1,580 research outputs found

    Graphical Instruction For Coloring Mobile-Based Augmented Reality Applications

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    This paper describes an empirical study of effectiveness and satisfaction utility in augmented reality coloring application. Five children aged 6, 7 and 8 from several Primary School participated in usability test. This study involved applications that were used to study and observe the children interaction with augmented reality coloring application. These pre-tests were to measure the effectiveness and satisfaction on wizard Oz by conducting usability test, observation survey methods in order to assess children experience with augmented reality application. By following children computer interaction methodology the usability test appears to be helpful by providing input to design user interface and improve user experience. The result offers graphical instruction on interaction design framework for children augmented reality application. This research employed a qualitative experimental research with purpose to investigate the effects of user interface and user experience. This study had resulted animated graphical instruction in the production of coloring augmented reality application. It is a critical and comprehensive review of a range of recently published literature sources addressing various issues related to children computer interactio

    Implementing a Wizard of Oz Tool for Augmented Reality

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    This thesis aims to explore Wizard of Oz testing in conjunction with Augmented Reality (AR) and focus has been put on testing AR with Head Mounted Displays. The recent increase of interest in HMDs with products such as MOD Live from Recon Instruments and Google's Project Glass puts new demands and possibilities on human-computer interaction. Since the commercial market for HMDs is still in its infancy the need to explore different design approaches is very much present. One way to conduct experiments on human-machine interaction is with the help of a Wizard of Oz tool. During the thesis we have developed such a tool to support designers in researching usability and interaction. The tool provides a user friendly framework to carry out user case studies focused on AR with HMDs. After input and feedback from stakeholders and experts we believe that, even though the tool is mainly meant to be used in conjunction with AR in HMDs, the tool can be applied to other areas as well

    Human-computer interaction to human-computer-context interaction : towards a conceptual framework for conducting user studies for shifting interfaces

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    Computer interfaces have been diversifying: from mobile and wearable technologies to the human body as an interface. Moreover, new sensing possibilities have allowed input to interfaces to go beyond the traditional mouse- and keyboard. This has resulted in a shift from manifest to latent interactions, where interactions between the human and the computer are becoming less visible. Currently, there is no framework available that fully captures the complexity of the multidimensional, multimodal, often latent interactions with these constantly shifting interfaces. In this manuscript, the Hu-man-Computer-Context Interaction (HCCI) framework is proposed. This framework defines 5 relevant interaction levels to be considered during user research in all stages of the new product development process in order to optimize user experience. More specifically, the interaction context is defined in terms of user-object, user-user, user-content, user-platform and user-context interactions. The HCCI framework serves as a concrete tool to use in a new product development process by HCI researchers, design-ers, and developers and aims to be technology independent and future-proof. This framework is a preliminary suggestion to be matched against other innovation devel-opment projects and needs to be further validated

    I Probe, Therefore I Am: Designing a Virtual Journalist with Human Emotions

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    By utilizing different communication channels, such as verbal language, gestures or facial expressions, virtually embodied interactive humans hold a unique potential to bridge the gap between human-computer interaction and actual interhuman communication. The use of virtual humans is consequently becoming increasingly popular in a wide range of areas where such a natural communication might be beneficial, including entertainment, education, mental health research and beyond. Behind this development lies a series of technological advances in a multitude of disciplines, most notably natural language processing, computer vision, and speech synthesis. In this paper we discuss a Virtual Human Journalist, a project employing a number of novel solutions from these disciplines with the goal to demonstrate their viability by producing a humanoid conversational agent capable of naturally eliciting and reacting to information from a human user. A set of qualitative and quantitative evaluation sessions demonstrated the technical feasibility of the system whilst uncovering a number of deficits in its capacity to engage users in a way that would be perceived as natural and emotionally engaging. We argue that naturalness should not always be seen as a desirable goal and suggest that deliberately suppressing the naturalness of virtual human interactions, such as by altering its personality cues, might in some cases yield more desirable results.Comment: eNTERFACE16 proceeding

    First steps toward voice user interfaces for web-based navigation of geographic information: A Spanish terms study

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    This work presents the first steps toward developing specific technology for voice user interfaces for geographic information systems. Despite having many general elements, such as voice recognition libraries, the current technology still lacks the ability to fully understand and process the semantics that real users apply to command geographic information systems. This paper presents the results of three connected experiments, following a mixed-methods approach. The first experiment focused on identifying the most common words used when working with maps in a web browser. The second experiment developed an understanding of the chain of commands used for map management for a specific objective. Finally, the third experiment involved the development of a prototype to validate this understanding. Using data and fieldwork, we created a minimum corpus of terms in Spanish. In addition, we identified the particularities of use and user profiles to consider in a voice user interface for geographic information systems, involving the user’s proprioception concerning the world and technology. These user profiles can be considered in future designs of human–technology interaction products. All the data collected and the source code of the prototype are provided as additional material, free to use and modify

    Musical interfaces : design and construction of physical manipulatives for musical composition

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    Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2007.Includes bibliographical references (leaf 19).Currently, musical composition is considered to be a high-level skill that is inaccessible to young children. There is a "high floor" for children who want to create a piece of music because they must learn a way of recording and remembering the notes, their sequence, etc, such as musical notation. Our project explores tangible designs that will make music composition simple to learn and practice while also building an intuition about complex musical concepts. Three original designs of tangible interfaces for musical composition are introduced and the merits and limitations of each are explored using non-functional form models. Audio processing is performed on a peripheral computer running an audio program written specifically for each system. A "Wizard of Oz" approach was used to study user interactions with each design. Music Blocks are designed to be physical representations of inherently intangible musical notes. Each block represents a single note, and the user can modify its pitch and duration by changing the physical shape of the block. They resemble wooden building blocks and suggest the parallels between building structures and the organization of musical compositions and its melody. The Music Glove introduced the idea of using a sound recording instead of a musical note as the musical unit in a composition. This introduced rich ideas about nesting and recursion. At the same time the glove interface highlights the role of personal expression, interaction and affect in musical composition and performance. Here physical inputs of the system were related to the rhythms, tempos, and the tone of the composition. The system was more gestural, performance-oriented and more suited to spontaneous improvising. The Musical Leaves interface is a melding of the concepts for the Music Blocks and Glove. The individual Leaves reflect the modular structure and organization of the composition. At the same time, the Leaves can be manipulated in real-time to change pitch and volume and as a result are deeply expressive and flexible.by Elysa Wan.S.B

    Analysis of the interaction between elderly people and a simulated virtual coach

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    The EMPATHIC project develops and validates new interaction paradigms for personalized virtual coaches (VC) to promote healthy and independent aging. To this end, the work presented in this paper is aimed to analyze the interaction between the EMPATHIC-VC and the users. One of the goals of the project is to ensure an end-user driven design, involving senior users from the beginning and during each phase of the project. Thus, the paper focuses on some sessions where the seniors carried out interactions with a Wizard of Oz driven, simulated system. A coaching strategy based on the GROW model was used throughout these sessions so as to guide interactions and engage the elderly with the goals of the project. In this interaction framework, both the human and the system behavior were analyzed. The way the wizard implements the GROW coaching strategy is a key aspect of the system behavior during the interaction. The language used by the virtual agent as well as his or her physical aspect are also important cues that were analyzed. Regarding the user behavior, the vocal communication provides information about the speaker's emotional status, that is closely related to human behavior and which can be extracted from the speech and language analysis. In the same way, the analysis of the facial expression, gazes and gestures can provide information on the non verbal human communication even when the user is not talking. In addition, in order to engage senior users, their preferences and likes had to be considered. To this end, the effect of the VC on the users was gathered by means of direct questionnaires. These analyses have shown a positive and calm behavior of users when interacting with the simulated virtual coach as well as some difficulties of the system to develop the proposed coaching strategy.The research presented in this paper is conducted as part of the project EMPATHIC that has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement no 769872

    Mixing Modalities of 3D Sketching and Speech for Interactive Model Retrieval in Virtual Reality

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    Sketch and speech are intuitive interaction methods that convey complementary information and have been independently used for 3D model retrieval in virtual environments. While sketch has been shown to be an effective retrieval method, not all collections are easily navigable using this modality alone. We design a new challenging database for sketch comprised of 3D chairs where each of the components (arms, legs, seat, back) are independently colored. To overcome this, we implement a multimodal interface for querying 3D model databases within a virtual environment. We base the sketch on the state-of-the-art for 3D Sketch Retrieval, and use a Wizard-of-Oz style experiment to process the voice input. In this way, we avoid the complexities of natural language processing which frequently requires fine-tuning to be robust. We conduct two user studies and show that hybrid search strategies emerge from the combination of interactions, fostering the advantages provided by both modalities

    A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons

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    We present the design of an online social skills development interface for teenagers with autism spectrum disorder (ASD). The interface is intended to enable private conversation practice anywhere, anytime using a web-browser. Users converse informally with a virtual agent, receiving feedback on nonverbal cues in real-time, and summary feedback. The prototype was developed in consultation with an expert UX designer, two psychologists, and a pediatrician. Using the data from 47 individuals, feedback and dialogue generation were automated using a hidden Markov model and a schema-driven dialogue manager capable of handling multi-topic conversations. We conducted a study with nine high-functioning ASD teenagers. Through a thematic analysis of post-experiment interviews, identified several key design considerations, notably: 1) Users should be fully briefed at the outset about the purpose and limitations of the system, to avoid unrealistic expectations. 2) An interface should incorporate positive acknowledgment of behavior change. 3) Realistic appearance of a virtual agent and responsiveness are important in engaging users. 4) Conversation personalization, for instance in prompting laconic users for more input and reciprocal questions, would help the teenagers engage for longer terms and increase the system's utility
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