3,847 research outputs found

    The Challenges of Evaluating the Usability of Augmented Reality (AR)

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    Augmented reality (AR) is a new and emerging technology that could benefit from evaluating its usability to better the user’s experience with the device or application. This is often done through usability testing and heuristic evaluations. However, AR technology presents some challenges when completing these usability evaluations. Practitioners need to keep in mind the hardware limitations of AR devices that may not be present with other computerized technology, consistency of the users’ environment plays a larger role in the AR experience, recognize that a novelty effect may occur and affect subjective scores, and choose heuristic sets that will best evaluate AR applications. Practitioners need to be aware of these challenges and overcome them to accurately assess the usability of these products to gain insights about what should be changed to make the overall experience with the product better

    Gameplay in Mixed Reality: How It Differs from Mobile Gameplay

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    With the growing demand for the use and applications of modern extended reality (XR) technology, recent studies have investigated the user experience of augmented reality (AR) and virtual reality (VR) for gaming purposes. Despite AR’s and VR’s pervasiveness in the video game industry, research studies into the effects of mixed reality (MR) on video game experience are scarce. Consequently, this study examines the impact of MR on video game satisfaction. Participants will play the same strategy video game across two gaming platforms, including an MR head-mounted display, the Magic Leap 1, and a mobile device. A short version of the psychometrically validated Game User Experience Satisfaction Scale (GUESS-18), which consists of nine constructs, and the Enjoyment Scale (ENJOY) will be used to measure video game satisfaction and enjoyment, respectively. Furthermore, we will then analyze the correlation between satisfaction, enjoyment, and performance in each platform. Results will demonstrate the impact of MR for gameplay on user satisfaction and performance when compared to mobile gameplay. Additionally, the potential of future video games in mixed reality environments will be discussed

    A new approach for reverse analyses in depth-sensing indentation using numerical simulation

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    This paper seeks to present a new approach to reverse analysis in depth-sensing indentation which makes use of numerical simulation. This methodology allows the results of experimental hardness tests acquired with single indenter geometry to be used to determine the plastic properties of materials. Forward and reverse analyses of high deformation three-dimensional numerical simulations of Vickers indentation tests are used to determine different mechanical properties of materials: Young's modulus, yield stress and strain-hardening exponent. The Vickers indenter used in the numerical simulations is formulated as a rigid body and takes into account the presence of the most common imperfection of the tip, so-called offset. The contact friction between the Vickers indenter and the deformable body is also considered. The forward analysis uses materials with Young's modulus values from 50 to 600 GPa, yield stress values from 0.3 to 10 GPa and strain-hardening exponents from 0 to 0.6; the Poisson ratio did not vary from 0.3. The representative plastic strain [epsilon]r and the correspondent stress [sigma]r, as previously defined by other authors [Dao M, Chollacoop N, Vliet KJ, Venkatesh TA, Suresh S. Acta Mater 2001;49:3899], were identified by an independent numerical method. The values of the representative plastic strain [epsilon]r obtained for the Vickers indenter confirm those of the above-mentioned authors, despite showing a slight influence from the Young's modulus values. The forward study enables the production of a unique plot of the hardness HIT vs. representative stress [sigma]r, where both are normalized by the Young's modulus E. The proposed reverse analysis provides a unique solution to the representative stress [sigma]r and the strain-hardening exponent, n, given that the Young's modulus is predetermined from the experimental hardness test. Depending on the material properties, the value of n can be more or less sensitive to the scatter of the experimental results obtained using the depth-sensing equipment, particularly the stiffness of the unloading curve. The validity of the proposed reverse analysis method is checked using three real materials: stamping quality steel (DC 06), stainless AISI 304 steel and BK7 glass.http://www.sciencedirect.com/science/article/B6TW8-4M69JXG-1/1/ffe1726f3b7df73e4e01c941d6c4cbe

    eDECIDE: A Web-Based Problem-Solving Interventions for Diabetes Self-Management: Protocol for a Pilot Clinical Trial

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    Background: In the US, diabetes affects 13.2% of African Americans, compared to 7.6% of Caucasians. Behavioral factors, such as poor diet, low physical activity, and general lack of good self-management skills and self-care knowledge are associated with poor glucose control among African Americans. African Americans are 77% more likely to develop diabetes and its associated health complications compared to non-Hispanic whites. A higher disease burden and lower adherence to self-management among this populations calls for innovative approaches to self-management training. Problem solving is a reliable tool for the behavior change necessary to improve self-management. The American Association of Diabetes Educators identifies problem-solving as one of seven core diabetes self-management behaviors. Methods: We are using a randomized control trial design. Participants are randomized to either traditional DECIDE or eDECIDE intervention. Both interventions run bi-weekly over 18 weeks. Participant recruitment will take place through community health clinics, University health system registry, and through private clinics. The eDECIDE is an 18-week intervention designed to deliver problem-solving skills, goal setting, and education on the link between diabetes and cardiovascular disease. Conclusion: This study will provide feasibility and acceptability of the eDECIDE intervention in community populations. This pilot trial will help inform a powered full-scale study using the eDECIDE design

    Material parameters identification: Gradient-based, genetic and hybrid optimization algorithms

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    This paper presents two procedures for the identification of material parameters, a genetic algorithm and a gradient-based algorithm. These algorithms enable both the yield criterion and the work hardening parameters to be identified. A hybrid algorithm is also used, which is a combination of the former two, in such a way that the result of the genetic algorithm is considered as the initial values for the gradient-based algorithm. The objective of this approach is to improve the performance of the gradient-based algorithm, which is strongly dependent on the initial set of results. The constitutive model used to compare the three different optimization schemes uses the Barlat'91 yield criterion, an isotropic Voce type law and a kinematic Lemaitre and Chaboche law, which is suitable for the case of aluminium alloys. In order to analyse the effectiveness of this optimization procedure, numerical and experimental results for an EN AW-5754 aluminium alloy are compared.http://www.sciencedirect.com/science/article/B6TWM-4SJGWMW-1/1/01e8be60ce61e8fc30473d85439fbe3

    The zygotic origin of hybrids from Thompson Seedless grape, Vitis vinifera L.

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    Seedlings from open pollination and controlled crosses of Thompson Seedless were different from the parent in either fruit color, seed size, flavor or isozyme pattern. These results confirm that plants produced by in ovulo embryo culture of Thompson Seedless are usually zygotic in origin. This is a useful tool for producing hybrid plants from stenospermic seedless genotypes, allowing the hybridization of seedless by seedless and permitting many crosses previously unattainable.Die zygotische Herkunft von Hybriden der Rebsorte Thompson Seedless (Vitis vinifera L.)Um die zygotische Herkunft von Nachkommen der stenospermokarpen Sorte Thompson Seedless abzusichern, wurden aus in vitro kultivierten Samenanlagen Pflanzen herangezogen und eine Reihe von Merkmalen analysiert. Die Sämlinge aus unkontrollierter Bestäubung oder aus gezielter Kreuzung von Thompson Seedless unterschieden sich von der Muttersorte entweder in Beerenfarbe, Samengröße, Aroma oder Isoenzymmuster. Diese Befunde bestätigen, daß die durch in vitro-Kultur der Samenanlagen von Thompson Seedless erzeugten Pflanzen in der Regel zygotischen Ursprungs sind. Die Embryokultur aus Samenanlagen ist eine wertvolle Technik zur Erzeugung von Hybriden aus stenospermokarpen Genotypen; sie erlaubt die Kreuzung mit anderen kernlosen Sorten und ermöglicht viele bisher nicht realisierbare Kreuzungskombinationen

    Considerations for nutrition support in critically ill children with COVID-19 and paediatric inflammatory multisystem syndrome temporally associated with COVID-19

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    The aim of this editorial is to provide an adaptation of nutrition support recommendations for the overall population of critically ill children, to provide further refined recommendations for critically ill children presenting with COVID-19 or paediatric hyper-inflammatory syndrome temporally associated with COVID-19. They are based on the ESPNIC-MEN section recommendations published in January 2020 (6) and Surviving Sepsis Campaign recommendations from February 2020 (7). These recommendations cover the acute, stable and rehabilitation phases (Table 1, Table 2)

    Children's sympathy, guilt, and moral reasoning in helping, cooperation, and sharing: a 6-year longitudinal study

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    This study examined the role of sympathy, guilt, and moral reasoning in helping, cooperation, and sharing in a 6-year, three-wave longitudinal study involving 175 children (Mage 6.10, 9.18, and 12.18 years). Primary caregivers reported on children's helping and cooperation; sharing was assessed behaviorally. Child sympathy was assessed by self- and teacher reports, and self-attributed feelings of guilt–sadness and moral reasoning were assessed by children's responses to transgression vignettes. Sympathy predicted helping, cooperation, and sharing. Guilt–sadness and moral reasoning interacted with sympathy in predicting helping and cooperation; both sympathy and guilt–sadness were associated with the development of sharing. The findings are discussed in relation to the emergence of differential motivational pathways to helping, cooperation, and sharing
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