10 research outputs found

    Demystifying Sensory Processing to Promote Effective Interprofessional and Caregiver Collaboration

    Get PDF
    Research shows collaboration and coaching with caregivers and educators positively impacts growth in occupational performance. Better understanding of this additional role that occupational therapy practitioners play; when working with children with sensory processing challenges, is vital to properly advocate for strategies and resources to help them reach their personal trajectory. This article offers insight into the importance of removing professional jargon to facilitate effective interprofessional collaboration. Specific strategies for making coaching and training sessions for sensory processing content relatable and meaningful to educators and caregivers are also provided

    Virtual Reality in Marketing: A Framework, Review, and Research Agenda

    Full text link
    [EN] Marketing scholars and practitioners are showing increasing interest in Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for producing satisfactory consumer experiences that mirror those experienced in physical stores. However, most of the studies published to date lack a certain measure of methodological rigor in their characterization of XR technologies and in the assessment techniques used to characterize the consumer experience, which limits the generalization of the results. We argue that it is necessary to define a rigorous methodological framework for the use of XRs in marketing. This article reviews the literature on XRs in marketing, and provides a conceptual framework to organize this disparate body of work.This work was supported by the Spanish Ministry of Science, Innovation and Universities funded project - ATHENEA-DPI2017-91537-EXP and by the European Commission project RHUMBO - H2020-MSCA-ITN-2018-813234Alcañiz Raya, ML.; Bigné, E.; Guixeres, J. (2019). Virtual Reality in Marketing: A Framework, Review, and Research Agenda. Frontiers in Psychology. 10:1-15. https://doi.org/10.3389/fpsyg.2019.01530S11510Alcañiz, M., Parra, E., & Chicchi Giglioli, I. A. (2018). Virtual Reality as an Emerging Methodology for Leadership Assessment and Training. Frontiers in Psychology, 9. doi:10.3389/fpsyg.2018.01658Alshaal, S. E., Michael, S., Pamporis, A., Herodotou, H., Samaras, G., & Andreou, P. (2016). Enhancing Virtual Reality Systems with Smart Wearable Devices. 2016 17th IEEE International Conference on Mobile Data Management (MDM). doi:10.1109/mdm.2016.60Ausin, J. M., Guixeres, J., Bigné, E., & Alcañiz, M. (2017). Facial Expressions to Evaluate Advertising: A Laboratory versus Living Room Study. Advances in Advertising Research VIII, 109-122. doi:10.1007/978-3-658-18731-6_9Babić Rosario, A., Sotgiu, F., De Valck, K., & Bijmolt, T. H. A. (2016). The Effect of Electronic Word of Mouth on Sales: A Meta-Analytic Review of Platform, Product, and Metric Factors. Journal of Marketing Research, 53(3), 297-318. doi:10.1509/jmr.14.0380Baños, R. M., Botella, C., Rubió, I., Quero, S., García-Palacios, A., & Alcañiz, M. (2008). Presence and Emotions in Virtual Environments: The Influence of Stereoscopy. CyberPsychology & Behavior, 11(1), 1-8. doi:10.1089/cpb.2007.9936Barlow, A. K. J., Siddiqui, N. Q., & Mannion, M. (2004). Developments in information and communication technologies for retail marketing channels. International Journal of Retail & Distribution Management, 32(3), 157-163. doi:10.1108/09590550410524948Barnes, S. J. (2011). Understanding use continuance in virtual worlds: Empirical test of a research model. Information & Management, 48(8), 313-319. doi:10.1016/j.im.2011.08.004Bayousuf, A., Al-Khalifa, H. S., & Al-Salman, A. (2018). Haptics-Based Systems Characteristics, Classification, and Applications. Encyclopedia of Information Science and Technology, Fourth Edition, 4652-4665. doi:10.4018/978-1-5225-2255-3.ch404Bearden, W. O., & Netemeyer, R. G. (1999). Handbook of Marketing Scales. doi:10.4135/9781412984379Bigné, E., Llinares, C., & Torrecilla, C. (2016). Elapsed time on first buying triggers brand choices within a category: A virtual reality-based study. Journal of Business Research, 69(4), 1423-1427. doi:10.1016/j.jbusres.2015.10.119Bonetti, F., Warnaby, G., & Quinn, L. (2017). Augmented Reality and Virtual Reality in Physical and Online Retailing: A Review, Synthesis and Research Agenda. Progress in IS, 119-132. doi:10.1007/978-3-319-64027-3_9Brady, M., Fellenz, M. R., & Brookes, R. (2008). Researching the role of information and communications technology (ICT) in contemporary marketing practices. Journal of Business & Industrial Marketing, 23(2), 108-114. doi:10.1108/08858620810850227Bressoud, E. (2013). Testing FMCG innovations: experimental real store versus virtual. Journal of Product & Brand Management, 22(4), 286-292. doi:10.1108/jpbm-05-2012-0141Brody, A. B., & Gottsman, E. J. (1999). Pocket BargainFinder: A Handheld Device for Augmented Commerce. Lecture Notes in Computer Science, 44-51. doi:10.1007/3-540-48157-5_6Bruer, J. T. (s. f.). Building bridges in neuroeducation. The Educated Brain, 43-58. doi:10.1017/cbo9780511489907.005Burke, R. R. (2017). Virtual Reality for Marketing Research. Innovative Research Methodologies in Management, 63-82. doi:10.1007/978-3-319-64400-4_3Burke, R. R. (2002). Technology and the Customer Interface: What Consumers Want in the Physical and Virtual Store. Journal of the Academy of Marketing Science, 30(4), 411-432. doi:10.1177/009207002236914Carpenter, I. D., Simmons, J. E. L., Ritchie, J. M., & Dewar, R. G. (1997). Virtual manufacturing. Manufacturing Engineer, 76(3), 113-116. doi:10.1049/me:19970309Castellanos, M. C., Ausin, J. M., Guixeres, J., & Bigné, E. (2018). Emotion in a 360-Degree vs. Traditional Format Through EDA, EEG and Facial Expressions. Advances in Advertising Research IX, 3-15. doi:10.1007/978-3-658-22681-7_1Chen, L.-D., & Tan, J. (2004). Technology Adaptation in E-commerce: European Management Journal, 22(1), 74-86. doi:10.1016/j.emj.2003.11.014Chicchi Giglioli, I. A., Pravettoni, G., Sutil Martín, D. L., Parra, E., & Raya, M. A. (2017). A Novel Integrating Virtual Reality Approach for the Assessment of the Attachment Behavioral System. Frontiers in Psychology, 8. doi:10.3389/fpsyg.2017.00959Clemente, M., Rey, B., Rodriguez-Pujadas, A., Barros-Loscertales, A., Banos, R. M., Botella, C., … Avila, C. (2013). An fMRI Study to Analyze Neural Correlates of Presence during Virtual Reality Experiences. Interacting with Computers, 26(3), 269-284. doi:10.1093/iwc/iwt037Clemente, M., Rodríguez, A., Rey, B., & Alcañiz, M. (2014). Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG. Expert Systems with Applications, 41(4), 1584-1592. doi:10.1016/j.eswa.2013.08.055Daugherty, T., Li, H., & Biocca, F. (2008). Consumer learning and the effects of virtual experience relative to indirect and direct product experience. Psychology and Marketing, 25(7), 568-586. doi:10.1002/mar.20225Dellarocas, C., Katona, Z., & Rand, W. (2013). Media, Aggregators, and the Link Economy: Strategic Hyperlink Formation in Content Networks. Management Science, 59(10), 2360-2379. doi:10.1287/mnsc.2013.1710DONNA L. HOFFMAN THOMAS P. NOVAK. (1997). A New Marketing Paradigm for Electronic Commerce. The Information Society, 13(1), 43-54. doi:10.1080/019722497129278Farah, M. F., Ramadan, Z. B., & Harb, D. H. (2019). The examination of virtual reality at the intersection of consumer experience, shopping journey and physical retailing. Journal of Retailing and Consumer Services, 48, 136-143. doi:10.1016/j.jretconser.2019.02.016Fisher, C. E., Chin, L., & Klitzman, R. (2010). Defining Neuromarketing: Practices and Professional Challenges. Harvard Review of Psychiatry, 18(4), 230-237. doi:10.3109/10673229.2010.496623Fox, J., Arena, D., & Bailenson, J. N. (2009). Virtual Reality. Journal of Media Psychology, 21(3), 95-113. doi:10.1027/1864-1105.21.3.95Fusaro, M., Tieri, G., & Aglioti, S. M. (2016). Seeing pain and pleasure on self and others: behavioral and psychophysiological reactivity in immersive virtual reality. Journal of Neurophysiology, 116(6), 2656-2662. doi:10.1152/jn.00489.2016Grewal, D., Roggeveen, A. L., & Nordfält, J. (2017). The Future of Retailing. Journal of Retailing, 93(1), 1-6. doi:10.1016/j.jretai.2016.12.008Gummesson, E. (1987). The new marketing—Developing long-term interactive relationships. Long Range Planning, 20(4), 10-20. doi:10.1016/0024-6301(87)90151-8Higuera-Trujillo, J. L., López-Tarruella Maldonado, J., & Llinares Millán, C. (2017). Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360° Panoramas, and Virtual Reality. Applied Ergonomics, 65, 398-409. doi:10.1016/j.apergo.2017.05.006Hoffman, D. L., & Novak, T. P. (1996). Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations. Journal of Marketing, 60(3), 50-68. doi:10.1177/002224299606000304Homburg, C., Jozić, D., & Kuehnl, C. (2015). Customer experience management: toward implementing an evolving marketing concept. Journal of the Academy of Marketing Science, 45(3), 377-401. doi:10.1007/s11747-015-0460-7Huang, Y. C., Backman, K. F., Backman, S. J., & Chang, L. L. (2015). Exploring the Implications of Virtual Reality Technology in Tourism Marketing: An Integrated Research Framework. International Journal of Tourism Research, 18(2), 116-128. doi:10.1002/jtr.2038Hunt, S. D. (1983). General Theories and the Fundamental Explananda of Marketing. Journal of Marketing, 47(4), 9-17. doi:10.1177/002224298304700402IJsselsteijn, W., Ridder, H. de, Freeman, J., Avons, S. E., & Bouwhuis, D. (2001). Effects of Stereoscopic Presentation, Image Motion, and Screen Size on Subjective and Objective Corroborative Measures of Presence. Presence: Teleoperators and Virtual Environments, 10(3), 298-311. doi:10.1162/105474601300343621Ischer, M., Baron, N., Mermoud, C., Cayeux, I., Porcherot, C., Sander, D., & Delplanque, S. (2014). How incorporation of scents could enhance immersive virtual experiences. Frontiers in Psychology, 5. doi:10.3389/fpsyg.2014.00736Jaeger, S. R., & Porcherot, C. (2017). Consumption context in consumer research: methodological perspectives. Current Opinion in Food Science, 15, 30-37. doi:10.1016/j.cofs.2017.05.001Jerald, J. (2017). Human-centered design for immersive interactions. 2017 IEEE Virtual Reality (VR). doi:10.1109/vr.2017.7892361Jones, K., & Biasiotto, M. (1999). Internet retailing: current hype or future reality? The International Review of Retail, Distribution and Consumer Research, 9(1), 69-79. doi:10.1080/095939699342688Kalantari, M., & Rauschnabel, P. (2017). Exploring the Early Adopters of Augmented Reality Smart Glasses: The Case of Microsoft HoloLens. Progress in IS, 229-245. doi:10.1007/978-3-319-64027-3_16Kannan, P. K., & Li, H. «Alice». (2017). Digital marketing: A framework, review and research agenda. International Journal of Research in Marketing, 34(1), 22-45. doi:10.1016/j.ijresmar.2016.11.006Kaplan, A. M., & Haenlein, M. (2009). Consumer Use and Business Potential of Virtual Worlds: The Case of «Second Life». International Journal on Media Management, 11(3-4), 93-101. doi:10.1080/14241270903047008Kaplan, A. M., & Haenlein, M. (2009). The fairyland of Second Life: Virtual social worlds and how to use them. Business Horizons, 52(6), 563-572. doi:10.1016/j.bushor.2009.07.002Stanney, K., Kennedy, R., Harm, D., Compton, D., Lanham, D., & Drexler, J. (2003). Con.gural Scoring of Simulator Sickness, Cybersickness and Space Adaptation Syndrome. Virtual and Adaptive Environments, 247-278. doi:10.1201/9781410608888.ch12Kenning, P. H., & Plassmann, H. (2008). How Neuroscience Can Inform Consumer Research. IEEE Transactions on Neural Systems and Rehabilitation Engineering, 16(6), 532-538. doi:10.1109/tnsre.2008.2009788Keshavarz, B., & Hecht, H. (2011). Validating an Efficient Method to Quantify Motion Sickness. Human Factors: The Journal of the Human Factors and Ergonomics Society, 53(4), 415-426. doi:10.1177/0018720811403736Klein, L. R. (1998). Evaluating the Potential of Interactive Media through a New Lens: Search versus Experience Goods. Journal of Business Research, 41(3), 195-203. doi:10.1016/s0148-2963(97)00062-3Kolesar, M. B., & Wayne Galbraith, R. (2000). A services‐marketing perspective on e‐retailing: implications for e‐retailers and directions for further research. Internet Research, 10(5), 424-438. doi:10.1108/10662240010349444Koontz, M. L., & Gibson, I. E. (2002). Mixed reality merchandising: bricks, clicks – and mix. Journal of Fashion Marketing and Management: An International Journal, 6(4), 381-395. doi:10.1108/13612020210448664Liston, P. M., Kay, A., Cromie, S., Leva, C., D’Cruz, M., Patel, H., … Aromaa, S. (2012). Evaluating the iterative development of VR/AR human factors tools for manual work. Work, 41, 2208-2215. doi:10.3233/wor-2012-0443-2208Kruijff, E., & Riecke, B. E. (2018). Navigation Interfaces for Virtual Reality and Gaming. Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. doi:10.1145/3170427.3170643Lamberton, C., & Stephen, A. T. (2016). A Thematic Exploration of Digital, Social Media, and Mobile Marketing: Research Evolution from 2000 to 2015 and an Agenda for Future Inquiry. Journal of Marketing, 80(6), 146-172. doi:10.1509/jm.15.0415Latorre, J., Llorens, R., Colomer, C., & Alcañiz, M. (2018). Reliability and comparison of Kinect-based methods for estimating spatiotemporal gait parameters of healthy and post-stroke individuals. Journal of Biomechanics, 72, 268-273. doi:10.1016/j.jbiomech.2018.03.008LeCun, Y., Bengio, Y., & Hinton, G. (2015). Deep learning. Nature, 521(7553), 436-444. doi:10.1038/nature14539Lee, K. S., & Tan, S. J. (2003). E-retailing versus physical retailing. Journal of Business Research, 56(11), 877-885. doi:10.1016/s0148-2963(01)00274-0Lee, N., Broderick, A. J., & Chamberlain, L. (2007). What is ‘neuromarketing’? A discussion and agenda for future research. International Journal of Psychophysiology, 63(2), 199-204. doi:10.1016/j.ijpsycho.2006.03.007Li, H., Daugherty, T., & Biocca, F. (2003). The Role of Virtual Experience in Consumer Learning. Journal of Consumer Psychology, 13(4), 395-407. doi:10.1207/s15327663jcp1304_07Chuan-Chuan Lin, J., & Lu, H. (2000). Towards an understanding of the behavioural intention to use a web site. International Journal of Information Management, 20(3), 197-208. doi:10.1016/s0268-4012(00)00005-0Liu, C., & Arnett, K. P. (2000). Exploring the factors associated with Web site success in the context of electronic commerce. Information & Management, 38(1), 23-33. doi:10.1016/s0378-7206(00)00049-5Lorenz, M., Busch, M., Rentzos, L., Tscheligi, M., Klimant, P., & Frohlich, P. (2015). I’m There! The influence of virtual reality and mixed reality environments combined with two different navigation methods on presence. 2015 IEEE Virtual Reality (VR). doi:10.1109/vr.2015.7223376Marín-Morales, J., Higuera-Trujillo, J. L., Greco, A., Guixeres, J., Llinares, C., Scilingo, E. P., … Valenza, G. (2018). Affective computing in virtual reality: emotion recognition from brain and heartbeat dynamics using wearable sensors. Scientific Reports, 8(1). doi:10.1038/s41598-018-32063-4Mars, P., Chen, J. R., & Nambiar, R. (2018). Learning Algorithms. doi:10.1201/9781351073974Massara, F., Liu, S. S., & Melara, R. D. (2010). Adapting to a retail environment: Modeling consumer–environment interactions. Journal of Business Research, 63(7), 673-681. doi:10.1016/j.jbusres.2009.05.004Mathwick, C. (2002). Understanding the online consumer: A typology of online relational norms and behavior. Journal of Interactive Marketing, 16(1), 40-55. doi:10.1002/dir.10003Mazloumi Gavgani, A., Walker, F. R., Hodgson, D. M., & Nalivaiko, E. (2018). A comparative study of cybersickness during exposure to virtual reality and «classic» motion sickness: are they different? Journal of Applied Physiology, 125(6), 1670-1680. doi:10.1152/japplphysiol.00338.2018McGrath, J. L., Taekman, J. M., Dev, P., Danforth, D. R., Mohan, D., Kman, N., … Bond, W. F. (2017). Using Virtual Reality Simulation Environments to Assess Competence for Emergency Medicine Learners. Academic Emergency Medicine, 25(2), 186-195. doi:10.1111/acem.13308Meehan, M., Insko, B., Whitton, M., & Brooks, F. P. (2002). Physiological measures of presence in stressful virtual environments. ACM Transactions on Graphics, 21(3), 645-652. doi:10.1145/566654.566630Meißner, M., Pfeiffer, J., Pfeiffer, T., & Oppewal, H. (2019). Combining virtual reality and mobile eye tracking to provide a naturalistic experimental environment for shopper research. Journal of Business Research, 100, 445-458. doi:10.1016/j.jbusres.2017.09.028Menezes, P., Gouveia, N., & Patrão, B. (2017). Touching Is Believing - Adding Real Objects to Virtual Reality. Lecture Notes in Networks and Systems, 681-688. doi:10.1007/978-3-319-64352-6_64Merrilees, B. (2002). Interactivity Design as the Key to Managing Customer Relations in E-Commerce. Journal of Relationship Marketing, 1(3-4), 111-126. doi:10.1300/j366v01n03_07Nalivaiko, E., Davis, S. L., Blackmore, K. L., Vakulin, A., & Nesbitt, K. V. (2015). Cybersickness provoked by head-mounted display affects cutaneous vascular tone, heart rate and reaction time. Physiology & Behavior, 151, 583-590. doi:10.1016/j.physbeh.2015.08.043Neslin, S. A., Grewal, D., Leghorn, R., Shankar, V., Teerling, M. L., Thomas, J. S., & Verhoef, P. C. (2006). Challenges and Opportunities in Multichannel Customer Management. Journal of Service Research, 9(2), 95-112. doi:10.1177/1094670506293559Pantano, E., & Servidio, R. (2012). Modeling innovative points of sales through virtual and immersive technologies. Journal of Retailing and Consumer Services, 19(3), 279-286. doi:10.1016/j.jretconser.2012.02.002Papagiannidis, S., Pantano, E., See-To, E. W. K., & Bourlakis, M. (2013). Modelling the determinants of a simulated experience in a virtual retail store and users’ product purchasing intentions. Journal of Marketing Management, 29(13-14), 1462-1492. doi:10.1080/0267257x.2013.821150Parsons, T. D. (2015). Virtual Reality for Enhanced Ecological Validity and Experimental Control in the Clinical, Affective and Social Neurosciences. Frontiers in Human Neuroscience, 9. doi:10.3389/fnhum.2015.00660Perid, J. L. A., & Steiger, P. (1998). Making Electronic Commere Easier to Use With Novel User Interfaces. Electronic Markets, 8(3), 8-12. doi:10.1080/10196789800000032Ranasinghe, N., Nakatsu, R., Nii, H., & Gopalakrishnakone, P. (2012). Tongue Mounted Interface for Digitally Actuating the Sense of Taste. 2012 16th International Symposium on Wearable Computers. doi:10.1109/iswc.2012.16Rieuf, V., Bouchard, C., Meyrueis, V., & Omhover, J.-F. (2017). Emotional activity in early immersive design: Sketches and moodboards in virtual reality. Design Studies, 48, 43-75. doi:10.1016/j.destud.2016.11.001Schnall, S., Hedge, C., & Weaver, R. (2012). The Immersive Virtual Environment of the digital fulldome: Considerations of relevant psychological processes. International Journal of Human-Computer Studies, 70(8), 561-575. doi:10.1016/j.ijhcs.2012.04.001Scholz, J., & Smith, A. N. (2016). Augmented reality: Designing immersive experiences that maximize consumer engagement. Business Horizons, 59(2), 149-161. doi:10.1016/j.bushor.2015.10.003Seibert, J., & Shafer, D. M. (2017). Control mapping in virtual reality: effects on spatial presence and controller naturalness. Virtual Reality, 22(1), 79-88. doi:10.1007/s10055-017-0316-1Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2018). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1-39. doi:10.1145/3134301Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing Our Lives with Immersive Virtual Reality. Frontiers in Robotics and AI, 3. doi:10.3389/frobt.2016.00074Stone, R. J. (1995). The reality of virtual reality. World Class Design to Manufacture, 2(4), 11-17. doi:10.1108/09642369310091106Szymanski, D. M., & Hise, R. T. (2000). E-satisfaction: an initial examination. Journal of Retailing, 76(3), 309-322. doi:10.1016/s0022-4359(00)00035-xTeo, W.-P., Muthalib, M., Yamin, S., Hendy, A. M., Bramstedt, K., Kotsopoulos, E., … Ayaz, H. (2016). Does a Combination of Virtual Reality, Neuromodulation and Neuroimaging Provide a Comprehensive Platform for Neurorehabilitation? – A Narrative Review of the Literature. Frontiers in Human Neuroscience, 10. doi:10.3389/fnhum.2016.00284Tikkanen, H., Hietanen, J., Henttonen, T., & Rokka, J. (2009). Exploring virtual worlds: success factors in virtual world marketing. Management Decision, 47(8), 1357-1381. doi:10.1108/00251740910984596Usoh, M., Catena, E., Arman, S., & Slater, M. (2000). Using Presence Questionnaires in Reality. Presence: Teleoperators and Virtual Environments, 9(5), 497-503. doi:10.1162/105474600566989Van Herpen, E., Pieters, R., & Zeelenberg, M. (2009). When demand accelerates demand: Trailing the bandwagon☆. Journal of Consumer Psychology, 19(3), 302-312. doi:10.1016/j.jcps.2009.01.001Van Herpen, E., van den Broek, E., van Trijp, H. C. M., & Yu, T. (2016). Can a virtual supermarket bring realism into the lab? Comparing shopping behavior using virtual and pictorial store representations to behavior in a physical store. Appetite, 107, 196-207. doi:10.1016/j.appet.2016.07.033Van Kerrebroeck, H., Brengman, M., & Willems, K. (2017). When brands come to life: experimental research on the vividness effect of Virtual Reality in transformational marketing communications. Virtual Reality, 21(4), 177-191. doi:10.1007/s10055-017-0306-3Vargo, S. L., & Lusch, R. F. (2007). Service-dominant logic: continuing the evolution. Journal of the Academy of Marketing Science, 36(1), 1-10. doi:10.1007/s11747-007-0069-6Varma, V., & Nathan-Roberts, D. (2017). Gestural Interaction with Three-Dimensional Interfaces; Current Research and Recommendations. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 61(1), 537-541. doi:10.1177/1541931213601618Verhoef, P. C., Kannan, P. K., & Inman, J. J. (2015). From Multi-Channel Retailing to Omni-Channel Retailing. Journal of Retailing, 91(2), 174-181. doi:10.1016/j.jretai.2015.02.005Verhulst, A., Normand, J.-M., Lombart, C., & Moreau, G. (2017). A study on the use of an immersive virtual reality store to investigate consumer perceptions and purchase behavior toward non-standard fruits and vegetables. 2017 IEEE Virtual Reality (VR). doi:10.1109/vr.2017.7892231Vrechopoulos, A., Apostolou, K., & Koutsiouris, V. (2009)

    Telethrone reconstructed; ongoing testing toward a more natural situated display

    No full text
    The concept of supporting ad hoc or dynamic membership tele-present meetings through pulling up a chair is novel. In real world business situations, people pull up a chair after catching the eye of someone already seated. Telethrone is a situated display on a chair which allows multiple correct views of a remote collaborator. The system has been expanded to support informal meetings where chairs can be moved around. This is facilitated through the novel integration of a 3D reconstructed model of a person, with live viewpoint dependent rendering onto a retro-reflective surface. This removes the need for painstaking alignment of multiple cameras and projectors each time a chair is moved. A between subjects experiment tested accuracy of reconnected mutual gaze mediated by part of the system. Subjectively easier and harder situations are compared. Specifically best and worst cases, both in terms of orientation of eyes in the reconstructed head, and angle of observer gaze onto the display. Discussion compares results to experiments that used other systems to attempt to convey eye gaze by different techniques. This research builds toward a scalable system for ad hoc business meetings; a paradigm poorly supported by current video conferencing. It is also applicable to supporting conversations between seated people in any scenario where seats might be moved, for example in interaction between client and therapist in tele-therapy
    corecore