6 research outputs found

    Testing a Shape-Changing Haptic Navigation Device With Vision-Impaired and Sighted Audiences in an Immersive Theater Setting

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    Flatland was an immersive “in-the-wild” experimental theater and technology project, undertaken with the goal of developing systems that could assist “real-world” pedestrian navigation for both vision-impaired (VI) and sighted individuals, while also exploring inclusive and equivalent cultural experiences for VI and sighted audiences. A novel shape-changing handheld haptic navigation device, the “Animotus,” was developed. The device has the ability to modify its form in the user's grasp to communicate heading and proximity to navigational targets. Flatland provided a unique opportunity to comparatively study the use of novel navigation devices with a large group of individuals (79 sighted, 15 VI) who were primarily attending a theater production rather than an experimental study. In this paper, we present our findings on comparing the navigation performance (measured in terms of efficiency, average pace, and time facing targets) and opinions of VI and sighted users of the Animotus as they negotiated the 112 m2 production environment. Differences in navigation performance were nonsignificant across VI and sighted individuals and a similar range of opinions on device function and engagement spanned both groups. We believe more structured device familiarization, particularly for VI users, could improve performance and incorrect technology expectations (such as obstacle avoidance capability), which influenced overall opinion. This paper is intended to aid the development of future inclusive technologies and cultural experiences

    The S-BAN: insights into the perception of shape-changing haptic interfaces via virtual pedestrian navigation

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    Screen-based pedestrian navigation assistance can be distracting or inaccessible to users. Shape-changing haptic interfaces can overcome these concerns. The S-BAN is a new handheld haptic interface that utilizes a parallel kinematic structure to deliver 2-DOF spatial information over a continuous workspace, with a form factor suited to integration with other travel aids. The ability to pivot, extend and retract its body opens possibilities and questions around spatial data representation. We present a static study to understand user perception of absolute pose and relative motion for two spatial mappings, showing highest sensitivity to relative motions in the cardinal directions. We then present an embodied navigation experiment in virtual reality. User motion efficiency when guided by the S-BAN was statistically equivalent to using a vision-based tool (a smartphone proxy). Although haptic trials were slower than visual trials, participants’ heads were more elevated with the S-BAN, allowing greater visual focus on the environment

    Transparency in Persuasive Technology, Immersive Technology and Online Marketing: A Narrative Review. EROGamb 2 Narrative Review

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    In the current age of emerging technologies and big data, transparency has become an important issue in online marketing for not only consumers’ online privacy but also their impression of trustworthiness, integrity and good conduct (Seizov and Wulf, 2020; DiStaso and Bortree, 2012; Rawlins, 2008). However, there is a lack of consensus on what constitutes or relates to transparency across domains of research, not to mention clear guidelines to achieve transparency for designers and marketers. The main aim of this review is to examine the transparency-related aspects, either elements and mechanisms or issues and risks, implemented or discussed in the fields of persuasive technology, immersive technology and online marketing. In this multidisciplinary narrative review, we explored the question of what transparency means in current research and practices by reviewing the existing literature in the three fields. Whilst the focus is on the above mentioned fields, the knowledge synthesised from this review is transferrable to a range of contexts relating to communication of information in the digital world. Literature searches were conducted in Web of Science. Two experienced reviewers independently screened titles and abstracts. For potentially eligible studies, one reviewer read the full texts. To be included, the article had to be relevant to transparency and within the field of persuasive technology, immersive technology or online marketing. Transparency could appear in various forms, given the lack of definition and discussion of transparency in literature. Relevance to transparency was evaluated based on the elements, mechanism or current practices implemented or discussed in the literature regarding the lack or support of transparency. Through this narrative review, we provide insights into the different aspects of transparency involved in persuasive technology, immersive technology and online marketing. Addressing these aspects will facilitate the users’ or consumers’ freedom and autonomy and thus contribute to their informed decision making. In summary, transparency in persuasive technology involves transparency of persuasive design and techniques, transparency of potential risks and user autonomy, and informed decision making and dark patterns of design. Similarly, transparency in immersive technology involves transparency of potential risks, transparency of system and user control, and using immersive technology as a tool for enhancing information transparency and informed decision making. Transparency in online marketing comprises organisational transparency, information transparency, transparency of data privacy and informed consent, and transparency of online advertising and social media. We summarised the recommendations based on this review to guide the design and practice of transparency. In future, more efforts should be focused on ensuring users’ awareness and understanding regarding the persuasive nature and intention in persuasive technology, and the computing process where possible, and these efforts involvesimproving related regulation and policy, raising awareness of the relationship between transparency and trustworthiness, and improving the design of information disclosure. Transparency also involves the notion that new technologies should be designed and developed to support human-computer collaboration and reciprocity. Also, visualisation could support transparency of recommendations by providing users with the rationale behind suggested items. User consent should be achieved prior to a data collection process, including the purpose of data collection, what data is collected, and how the data is stored, anonymised and removed. Information should also be made transparent regarding the potential impact or risks of the technology, including how it may interfere with users’ activities and restrict their autonomy. Benefits and risks of the technology should be given equal value in consent forms to be presented to users. the potential solution to improving transparency involves a human-centred, personalised approach to the design of new technologies. The good practices for transparency of persuasive and immersiv

    Transparency in persuasive technology, immersive technology, and online marketing: Facilitating users’ informed decision making and practical implications

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    In the current age of emerging technologies and big data, transparency has become an important issue for technology users and online consumers. However, there is a lack of consensus on what constitutes transparency across domains of research, not to mention transparency guidelines for designers and marketers. In this review, we explored the question of what transparency means in current research and practices by reviewing the literature in three domains: persuasive technology, immersive technology and online marketing. Literature reviewed, including both empirical research and position articles, covered multidisciplinary areas including computer science and information technology, psychology, healthcare, human computer interaction, business and management, law and public health. In this paper, we summarized our findings through a framework of transparency and provided insights into the different aspects of transparency, categorized into ten themes (i.e., Organizational Transparency, Information Transparency, Transparency of System Design, Data Privacy and Informed Consent, Transparency of Online Advertising, Potential Risks, User Autonomy, Informed Decision Making, Information Visualization, Personalization and User-centered design) along three dimensions (i.e., Types of transparency, Impact on User and Potential Solutions). Addressing aspects of transparency will facilitate users’ autonomy and contribute to their informed decision making

    Transparency in persuasive technology, immersive technology, and online marketing: facilitating users’ informed decision making and practical implications

    Get PDF
    In the current age of emerging technologies and big data, transparency has become an important issue for technology users and online consumers. However, there is a lack of consensus on what constitutes transparency across domains of research, not to mention transparency guidelines for designers and marketers. In this review, we explored the question of what transparency means in current research and practices by reviewing the literature in three domains: persuasive technology, immersive technology and online marketing. Literature reviewed, including both empirical research and position articles, covered multidisciplinary areas including computer science and information technology, psychology, healthcare, human computer interaction, business and management, law and public health. In this paper, we summarized our findings through a framework of transparency and provided insights into the different aspects of transparency, categorized into ten themes (i.e., Organizational Transparency, Information Transparency, Transparency of System Design, Data Privacy and Informed Consent, Transparency of Online Advertising, Potential Risks, User Autonomy, Informed Decision Making, Information Visualization, Personalization and User-centered design) along three dimensions (i.e., Types of transparency, Impact on User and Potential Solutions). Addressing aspects of transparency will facilitate users’ autonomy and contribute to their informed decision making

    Active-Proprioceptive-Vibrotactile and Passive-Vibrotactile Haptics for Navigation

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    Navigation is a complex activity and an enabling skill that humans take for granted. It is vital for humans as it fosters spatial awareness, enables exploration, facilitates efficient travel, ensures safety, supports daily activities, promotes cognitive development, and provides a sense of independence. Humans have created tools for diverse activities, including navigation. Usually, these tools for navigation are vision-based, but for situations where visual channels are obstructed, unavailable, or are to be complemented for immersion or multi-tasking, touch-based tools exist. These touch-based tools or devices are called haptic displays. Many different types of haptic displays are employed by a range of fields from telesurgery to education and navigation. In the context of navigation, certain classes of haptic displays are more popular than others, for example, passive multi-element vibrotactile haptic displays, such as haptic belts. However, certain other classes of haptic displays, such as active proprioceptive vibrotactile and passive single-element vibrotactile, may be better suited for certain practical situations and may prove to be more effective and intuitive for navigational tasks than a popular option, such as a haptic belt. However, these other classes have not been evaluated and cross-compared in the context of navigation. This research project aims to contribute towards the understanding and, consequently, the improvement of designs and user experience of navigational haptic displays by thoroughly evaluating and cross-comparing the effectiveness and intuitiveness of three classes of haptic display (passive single-element vibrotactile; passive multi-element vibrotactile; and various active proprioceptive vibrotactile) for navigation. Evaluation and cross-comparisons take into account quantitative measures, for example, accuracy, response time, number of repeats taken, experienced mental workload, and perceived usability, as well as qualitative feedback collected through informal interviews during the testing of the prototypes. Results show that the passive single-element vibrotactile and active proprioceptive vibrotactile classes can be used as effective and intuitive navigational displays. Furthermore, results shed light on the multifaceted nature of haptic displays and their impact on user performance, preferences, and experiences. Quantitative findings related to performance combined with qualitative findings emphasise that one size does not fit all, and a tailored approach is necessary to address the varying needs and preferences of users
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