2,170 research outputs found

    It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games

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    This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. Structural equation modeling was used to demonstrate that cognitive skills such as mental rotation ability and eye/hand coordination predicted performance for both controllers, but the motion control was significantly more frustrating. Moreover, increased performance was only related to game ratings for the traditional controller input. We interpret these data as evidence that, contrary to the assumption that motion controlled interfaces are more naturally mapped than traditional push-button controllers, the traditional controller was more naturally mapped as an interface for gameplay

    The Clinical Assessment and Remote Administration Tablet

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    Electronic data capture of case report forms, demographic, neuropsychiatric, or clinical assessments, can vary from scanning hand-written forms into databases to fully electronic systems. Web-based forms can be extremely useful for self-assessment; however, in the case of neuropsychiatric assessments, self-assessment is often not an option. The clinician often must be the person either summarizing or making their best judgment about the subject’s response in order to complete an assessment, and having the clinician turn away to type into a web browser may be disruptive to the flow of the interview. The Mind Research Network has developed a prototype for a software tool for the real-time acquisition and validation of clinical assessments in remote environments. We have developed the clinical assessment and remote administration tablet on a Microsoft Windows PC tablet system, which has been adapted to interact with various data models already in use in several large-scale databases of neuroimaging studies in clinical populations. The tablet has been used successfully to collect and administer clinical assessments in several large-scale studies, so that the correct clinical measures are integrated with the correct imaging and other data. It has proven to be incredibly valuable in confirming that data collection across multiple research groups is performed similarly, quickly, and with accountability for incomplete datasets. We present the overall architecture and an evaluation of its use

    Designing Intra-Hand Input for Wearable Devices

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    Department of Biomedical Engineering (Human Factors Engineering)Current trends toward the miniaturization of digital technology have enabled the development of versatile smart wearable devices. Powered by capable processors and equipped with advanced sensors, this novel device category can substantially impact application areas as diverse as education, health care, and entertainment. However, despite their increasing sophistication and potential, input techniques for wearable devices are still relatively immature and often fail to reflect key practical constraints in this design space. For example, on-device touch surfaces, such as the temple touchpad of Google Glass, are typically small and out-of-sight, thus limiting their expressivity capability. Furthermore, input techniques designed specifically for Head-Mounted Displays (HMDs), such as free-hand (e.g., Microsoft Hololens) or dedicated controller (e.g., Oculus VR) tracking, exhibit low levels of social acceptability (e.g., large-scale hand gestures are arguably unsuited for use in public settings) and are vulnerable to cause fatigue (e.g., gorilla arm) in long-term use. Such factors limit their real-world applicability. In addition to these difficulties, typical wearable use scenarios feature various situational impairments, such as encumbered use (e.g., having one hand busy), mobile use (e.g., while walking), and eyes-free use (e.g., while responding to real-world stimuli). These considerations are weakly catered for by the design of current wearable input systems. This dissertation seeks to address these problems by exploring the design space of intra-hand input, which refers to small-scale actions made within a single hand. In particular, through a hand-mounted sensing system, intra-hand input can include diverse input surfaces, such as between fingers (e.g., fingers-to-thumb and thumb-to-fingers inputs) to body surfaces (e.g., hand-to-face inputs). Here, I identify several advantages of this form of hand input, as follows. First, the hand???s high dexterity can enable comfortable, quick, accurate, and expressive inputs of various types (e.g., tap, flick, or swipe touches) at multiple locations (e.g., on each of the five fingers or other body surfaces). In addition, many viable forms of these input movements are small-scale, promising low fatigue over long-term use and basic actions that are discrete and socially acceptable. Finally, intra-hand input is inherently robust to many common situational impairments, such as use that take place in eyes-free, public, or mobile settings. Consolidating these prospective advantages, the general claim of this dissertation is that intra-hand input is an expressive and effective modality for interaction with wearable devices such as HMDs. The dissertation seeks to demonstrate that this claim holds in a range of wearable scenarios and applications, and with measures of both objective performance (e.g., time, errors, accuracy) and subjective experience (e.g., comfort or social acceptability). Specifically, in this dissertation, I verify the referred general claim by demonstrating it in three separate scenarios. I begin by exploring the design space of intra-hand input by studying the specific case of touches to a set of five touch-sensitive five nails. To this end, I first conduct an exploratory design process in which a large set of 144 input actions are generated, followed by two empirical studies on comfort and performance that refine such a large set to 29 viable inputs. The results of this work indicate that nail touches are an accessible, expressive, and comfortable form of input. Based on these results, in the second scenario, I focused on text entry in a mobile setting with the same nail form-factor system. Through a comparative empirical study involving both sitting and mobile conditions, nail-based touches were confirmed to be robust to physical disturbance while mobile. A follow-up word repetition study indicated that text entry studies of up to 33.1 WPM could be achieved when key layouts were appropriately optimized for the nail form factor. These results reveal that intra-hand inputs are suitable for complex input tasks in mobile contexts. In the third scenario, I explored an alternative form of intra-hand input that relies on small-scale hand touches to the face via the lens of social acceptability. This scenario is especially valuable for multi-wearables usage contexts, as single hand-mounted systems can enable input from a proximate distance for each scattered device around the body (e.g., hand-to-face input for smartglass or ear-worn device and inter-finger input with wristwatch usage posture for smartwatch). In fact, making an input on the face can attract unwanted, undue attention from the public. Thus, the design stage of this work involved elicitation of diverse unobtrusive and socially acceptable hand-to-face actions from users, that is, outcomes that were then refined into five design strategies that can achieve socially acceptable input in this setting. Follow-up studies on a prototype that instantiates these strategies validate their effectiveness and provide a characterization of the speed and accuracy achieved by the user with each system. I argue that this spectrum of metrics, recorded over a diverse set of scenarios, supports the general claim that intra-hand inputs for wearable devices can be expressively and effectively operated in terms of objective performance (e.g., time, errors, accuracy) and subjective experience (e.g., comfort or social acceptability) in common wearable use scenarios, such as when mobile and in public. I conclude with a discussion of the contributions of this work, scope for further developments, and the design issues that need to be considered by researchers, designers, and developers who seek to implement these types of input. This discussion spans diverse considerations, such as suitable tracking technologies, appropriate body regions, viable input types, and effective design processes. Through this discussion, this dissertation seeks to provide practical guidance to support and accelerate further research efforts aimed at achieving real-world systems that realize the potential of intra-hand input for wearables.clos

    Expanding the bounds of seated virtual workspaces

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    Mixed Reality (MR), Augmented Reality (AR) and Virtual Reality (VR) headsets can improve upon existing physical multi-display environments by rendering large, ergonomic virtual display spaces whenever and wherever they are needed. However, given the physical and ergonomic limitations of neck movement, users may need assistance to view these display spaces comfortably. Through two studies, we developed new ways of minimising the physical effort and discomfort of viewing such display spaces. We first explored how the mapping between gaze angle and display position could be manipulated, helping users view wider display spaces than currently possible within an acceptable and comfortable range of neck movement. We then compared our implicit control of display position based on head orientation against explicit user control, finding significant benefits in terms of user preference, workload and comfort for implicit control. Our novel techniques create new opportunities for productive work by leveraging MR headsets to create interactive wide virtual workspaces with improved comfort and usability. These workspaces are flexible and can be used on-the-go, e.g., to improve remote working or make better use of commuter journeys

    Guidelines for Feature Matching Assessment of Brain–Computer Interfaces for Augmentative and Alternative Communication

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    Purpose--Brain–computer interfaces (BCIs) can provide access to augmentative and alternative communication (AAC) devices using neurological activity alone without voluntary movements. As with traditional AAC access methods, BCI performance may be influenced by the cognitive–sensory–motor and motor imagery profiles of those who use these devices. Therefore, we propose a person-centered, feature matching framework consistent with clinical AAC best practices to ensure selection of the most appropriate BCI technology to meet individuals\u27 communication needs. Method--The proposed feature matching procedure is based on the current state of the art in BCI technology and published reports on cognitive, sensory, motor, and motor imagery factors important for successful operation of BCI devices. Results--Considerations for successful selection of BCI for accessing AAC are summarized based on interpretation from a multidisciplinary team with experience in AAC, BCI, neuromotor disorders, and cognitive assessment. The set of features that support each BCI option are discussed in a hypothetical case format to model possible transition of BCI research from the laboratory into clinical AAC applications. Conclusions--This procedure is an initial step toward consideration of feature matching assessment for the full range of BCI devices. Future investigations are needed to fully examine how person-centered factors influence BCI performance across devices

    How to Evaluate Object Selection and Manipulation in VR? Guidelines from 20 Years of Studies

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    The VR community has introduced many object selection and manipulation techniques during the past two decades. Typically, they are empirically studied to establish their benefts over the state-of-the-art. However, the literature contains few guidelines on how to conduct such studies; standards developed for evaluating 2D interaction often do not apply. This lack of guidelines makes it hard to compare techniques across studies, to report evaluations consistently, and therefore to accumulate or replicate fndings. To build such guidelines, we review 20 years of studies on VR object selection and manipulation. Based on the review, we propose recommendations for designing studies and a checklist for reporting them.We also identify research directions for improving evaluation methods and ofer ideas for how to make studies more ecologically valid and rigorous.</p

    How to Evaluate Object Selection and Manipulation in VR? Guidelines from 20 Years of Studies

    Get PDF
    The VR community has introduced many object selection and manipulation techniques during the past two decades. Typically, they are empirically studied to establish their benefts over the state-of-the-art. However, the literature contains few guidelines on how to conduct such studies; standards developed for evaluating 2D interaction often do not apply. This lack of guidelines makes it hard to compare techniques across studies, to report evaluations consistently, and therefore to accumulate or replicate fndings. To build such guidelines, we review 20 years of studies on VR object selection and manipulation. Based on the review, we propose recommendations for designing studies and a checklist for reporting them.We also identify research directions for improving evaluation methods and ofer ideas for how to make studies more ecologically valid and rigorous.</p

    Globalisation and Outsourcing: Confronting New Human Resource Challenges in India’s Business Process Outsourcing Industry

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    In this article, we argue that the rapid growth of the outsourcing industry has resulted in both high turnover and labour shortages and at the same time provided employment opportunities to a new group of employees: young upwardly mobile college graduates. We argue that this particular demographic profile is prone to high turnover and presents new managerial challenges. We then examine the variety of recruitment and retention strategies that companies in the business process outsourcing industry are experimenting with and show that many novel HR strategies are being crafted to address the needs of this young middle-class workforce. We also examine macro efforts by state and central governments and the industry association to help resolve some of these problems

    Experiences of People with Visual Impairments in Accessing Online Information and Services: A Systematic Literature Review

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    The World Wide Web is the largest source of electronic information in the world. Over the years, rapid advances in the internet have made it less accessible thereby making it increasingly difficult for people with visual impairments to access online information and services. This paper systematically reviews previous research to identify challenges that people with visual impairments face, and the role of accessibility technologies and guidelines to support people with visual impairments in their access to online information and services. The findings discuss three categories emerged from the literature: inaccessible content for the visually impaired, improving website accessibility for the visually impaired, and accessibility technologies and their benefits and limitations for people with visual impairments. The findings further discuss the usability issues which are present in accessing online content, the different attempts that have been made to mitigate these problems, and the different guidelines and tools that can be adopted by web designers to make websites more accessible for the visually impaired. It also discusses the versatility and availability of various accessibility technologies. Although these technologies provide basic access to online information, they are greatly limited in their functionality. Therefore, it is up to the web designers to change their perceptions when designing websites. With the proper use of the guidelines, the capabilities of accessibility technologies can be accommodated in making information provided accessible to all users including those with visual impairments. The contributions of this research are that it offers a rigorous narrative review to summarise the state of knowledge on challenges that people with visual impairments face in accessing online information and services, the support and limitations of accessibility technologies in addressing some of these challenges. In addition, this study identifies gaps and areas that deserve more scrutiny in future research including digital exclusion issues among the visually impaired, explanation on the unwillingness of web designers to develop accessible websites, improvements to accessibility technologies to support increasingly visually complex websites, among others. Since the visually impaired are a diverse group with different degrees of impairments, needs and preferences, we encourage researchers to involve them in future studies. Available at: https://aisel.aisnet.org/pajais/vol11/iss2/3
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