can be used by designers and other relevant groups when designing risk communications for young children. Available knowledge is collated and integrated into the framework with the intention that it will be developed further throughout the thesis to consider effective use within the design cycle. This study aims to contribute to child safety by providing the first development of tools/decision supports aimed at designers who are designing for young children and are accordingly evaluating human-factors methods in design for child safety. The aim of this study is to gather the requirements of a collaborative design tool for use by industrial designers, engineers and other groups involved in design for child safety. This thesis aims to address these needs. When considering the needs, limitations and capabilities, ( mental model ) of the intended users (i.e., children), important aspects such as safety have been considered. The general need for support methods are addressed through a review of the safety, design and ergonomics literature. After this, empirical study through interviews and observations is used to outline some problem areas: the development and implementation of human-factors methods in design, lack of available resources and inaccessibility of data. Three empirical studies were conducted to meet the requirements of this study: Study 1 in Chapter 4 involves documentary analysis of existing models and methods, Study 2 in Chapter 5 involves formal interviews with designers (N = 30), and Study 3 in Chapter 7 involves an online survey for initial feedback about the prototype-persona (N = 50) respondents. The first section outlines the study questions. It discusses the outputs of the three main studies contained within this thesis

    Detection and Prevention of Cyberbullying on Social Media

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    The Internet and social media have undoubtedly improved our abilities to keep in touch with friends and loved ones. Additionally, it has opened up new avenues for journalism, activism, commerce and entertainment. The unbridled ubiquity of social media is, however, not without negative consequences and one such effect is the increased prevalence of cyberbullying and online abuse. While cyberbullying was previously restricted to electronic mail, online forums and text messages, social media has propelled it across the breadth of the Internet, establishing it as one of the main dangers associated with online interactions. Recent advances in deep learning algorithms have progressed the state of the art in natural language processing considerably, and it is now possible to develop Machine Learning (ML) models with an in-depth understanding of written language and utilise them to detect cyberbullying and online abuse. Despite these advances, there is a conspicuous lack of real-world applications for cyberbullying detection and prevention. Scalability; responsiveness; obsolescence; and acceptability are challenges that researchers must overcome to develop robust cyberbullying detection and prevention systems. This research addressed these challenges by developing a novel mobile-based application system for the detection and prevention of cyberbullying and online abuse. The application mitigates obsolescence by using different ML models in a “plug and play” manner, thus providing a mean to incorporate future classifiers. It uses ground truth provided by the enduser to create a personalised ML model for each user. A new large-scale cyberbullying dataset of over 62K tweets annotated using a taxonomy of different cyberbullying types was created to facilitate the training of the ML models. Additionally, the design incorporated facilities to initiate appropriate actions on behalf of the user when cyberbullying events are detected. To improve the app’s acceptability to the target audience, user-centred design methods were used to discover stakeholders’ requirements and collaboratively design the mobile app with young people. Overall, the research showed that (a) the cyberbullying dataset sufficiently captures different forms of online abuse to allow the detection of cyberbullying and online abuse; (b) the developed cyberbullying prevention application is highly scalable and responsive and can cope with the demands of modern social media platforms (b) the use of user-centred and participatory design approaches improved the app’s acceptability amongst the target audience

    Remote Touch Communication System for family Communication

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    Ph.DDOCTOR OF PHILOSOPH
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