9,280 research outputs found

    Multi-View Web Interfaces in Augmented Reality

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    The emergence of augmented reality (AR) is reshaping how people can observe and interact with their physical world and digital content. Virtual instructions provided by see-through AR can greatly enhance the efficiency and accuracy of physical tasks, but the cost of content authoring in previous research calls for more utilization of legacy information in AR. Web information is a great source hosting a wide range of legacy and instructional resources, yet current web browsing experience in AR headsets has not exploited the advantage of 3D immersive space mixing the real and virtual environments. Instead of creating new AR content or transforming from legacy resources, this research investigates how to better present web interfaces in AR headsets, especially in a physical task instruction context. A new approach multi-view AR web interfaces is proposed, which suggests separating web components into multiple panels that can be freely arranged in the user's surrounding 3D space. The separation and arrangement would allow more flexible combination of web content from multiple sources and with other AR applications in the user's field of view. This thesis presents a remote and self-guided elicitation user study with 15 participants that derives layout arrangement preferences of the proposed multi-view interfaces. The study uses a VR system developed to simulate three scenarios of performing real-world tasks instructed by multi-view AR web content involving different types of media. The study analyzes how users arrange such web interfaces, and the system also simulates various physical environments and general AR applications to investigate their impact on the virtual interface arrangement. According to participant survey responses and interface arrangement data, the study identifies patterns in interface layout, grouping relationships between interfaces, physical environment constraints, and relationships between web interfaces and general applications. Then five implementation strategies are suggested based on the design preference findings

    Towards memory supporting personal information management tools

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    In this article we discuss re-retrieving personal information objects and relate the task to recovering from lapse(s) in memory. We propose that fundamentally it is lapses in memory that impede users from successfully re-finding the information they need. Our hypothesis is that by learning more about memory lapses in non-computing contexts and how people cope and recover from these lapses, we can better inform the design of PIM tools and improve the user's ability to re-access and re-use objects. We describe a diary study that investigates the everyday memory problems of 25 people from a wide range of backgrounds. Based on the findings, we present a series of principles that we hypothesize will improve the design of personal information management tools. This hypothesis is validated by an evaluation of a tool for managing personal photographs, which was designed with respect to our findings. The evaluation suggests that users' performance when re-finding objects can be improved by building personal information management tools to support characteristics of human memory

    Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm

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    This paper will first provide background information about Virtual Reality in order to better analyze its development throughout history and into the future. Next, this essay begins an in-depth historical analysis of how virtual reality has developed prior to 1970, a pivotal year in Virtual Reality history, followed by an exploration of how this development paradigm shifted between the 1970\u27s and the turn of the century. The historical analysis of virtual reality is concluded by covering the modern period from 2000-present. Finally, this paper examines the layout of the virtual reality field in respect to he history and innovations presented

    Mapping web personal learning environments

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    A recent trend in web development is to build platforms which are carefully designed to host a plurality of software components (sometimes called widgets or plugins) which can be organized or combined (mashed-up) at user's convenience to create personalized environments. The same holds true for the web development of educational applications. The degree of personalization can depend on the role of users such as in traditional virtual learning environment, where the components are chosen by a teacher in the context of a course. Or, it can be more opened as in a so-called personalized learning environment (PLE). It now exists a wide array of available web platforms exhibiting different functionalities but all built on the same concept of aggregating components together to support different tasks and scenarios. There is now an overlap between the development of PLE and the more generic developments in web 2.0 applications such as social network sites. This article shows that 6 more or less independent dimensions allow to map the functionalities of these platforms: the screen dimensionmaps the visual integration, the data dimension maps the portability of data, the temporal dimension maps the coupling between participants, the social dimension maps the grouping of users, the activity dimension maps the structuring of end users–interactions with the environment, and the runtime dimensionmaps the flexibility in accessing the system from different end points. Finally these dimensions are used to compare 6 familiar Web platforms which could potentially be used in the construction of a PLE

    What is usability in the context of the digital library and how can it be measured?

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    This paper reviews how usability has been defined in the context of the digital library, what methods have been applied and their applicability, and proposes an evaluation model and a suite of instruments for evaluating usability for academic digital libraries. The model examines effectiveness, efficiency, satisfaction, and learnability. It is found that there exists an interlocking relationship among effectiveness, efficiency, and satisfaction. It also examines how learnability interacts with these three attributes

    Usability Inspection Report of NCSTRL

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    An evaluation report of the www.ncstrl.org site outlining usability problems and solutions to these problems

    Architectural implications for context adaptive smart spaces

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    Buildings and spaces are complex entities containing complex social structures and interactions. A smart space is a composite of the users that inhabit it, the IT infrastructure that supports it, and the sensors and appliances that service it. Rather than separating the IT from the buildings and from the appliances that inhabit them and treating them as separate systems, pervasive computing combines them and allows them to interact. We outline a reactive context architecture that supports this vision of integrated smart spaces and explore some implications for building large-scale pervasive systems

    Modeling user navigation

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    This paper proposes the use of neural networks as a tool for studying navigation within virtual worlds. Results indicate that the network learned to predict the next step for a given trajectory. The analysis of hidden layer shows that the network was able to differentiate between two groups of users identified on the basis of their performance for a spatial task. Time series analysis of hidden node activation values and input vectors suggested that certain hidden units become specialised for place and heading, respectively. The benefits of this approach and the possibility of extending the methodology to the study of navigation in Human Computer Interaction applications are discussed

    Spatial audio in small display screen devices

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    Our work addresses the problem of (visual) clutter in mobile device interfaces. The solution we propose involves the translation of technique-from the graphical to the audio domain-for expliting space in information representation. This article presents an illustrative example in the form of a spatialisedaudio progress bar. In usability tests, participants performed background monitoring tasks significantly more accurately using this spatialised audio (a compared with a conventional visual) progress bar. Moreover, their performance in a simultaneously running, visually demanding foreground task was significantly improved in the eye-free monitoring condition. These results have important implications for the design of multi-tasking interfaces for mobile devices
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