176 research outputs found
Dare I Embark On A Field Study? Toward An Understanding Of Field Studies
Field studies have frequently been advocated as a means for understanding cognitive activities in naturalistic settings. However, there are several fundamental obstacles that one has to overcome to conduct a field study. This paper discusses two of these obstacles in the context of studying problem solving in complex environments: defining goals of a field study and justifying methods used in data analysis. Based on our experience from a recently finished field study, we outline a framework for understanding the nature of field studies and suggest a specific approach to data analysis. We argue that the goal of field studies should not be limited to hypothesis testing, and that the process of data analysis in field studies can be viewed as an inductive abstraction process. Our field study is used to illustrate the abstraction approach to data analysis and how the obstacles in field studies were dealt with. Through these discussions, we encourage researchers to engage in more field studies
Effects of viewpoint displacement on navigational performance in virtual environments
Viewpoint tethering, as a way of integrating information from both egocentric and exocentric frames of reference, has been proposed as a means of supporting efficient navigation in virtual environments. In this paper, we report our latest findings on the effects of tether length on navigational performance. Twelve volunteers participated in an experiment in which they were instructed to control an aircraft-shaped cursor flying through a set of virtual tunnels and to answer questions about the environment. Experimental results showed that: (1) subjects' global awareness performance improved with an increase of tether length; and (2) neither the short tether nor the long tether supported the best local guidance performance. Rather, the best performance was observed for an intermediate length tethered display. The existence of an optimal value for this parameter provides useful guidelines for the design of navigational system interfaces
A study of the efficacy of flashing lights to increase the salience of alcohol-gel dispensers for improving hand hygiene compliance
BackgroundMany interventions have been implemented to improve hand hygiene compliance, each with varying effects and monetary costs. Although some previous studies have addressed the issue of conspicuousness, we found only 1 study that considered improving hand hygiene by using flashing lights.MethodOur attention theory–based hypothesis tested whether a simple red light flashing at 2-3 Hz affixed to the alcohol gel dispensers, within the main hospital entrance, would increase hand hygiene compliance over the baseline rate. Baseline and intervention observations were completed over five 60-minute periods (Monday-Friday) from 7:30 to 8:30 AM using a covert observation method.ResultsBaseline hand hygiene compliance was 12.4%. Our intervention increased compliance to 23.5% during cold weather and 27.1% during warm weather. Overall, our pooled compliance rate increased to 25.3% (P < .0001).ConclusionsA simple, inexpensive flashing red light affixed to alcohol gel dispensers was sufficiently salient to approximately double overall hand hygiene compliance within the main hospital entrance. We hypothesize that our intervention drew attention to the dispensers, which then reminded employees and visitors alike to wash their hands. Compliance was worse during cold days, presumably related to more individuals wearing gloves
One Reality: Augmenting How the Physical World is Experienced by combining Multiple Mixed Reality Modalities
International audienceMost of our daily activities take place in the physical world, which inherently imposes physical constraints. In contrast, the digital world is very flexible, but usually isolated from its physical counterpart. To combine these two realms, many Mixed Reality (MR) techniques have been explored, at different levels in the continuum. In this work we present an integrated Mixed Reality ecosystem that allows users to incrementally transition from pure physical to pure virtual experiences in a unique reality. This system stands on a conceptual framework composed of 6 levels. This paper presents these levels as well as the related interaction techniques
RealitySketch: Embedding Responsive Graphics and Visualizations in AR through Dynamic Sketching
We present RealitySketch, an augmented reality interface for sketching
interactive graphics and visualizations. In recent years, an increasing number
of AR sketching tools enable users to draw and embed sketches in the real
world. However, with the current tools, sketched contents are inherently
static, floating in mid air without responding to the real world. This paper
introduces a new way to embed dynamic and responsive graphics in the real
world. In RealitySketch, the user draws graphical elements on a mobile AR
screen and binds them with physical objects in real-time and improvisational
ways, so that the sketched elements dynamically move with the corresponding
physical motion. The user can also quickly visualize and analyze real-world
phenomena through responsive graph plots or interactive visualizations. This
paper contributes to a set of interaction techniques that enable capturing,
parameterizing, and visualizing real-world motion without pre-defined programs
and configurations. Finally, we demonstrate our tool with several application
scenarios, including physics education, sports training, and in-situ tangible
interfaces.Comment: UIST 202
Exploring Potentially Abusive Ethical, Social and Political Implications of Mixed Reality Research in HCI
In recent years, Mixed Reality (MR) headsets have increasingly made advances in terms of capability, affordability and end-user adoption, slowly becoming everyday technology. HCI research typically explores positive aspects of these technologies, focusing on interaction, presence and immersive experiences. However, such technological advances and paradigm shifts often fail to consider the ``dark patterns'', with potential abusive scenarios, made possible by new technologies (cf. smartphone addiction, social media anxiety disorder). While these topics are getting recent attention in related fields and with the general population, this workshop is aimed at starting an active exploration of abusive, ethical, social and political scenarios of MR research inside the HCI community. With an HCI lens, workshop participants will engage in critical reviews of emerging MR technologies and applications and develop a joint research agenda to address them
Understanding Users’ Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives
International audienceMixed Reality systems combine physical and digital worlds, with great potential for the future of HCI. It is possible to design systems that support flexible degrees of virtuality by combining complementary technologies. In order for such systems to succeed, users must be able to create unified mental models out of heterogeneous representations. In this paper, we present two studies focusing on the users' accuracy on heterogeneous systems using Spatial Augmented Reality (SAR) and immersive Virtual Reality (VR) displays, and combining viewpoints (egocentric and exocentric). The results show robust estimation capabilities across conditions and viewpoints
Using adjacency matrices to lay out larger small-world networks
Many networks exhibit small-world properties. The structure of a small-world network is characterized by short average path lengths and high clustering coefficients. Few graph layout methods capture this structure well which limits their effectiveness and the utility of the visualization itself. Here we present an extension to our novel graphTPP layout method for laying out small-world networks using only their topological properties rather than their node attributes. The Watts–Strogatz model is used to generate a variety of graphs with a small-world network structure. Community detection algorithms are used to generate six different clusterings of the data. These clusterings, the adjacency matrix and edgelist are loaded into graphTPP and, through user interaction combined with linear projections of the adjacency matrix, graphTPP is able to produce a layout which visually separates these clusters. These layouts are compared to the layouts of two force-based techniques. graphTPP is able to clearly separate each of the communities into a spatially distinct area and the edge relationships between the clusters show the strength of their relationship. As a secondary contribution, an edge-grouping algorithm for graphTPP is demonstrated as a means to reduce visual clutter in the layout and reinforce the display of the strength of the relationship between two communities
Systematic literature review on user logging in virtual reality
In this systematic literature review, we study the role of user logging in virtual reality research. By categorizing literature according to data collection methods and identifying reasons for data collection, we aim to find out how popular user logging is in virtual reality research. In addition, we identify publications with detailed descriptions about logging solutions. Our results suggest that virtual reality logging solutions are relatively seldom described in detail despite that many studies gather data by body tracking. Most of the papers gather data to witness something about a novel functionality or to compare different technologies without discussing logging details. The results can be used for scoping future virtual reality research.acceptedVersionPeer reviewe
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