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Detecting Human Attitudes through Interactions with Responsive Environments 通过与反应性环境的互动来探测人类的态度
Jan Torpus, C. Spindler, Jonas Kellermeyer
The paper is based on the developments of the research project “Paradigms of Ubiquitous Computing”, funded by the Swiss National Science Foundation (SNSF, 100016_185436 / 1), 2019-23. It investigates the impact of environmentally embedded sensor-actuator systems on humans. With a critical stance, we examine human-machine interfaces to make quantitative statements about behavior patterns and attitudes, only based on their physical interactions with a responsive environment. By staging different paradigms of Ubiquitous Computing in an experimental setup and evaluating them with test persons, we aim to gain insights into the human experience and appropriation of immersive and sometimes challenging situations. The artistic approach is based on strategies of New Media Art and Speculative Design and is not aligned with processes commonly used in applied research and development. The evaluation design is based on mixed methods with a strong emphasis on semantic differentials to quantify user interactions with electronically enhanced devices and furnishings. The focus is on interaction design strategies and evaluation design methods.
本文基于瑞士国家科学基金会(SNSF, 100016_185436 / 1), 2019-23资助的研究项目“泛在计算范式”的发展。它调查了环境嵌入式传感器-执行器系统对人类的影响。以批判的立场,我们检查人机界面,仅基于他们与响应环境的物理交互,对行为模式和态度做出定量陈述。通过在实验设置中展示不同的普适计算范式,并与测试人员一起评估它们,我们的目标是深入了解人类体验和对沉浸式和有时具有挑战性的情况的利用。艺术方法基于新媒体艺术和思辨设计的策略,与应用研究和开发中常用的过程不一致。评估设计基于混合方法,强调语义差异,以量化用户与电子增强设备和家具的交互。重点是交互设计策略和评估设计方法。
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引用次数: 0
Immersion or Disruption?: Readers’ Evaluation of and Requirements for (3D-)audio as a Tool to Support Immersion in Digital Reading Practices. 沉浸式还是颠覆式?读者对(3D)音频作为一种支持沉浸式数字阅读实践的工具的评价和需求。
Iris Jennes, Elias Blanckaert, Wendy Van den Broeck
In this paper, we aim to contribute to the understanding of how readers experience immersion in digital reading experiences, more specifically with digital reading supported by (3D-)audio tracks. We formulate user and content requirements for implementing (3D-)audio soundtracks for readers in a digital reading application. The main research question addressed in this paper is: (how) can audio aid the immersion of readers in digital fiction stories? To answer this question, three online focus group discussions were organised in Belgium and Germany. As part of the set-up of the Horizon Europe project Möbius, 18 participants tested different 3D-audio tracks while reading via the Thorium Reader application. The results first address how participants define immersion, and how the role of audio in immersion can become paradoxical. Then, the paper presents a detailed evaluation of the factors en- or disabling immersion for the specific 3D-audio tracks, and how these insights can be implemented in reading apps via user and content requirements.
在本文中,我们旨在帮助理解读者如何体验沉浸在数字阅读体验中,更具体地说,是通过(3D-)音轨支持的数字阅读。我们制定了在数字阅读应用程序中为读者实现(3D)音轨的用户和内容要求。本文的主要研究问题是:音频如何帮助读者沉浸在数字小说故事中?为了回答这个问题,我们在比利时和德国组织了三个在线焦点小组讨论。作为地平线欧洲项目Möbius的一部分,18名参与者在通过钍阅读器应用程序阅读时测试了不同的3d音轨。研究结果首先阐述了参与者如何定义沉浸感,以及音频在沉浸感中的作用如何变得矛盾。然后,本文详细评估了影响或阻碍特定3d音轨沉浸感的因素,以及如何通过用户和内容需求在阅读应用中实现这些见解。
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引用次数: 0
Human-Centered and AI-driven Generation of 6-DoF Extended Reality 以人为本、人工智能驱动的一代六自由度扩展现实
Jit Chatterjee, Maria Torres Vega
In order to unlock the full potential of Extended Reality (XR) and its application to societal sectors such as health (e.g., training) or Industry 5.0 (e.g., remote control of infrastructure) there is a need for very realistic environments to enhance the presence of the user. However, current photo-realistic content generation methods (such as Light Fields) require a massive amount of data transmission (i.e., ultra-high bandwidths) and extreme computational power for displaying. Thus, they are not suited for interactive immersive and realistic applications. In this research, we hypothesize that is possible to generate realistic dynamic 3D environments by means of Deep Generative Networks. The work will consist of two parts: (1) a computer vision system that generates the 3D environment based on 2D images, and (2) a Human-Computer Interaction system (HCI) that predicts Region of Interest (RoI) for efficient 3D rendering, subjective and objective assessment of user perception (by means of presence) to enhance the 3D scene quality. This work aims to gain insights into how well deep generative methods can create realistic and immersive environments. This will significantly help future developments in realistic and immersive XR content creation.
为了释放扩展现实(XR)的全部潜力并将其应用于卫生(例如培训)或工业5.0(例如基础设施的远程控制)等社会部门,需要非常逼真的环境来增强用户的存在感。然而,目前的真实感内容生成方法(如光场)需要大量的数据传输(即超高带宽)和极端的计算能力来显示。因此,它们不适合交互式沉浸式和现实应用程序。在这项研究中,我们假设可以通过深度生成网络来生成逼真的动态3D环境。这项工作将由两部分组成:(1)基于2D图像生成3D环境的计算机视觉系统,以及(2)预测感兴趣区域(RoI)的人机交互系统(HCI),以实现高效的3D渲染,主观和客观评估用户感知(通过存在),以提高3D场景质量。这项工作旨在深入了解深度生成方法如何能够创造逼真的沉浸式环境。这将极大地帮助现实和沉浸式XR内容创作的未来发展。
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引用次数: 0
Proof-of-Concept Study to Evaluate the Impact of Spatial Audio on Social Presence and User Behavior in Multi-Modal VR Communication 评估空间音频对多模态VR通信中社会存在和用户行为影响的概念验证研究
Felix Immohr, Gareth Rendle, A. Neidhardt, Steve Göring, Rakesh Rao Ramachandra Rao, Stephanie Arévalo Arboleda, Bernd Froehlich, Alexander Raake
This paper presents a proof-of-concept study conducted to analyze the effect of simple diotic vs. spatial, position-dynamic binaural synthesis on social presence in VR, in comparison with face-to-face communication in the real world, for a sample two-party scenario. A conversational task with shared visual reference was realized. The collected data includes questionnaires for direct assessment, tracking data, and audio and video recordings of the individual participants’ sessions for indirect evaluation. While tendencies for improvements with binaural over diotic presentation can be observed, no significant difference in social presence was found for the considered scenario. The gestural analysis revealed that participants used the same amount and type of gestures in face-to-face as in VR, highlighting the importance of non-verbal behavior in communication. As part of the research, an end-to-end framework for conducting communication studies and analysis has been developed.
本文提出了一项概念验证研究,分析了简单的双耳合成与空间、位置动态双耳合成对虚拟现实中社会存在的影响,并与现实世界中的面对面交流进行了比较。实现了具有共享视觉参考的会话任务。收集的数据包括用于直接评估的问卷,跟踪数据,以及用于间接评估的个人参与者会话的音频和视频记录。虽然可以观察到双耳表现优于双耳表现的改善趋势,但在所考虑的情景中,社会存在方面没有发现显著差异。手势分析显示,参与者在面对面交流中使用的手势数量和类型与在虚拟现实中相同,这凸显了非语言行为在交流中的重要性。作为研究的一部分,已制定了进行传播研究和分析的端到端框架。
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引用次数: 0
Zenctuary VR: Simulating Nature in an Interactive Virtual Reality Application: Description of the design process of creating a garden in Virtual Reality with the aim of testing its restorative effects. zencuary VR:在交互式虚拟现实中模拟自然应用:描述在虚拟现实中创建花园的设计过程,目的是测试其修复效果。
Á. Bakk, B. Tölgyesi, Máté Barkóczi, Balázs Buri, András Szabó, Botond Tobai, Iva Georgieva, Christian Roth
In this paper we present the design process of a virtual reality experience the aim of which is to have a restorative effect on users. In the simulated natural site, the user can interact with some elements of the environment and can also explore the view. We describe how we tried to create a more realistic sense of nature by relying on high quality graphics, the use of free-roaming space, and naturalistic interactions. During the design process we avoided gameful interactions and instead created playful interactions, while also relying on the multimodal aspect of the virtual reality technology.
在本文中,我们提出了一个虚拟现实体验的设计过程,其目的是对用户产生恢复性的影响。在模拟的自然场地中,用户可以与环境的一些元素进行交互,也可以探索景观。我们描述了我们如何通过高质量的图像、自由漫游空间的使用和自然的互动来创造更逼真的自然感。在设计过程中,我们避免了游戏互动,而是创造了有趣的互动,同时也依赖于虚拟现实技术的多模式方面。
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引用次数: 1
What’s my future: a Multisensory and Multimodal Digital Human Agent Interactive Experience 我的未来是什么:一个多感官和多模式的数字人类代理互动体验
Anna Sheremetieva, Ihor Romanovych, Sam Frish, M. Maksymenko, Orestis Georgiou
This paper describes an interactive multimodal and multisensory fortune-telling experience for digital signage applications that combines digital human agents along with touchless haptic technology and gesture recognition. For the first time, human-to-digital human interaction is mediated through hand gesture input and mid-air haptic feedback, motivating further research into multimodal and multisensory location-based experiences using these and related technologies. We take a phenomenological approach and present our design process, the system architecture, and discuss our gained insights, along with some of the challenges and opportunities we have encountered during this exercise. Finally, we use our singular implementation as a paradigm as a proxy for discussing complex aspects such as privacy, consent, gender neutrality, and the use of digital non-fungible tokens at the phygital border of the metaverse.
本文描述了数字标牌应用的交互式多模式和多感官算命体验,该体验结合了数字人类代理以及非接触式触觉技术和手势识别。人类与数字之间的互动首次通过手势输入和空中触觉反馈来调节,这推动了使用这些技术和相关技术对多模式和多感官定位体验的进一步研究。我们采用现象学方法,展示我们的设计过程、系统架构,并讨论我们获得的见解,以及我们在此练习中遇到的一些挑战和机遇。最后,我们使用我们的单一实现作为范例,作为讨论复杂方面的代理,例如隐私,同意,性别中立以及在虚拟世界的物理边界使用数字不可替代令牌。
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引用次数: 0
A Quality of Experience Evaluation of an Interactive Multisensory 2.5D Virtual Reality Art Exhibit 交互式多感官2.5D虚拟现实艺术展的体验质量评价
Chen Chen, Niall Murray, Conor Keighrey
In recent years, museums have become more interactive and immersive through the adaptation of technology within large scale art exhibitions. Due to these changes, new types of cultural experiences are more appealing to a younger audience. Despite these positive changes, some museum experiences are still primarily focused on visual art experiences, which remain out of reach to those with visual impairments. Such unimodal and visual dominated experiences restrict these users who depend on sensory feedback to experience the world around them. In this paper, the authors propose a novel VR experience which incorporates multisensory technologies. It allows individuals to engage and interact with a visual artwork museum experience presented as a fully immersive VR environment. Users can interact with virtual paintings and trigger sensory zones which deliver multisensory feedback to the user. These sensory zones are unique to each painting, presenting thematic audio and smells, custom haptic feedback to feel the artwork, and lastly air, light and thermal changes in an effort to engage those with visual impairments.
近年来,通过对大型艺术展览的技术改造,博物馆变得更具互动性和沉浸性。由于这些变化,新的文化体验类型对年轻观众更具吸引力。尽管有这些积极的变化,一些博物馆的体验仍然主要集中在视觉艺术体验上,这对于那些有视觉障碍的人来说仍然是遥不可及的。这种单模和视觉主导的体验限制了这些依赖感官反馈来体验周围世界的用户。在本文中,作者提出了一种融合多感官技术的新型VR体验。它允许个人参与并与视觉艺术博物馆体验互动,呈现为完全沉浸式的VR环境。用户可以与虚拟绘画互动,并触发感官区域,向用户提供多感官反馈。这些感觉区域对每幅画都是独一无二的,呈现主题音频和气味,定制触觉反馈来感受艺术品,最后是空气、光和热的变化,以吸引那些有视觉障碍的人。
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引用次数: 0
Accessibility Research in Digital Audiovisual Media: What Has Been Achieved and What Should Be Done Next? 数字视听媒体的无障碍研究:已经取得的成就和下一步应该做的事情?
Alexandre Nevsky, Timothy Neate, E. Simperl, Radu-Daniel Vatavu
The consumption of digital audiovisual media is a mainstay of many people’s lives. However, people with accessibility needs often have issues accessing this content. With a view to addressing this inequality, there exists a wide range of interventions that researchers have explored to bridge this accessibility gap. Despite this work, our understanding of the capability of these interventions is poor. In this paper, we address this through a systematic review of the literature, creating a dataset of and analysing N = 181 scientific papers. We have found that certain areas have accrued a disproportionate amount of attention from the research community – for example, blind and visually impaired and d/Deaf and hard of hearing people account for of papers (N = 170). We describe challenges researchers have addressed, end-user communities of focus, and interventions examined. We conclude by evaluating gaps in the literature and areas that could use more focus on in the future.
数字视听媒体的消费是许多人生活的支柱。然而,有可访问性需求的人通常在访问这些内容时遇到问题。为了解决这种不平等,研究人员已经探索了广泛的干预措施来弥合这种可及性差距。尽管做了这些工作,但我们对这些干预措施的能力了解甚少。在本文中,我们通过对文献的系统回顾来解决这个问题,创建了一个数据集,并分析了N = 181篇科学论文。我们发现,某些领域已经从研究界获得了不成比例的关注——例如,盲人和视障人士以及聋哑人和重听人占了论文的一半(N = 170)。我们描述了研究人员所面临的挑战,关注的最终用户群体,以及研究的干预措施。我们通过评估文献中的差距和未来可以更多关注的领域来总结。
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引用次数: 0
Behavior as a Function of Video Quality in an Ecologically Valid Experiment 在一个生态有效的实验中,行为作为视频质量的函数
Dominika Wanat, L. Janowski, K. De Moor
Most user studies in the QoE multimedia domain are done by asking users about quality. This approach has advantages: it obtains many answers and reduces variance by repeated measurements. However, the results obtained in this context may be different from those obtained in the real application, since quality is not asked about this often in everyday life. It is more natural is to focus on user behavior. The proposed PhD focuses on a method for performing experiments based on observations of a participant’s behavior. We address two main challenges that exist in any new experiment design: how to calculate the interval validity of the proposed method and how to analyze the obtained data. The data analysis we propose is based on psychometric functions. We propose two different experiments, one of which is already ongoing.
大多数QoE多媒体领域的用户研究都是通过询问用户关于质量的问题来完成的。这种方法的优点是:它可以得到许多答案,并通过重复测量减少方差。然而,在这种情况下获得的结果可能与在实际应用中获得的结果不同,因为在日常生活中通常不会询问质量。更自然的做法是关注用户行为。建议的博士学位侧重于一种基于对参与者行为的观察来进行实验的方法。我们解决了任何新实验设计中存在的两个主要挑战:如何计算所提出方法的区间有效性以及如何分析所获得的数据。我们提出的数据分析是基于心理测量函数的。我们提出了两个不同的实验,其中一个已经在进行中。
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引用次数: 0
A Preliminary Study of the Eye Tracker in the Meta Quest Pro Meta Quest Pro中眼动仪的初步研究
Shu Wei, Desmond Bloemers, Aitor Rovira
This paper presents the preliminary results of an accuracy testing of the Meta Quest Pro’s eye tracker. We conducted user testing to evaluate the spatial accuracy, spatial precision and subjective performance under head-free and head-restrained conditions. Our measurements indicated an average accuracy of 1.652° with a precision of 0.699° (standard deviation) and 0.849° (root mean square) for a visual field spanning 15° during head-free. The signal quality of Quest Pro’s eye-tracker is comparable to existing AR/VR eye-tracking headsets. Notably, careful considerations are required when designing the size of scene objects, mapping areas of interest, and determining the interaction flow. Researchers should also be cautious about interpreting the fixation results when multiple targets are within close proximity. Further investigation and better specification information transparency are needed to establish its capabilities and limitations.
本文介绍了Meta Quest Pro眼动仪精度测试的初步结果。我们进行了用户测试,以评估空间精度,空间精度和主观表现在无头和头部限制条件下。我们的测量表明,平均精度为1.652°,精度为0.699°(标准差)和0.849°(均方根),视野跨度为15°。Quest Pro眼动仪的信号质量与现有的AR/VR眼动追踪头显相当。值得注意的是,在设计场景对象的大小、映射感兴趣的区域和确定交互流时,需要仔细考虑。研究人员在解释近距离内多个目标的注视结果时也应谨慎。需要进一步的调查和更好的规范信息透明度来确定其功能和限制。
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引用次数: 0
期刊
Proceedings of the 2023 ACM International Conference on Interactive Media Experiences
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