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Evaluation of Priority-Dependent Notifications for Smart Glasses Based on Peripheral Visual Cues 基于周边视觉线索的智能眼镜优先级相关通知评估
Q1 Social Sciences Pub Date : 2022-07-19 DOI: 10.1515/icom-2022-0022
Anja K. Faulhaber, Moritz Hoppe, Ludger Schmidt
Abstract Smart glasses are increasingly commercialized and may replace or at least complement smartphones someday. Common smartphone features, such as notifications, should then also be available for smart glasses. However, notifications are of disruptive character given that even unimportant notifications frequently interrupt users performing a primary task. This often leads to distractions and performance degradation. Thus, we propose a concept for displaying notifications in the peripheral field of view of smart glasses and with different visualizations depending on the priority of the notification. We developed three icon-based notifications representing increasing priority: a transparent green icon continuously becoming more opaque (low priority), a yellow icon moving up and down (medium priority), and a red and yellow flashing icon (high priority). To evaluate the concept, we conducted a study with 24 participants who performed a primary task and should react to notifications at the same time using the Nreal Light smart glasses. The results showed that reaction times for the low-priority notification were significantly higher and it was ranked as the least distracting. The medium- and high-priority notifications did not show a clear difference in noticeability, distraction, or workload. We discuss implications of our results for the perception and visualization of notifications in the peripheral field of view of smart glasses and, more generally, for augmented reality applications.
智能眼镜的商业化程度越来越高,有一天可能会取代或至少补充智能手机。智能眼镜也将具备通知等智能手机的常见功能。然而,通知具有破坏性,因为即使是不重要的通知也经常打断用户执行主要任务。这通常会导致分心和性能下降。因此,我们提出了在智能眼镜的外围视场中显示通知的概念,并根据通知的优先级使用不同的可视化效果。我们开发了三个基于图标的通知,代表优先级的增加:一个透明的绿色图标不断变得越来越不透明(低优先级),一个黄色图标上下移动(中等优先级),一个红色和黄色闪烁的图标(高优先级)。为了评估这一概念,我们对24名参与者进行了一项研究,他们使用Nreal Light智能眼镜执行主要任务,同时应对通知做出反应。结果表明,低优先级通知的反应时间明显更高,并且被列为最不分散注意力的通知。中等优先级和高优先级通知在可注意性、分散注意力或工作量方面没有明显差异。我们讨论了我们的结果对智能眼镜外围视野中通知的感知和可视化的影响,更广泛地说,对于增强现实应用。
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引用次数: 0
EnvironZen: Immersive Soundscapes via Augmented Footstep Sounds in Urban Areas EnvironZen:在城市地区通过增强脚步声的沉浸式声景
Q1 Social Sciences Pub Date : 2022-07-19 DOI: 10.1515/icom-2022-0020
M. Schrapel, Janko Happe, M. Rohs
Abstract Urban environments are often characterized by loud and annoying sounds. Noise-cancelling headphones can suppress negative influences and superimpose the acoustic environment with audio-augmented realities (AAR). So far, AAR exhibited limited interactivity, e. g., being influenced by the location of the listener. In this paper we explore the superimposition of synchronized, augmented footstep sounds in urban AAR environments with noise-cancelling headphones. In an online survey, participants rated different soundscapes and sound augmentations. This served as a basis for selecting and designing soundscapes and augmentations for a subsequent in-situ field study in an urban environment with 16 participants. We found that the synchronous footstep feedback of our application EnvironZen contributes to creating a relaxing and immersive soundscape. Furthermore, we found that slightly delaying footstep feedback can be used to slow down walking and that particular footstep sounds can serve as intuitive navigation cues.
城市环境的特点往往是嘈杂和恼人的声音。降噪耳机可以抑制负面影响,并与音频增强现实(AAR)叠加声学环境。到目前为止,AAR表现出有限的交互性,例如:受听者所处位置的影响。在本文中,我们探索了在城市AAR环境中使用降噪耳机的同步、增强脚步声的叠加。在一项在线调查中,参与者对不同的声景和声音增强进行了评分。这为随后在城市环境中与16名参与者一起进行的现场研究选择和设计声景和扩展奠定了基础。我们发现我们的应用程序EnvironZen的同步脚步声反馈有助于创造一个放松和身临其境的音景。此外,我们发现轻微延迟的脚步声反馈可以用来减慢行走速度,特定的脚步声声音可以作为直观的导航线索。
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引用次数: 1
UnlockLearning – Investigating the Integration of Vocabulary Learning Tasks into the Smartphone Authentication Process 解锁学习-研究智能手机认证过程中词汇学习任务的整合
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2021-0037
Christina Schneegass, Sophia Sigethy, Teodora Mitrevska, Malin Eiband, D. Buschek
Abstract Frequent repetition of vocabulary is essential for effective language learning. To increase exposure to learning content, this work explores the integration of vocabulary tasks into the smartphone authentication process. We present the design and initial user experience evaluation of twelve prototypes, which explored three learning tasks and four common authentication types. In a three-week within-subject field study, we compared the most promising concept as mobile language learning (MLL) applications to two baselines: We designed a novel (1) UnlockApp that presents a vocabulary task with each authentication event, nudging users towards short frequent learning session. We compare it with a (2) NotificationApp that displays vocabulary tasks in a push notification in the status bar, which is always visible but learning needs to be user-initiated, and a (3) StandardApp that requires users to start in-app learning actively. Our study is the first to directly compare these embedding concepts for MLL, showing that integrating vocabulary learning into everyday smartphone interactions via UnlockApp and NotificationApp increases the number of answers. However, users show individual subjective preferences. Based on our results, we discuss the trade-off between higher content exposure and disturbance, and the related challenges and opportunities of embedding learning seamlessly into everyday mobile interactions.
频繁的词汇重复对于有效的语言学习至关重要。为了增加学习内容的曝光率,本研究探索了将词汇任务集成到智能手机认证过程中。我们展示了12个原型的设计和初始用户体验评估,其中探索了三种学习任务和四种常见的认证类型。在为期三周的主题领域研究中,我们将最有前途的概念作为移动语言学习(MLL)应用程序与两个基线进行了比较:我们设计了一个新颖的(1)UnlockApp,它在每个认证事件中呈现一个词汇任务,推动用户进行短时间的频繁学习。我们将其与(2)NotificationApp和(3)StandardApp进行比较,前者在状态栏的推送通知中显示词汇任务,这始终是可见的,但学习需要用户发起,而后者要求用户主动开始应用内学习。我们的研究首次直接比较了这些嵌入MLL的概念,表明通过UnlockApp和NotificationApp将词汇学习整合到日常智能手机交互中可以增加答案的数量。然而,用户表现出个人的主观偏好。基于我们的研究结果,我们讨论了高内容曝光和干扰之间的权衡,以及将学习无缝嵌入日常移动交互的相关挑战和机遇。
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引用次数: 1
Desiderata for a Performative Hybrid Immersive Drawing Platform 渴望一个表演混合沉浸式绘图平台
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0009
Lucas Fabián Olivero, A. Araújo
Abstract We discuss the design requirements of a software platform for constructing immersive environments through handmade spherical perspective drawings in a performative setting, with concurrent interactive live feed of the spherical drawing’s VR visualization. We investigate current best practices and available software in order to extract functionalities, requirements, improvements, possible integrations and future developments. We map the base requirements of the software from three sources: the state of the art of drawing techniques for spherical perspectives (equirectangular, azimuthal equidistant and cubical), the available software for their practice and the experimentation with novel hybrid artefacts. For the latter, we use a node-based program that allows us to prototype the workflow before entering a pure coding stage. The desired software platform should integrate well within digital art practices, stimulate and facilitate the practice of anamorphic handmade spherical drawings, and expand spherical perspectives’ applications through the emerging media of Hybrid Immersive Models (HIMs).
摘要:本文讨论了一个通过手工制作的球形透视图在表演环境中构建沉浸式环境的软件平台的设计要求,并同时提供球形透视图VR可视化的交互式实时反馈。我们研究当前的最佳实践和可用软件,以便提取功能、需求、改进、可能的集成和未来的发展。我们从三个来源绘制软件的基本需求:球面透视图(等矩形,等距方位角和立方体)的绘图技术的现状,用于实践的可用软件以及使用新型混合人工制品的实验。对于后者,我们使用一个基于节点的程序,它允许我们在进入纯编码阶段之前对工作流进行原型化。所需的软件平台应与数字艺术实践相结合,激发和促进变形手工球形绘图的实践,并通过混合沉浸式模型(HIMs)的新兴媒体扩展球形视角的应用。
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引用次数: 0
Auralization of Concert Halls for Touristic Purposes 为旅游目的而美化音乐厅
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0008
Sophie Schauer, S. Bertocci, Federico Cioli, J. Sieck, N. Shakhovska, O. Vovk
Abstract This paper presents the progress implemented during the AURA project, funded by the Creative-Europe program with project partners from Germany, Italy, and Ukraine. The project aims to create auralized applications for three music venues in each of the project countries, namely the Konzerthaus Berlin, the Teatro del Maggio in Florence, and the Opera House Lviv. Each will be digitally recreated and auralized before they are then used to conduct case studies. This paper gives insights into current digitalization and auralization techniques. The results of a digital survey will be laid out and the conception and implementation of a first auralized prototype using a hand-modeled 3D object from the Great Hall of the Konzerthaus Berlin will be demonstrated. Furthermore, the usage of auralization for touristic purposes will be investigated using artificial intelligence for an audience preference analysis. A conclusion will be drawn and a short outlook into the ongoing course of the AURA project will be given.
本文介绍了AURA项目的实施进展,该项目由创意欧洲项目资助,项目合作伙伴来自德国、意大利和乌克兰。该项目旨在为每个项目国家的三个音乐场所创建可视化应用程序,分别是柏林音乐厅、佛罗伦萨马乔剧院和利沃夫歌剧院。在用于进行案例研究之前,每个案例都将被数字化重建和可视化。本文给出了当前数字化和可视化技术的见解。将展示数字调查的结果,并展示使用来自柏林音乐厅的手工建模3D对象的第一个可视化原型的概念和实施。此外,将使用人工智能进行受众偏好分析,以调查听觉化在旅游目的中的使用情况。将得出结论,并对AURA项目正在进行的过程进行简要展望。
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引用次数: 1
The Virtual Theremin: Designing an Interactive Digital Music Instrument for Film Scene Scoring 虚拟特雷门:设计一种用于电影场景配乐的交互式数字乐器
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0007
Bela Usabaev, Anna Eschenbacher, A. Brennecke
Abstract This paper presents a first prototype of a virtual Theremin instrument for accompanying film scenes with sound. The virtual Theremin is implemented as a hybrid application for the web. Sound control is achieved by capturing user gestures with a webcam and mapping the gestures to the corresponding virtual Theremin parameters pitch and volume. Different sound types can be selected. The application’s underlying research is part of the multi-modal digital heritage project KOLLISIONEN which targets to open up the private archive of the Russian film maker Sergej Eisenstein to a broader public in digital form. Eisenstein, a film theorist and pioneer of film montage, was particularly intrigued by the Theremin as an instrument for film sound design. The virtual Theremin presented here is therefore linked to a film scene from the 1929 Soviet drama “The General Line” by Sergej Eisenstein which was never set to music originally. In its first implementation state, the application connects music interaction design with digital heritage in a modular, flexible and playful way and uses contemporary web technologies to enable easy operation and the greatest possible accessibility.
摘要:本文介绍了一种虚拟特雷门乐器的首个原型,用于有声电影场景的伴奏。虚拟Theremin是作为web的混合应用程序实现的。声音控制是通过捕捉用户的手势与网络摄像头和映射手势到相应的虚拟特雷门参数的音调和音量来实现的。可以选择不同的声音类型。该应用程序的基础研究是多模式数字遗产项目KOLLISIONEN的一部分,该项目旨在以数字形式向更广泛的公众开放俄罗斯电影制片人谢尔盖·爱森斯坦的私人档案。爱森斯坦是电影理论家和电影蒙太奇的先驱,他对特雷门作为电影声音设计的乐器特别感兴趣。因此,这里展示的虚拟特雷门与1929年苏联戏剧《总路线》中的一个电影场景有关,这部电影由谢尔盖·爱森斯坦(Sergej Eisenstein)执导,最初从未为其配乐。在它的第一个实现状态中,应用程序以模块化、灵活和有趣的方式将音乐交互设计与数字遗产连接起来,并使用现代网络技术来实现简单的操作和最大可能的可访问性。
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引用次数: 0
QuarantivityVR: Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games QuarantivityVR:支持非头戴式头盔用户在非对称社交VR游戏中的自我体现
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0005
Amal Yassien, M. A. Soliman, Slim Abdennadher
Abstract The prevalence of immersive head-mounted display (HMD) social virtual reality (VR) applications introduced asymmetric interaction among users within the virtual environment (VE). Therefore, researchers opted for (1) exploring the asymmetric social VR interaction dynamics in only co-located setups, (2) assigning interdependent roles to both HMD and non-HMD users, and (3) representing non-HMD users as abstract avatars in the VE. Therefore, we investigate the feasibility of supporting Self-Embodiment in an asymmetric VR interaction mode in a remote setup. To this end, we designed an asymmetric social VR game, QuarantivityVR, to (1) support sense of self-embodiment for non-HMD users in a remote setting by representing them as realistic full-body avatars within the VE, (2) augment visual-motor synchrony for the non-HMD users to increase their sense of agency and presence by detecting their motion through Kinect sensor and laptop’s webcam. During the game, each player performs three activities in succession, namely movie-guessing, spelling-bee, and answering mathematical questions. We believe that our work will act as a step towards the inclusion of a wide spectrum of users that can not afford full immersion and will aid researchers in creating enjoyable interactions for both users in the physical and virtual spaces.
沉浸式头戴式显示器(HMD)社交虚拟现实(VR)应用的流行引入了虚拟环境(VE)中用户之间的不对称交互。因此,研究人员选择(1)仅在同一地点的设置中探索不对称的社会VR交互动态,(2)为HMD和非HMD用户分配相互依赖的角色,以及(3)将非HMD用户表示为VE中的抽象化身。因此,我们研究了在远程设置的非对称VR交互模式下支持自我体现的可行性。为此,我们设计了一款非对称社交VR游戏《QuarantivityVR》(1)通过将非hmd用户在虚拟现实中呈现为逼真的全身化身来支持远程设置中的自我体现感;(2)通过Kinect传感器和笔记本电脑的网络摄像头检测非hmd用户的运动,增强他们的视觉-运动同步,以增加他们的代理感和存在感。在游戏过程中,每个玩家依次进行三种活动,即猜电影、拼字和回答数学问题。我们相信,我们的工作将成为包容广泛的用户的一步,这些用户不能完全沉浸其中,并将帮助研究人员在物理和虚拟空间中为用户创造愉快的互动。
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引用次数: 4
Dyslexia and Accessibility Guidelines – How to Avoid Barriers to Access in Public Services 阅读障碍和无障碍指南-如何避免进入公共服务的障碍
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2021-0040
Ann-Kathrin Kennecke, Daniel Wessel, Moreen Heine
Abstract Interaction becomes increasingly digital, including interactions with public authorities, requiring websites to be accessible for all. The strong focus on written words in digital interactions allows for assistive technology to improve access for many users. However, it might impede usability for users with reading and writing difficulties. The present paper examines whether guidelines such as the Web Content Accessibility Guidelines (WCAG) sufficiently cover users with dyslexia and how usability can be improved for this user group. This paper expands a previously published version at the Mensch und Computer 2021 conference [1]. Using literature research and interviews with users with dyslexia and focusing on an application of the WCAG on the country level (a German law regulating accessibility for e-government websites), we confirmed and identified gaps in the WCAG for this group. We focus on within-site search, as this function is frequently used to find relevant information, esp. on infrequently visited sites such as e-government websites. Modifications to improve search were developed based on literature and the results of the interviews. They were empirically evaluated in an online study with 31 users with dyslexia and 71 without. Results indicate that an auto-complete function, a search that compensates for spelling errors, an indicator that the search was corrected, search term summary information, and avoidance of capital letters were useful for both groups, while wider line spacing should only be used in end-user customization.
交互变得越来越数字化,包括与公共机构的交互,要求所有人都可以访问网站。数字交互中对书面文字的强烈关注允许辅助技术改善许多用户的访问。然而,对于读写困难的用户来说,它可能会妨碍可用性。本文研究了诸如Web内容可访问性指南(WCAG)之类的指南是否充分覆盖了患有阅读障碍的用户,以及如何改善这一用户群体的可用性。这篇论文扩展了之前在Mensch和Computer 2021会议上发表的版本。通过文献研究和对阅读障碍用户的访谈,并关注WCAG在国家层面的应用(一项规范电子政务网站可访问性的德国法律),我们确认并确定了WCAG在这一群体中的差距。我们专注于网站内搜索,因为这个功能经常被用来查找相关信息,特别是在不经常访问的网站,如电子政府网站上。根据文献和访谈的结果,改进了搜索。在一项在线研究中,他们对31名有阅读障碍的用户和71名没有阅读障碍的用户进行了实证评估。结果表明,自动完成功能、补偿拼写错误的搜索、搜索已更正的指示、搜索词摘要信息和避免大写字母对两组都有用,而更宽的行间距应该只在最终用户定制中使用。
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引用次数: 0
Body Language of Avatars in VR Meetings as Communication Status Cue: Recommendations for Interaction Design and Implementation 虚拟现实会议中化身的肢体语言作为交流状态提示:交互设计与实现的建议
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2021-0038
Marco Kurzweg, Katrin Wolf
Abstract While traditional videoconferencing causes privacy issues, virtual meetings are not yet widely used. Their communication quality still lacks usability and important non-verbal communication cues, such as body language, are underrepresented. We aim at exploring virtual avatars’ body language and how it can be used to indicate meeting attendees’ communication status. By comparing users’ perceptions of avatar behavior, we found that avatar body language across gender can be an indication of communication willingness. We derive resulting body language design recommendations and recommend using attentively behaving avatars as default body language and to indicate being busy through actions of the avatar, such as drinking, typing, or talking on a phone. These actions indicate that users are temporarily busy with another task, but still are attending the meeting. When users are unavailable, their avatars should not be displayed at all and in cases of longer meeting interruptions, the avatar of a user should leave the virtual meeting room.
传统的视频会议存在隐私问题,而虚拟会议尚未得到广泛应用。他们的沟通质量仍然缺乏可用性,重要的非语言沟通线索,如肢体语言,没有得到充分的体现。我们的目标是探索虚拟化身的肢体语言,以及如何使用它来指示与会者的交流状态。通过比较用户对化身行为的感知,我们发现跨性别的化身肢体语言可以作为沟通意愿的指示。我们得出了相应的肢体语言设计建议,并建议使用专注行为的化身作为默认的肢体语言,并通过化身的动作表示忙碌,如喝酒、打字或打电话。这些操作表明用户暂时忙于另一项任务,但仍在参加会议。当用户不可用时,他们的头像根本不应该显示,在长时间会议中断的情况下,用户的头像应该离开虚拟会议室。
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引用次数: 1
Editorial from the New Editor-in-Chief 新主编的社论
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0016
Michaela Koch
{"title":"Editorial from the New Editor-in-Chief","authors":"Michaela Koch","doi":"10.1515/icom-2022-0016","DOIUrl":"https://doi.org/10.1515/icom-2022-0016","url":null,"abstract":"","PeriodicalId":37105,"journal":{"name":"i-com","volume":"16 1","pages":"1 - 2"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75037703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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