16 research outputs found

    Mobile Augmented Reality System Design Guidelines Based on Tourist’s Emotional State

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    Individual’s emotional states may change and influence their behavior when using mobile application. Studying the behavior and emotional state of user are necessary in the design of a Mobile Augmented Reality System and should be based on a good design principle. The design principle is useful as a guidance to develop a good mobile AR system. This paper will present a design guideline for Mobile Augmented Reality (MAR) for tourism. From the analysis of existing design guidelines of Mobile Augmented Reality (MAR) for tourism, an application design guidelines are proposed based on PAD’s theory, Human-computer Interaction and Usability principles. The design principle is to reduce cognitive overhead of tourist, learnability and suitable context for users. Six design principles were examined in this analysis. The analysis identified eleven suggestions for design principles and these recommendations are offered towards the design principles and developing prototype application for tourist in Malaysia

    A Multisensory Approach to Virtual Reality Stress Reduction

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    Forest bathing is a nature immersion practice that reduces stress, restores mental resources, and has a wide variety of use cases in the treatment of mental illnesses. Since many people who need the benefits of forest bathing have little access to nature, virtual reality (VR) is being explored as a tool for delivering accessible immersive nature experiences via virtual nature environments (VNE's). Research on VNE's mainly utilizes the audiovisual capabilities of VR, but since forest bathing is a fully multisensory experience, further investigations into the integration of other sensory technologies, namely smell and temperature, are essential for the future of VNE research.Comment: 5 pages, 2 figure

    Playing With Embodied Social Interaction : A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality

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    Revision Published: 11 May 2022Recently, there has been a burgeoning of immersive virtual reality (VR) applications in a variety of shapes, including gameful social VR. Despite a longstanding tradition of studying social factors in gameful computing, this perspective in the specific experiences of VR is only gaining traction. This highly multidisciplinary area of interest is immensely complex with potential consequences on individuals and social groups alike. To aid in constituting and systematizing this area of research from the early days, this paper explores 14 state-of-art publications on experimental research of social aspects in gameful VR. These were analysed predominantly based on the included manipulations and the studied outcomes resulting in the extraction of five and seven thematic wholes, respectively. Finally, based on the findings, four broad avenues to consider were emphasized as suggested paths for a comprehensive future of embodied gameful social VR application and research across a variety of disciplines.Peer reviewe

    Towards future pedestrian-vehicle interactions: Introducing theoretically-supported AR prototypes

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    The future urban environment may consist of mixed traffic in which pedestrians interact with automated vehicles (AVs). However, it is still unclear how AVs should communicate their intentions to pedestrians. Augmented reality (AR) technology could transform the future of interactions between pedestrians and AVs by offering targeted and individualized communication. This paper presents nine prototypes of AR concepts for pedestrian-AV interaction that are implemented and demonstrated in a real crossing environment. Each concept was based on expert perspectives and designed using theoretically-informed brainstorming sessions. Prototypes were implemented in Unity MARS and subsequently tested on an unmarked road using a standalone iPad Pro with LiDAR functionality. Despite the limitations of the technology, this paper offers an indication of how future AR systems may support future pedestrian-AV interactions

    Methodological reflections on capturing augmented space: insights from an augmented reality field study

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    The growing popularity of augmented reality has led to an increased overlaying of physical, offline space with digital, augmented space. This is particularly evident in the public space of big cities, which already feature a multitude of holographic content that can be experienced via augmented reality devices. But how can we methodically capture the interrelation between physical and augmented space? In this augmented reality field study, a historical building was holographically reconstructed in its original size on a public city square. The test people were then able to move around and view the hologram from different angles via high-tech augmented reality glasses. Due to its explorative character and constantly changing field conditions, including, among other things, the Covid-19 pandemic, we had to critically reflect and adapt our methods to take into account technical, environmental, social, operationalisation, and recruitment issues. After evaluating our solutions to these issues, this article aims to illustrate the methodological challenges and opportunities of augmented reality field studies and to provide an overview of best practices for capturing the interrelationship of physical and augmented space

    Interactive rapid prototyping combining 3D Printing and Augmented Reality

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    In the development of new products by the industry, a rapid prototyping stage is recommended so that an initial version of the product can be evaluated. In this way, any necessary corrections can be applied while still in the prototyping stage, preventing design errors from reaching the final product. Augmented Reality (AR) and 3D Printing are techniques that have become ubiquitous in recent years due to the reduction of equipment costs. Several works in the area of rapid prototyping have been developed with one of these techniques in isolation; a few works have tried to unite these two tools. In this work, we propose a new functional rapid prototyping process, combining 3D Printing and AR to create functional interactive prototypes. This process is accomplished by projecting the AR onto the 3D-printed prototype. It interprets the user’s gestures on the physical prototype, converting clicks and touches into actions to be executed on the AR virtual prototype, making the prototype functional and interactive. The proposed system is evaluated by means of case studies and the application of the UEQ (User Experience Questionnaire) to users who have tested the system. This way, it is possible to evaluate the relevance of the proposed process

    Design Patterns for Situated Visualization in Augmented Reality

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    Situated visualization has become an increasingly popular research area in the visualization community, fueled by advancements in augmented reality (AR) technology and immersive analytics. Visualizing data in spatial proximity to their physical referents affords new design opportunities and considerations not present in traditional visualization, which researchers are now beginning to explore. However, the AR research community has an extensive history of designing graphics that are displayed in highly physical contexts. In this work, we leverage the richness of AR research and apply it to situated visualization. We derive design patterns which summarize common approaches of visualizing data in situ. The design patterns are based on a survey of 293 papers published in the AR and visualization communities, as well as our own expertise. We discuss design dimensions that help to describe both our patterns and previous work in the literature. This discussion is accompanied by several guidelines which explain how to apply the patterns given the constraints imposed by the real world. We conclude by discussing future research directions that will help establish a complete understanding of the design of situated visualization, including the role of interactivity, tasks, and workflows.Comment: To appear in IEEE VIS 202

    Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.

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    Mobile heritage apps have become one of the most popular means for audience engagement and curation of museum collections and heritage contexts. This raises practical and ethical questions for both researchers and practitioners, such as: what kind of audience engagement can be built using mobile apps? what are the current approaches? how can audience engagement with these experience be evaluated? how can those experiences be made more resilient, and in turn sustainable? In this thesis I explore experience design scholarships together with personal professional insights to analyse digital heritage practices with a view to accelerating thinking about and critique of mobile apps in particular. As a result, the chapters that follow here look at the evolution of digital heritage practices, examining the cultural, societal, and technological contexts in which mobile heritage apps are developed by the creative media industry, the academic institutions, and how these forces are shaping the user experience design methods. Drawing from studies in digital (critical) heritage, Human-Computer Interaction (HCI), and design thinking, this thesis provides a critical analysis of the development and use of mobile practices for the heritage. Furthermore, through an empirical and embedded approach to research, the thesis also presents auto-ethnographic case studies in order to show evidence that mobile experiences conceptualised by more organic design approaches, can result in more resilient and sustainable heritage practices. By doing so, this thesis encourages a renewed understanding of the pivotal role of these practices in the broader sociocultural, political and environmental changes.AHRC REAC

    Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurística

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    La usabilidad es considerada uno de los factores más importantes en el desarrollo de productos de software. Este atributo de calidad está referido al grado en que, usuarios específicos de un determinado aplicativo, pueden fácilmente hacer uso del software para lograr su propósito. Dada la importancia de este aspecto en el éxito de las aplicaciones informáticas, múltiples métodos de evaluación han surgido como instrumentos de medición que permiten determinar si la propuesta de diseño de la interfaz de un sistema de software es entendible, fácil de usar, atractiva y agradable al usuario. El método de evaluación heurística es uno de los métodos más utilizados en el área de Interacción Humano-Computador (HCI) para este propósito debido al bajo costo de su ejecución en comparación otras técnicas existentes. Sin embargo, a pesar de su amplio uso extensivo durante los últimos años, no existe un procedimiento formal para llevar a cabo este proceso de evaluación. Jakob Nielsen, el autor de esta técnica de inspección, ofrece únicamente lineamientos generales que, según la investigación realizada, tienden a ser interpretados de diferentes maneras por los especialistas. Por tal motivo, se ha desarrollado el presente proyecto de investigación que tiene como objetivo establecer un proceso sistemático, estructurado, organizado y formal para llevar a cabo evaluaciones heurísticas a productos de software. En base a un análisis exhaustivo realizado a aquellos estudios que reportan en la literatura el uso del método de evaluación heurística como parte del proceso de desarrollo de software, se ha formulado un nuevo método de evaluación basado en cinco fases: (1) planificación, (2) entrenamiento, (3) evaluación, (4) discusión y (5) reporte. Cada una de las fases propuestas que componen el protocolo de inspección contiene un conjunto de actividades bien definidas a ser realizadas por el equipo de evaluación como parte del proceso de inspección. Asimismo, se han establecido ciertos roles que deberán desempeñar los integrantes del equipo de inspectores para asegurar la calidad de los resultados y un apropiado desarrollo de la evaluación heurística. La nueva propuesta ha sido validada en dos escenarios académicos distintos (en Colombia, en una universidad pública, y en Perú, en dos universidades tanto en una pública como en una privada) demostrando en todos casos que es posible identificar más problemas de usabilidad altamente severos y críticos cuando un proceso estructurado de inspección es adoptado por los evaluadores. Otro aspecto favorable que muestran los resultados es que los evaluadores tienden a cometer menos errores de asociación (entre heurística que es incumplida y problemas de usabilidad identificados) y que la propuesta es percibida como fácil de usar y útil. Al validarse la nueva propuesta desarrollada por el autor de este estudio se consolida un nuevo conocimiento que aporta al bagaje cultural de la ciencia.Tesi
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