333 research outputs found

    TransparentHMD: Revealing the HMD User's Face to Bystanders

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    While the eyes are very important in human communication, once a user puts on a head mounted display (HMD), the face is obscured from the outside world's perspective. This leads to communication problems when bystanders approach or collaborate with an HMD user. We introduce transparentHMD, which employs a head-coupled perspective technique to produce an illusion of a transparent HMD to bystanders. We created a self contained system, based on a mobile device mounted on the HMD with the screen facing bystanders. By tracking the relative position of the bystander using the smartphone's camera, we render an adapting perspective view in realtime that creates the illusion of a transparent HMD. By revealing the user's face to bystanders, our easy to implement system allows for opportunities to investigate a plethora of research questions particularly related to collaborative VR systems

    Understanding Shoulder Surfing in the Wild: Stories from Users and Observers

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    Research has brought forth a variety of authentication systems to mitigate observation attacks. However, there is little work about shoulder surfing situations in the real world. We present the results of a user survey (N=174) in which we investigate actual stories about shoulder surfing on mobile devices from both users and observers. Our analysis indicates that shoulder surfing mainly occurs in an opportunistic, non-malicious way. It usually does not have serious consequences, but evokes negative feelings for both parties, resulting in a variety of coping strategies. Observed data was personal in most cases and ranged from information about interests and hobbies to login data and intimate details about third persons and relationships. Thus, our work contributes evidence for shoulder surfing in the real world and informs implications for the design of privacy protection mechanisms

    Exploring VR and AR Tools for Service Design

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    Seamless and Secure VR: Adapting and Evaluating Established Authentication Systems for Virtual Reality

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    Virtual reality (VR) headsets are enabling a wide range of new opportunities for the user. For example, in the near future users may be able to visit virtual shopping malls and virtually join international conferences. These and many other scenarios pose new questions with regards to privacy and security, in particular authentication of users within the virtual environment. As a first step towards seamless VR authentication, this paper investigates the direct transfer of well-established concepts (PIN, Android unlock patterns) into VR. In a pilot study (N = 5) and a lab study (N = 25), we adapted existing mechanisms and evaluated their usability and security for VR. The results indicate that both PINs and patterns are well suited for authentication in VR. We found that the usability of both methods matched the performance known from the physical world. In addition, the private visual channel makes authentication harder to observe, indicating that authentication in VR using traditional concepts already achieves a good balance in the trade-off between usability and security. The paper contributes to a better understanding of authentication within VR environments, by providing the first investigation of established authentication methods within VR, and presents the base layer for the design of future authentication schemes, which are used in VR environments only

    Keberterimaan Aplikasi Soemeh sebagai Wujud Aksesibilitas Penyandang Tuli

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    Aksesibilitas sangat penting diperhatikan untuk memenuhi kebutuhan seluruh keberagaman karakteristik individu. Prinsip kemudahan, kemanan, dan kenyamanan perlu terus dikembangkan sehingga seluruh keberagaman karakteristik individu dapat berpatisipasi aktif di masyarakat sebagai cermin terwujudnya masyarakat inklusif. Tujuan dari pengabdian ini adalah untuk mengungkap keberterimaan aplikasi Soemeh berbasis speech recognition sebagai wujud aksesibilitas penyandang tuli. Metode pelaksanaan pegabdian menggunakan sosialisasi dan pelatihan. Sosialisasi dilakukan secara daring yang diikuti 60 orang, sedangkan untuk pelatihan dilakukan luring di Bandung dengan melibatkan anggota komunitas tuli sejumlah 44 orang. Pengambilan data tetang keberterimaan aplikasi Soemeh menggunakan angket berskala 1-4 dengan 3 aspek yang diamati yaitu kegunaan, kemudahan, dan sikap. Hasil dari kegiatan ini mendukung konsep teori TAM (The Technology Acceptance Model)  yaitu pemahaman akan kegunaan dan kemudahan yang dialami pengguna sangat mendukung terkait sikap atau niat menggunakan aplikasi Soemeh

    Memory Manipulations in Extended Reality

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    Human memory has notable limitations (e.g., forgetting) which have necessitated a variety of memory aids (e.g., calendars). As we grow closer to mass adoption of everyday Extended Reality (XR), which is frequently leveraging perceptual limitations (e.g., redirected walking), it becomes pertinent to consider how XR could leverage memory limitations (forgetting, distorting, persistence) to induce memory manipulations. As memories highly impact our self-perception, social interactions, and behaviors, there is a pressing need to understand XR Memory Manipulations (XRMMs). We ran three speculative design workshops (n=12), with XR and memory researchers creating 48 XRMM scenarios. Through thematic analysis, we define XRMMs, present a framework of their core components and reveal three classes (at encoding, pre-retrieval, at retrieval). Each class differs in terms of technology (AR, VR) and impact on memory (influencing quality of memories, inducing forgetting, distorting memories). We raise ethical concerns and discuss opportunities of perceptual and memory manipulations in XR
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