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Don’t Drop the Ball: A Comparison of Throwing Performance Between VR and Real Life 不要掉球:VR 与现实生活中投球性能的比较
Pub Date : 2023-12-05 DOI: 10.1177/21695067231192659
Samantha Kelling, Nicholas J. Kelling
A two-experiment study assessed throwing performance in VR and real life. The first experiment was a direct comparison of a carnival type throwing game in which participants attempted to throw 20 balls into a bucket from distances of 5 and 10 ft. Fifteen participants completed the task in both real life and in an identical VR environment. In the second experiment, the same task was repeated at the 5ft distance only with the addition of a randomized order of three different VR controllers and the real-life condition. Results from both experiments indicate substantial differences between real life and VR performance along with differences between controllers. Significant VR research has stressed enhancing visual quality to better replicate real life. However, the focus needs to shift to examine creating accurate psychomotor interactions to achieve more accurate performance and ultimately training success.
一项由两个实验组成的研究评估了虚拟现实和现实生活中的投掷表现。第一个实验是嘉年华式投掷游戏的直接对比,参与者试图从5英尺到10英尺的距离向桶中投掷20个球。15名参与者在现实生活和相同的虚拟现实环境中完成了任务。在第二个实验中,同样的任务在5英尺的距离上重复,只是增加了三个不同的VR控制器的随机顺序和现实生活条件。这两个实验的结果都表明,现实生活和虚拟现实的表现存在巨大差异,控制器之间也存在差异。重要的VR研究强调提高视觉质量以更好地复制现实生活。然而,重点需要转移到研究创造准确的精神运动相互作用,以实现更准确的表现和最终的训练成功。
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引用次数: 0
Up, Down, On, Off? Effects of Camera Decisions on Interpersonal Perception During Videoconferencing 上、下、开、关?摄像机决定对视频会议期间人际感知的影响
Pub Date : 2023-12-05 DOI: 10.1177/21695067231192280
M. Gruber, Mirella S. Galliano, Annamarie P. Brosnihan, P. A. Hancock
Videoconferencing rapidly rose in popularity with the COVID-19 pandemic. With this recent interest in videoconferencing, discussions of how to appear one’s best on camera became similarly popular. However, despite the current interest in how one appears on camera, there is relatively little empirical research on this topic. This exploratory analysis investigates how camera usage and angle impact perceptions of videoconference users. Participants watched a brief video vignette of two actors completing a social negotiation task and evaluated the actors’ perceived experience, competence,and effort The results suggest that camera decisions can impact interpersonal perception; however, individual differences in users may moderate these effects.
随着COVID-19大流行,视频会议迅速普及。随着最近人们对视频会议的兴趣,关于如何在镜头前展现最佳状态的讨论也同样流行起来。然而,尽管目前人们对一个人在镜头上的表现很感兴趣,但关于这个话题的实证研究相对较少。这个探索性分析调查了摄像头的使用和角度如何影响视频会议用户的感知。参与者观看了两个演员完成社会谈判任务的简短视频,并评估了演员的感知经验、能力和努力。结果表明,镜头决策可以影响人际感知;然而,使用者的个体差异可能会缓和这些影响。
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引用次数: 0
Was I thinking about thinking about the task? Measurement issues with self-reports of task-related and task-unrelated thoughts 我是否在思考任务?自我报告与任务相关和无关想法的测量问题
Pub Date : 2023-12-05 DOI: 10.1177/21695067231192694
William S. Helton, Kenneth Jacksonil
In two studies we examined participants self-reports of their cognitive state after performing tasks. The reports of cognitive state included separate single item measures of task-related and task-unrelated thoughts framed as opposing sets (thoughts about X and –X). In study 1, we examined two data sets from previously published research. The correlation between task-related and task-unrelated thoughts was ~ r = −.25. In addition, the two items loaded onto separate factors when they were combined with other measures from the Short Task Relevant Evaluation of Stress State (STRESS). In study 2, 33 participants played a simulated natural disaster strategy game for five sessions and after each session they self-reported their cognitive state during the game. The correlation between task-related and task-unrelated thoughts at the individual level was also low, ~r = −.24. Participants may have difficulties accurately rating their thought content post-engaging in a task.
在两项研究中,我们检查了参与者在完成任务后的认知状态自我报告。认知状态报告包括对任务相关和任务无关想法的单独单项测量,这些想法被框定为对立的两组(关于X和-X的想法)。在研究1中,我们检查了先前发表的研究中的两个数据集。任务相关思维和任务无关思维之间的相关系数为~ r = - 0.25。此外,当这两个项目与应激状态短任务相关评价(Short Task Relevant Evaluation of Stress State,简称Stress)的其他测量相结合时,它们被加载到不同的因素上。在研究2中,33名参与者玩了五次模拟自然灾害策略游戏,每次游戏结束后,他们自我报告游戏期间的认知状态。在个体水平上,任务相关思维和任务无关思维之间的相关性也很低,~r = - 0.24。参与者在参与任务后可能难以准确评估他们的思想内容。
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引用次数: 0
Premortems in Game Development Teams: Impact and Potential 游戏开发团队的预审:影响和潜力
Pub Date : 2023-12-05 DOI: 10.1177/21695067231193680
Kaitlyn M. Roose, Betsy R. Lehman, Elizabeth S. Veinott
Software design teams need methods to evaluate plans as part of agile development processes. The premortem is a cognitive, structured, analytic technique that supports team plan evaluation and re-planning. Few empirical or longitudinal studies involving premortems exist. Ten game development teams (n=68 members) conducted premortems early on during a year-long game development project. Teams provided initial ratings of their game design plan, then conducted a premortem, and revised their plans. In the premortems, teams identified 17.8 unique reasons on average for project failure and 16.7 mitigations to those failures. Reasons for project failure focused mainly on game design execution, team communication, and game complexity (e.g., too many levels, branching). While most teams identified solutions for these challenges, surprisingly few teams revised their plans to scale back the game design complexity.
软件设计团队需要将评估计划的方法作为敏捷开发过程的一部分。事前剖析是一种认知的、结构化的、分析的技术,它支持团队计划评估和重新规划。很少有实证或纵向研究涉及死前现象。10个游戏开发团队(68名成员)在为期一年的游戏开发项目早期进行了预演。团队提供他们的游戏设计计划的初始评级,然后进行预分析,并修改他们的计划。在预测中,团队平均确定了17.8个导致项目失败的独特原因,以及16.7个缓解这些失败的方法。项目失败的原因主要集中在游戏设计执行、团队沟通和游戏复杂性(游戏邦注:如关卡过多、分支过多)。虽然大多数团队都找到了这些挑战的解决方案,但令人惊讶的是,很少有团队修改他们的计划来降低游戏设计的复杂性。
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引用次数: 0
COMPASS App: A Patient-centered Physiological based Pain Assessment System COMPASS 应用程序:以患者为中心的生理疼痛评估系统
Pub Date : 2023-12-02 DOI: 10.1177/21695067231192200
Wenchao Zhu, Chang Liu, Haoxiang Yu, Yikang Guo, Yan Xiao, Yingzi Lin
Chronic pain patients lack at-home pain assessment and management tools. The existing chronic-pain mobile applications are either solely relying on self-report pain levels or restricted to formal clinical settings. Our app, abbreviated from an NSF-funded project entitled Novel Computational Methods for Continuous Objective Multimodal Pain Assessment Sensing System (COMPASS), is a multi-dimensional pain app that collects physiological signals to predict objective pain levels and trace daily at-home activities by incorporating a daily check-in section. We conducted a usability test with 33 healthy participants under pain conditions. The results provided initial support for the validity of the signals in predicting internalizing pain levels among the participants. With further development and testing, we believe the COMPASS app system has the potential to be used by both patients and clinicians as an additional tool to better assess and manage pain, especially for mobile healthcare applications.
慢性疼痛患者缺乏家庭疼痛评估和管理工具。现有的慢性疼痛移动应用程序要么完全依赖于自我报告的疼痛水平,要么仅限于正式的临床设置。我们的应用程序,缩写自一个由美国国家科学基金会资助的项目,名为“连续客观多模态疼痛评估传感系统(COMPASS)的新型计算方法”,是一个多维疼痛应用程序,通过收集生理信号来预测客观疼痛水平,并通过纳入日常登记部分来跟踪日常家庭活动。我们对33名处于疼痛状态的健康参与者进行了可用性测试。结果初步支持了信号在预测参与者内化疼痛水平方面的有效性。随着进一步的开发和测试,我们相信COMPASS应用系统有潜力被患者和临床医生用作更好地评估和管理疼痛的额外工具,特别是在移动医疗保健应用中。
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引用次数: 0
Factors Influencing Adoption of Pooled Rideshare An Explorative Study on User-Centered Design and Services 以用户为中心的设计与服务探索研究》:影响采用拼车共享的因素
Pub Date : 2023-12-02 DOI: 10.1177/21695067231192636
Rakesh Gangadharaiah, Haotian Su, Elenah B. Rosopa, Kristin Kolodge MS, Lisa Boor, Patrick J. Rosopa, Yunyi Jia, Johnell Brooks
The rise of real-time information communication through smartphones and wireless networks enabled the growth of ridesharing services. While personal rideshare services (individuals ride alone or with people they know) initially dominated the market, the popularity of pooled ridesharing (individuals share rides with strangers) has grown globally. However, pooled rideshare remains less common in the U.S., where personal vehicle usage is still the norm. Vehicle design and rideshare services may need to be tailored to user preferences to increase pooled rideshare adoption. A national U.S. survey ( N = 5,385) used exploratory and confirmatory factor analyses to identify four key factors influencing riders’ willingness to consider pooled rideshare: comfort/ease of use, convenience, vehicle technology/accessibility, and passenger safety. Understanding and implementing these user-centered design principles and service-related factors may be critical for increasing the future use of pooled rideshare services in the U.S.
通过智能手机和无线网络的实时信息通信的兴起,使拼车服务得以增长。虽然个人拼车服务(个人单独或与认识的人一起拼车)最初主导了市场,但拼车服务(个人与陌生人拼车)在全球范围内越来越受欢迎。然而,拼车在美国仍然不太常见,个人车辆的使用仍然是常态。车辆设计和拼车服务可能需要根据用户偏好进行定制,以提高拼车的使用率。一项美国全国调查(N = 5385)使用探索性和验证性因素分析来确定影响乘客考虑拼车意愿的四个关键因素:舒适/易用性、便利性、车辆技术/可达性和乘客安全。理解并实施这些以用户为中心的设计原则和与服务相关的因素,对于未来在美国增加拼车服务的使用至关重要
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引用次数: 0
Finding a Natural Fit: A Thematic Analysis of Amputees’ Prosthesis Setting Preferences during User-Guided Auto-Tuning 寻找自然匹配:用户指导下的自动调谐过程中假肢设置偏好的主题分析
Pub Date : 2023-11-27 DOI: 10.1177/21695067231216121
Jing Yuan, Xiaolu Bai, A. Alili, Ming Liu, Jing Feng, He Huang
Amputees’ preferences for prosthesis settings are critical not only for their psychological well-being but also for long-term adherence to device adoption and health. Although active lower-limb prostheses can provide enhanced functionality than passive devices, little is known about the mechanism of preferences for settings in active devices. Therefore, a think-aloud study was conducted on three amputees to unravel their preferences for a powered robotic knee prosthesis during user-guided auto-tuning. The inductive thematic analysis revealed that amputee patients were more likely to use their own passive device rather than the intact leg as the reference for the natural walking that they were looking for in the powered device. There were large individual differences in factors influencing naturalness. The mental optimization of preference decisions was mostly based on the noticeableness of the differences between knee profiles. The implications on future design and research in active prostheses were discussed.
截肢者对假肢设置的偏好不仅对他们的心理健康至关重要,而且对长期坚持使用假肢和健康也至关重要。虽然主动式下肢假肢可以提供比被动式假肢更强的功能,但人们对主动式假肢的设置偏好机制知之甚少。因此,我们对三位截肢者进行了一项思考-朗读研究,以了解他们在用户指导下进行自动调谐时对动力机器人膝关节假肢的偏好。归纳式主题分析表明,截肢患者更倾向于使用自己的被动装置而非完好的腿部作为参照,以实现他们在动力装置中所追求的自然行走。影响自然度的因素存在很大的个体差异。偏好决定的心理优化主要基于膝关节外形差异的明显程度。会上还讨论了对未来主动假肢设计和研究的影响。
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引用次数: 0
The Effect of Time Pressure on Visual Search Eye Tracking Metrics in Virtual Reality 时间压力对虚拟现实中视觉搜索眼动跟踪指标的影响
Pub Date : 2023-09-01 DOI: 10.1177/21695067231192429
Mohamad El Iskandarani, Sara L. Riggs
The study of visual search has focused on various guiding factors, but less attention has been given to how environmental factors affect visual search in virtual reality (VR). The visual search literature has primarily been based on 2D laboratory tasks, which lack the complexity of real-life search tasks. Thus, this study studies the effect of time pressure on visual search in a naturalistic environment. To do that, participants were immersed in a virtual living room using VR and tasked with finding objects under a time constraint. Eye gaze data was collected, and convex hull volumes and scanning rates were calculated and analyzed. The results show that time pressure reduced convex hull volume and increased scanning rate, indicating faster search speed and a gaze tunneling effect. Understanding how time pressure affects visual search can help improve training strategies and design better user interfaces for visual search critical domains.
对视觉搜索的研究主要集中在各种引导因素上,但较少关注环境因素如何影响虚拟现实(VR)中的视觉搜索。视觉搜索文献主要基于二维实验室任务,缺乏现实生活中搜索任务的复杂性。因此,本研究探讨了时间压力对自然环境中视觉搜索的影响。为此,研究人员利用虚拟现实技术让参与者沉浸在虚拟客厅中,并让他们在时间限制下完成寻找物品的任务。研究人员收集了眼球注视数据,并计算和分析了凸壳体积和扫描率。结果表明,时间压力降低了凸壳体积,提高了扫描率,这表明搜索速度加快,并产生了凝视隧道效应。了解时间压力对视觉搜索的影响有助于改进训练策略,并为视觉搜索关键领域设计更好的用户界面。
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引用次数: 0
The Effect of Virtual Instructor and Metacognition on Workload in a Location-Based Augmented Reality Learning Environment 虚拟教师和元认知对基于位置的增强现实学习环境中工作量的影响
Pub Date : 2023-09-01 DOI: 10.1177/21695067231192938
Jung Hyup Kim, Ching-Yun Yu, K. Seo, Fang Wang, Danielle Oprean
Augmented Reality (AR) technology offers the possibility of experiencing virtual images with physical objects and provides high-quality hands-on experiences in an engineering lab environment. However, students still need help navigating the educational content in AR environments due to a mismatch problem between computer-generated 3D images and actual physical objects. This limitation could significantly influence their learning processes and workload in AR learning. In addition, a lack of student awareness of their learning process in AR environments could negatively impact their performance improvement. To overcome those challenges, we introduced a virtual instructor in each AR module and asked a metacognitive question to improve students’ metacognitive skills. The results showed that student workload was significantly reduced when a virtual instructor guided students during AR learning. Also, there is a significant correlation between student learning performance and workload when they are overconfident. The outcome of this study will provide knowledge to improve the AR learning environment in higher education settings.
增强现实(AR)技术提供了用实物体验虚拟图像的可能性,并在工程实验室环境中提供了高质量的动手体验。然而,由于计算机生成的三维图像与实际物理对象之间存在不匹配问题,学生仍然需要帮助才能浏览 AR 环境中的教学内容。这一局限性可能会严重影响他们在 AR 学习中的学习过程和工作量。此外,学生对其在 AR 环境中的学习过程缺乏认识,也会对其学习成绩的提高产生负面影响。为了克服这些挑战,我们在每个 AR 模块中引入了一名虚拟教师,并提出了一个元认知问题,以提高学生的元认知能力。结果表明,在虚拟教师指导学生进行 AR 学习时,学生的工作量明显减少。此外,当学生过于自信时,他们的学习成绩和工作量之间也存在明显的相关性。这项研究的结果将为改善高等教育中的 AR 学习环境提供知识。
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引用次数: 0
The Effect of Patient Gender and Undressing Method on Chest Exposure for the Treatment of a Gunshot Wound 患者性别和脱衣方法对治疗枪伤时胸部暴露的影响
Pub Date : 2023-09-01 DOI: 10.1177/21695067231192926
Katelyn R. Schwieters, Bradley A. Drahos, Curtis M. Craig, William Kessler, Marshall Mabry, Jack E. Norfleet, Mark V. Mazzeo, Nichole L. Morris
Disrobing of a casualty on the battlefield is a key step in treatment to ensure injuries have been properly treated. Hesitancy to fully disrobe female patients may result in poorer treatment provided to female casualties. The goal of this study was to determine whether patient gender predicted the occurrence of complete or partial chest exposure and whether the type of undressing method predicted complete or partial exposure. Second, we sought to determine whether simulator gender, undressing method, and chest exposure predicted differences in the treatment of a gunshot wound (GSW) to the chest. Thirty-six soldiers treated GSW on male and female patient simulators. Complete chest exposures were more likely with male patients or when shears were used. For male patients, there were fewer errors, chest was exposed completely, and tearing methods were used. Results indicate opportunities to improve wound discovery and decrease GSW treatment errors, particularly for female patients.
在战场上为伤员脱衣是治疗的关键步骤,可确保伤员的伤势得到妥善处理。不愿意为女性患者完全脱衣可能会导致为女性伤员提供的治疗效果较差。本研究的目的是确定患者的性别是否会导致胸部完全或部分暴露,以及脱衣方法的类型是否会导致胸部完全或部分暴露。其次,我们试图确定模拟人的性别、脱衣方法和胸部暴露是否会预测胸部枪伤(GSW)治疗的差异。36 名士兵分别在男性和女性病人模拟器上处理了枪伤。男性患者或使用剪子时更有可能完全暴露胸部。男性患者的错误较少,胸部完全暴露,并且使用了撕裂方法。结果表明,有改进伤口发现和减少 GSW 治疗错误的机会,尤其是对女性患者而言。
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引用次数: 0
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Proceedings of the Human Factors and Ergonomics Society Annual Meeting
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