7 research outputs found

    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

    Virtual reality-enhanced stroke rehabilitation

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    Use of Incremental Adaptation and Habituation Regimens for Mitigating Optokinetic Side-effects

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    The use of incremental and repeated exposures regimens have been put forth as effective means to mitigate visually induced motion sickness based on the Dual Process Theory (DPT) (Groves & Thompson, 1970) of neural plasticity. In essence, DPT suggests that by incrementing stimulus intensity the depression opponent process should be allowed to exert greater control over the net outcome than the sensitization opponent process, thereby minimizing side-effects. This conceptual model was tested by empirically validating the effectiveness of adaptation, incremental adaptation, habituation, and incremental habituation regimens to mitigate side-effects arising from exposure to an optokinetic drum. Forty college students from the University of Central Florida participated in the experimentation and were randomly assigned to a regimen. Efforts were taken to balance distribution of participants in the treatments for gender and motion sickness susceptibility. Results indicated that overall, the application of an incremental regimen is effective in reducing side-effects (e.g. malaise, dropout rates, postural instabilities, etc.) when compared to a non-incremented regimen, whether it be a one-time or repeated exposure. Furthermore, the application of the Motion History Questionnaire (MHQ) (Graybiel & Kennedy, 1965) for identifying high and low motion sickness susceptible individuals proved effective. Finally, gender differences in motion sickness were not found in this experiment as a result of balancing susceptibility with the gender subject variable. Findings from this study can be used to aid effective design of virtual environment (VE) usage regimens in an effort to manage cybersickness. Through pre-exposure identification of susceptible individuals via the MHQ, exposure protocols can be devised that may extend limits on exposure durations, mitigate side-effects, reduce dropout rates, and possibly increase training effectiveness. This document contains a fledgling set of guidelines form VE usage that append those under development by Stanney, Kennedy, & Kingdon (In press) and other previously established guidelines form simulator use (Kennedy et al., 1987). It is believed that through proper allocation of effective VE usage regimens cybersickness can be managed, if susceptible individuals are identified prior to exposure

    The effectiveness of training in virtual environments

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    The research presented in this thesis explores the use of consumer virtual reality technology for training, comparing its validity to more traditional training formats. The need to evaluate the effectiveness of training in virtual environments is critical as a wider audience gains access to an array of emerging virtual reality consumer devices. Training is an obvious use case for these devices. This is motivated by the well-known success of domain-specific training simulators, the ability to train in safe, controlled environments and the potential to launch training programs when the physical components required to complete a task are not readily available. In this thesis, we present four user studies that aim to compare the effectiveness of systems with varying levels of immersion for learning transfer of several tasks, ranging from object location spatial memory to more complex assembly procedures. For every study, evaluation of the effectiveness of training took place in a real-world, physical environment. The first two studies compare geometric and self-motion models in describing human spatial memory through scale distortions of real and virtual environments. The third study examines the effect of level of immersion, self-avatar and environmental fidelity on object location memory in real and virtual environments. The fourth study compares the effectiveness of physical training and virtual training for teaching a bimanual assembly task. Results highlight the validity of virtual environments for training. The overall conclusion is that virtual training can yield a resulting performance that is superior to other, more traditional training formats. Combined, the outcomes of each of the user studies motivate further study of consumer virtual reality systems in training and suggest considerations for the design of such virtual environments

    VR and spatial awareness in disabled children

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