7 research outputs found

    The augmented reality educational tool for learning 2D and 3D space content in primary school

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    Space is a Mathematics topic for the second level in Kurikulum Standard Sekolah Rendah (KSSR) syllabus that is difficult for primary school pupils to understand because it requires them to visualize the 3-dimensional shapes and 2-dimensional polygons in solving Mathematical questions. Therefore, Augmented Reality (AR) is proposed due to its potential as it allows pupils to visualize the 3-dimensional and 2- dimensional shapes practically. The objective of this research is to develop an effective AR educational tool based on User Experience (UX) and the identified needs for primary school pupils to visualize 2-dimensional and 3-dimensional shapes in learning Mathematics on Space topic. ASSURE instructional design model and quantitative approach have been used in this research. The quantitative approach focused on analysing users⁔ needs for the AR educational tool that has been developed and analysing its effectiveness. It involved surweys on the users' needs and the effectiveness of the AR educational tool. This AR educational tool was developed following Waterfall Methodology and its effectiveness was evaluated using ISO/IEC 25022. All data were analysed to find the mean and were used to determine the users' needs for the development of the AR educational tool. The findings of the research include a list of user needs, a successfully developed AR educational tool based on the UX, and users' needs obtained. The high mean of effectiveness test shows that the users were satisfied with the AR educational tool that had been developed. This research is very important as an effort to increase pupils9 understanding of space topic and assist primary school teachers to implement teaching sessions more effectively

    Virtual objects in electronic catalogs: A human-computer interface issue

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    Web interface design is an important aspect of electronic commerce (EC). However, apart from design frameworks and guidelines for Web-based EC, not much has been done by researchers or practitioners on how electronic catalogs (e-catalogs) influence the users' desirability and satisfaction as purchasers. In this correspondence, we investigate the form of media that represented the most efficient mode to present products to Web users by summarizing and evaluating various existing forms of e-catalogs and their respective responses from Web users. We conclude that a 3-D virtual object (VO) is the most efficient mode of electronic cataloging for Web interface due to a better sense of presence of users, a more attractive and enjoyable media of delivery of useful information to users, and a higher level of engagement of user's memory. A 3-D VO, as a result, generates the highest users' satisfaction, which leads to increased propensity to purchase. Further, we discuss the practical and theoretical research implications of these findings to e-catalogs. © 2007 IEEE.published_or_final_versio

    Nouvelles approches pour une exploitation efficace des comportements et interactions de l'humain dans l'environnement virtuel

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    La crĂ©ation des moyens permettant Ă  l’humain de se retrouver dans un endroit diffĂ©rent du monde rĂ©el n’est pas une nouveautĂ©. Les outils comme les peintures ou les livres permettent tout autant de transporter l’humain par imagination dans un monde fictif afin de lui permettre de s’évader de la vie rĂ©elle. C’est Ă©galement ce que permettent les technologies de la rĂ©alitĂ© virtuelle. Cependant, les environnements de la rĂ©alitĂ© virtuelle sont des reprĂ©sentations 3D numĂ©riques exploitables Ă  l’échelle humaine. Ils peuvent stimuler au maximum les habiletĂ©s perceptives de l’humain Ă  travers ses canaux sensoriels, tout en lui permettant d’influencer activement le dĂ©roulement des Ă©vĂšnements qui y ont lieu. De ce fait, ils reprĂ©sentent un atout majeur pour la reprĂ©sentation de l’information Ă  des fins diverses. Dans cette thĂšse, nous nous sommes intĂ©ressĂ©s Ă  l’exploitation de la rĂ©alitĂ© virtuelle dans le cadre de la thĂ©rapie par exposition pour le traitement du trouble de stress post-traumatique. En faisant une revue de littĂ©rature dans ce domaine, nous avons constatĂ© le rĂŽle essentiellement passif qui est attribuĂ© au patient. En effet, les Ă©tudes antĂ©rieures se sont focalisĂ©es sur la composante « modĂ©lisation 3D » de la rĂ©alitĂ© virtuelle ainsi que sur la stimulation sensorielle, avec pour but principal d’aider le patient Ă  narrer son trauma. Cela est fait au dĂ©triment d’une des caractĂ©ristiques principales de la rĂ©alitĂ© virtuelle qu’est l’interaction du sujet avec l’environnement virtuel. Ainsi, au vu des avantages qu’elles offrent, nous pensons que les technologies de la rĂ©alitĂ© virtuelle devraient ĂȘtre utilisĂ©es pour permettre au patient de revivre son trauma diffĂ©remment au moyen de l’interaction. Alors, nous avons proposĂ© des approches basĂ©es sur le modĂšle de rĂ©fĂ©rence de la rĂ©alitĂ© virtuelle. Ces approches exploitent les techniques de gamification avancĂ©es des jeux sĂ©rieux ajoutĂ©es Ă  la technique d’ajustement dynamique de la difficultĂ© empruntĂ©e au domaine du jeu vidĂ©o, pour implĂ©menter les interactions naturelles de l’humain avec l’environnement virtuel. Nous avons appliquĂ© ces approches Ă  un simulateur de conduite de camion en rĂ©alitĂ© virtuelle pour traiter les camionneurs souffrant de trouble de stress post-traumatique. Les rĂ©sultats d’évaluation d’utilisabilitĂ© du simulateur conformĂ©ment Ă  ces approches y sont prĂ©sentĂ©s : le sentiment de prĂ©sence a Ă©tĂ© atteint Ă  travers cet outil et les participants ont trouvĂ© la qualitĂ© des interactions avec l’environnement virtuel optimale. En perspectives, nous avons dĂ©crit l’application clinique expĂ©rimentale qui sera effectuĂ©e avec des patients en rĂ©sidence Ă  « La Futaie », centre de thĂ©rapie avec lequel nous avons collaborĂ© tout au long de cette recherche. Creating the means for humans to find themselves in a place different from the real world is nothing new. Tools such as paintings or books also allow humans to be transported by imagination into a fictitious world in order to escape from real life. This is also what virtual reality technologies allow. However, virtual reality environments are digital 3D environments usable on a human scale. They can maximize the perceptual skills of humans through their sensory channels while allowing them to actively influence the course of events that take place in these environments. Therefore, they are a major asset for the representation of information for various purposes. In this thesis, we focused on the use of virtual reality as part of exposure therapy for the treatment of post-traumatic stress disorder. By reviewing the literature in that area, we noted the essentially passive role attributed to the patient. Indeed, previous studies have focused on the "3D modeling" component of virtual reality as well as on sensory stimulation, with the main goal of helping the patient to narrate his trauma. That is done to the detriment of one of the main characteristics of virtual reality, which is the subject's interaction with the virtual world. So, given the benefits they offer, we believe that virtual reality technologies should be used to allow the patient to relive his trauma differently through interaction. So, we have proposed approaches based on the virtual reality reference model. These approaches exploit the advanced gamification techniques of serious games combined with the dynamic difficulty adjustment technique borrowed from the field of video games, to implement the natural interactions of humans with the virtual environment. We applied these approaches to a virtual reality truck driving simulator to treat truckers with post-traumatic stress disorder. The simulator usability evaluation results in accordance with these approaches are presented: the feeling of presence was achieved through this tool and the participants found the quality of interactions with the virtual world to be optimal. In perspective, we have described the experimental clinical application that will be carried out with patients in residence at "La Futaie", the therapy center with which we have collaborated throughout this research

    On the Problems of Validating DesktopVR

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    Usability evaluation of non-immersive, desktop, photo-realistic virtual environments

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    This study is about the evaluation of non-immersive desktop web-based photo-realistic virtual environments using think-aloud protocol and heuristic evaluation to determine three aims: (1) whether applying the same usability evaluation methodologies result in additional usability guideline categoriesidentified from the Koykka, Ollikainen, Ranta-aho, Milszus, Wasserroth and Friedrich 1999 study; (2) whether think-aloud protocol or usability heuristic evaluation is a better evaluation method for identifying usability problems in desktop, photo-realistic virtual environments; and (3) whether large-scale desktop, photo-realistic virtual environments will have more usability problems than small-scale non-immersive, desktop, photo-realistic virtual environments. The results show that using the Emergent Theme Analysis (ETA), four broad themes were derived: functionality, interaction, appearance and user comments with functionality and interaction broad themes being similar to the categories suggested by Koykka et al. (1999). Furthermore, the results indicate that small-scale non-immersive, desktop, photo-realistic virtual environments had more usability problems than large-scale non-immersive, desktop, photo-realistic virtual environments, contrary to the hypothesis that large-scale VEs will have more usability problems due to its complexity and that the think-aloud protocol derived more themes compared to the heuristic evaluation – suggesting that TAP is a better usability evaluation method than HE in this type of study. However, a combination of the two qualitative methods has identified a greater number of usability problems, supporting the need for triangulation of research methods. The investigation resulted in new design guidelines that will allow for more usable design of non-immersive desktop, photo-realistic virtual environments. Furthermore, the study provides some new areas for future developments of usability evaluation methods for non-immersive desktop, photo-realistic virtual environments.PublishedNon Peer ReviewedAxup, J. 2002, Comparison of Usability Evaluation Methods (UEM), Published on-line at Date Accessed UserDesign.com. Bowman, D. A. 2002, 'Principles for the design of performance-oriented interaction techniques', . Bowman, D. A. & L. F. Hodges (1997) An Evaluation of Techniques for Grabbing and Manipulating Remote Objects in Immersive Virtual Environments. 1997 Symposium on Interactive 3D Graphics, April 1997 pp. 35 - ff. Bowman, D. A., D. B. Johnson & L. F. Hodges (1999) Evaluation of Virtual Environment Interaction Techniques. VRST'99: ACM Symposium on Virtual Reality Software and Technology, University College, London, December 20-22, 1999 pp. 26-33. Chen, J.-L. (2000) A model of wayfinding in virtual environments: Strategies for navigational aids. Dissertation Abstracts International: Section B: the Sciences & Engineering, 60:11-B, pp. 5701, US: Univ Microfilms International. Dalgarno, B. & J. Scott (1999) Usability Problems in Desktop Virtual Environments. OZCHI'99 Interfaces for the Global Community, Charles Sturt, Wagga Wagga, Australia, pp. 134 - 136. Darken, R. P. & J. L. Sibert (1996) Wayfinding Strategies and Behaviours in Large Virtual Environments. Computer-Human Interaction (CHI), . Goldbaum, H. 2003, The Virtual Wroxton Abbey, Published on-line at Date Accessed Oxfordshire, England, Wroxton College. Johnson, C. 1998, On the Problems of Validating DesktopVR Innovative User Interfaces: Multimedia and Multimodal User Interfaces, Wearable Computers and Virtual Reality, Published on-line at Date Accessed Proceedings of the HCI'98 Conference on People and Computers XIII. Koykka, M., R. Ollikainen, M. Ranta-aho, W. Milszus, S. Wasserroth & M. Friedrich (1999) Usability Heuristic Guidelines for 3D Multi-User Worlds. Interfaces for the Global Community, Charles Sturt University, Wagga Wagga, Australia, pp. 52 - 57. Molich, R. & J. Nielsen (1990) Improving a Human-Computer Dialogue. Communications of ACM, 33:3, pp. 338- 348. Nielsen, J. (1994) Usability Inspection Methods. CHI'94, Boston, Massachusetts, USA, April 24-28, 1994 pp. 413-414. Nielsen, J. 1997, 'Usability Testing', in Handbook of Human Factors and Ergonomics, Ed G. Salvendy, John Wiley and Sons, pp. 1543-1568. RichardStrauss 2003, The Villa in Garmisch, Published on-line at Date Accessed Garmisch, Bavaria, Richar Strauus. Sandra, L. 2002, Task Analysis, pp 1-6. Saretto, C. J. (1997) A Survey of Interaction Issues Facing Navigation in Virtual Worlds. CHI 97: Conference on Human Factors in Computing Systems, Los Angeles, USA, April 18-23, 1997 pp. 1-7. Stanney, K. M., M. Mollaghasemi, L. Reeves, R. Breaux & D. A. Graeber (2003) Usability engineering of virtual environments (VEs): identifying multiple criteria that drive effective VE system design. International Journal of Human-Computer Studies, 58:4, pp. 447-481. Sutcliffe, A. & K. Deol Kaur 2000, Evaluating the Usability of Virtual Reality User Interfaces, Published online at Date Accessed Behaviour and Information Technology. Vinson, N. G. (1999) Design Guidelines for Landmark to Support Navigation in Virtual Environments. CHI'99: The CHI is the Limit ACM SIGCHI Conference on Human Factors in Computing Systems, Pittsburgh, PA USA, May 15 - 20, 1999 pp. 278-285. Zhang, Z. W. 2003, Usability Evaluation Methods, Published on-line at Date Accessed Drexel University

    Usability evaluation of non-immersive, desktop, photo-realistic virtual environments

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    This study is about the evaluation of non-immersive desktop web-based photo-realistic virtual environments using think-aloud protocol and heuristic evaluation to determine three aims: (1) whether applying the same usability evaluation methodologies result in additional usability guideline categoriesidentified from the Koykka, Ollikainen, Ranta-aho, Milszus, Wasserroth and Friedrich 1999 study; (2) whether think-aloud protocol or usability heuristic evaluation is a better evaluation method for identifying usability problems in desktop, photo-realistic virtual environments; and (3) whether large-scale desktop, photo-realistic virtual environments will have more usability problems than small-scale non-immersive, desktop, photo-realistic virtual environments. The results show that using the Emergent Theme Analysis (ETA), four broad themes were derived: functionality, interaction, appearance and user comments with functionality and interaction broad themes being similar to the categories suggested by Koykka et al. (1999). Furthermore, the results indicate that small-scale non-immersive, desktop, photo-realistic virtual environments had more usability problems than large-scale non-immersive, desktop, photo-realistic virtual environments, contrary to the hypothesis that large-scale VEs will have more usability problems due to its complexity and that the think-aloud protocol derived more themes compared to the heuristic evaluation – suggesting that TAP is a better usability evaluation method than HE in this type of study. However, a combination of the two qualitative methods has identified a greater number of usability problems, supporting the need for triangulation of research methods. The investigation resulted in new design guidelines that will allow for more usable design of non-immersive desktop, photo-realistic virtual environments. Furthermore, the study provides some new areas for future developments of usability evaluation methods for non-immersive desktop, photo-realistic virtual environments.PublishedNon Peer ReviewedAxup, J. 2002, Comparison of Usability Evaluation Methods (UEM), Published on-line at Date Accessed UserDesign.com. Bowman, D. A. 2002, 'Principles for the design of performance-oriented interaction techniques', . Bowman, D. A. & L. F. Hodges (1997) An Evaluation of Techniques for Grabbing and Manipulating Remote Objects in Immersive Virtual Environments. 1997 Symposium on Interactive 3D Graphics, April 1997 pp. 35 - ff. Bowman, D. A., D. B. Johnson & L. F. Hodges (1999) Evaluation of Virtual Environment Interaction Techniques. VRST'99: ACM Symposium on Virtual Reality Software and Technology, University College, London, December 20-22, 1999 pp. 26-33. Chen, J.-L. (2000) A model of wayfinding in virtual environments: Strategies for navigational aids. Dissertation Abstracts International: Section B: the Sciences & Engineering, 60:11-B, pp. 5701, US: Univ Microfilms International. Dalgarno, B. & J. Scott (1999) Usability Problems in Desktop Virtual Environments. OZCHI'99 Interfaces for the Global Community, Charles Sturt, Wagga Wagga, Australia, pp. 134 - 136. Darken, R. P. & J. L. Sibert (1996) Wayfinding Strategies and Behaviours in Large Virtual Environments. Computer-Human Interaction (CHI), . Goldbaum, H. 2003, The Virtual Wroxton Abbey, Published on-line at Date Accessed Oxfordshire, England, Wroxton College. Johnson, C. 1998, On the Problems of Validating DesktopVR Innovative User Interfaces: Multimedia and Multimodal User Interfaces, Wearable Computers and Virtual Reality, Published on-line at Date Accessed Proceedings of the HCI'98 Conference on People and Computers XIII. Koykka, M., R. Ollikainen, M. Ranta-aho, W. Milszus, S. Wasserroth & M. Friedrich (1999) Usability Heuristic Guidelines for 3D Multi-User Worlds. Interfaces for the Global Community, Charles Sturt University, Wagga Wagga, Australia, pp. 52 - 57. Molich, R. & J. Nielsen (1990) Improving a Human-Computer Dialogue. Communications of ACM, 33:3, pp. 338- 348. Nielsen, J. (1994) Usability Inspection Methods. CHI'94, Boston, Massachusetts, USA, April 24-28, 1994 pp. 413-414. Nielsen, J. 1997, 'Usability Testing', in Handbook of Human Factors and Ergonomics, Ed G. Salvendy, John Wiley and Sons, pp. 1543-1568. RichardStrauss 2003, The Villa in Garmisch, Published on-line at Date Accessed Garmisch, Bavaria, Richar Strauus. Sandra, L. 2002, Task Analysis, pp 1-6. Saretto, C. J. (1997) A Survey of Interaction Issues Facing Navigation in Virtual Worlds. CHI 97: Conference on Human Factors in Computing Systems, Los Angeles, USA, April 18-23, 1997 pp. 1-7. Stanney, K. M., M. Mollaghasemi, L. Reeves, R. Breaux & D. A. Graeber (2003) Usability engineering of virtual environments (VEs): identifying multiple criteria that drive effective VE system design. International Journal of Human-Computer Studies, 58:4, pp. 447-481. Sutcliffe, A. & K. Deol Kaur 2000, Evaluating the Usability of Virtual Reality User Interfaces, Published online at Date Accessed Behaviour and Information Technology. Vinson, N. G. (1999) Design Guidelines for Landmark to Support Navigation in Virtual Environments. CHI'99: The CHI is the Limit ACM SIGCHI Conference on Human Factors in Computing Systems, Pittsburgh, PA USA, May 15 - 20, 1999 pp. 278-285. Zhang, Z. W. 2003, Usability Evaluation Methods, Published on-line at Date Accessed Drexel University

    Evaluation of virtual environments.

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    xi, 214 leaves :col. ill. ; 30 cm. Includes bibliographical references. University of Otago department: Information Science. "22 July 2004".The concept of Virtual Reality (VR), a three-dimensional, computer-generated environment that allows for a single or multiple users to interact, navigate, respond, and experience a synthesized world modelled from the real world, has provided social, scientific, economic and technological change since its inception in the early 1960's. Since that time, VR has also evolved into many forms and taken different tangents. One form that it has taken is non-immersive desktop photo-realistic Virtual Environments (VEs), where real-world still images are joined together to create 360 degree panoramas of places and objects in time. The concept has become increasingly popular since its creation using Apple QuickTime Virtual Reality Authoring Studio (QTVRAS) in 1995. This study is about the evaluation of non-immersive desktop web-based photo-realistic virtual environments using a previously applied evaluation method for non-immersive desktop 3D multi-user environments conducted by Koykka, Ollikainen, Ranta-aho, Milszus, Wasserroth and Friedrich (1999). The two qualitative evaluation methods are think-aloud protocol analysis and heuristic evaluation. There are three aims in this study: (1 ) to determine whether applying the same usability evaluation methodologies result in additional usability guideline categories: 3D environments should provide support for orientation, navigation and movement, real world metaphors need to be clearly understandable and avoidance of delay and waiting periods in performance (identified from the Koykka et at. study); (2) to determine whether think-aloud protocol or usability heuristic evaluation is a better evaluation method, for identifying usability problems in desktop, photo-realistic virtual environments; and (3) to determine whether large-scale desktop, photo-realistic virtual environments will have more usability problems than small-scale non-immersive, desktop, photo-realistic virtual environments. It is hoped that by investigating these aims that design guidelines for desktop, photo-realistic virtual environments may be derived. Twelve subjects took part in evaluating two different web-based photo-realistic VEs using the Think-Aloud Protocol (TAP) and Jakob Nielsen's usability Heuristic Evaluation (HE). The think-aloud protocols were videotaped and the heuristic evaluation results were word-processed. A variation of the grounded theory research method called Emergent Themes Analysis (ETA) was used to "distil" the recorded narratives into broad themes. The results show that ETA derived four broad themes: functionality, interaction, appearance and user comments. Within each broad theme, sub-themes were also derived to produce possible design guidelines for desktop, photo-realistic virtual environments. The results also show that the functionality and interaction broad themes were similar to the categories suggested by Koykka et al. (1999). Furthermore, the results indicate that small-scale non-immersive, desktop, photo-realistic virtual environments had more usability problems than large-scale non-immersive, desktop, photo-realistic virtual environments, contrary to the hypothesis that large-scale VEs will have more usability problems due to its complexity. Using the ETA method to analyze the data, the think-aloud protocol derived more themes compared to the heuristic evaluation – suggesting that TAP is a better usability evaluation method than HE in this type of study. However, a combination of the two qualitative methods has identified a greater number of usability problems, supporting the need for triangulation of research methods. It is hoped that these new design guidelines will allow for more usable design of non-immersive desktop, photo-realistic virtual environments. 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