16,768 research outputs found

    Actors, Avatars and Agents: Potentials and Implications of Natural Face Technology for the Creation of Realistic Visual Presence

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    We are on the cusp of creating realistic, interactive, fully rendered human faces on computers that transcend the “uncanny valley,” widely known for capturing the phenomenon of “eeriness” in faces that are almost, but not fully realistic. Because humans are hardwired to respond to faces in uniquely positive ways, artificial realistic faces hold great promise for advancing human interaction with machines. For example, realistic avatars will enable presentation of human actors in virtual collaboration settings with new levels of realism; artificial natural faces will allow the embodiment of cognitive agents, such as Amazon’s Alexa or Apple’s Siri, putting us on a path to create “artificial human” entities in the near future. In this conceptual paper, we introduce natural face technology (NFT) and its potential for creating realistic visual presence (RVP), a sensation of presence in interaction with a digital actor, as if present with another human. We contribute a forward-looking research agenda to information systems (IS) research, comprising terminology, early conceptual work, concrete ideas for research projects, and a broad range of research questions for engaging with this emerging, transformative technology as it becomes available for application. By doing so, we respond to calls for “blue ocean research” that explores unchartered territory and makes a novel technology accessible to IS early in its application. We outline promising areas of application and foreshadow philosophical, ethical, and conceptual questions for IS research pertaining to the more speculative phenomena of “living with artificial humans.

    Immersive Kansei Engineering : A New Method and its Potentials

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    Product development becomes more and more complex. Products obtain more and more functions and at the same time they must be still attractive for the customers to ensure a successful product launch. To predict their acceptance and to gain knowledge on how to design attractive products new methods are developed in the field of the emotional design. Such a method is the Kansei Engineering, which collects the customers hidden subjective needs and their translation into concrete products. We present and validate a new form of the Kansei Engineering method for emotional assessment by the customers during the product development, based on an interactive product experience in Virtual Reality. The major novelty of our kind of method is the use of immersive representations which focuses on both, the product itself and its environmental context, too. Customers experience these virtual representations quite dynamically and with this freely describe their emotional influence on them. We come to the conclusion that more reliable emotional customer feedback can be acquired through the implementation of the proposed context paradigm shift. The fusion of product and environmental context enables the simultaneous role of the customer as a subject (actor) and an object (observer) in the virtual world, thus promoting reliable emotional reactions. Despite of some disadvantages, we propose Immersive Kansei Engineering as a reliable method for emotional product assessment by the customer

    Best Practice for Casualty Simulation - Role-playing Actor, High Fidelity Mannequin Simulation, or Virtual Reality?

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    Objective: The purpose of this systemic review of the literature is to determine the best practice with regards to simulating casualties during a disaster response exercise. Methods: MEDLINE was searched from 1950 till present for the key terms of disaster, simulation, and emergency preparedness. Articles were included which met the following criteria: English language, human subjects, original research using any research design (with or without intervention), and primary focus of disaster preparedness using simulation, virtual reality, or role playing actors. Results: Of the 386 articles reviewed only 18 met inclusion criteria. The literature is primarily descriptive in nature with regards to simulation in disaster preparedness. Seven articles (38%) were analytical in study design with the rest being observational or descriptive. The populations varied widely among the included articles ranging from participants at a formal training class to medical students to residents and finally nurses and full trained physicians. The majority of studies including the analytical ones used convenience sampling. These articles were assigned a level of evidence and best practice recommendations and conclusions were then determined. Conclusions: The results show that virtual reality and high-fidelity mannequin based simulation are at least equivalent to the traditional full scale exercise. In addition, both modalities have the advantage of allowing invasive procedures to be performed as well as giving a more realistic time frame experience for the participant. These modalities can be incorporated into future disaster response drills in order to complement each individual modalities strengths and weaknesses

    Science Fictioning Singularities: The Diagrammatic Imaginaries of Physics

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    Data Loam focuses on the future of knowledge systems in texts about artificial intelligence, cybernetics, and cryptoeconomics – as a means of counteracting end-of-the-world fears

    Self-induced Footsteps Sounds in Virtual Reality: Latency, Recognition, Quality and Presence

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    In this paper we describe the results of experiments whose goal is to investigate the effect of enhancing a virtual reality experience with the sound of synthetic footsteps. Results show that the sense of presence is enhanced when the sound of one’s own motion is added. Furthermore, the experiments show that the threshold for detection of latency between motion and sound is raised when visual stimuli is introduced. 1

    Face It, Users Don’t Care: Affinity and Trustworthiness of Imperfect Digital Humans

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    Digital humans are growing in application and popularity, both as avatars for people and as standalone artificial intelligence-controlled agents. While the technology to make a digital human look more realistic is improving, we know little about how realistic they need to be. Humans are exceptionally good at identifying imperfect digital reproductions of human faces, so it has been reasoned that the slightest imperfections in the visual design of digital humans may translate into reduced acceptance and effectiveness. The broadly held wisdom is that digital humans should be photorealistic and indistinguishable from real people. To examine this common belief we collected data on individuals’ affinity and trustworthiness in photorealistic digital humans when engaged in a product bidding situation, along with a human presenter with varying degrees of video imperfections. The results reveal that participants noticed some of the video imperfections, but this did not adversely affect their willingness to pay, affinity, or trust. We found that once digital humans become close to realistic, users simply do not care about visual imperfection

    A Seeing Place – Connecting Physical and Virtual Spaces

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    In the experience and design of spaces today, we meet both reality and virtuality. But how is the relation between real and virtual construed? How can we as researchers and designers contribute to resolving the physical-virtual divide regarding spaces? This thesis explores the relations between the physical and the virtual and investigates ways of connecting physical and virtual space, both in theory and practice.\ua0The basic concepts of the thesis are Space, Place, and Stage. The central idea is that the stage is a strong conceptual metaphor that has the capacity to work as a unifying concept relating physical and virtual spaces and forming a place for attention, agreements, and experience – A Seeing Place. The concept of seeing place comes from the Greek word theatre, meaning a “place for seeing”, both in the sense of looking at and understanding.\ua0In certain situations, the relations between physical and virtual spaces become important for users’ experience and understanding of these situations. This thesis presents seven cases of physical-virtual spaces, in the field of architectural and exhibition design. The method of these studies is research by design. The discussion then focuses on how each setting works as a stage, and how conceptual metaphors can contribute to the connection between physical and virtual spaces.\ua0Building upon the explorations and experiments in different domains, the thesis contains a collection of seven papers concerning the relations between physical and virtual space in different contexts outside the world of theatre. These papers range from more technical about Virtual Reality (design of networked collaborative spaces) to more conceptual about staging (methods in interaction design) and virtual space (using a transdisciplinary approach).\ua0The results of those studies suggest that the Stage metaphor of a physical-virtual space can contribute to the elucidating of relations between physical and virtual spaces in number of ways. Conceptually, the stage metaphor links together the semiotic and the hermeneutic views of space and place. And, from a practice-based perspective, A Seeing Place view opens up the way to creating contemporary spaces and resolving the physical-virtual divide
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