8 research outputs found

    Seven HCI Grand Challenges

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    This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements

    Assessing The Relationship Between Type Of Head Movement And Simulator Sickness Using An Immersive Virtual Reality Head Mounted Display: A Pilot Study

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    Virtual Reality (VR) head-mounted displays are becoming more common and are drawing more attention from an increasing number of industries and organizations. Many groups are looking towards these types of technologies as a means for training, education, and entertainment. While research supports the capability of similar technologies for various uses, simulator sickness is still a main concern for extended exposure to virtual environments. Unfortunately, with the increasing number of commercial VR display technologies becoming available, little research exists evaluating the potential negative effects of VR usage. Furthermore, no explicit set of evaluation tools are available to guide thorough investigations of these devices. This experiment sought to evaluate a new commercially available VR head-mounted display and serve as a starting point for a larger-scale effort to determine best procedural practices for evaluating these types of technologies

    Training Effectiveness Evaluation: Call For Fire Trainer – Augmented Virtuality (Cfft-Av)

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    As emerging technologies continue to modernize battlefield systems, the use of Mixed Reality (MR) training has been increasingly proposed as a lower cost and more time-effective alternative to live training. However, there has been minimal empirical data to demonstrate the effectiveness of MR type training which leaders require to make informed decisions about training device acquisition. In an effort to assist in the decision making process of future training system acquisition a Training Effectiveness Evaluation (TEE) is being conducted by U.S. Army Research Laboratory (ARL) Human Research and Engineering Directorate (HRED), Simulation and Training Technology Center (STTC) on the Call for Fire Trainer – Augmented Virtuality (CFFT-AV). This paper describes the methodology of the TEE with regard to the effectiveness of AV as a platform within the Call for Fire (CFF) task domain and how AV technologies and methods can impact CFF training

    A Performance-Based Training Evaluation For An Augmented Virtuality Call For Fire Training System

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    A Call for Fire is a complex task requiring specialized training and is performed by a Joint Forward Observer (JFO). As newer technologies become available, innovative ways of incorporating mixed reality into simulation-based training becomes possible. One such approach is through augmented virtuality (AV). AV mixes a heavily virtual environment with interactive objects in the real world, which differs from augmented reality in that the latter overlays virtual elements into a representation of the real world. An AV Call for Fire Simulator was developed in order to assess the efficacy of AV technology for simulation-based training in the JFO training course. This paper describes a training effectiveness evaluation conducted to assess the overall effectiveness of AV integration into current training standards and methodologies
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