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Exploring Manipulating In-VR Audio To Facilitate Verbal Interactions Between VR Users And Bystanders 探索操纵虚拟现实音频,以促进虚拟现实用户和旁观者之间的口头互动
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531079
Joseph O'Hagan, J. Williamson, M. Khamis, Mark Mcgill
Despite recent work investigating how VR users can be made aware of bystanders, few have explored how bystander-VR user interactions may be facilitated by, for example, increasing the user’s auditory awareness so they can better converse with bystanders. Through a lab study (N=15) we investigated 4 approaches of manipulating in-VR audio to facilitate verbal interactions between a VR user and bystander: (1) dynamically reducing application volume, (2) removing background audio, (3) removing sound effects and (4) removing all audio. Our results show audio manipulations can be used to significantly improve a VR user’s auditory awareness at the cost of reducing sense of presence in VR. They also show most preferred increased awareness be balanced with decreased presence in VR, however, they also identify a subset of participants who prioritised increasing awareness no matter the cost to presence.
尽管最近的研究调查了如何让VR用户意识到旁观者,但很少有人探索如何通过增加用户的听觉意识来促进旁观者与VR用户的互动,这样他们就可以更好地与旁观者交谈。通过一项实验室研究(N=15),我们研究了4种操纵VR音频以促进VR用户和旁观者之间口头互动的方法:(1)动态减少应用音量,(2)删除背景音频,(3)删除音效,(4)删除所有音频。我们的研究结果表明,音频操作可以显著提高VR用户的听觉意识,但代价是降低VR中的存在感。他们还显示,大多数人更倾向于提高意识,而不是减少在VR中的存在感。然而,他们也确定了一部分参与者,他们优先考虑提高意识,而不管存在的成本。
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引用次数: 10
Extended UTAUT model to analyze the acceptance of virtual assistant’s recommendations using interactive visualisations 扩展UTAUT模型,使用交互式可视化分析虚拟助手建议的接受程度
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531129
S. Valtolina, Ricardo Anibal Matamoros Aragon, Elia Musiu, F. Epifania, Mattia Villa
The use of learning objects (LOs) to create digital courses has been widely advocated by learning strategists and by teachers engaged in the e-learning domain. The ability to combine chunks of learning material as to meet complex educational requirements is still a challenge. This paper explores the idea that a learning assistant advises teachers about the e-learning modules to take into account for their courses. An AI-based digital assistant can provide significant opportunities, but might be perceived as a threat. The paper presents how teacher could perceive a virtual assistant as more trustworthy when it applies interactive visual strategies. To analyze teachers’ acceptance of the digital assistant, our proposal aims at extending the Unified Theory of Acceptance and Use of Technology (UTAUT) model in order to incorporate three new constructors: Communicability, perceived trust and experience. To this end, 14 teachers have been involved in a user tests.
使用学习对象(LOs)创建数字课程已被学习战略家和从事电子学习领域的教师广泛提倡。将大块学习材料结合起来以满足复杂的教育要求的能力仍然是一个挑战。本文探讨了学习助理为教师提供在线学习模块建议的理念。基于人工智能的数字助理可以提供重要的机会,但也可能被视为一种威胁。本文介绍了教师如何感知虚拟助手更值得信赖,当它应用交互式视觉策略。为了分析教师对数字助理的接受程度,我们的建议旨在扩展技术接受与使用的统一理论(UTAUT)模型,以纳入三个新的构建因素:可沟通性、感知信任和经验。为此,14名教师参与了一次用户测试。
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引用次数: 1
ReFlex Framework: Rapid Prototyping for Elastic Displays 反射框架:弹性显示的快速原型设计
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534482
Mathias Müller, D. Kammer, Lasse Grimm, Konrad Fabian, Diana Simon
Creating innovative applications for novel interface technologies poses several challenges for both designers and developers. Rapid prototyping helps to examine concepts, check hypotheses, and acquire early user feedback. In this paper, we present ReFlex, a framework that provides rapid prototyping and development tools for Elastic Displays, and its application in the context of a student project developing a spatial controller for remote 3D navigation.
为新颖的接口技术创建创新的应用程序对设计人员和开发人员都提出了一些挑战。快速原型设计有助于检查概念,检查假设,并获得早期用户反馈。在本文中,我们介绍了ReFlex,这是一个为弹性显示提供快速原型设计和开发工具的框架,并将其应用于开发远程3D导航空间控制器的学生项目。
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引用次数: 1
Advanced Visual Interfaces for Augmented Video 增强视频的高级视觉界面
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3535253
M. Coccoli, Ilenia Galluccio, Ilaria Torre, F. Amenduni, Alberto A. P. Cattaneo, Christopher Clarke
The growing use of online videos across a wide range of applications, including education and training, demands new approaches to enhance their utility and the user experience, and to minimise or overcome their limitations. In addition, these new approaches must consider the needs of users with different requirements, abilities, and usage contexts. Advances in human-computer interaction, immersive video, artificial intelligence and adaptive systems can be effectively exploited to this aim, opening up exciting opportunities for enhancing the video medium. The purpose of this workshop is to bring together experts in the fields above and from popular application domains in order to provide a forum for discussing the current state-of-the-art and requirements for specific application domains, in addition to proposing experimental and theoretical approaches.
包括教育和培训在内的广泛应用越来越多地使用在线视频,需要新的方法来增强其效用和用户体验,并尽量减少或克服其局限性。此外,这些新方法必须考虑具有不同需求、能力和使用上下文的用户的需求。人机交互、沉浸式视频、人工智能和自适应系统的进步可以有效地利用这一目标,为增强视频媒体开辟了令人兴奋的机会。本次研讨会的目的是汇集上述领域和流行应用领域的专家,以便提供一个论坛,讨论当前的最新技术和特定应用领域的需求,以及提出实验和理论方法。
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引用次数: 0
Soma Design – Intertwining Aesthetics, Ethics and Movement Soma设计——交织美学、伦理和运动
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3538400
K. Höök
I will discuss soma design — a process that allows designers to examine and improve on connections between sensation, feeling, emotion, subjective understanding and values. Soma design builds on pragmatics and in particular on somaesthetics by Shusterman. It combines soma as in our first-person sensual experience of the world, with aesthetics as in deepening our knowledge of our sensory experiences to live a better life. In my talk, I will discuss how aesthetics and ethics are enacted in a soma design process. Our cultural practices and digitally-enabled objects enforce a form of sedimented, agreed-upon movements, enabling variation, but with certain prescribed ways to act, feel and think. This leaves designers with a great responsibility, as these become the movements that we invite our end-users to engage with, in turning shaping them, their movements, their bodies, their feelings and thoughts. I will argue that by engaging in a soma design process we can better probe which movements lead to deepened somatic awareness; social awareness of others in the environment and how they are affected by the human-technology assemblage; enactments of bodily freedoms rather than limitations; making norms explicit; engage with a pluralist feminist position on who we are designing for; and aesthetic experience and expression.
我将讨论soma设计——一个允许设计师检查和改进感觉、感觉、情感、主观理解和价值观之间联系的过程。躯体设计建立在Shusterman的语用学,尤其是躯体美学的基础上。它将躯体作为我们对世界的第一人称感官体验,与美学结合起来,加深我们对感官体验的了解,以过上更好的生活。在我的演讲中,我将讨论美学和伦理是如何在躯体设计过程中发挥作用的。我们的文化实践和数字化物品强化了一种沉淀的、商定的运动形式,允许变化,但有特定的行动、感觉和思考方式。这给设计师留下了巨大的责任,因为这些成为我们邀请最终用户参与的运动,在塑造他们,他们的运动,他们的身体,他们的感觉和思想。我认为,通过参与躯体设计过程,我们可以更好地探索哪些动作会导致加深的躯体意识;环境中他人的社会意识以及他们如何受到人-技术组合的影响;颁布身体自由而不是限制;明确规范;以多元女性主义的立场来看待我们为谁设计;以及审美的体验和表达。
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引用次数: 0
Adaptive DoF: Concepts to Visualize AI-generated Movements in Human-Robot Collaboration 自适应自由度:在人机协作中可视化人工智能生成运动的概念
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534479
Max Pascher, Kirill Kronhardt, Til Franzen, J. Gerken
Nowadays, robots collaborate closely with humans in a growing number of areas. Enabled by lightweight materials and safety sensors, these cobots are gaining increasing popularity in domestic care, supporting people with physical impairments in their everyday lives. However, when cobots perform actions autonomously, it remains challenging for human collaborators to understand and predict their behavior. This, however, is crucial for achieving trust and user acceptance. One significant aspect of predicting cobot behavior is understanding their motion intent and comprehending how they ”think” about their actions. We work on solutions that communicate the cobots AI-generated motion intent to a human collaborator. Effective communication enables users to proceed with the most suitable option. We present a design exploration with different visualization techniques to optimize this user understanding, ideally resulting in increased safety and end-user acceptance.
如今,机器人在越来越多的领域与人类密切合作。这些协作机器人采用轻质材料和安全传感器,在家庭护理中越来越受欢迎,在日常生活中为身体残疾的人提供支持。然而,当协作机器人自主执行动作时,人类合作者理解和预测它们的行为仍然是一个挑战。然而,这对于获得信任和用户接受是至关重要的。预测协作机器人行为的一个重要方面是理解它们的运动意图和理解它们如何“思考”自己的行为。我们致力于将协作机器人人工智能生成的运动意图传达给人类合作者的解决方案。有效的沟通使用户能够继续进行最合适的选择。我们提出了一种设计探索与不同的可视化技术,以优化这种用户理解,理想的结果是增加安全性和最终用户的接受度。
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引用次数: 0
Viewing Browser Content from Extreme Angles with Partial Perspective Corrections 从极端角度查看浏览器内容,并进行部分透视校正
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534474
F. Sandnes
Displays viewed from extreme angles become perceptually distorted due to perspective projections. Perspective correction has been discussed as a remedy, yet there are few general and practical implementations available to users. This work explores modern browser technology for realizing perspective correction in practice, and whether partial perspective corrections is feasible. Three prototypes are explored, two where the corrections are configured manually and one where the corrections are determined automatically through camera-based vantage point measurements. Browser transformations are used to perform perspective corrections to content in real-time.
由于透视投影,从极端角度观看的显示器在感知上变得扭曲。透视校正已经作为一种补救措施进行了讨论,但是很少有通用的和实际的实现可供用户使用。本文探讨了现代浏览器技术在实践中实现透视校正,以及部分透视校正是否可行。研究了三种原型,其中两种是手动配置的修正,另一种是通过基于相机的有利位置测量自动确定的修正。浏览器转换用于实时地对内容执行透视图更正。
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引用次数: 0
Mixed Reality Communication System for Procedural Tasks 程序任务混合现实通信系统
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534497
M. Rebol, C. Ranniger, C. Hood, E. Horan, A. Rutenberg, N. Sikka, Y. Ajabnoor, Safinaz Alshikah, Krzysztof Pietroszek
We design a volumetric communication system for remote assistance of procedural medical tasks. The system allows a remote expert to spatially guide a local operator using a real-time volumetric representation of the patient. Guidance is provided by voice, virtual hand metaphor, and annotations performed in situ. We include the feedback we received from the medical professionals and early NASA TLX [5] data on the cognitive load of the system.
我们设计了一个体积通信系统,用于程序性医疗任务的远程协助。该系统允许远程专家使用患者的实时体积表示对本地操作员进行空间指导。指导由语音、虚拟手隐喻和现场执行的注释提供。我们纳入了从医疗专业人员那里收到的反馈和早期NASA TLX[5]关于系统认知负荷的数据。
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引用次数: 1
Corpus Summarization and Exploration using Multi-Mosaics 基于多马赛克的语料库总结与探索
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534468
Shane Sheehan, S. Luz, M. Masoodian
In fields such as translation studies and computational linguistics, various tools are used to analyze the content of text corpora, and extract keywords and other entities for analysis. Concordancing – arranging passages of text corpus in alphabetical order of user-defined keywords – is one of most widely used forms of text analysis. This paper describes Multi-Mosaics, a tool for text analysis using multiple implicitly linked Concordance Mosaic visualisations. Multi-Mosaics supports examining linguistic relationships within the context windows surrounding multiple extracted keywords.
在翻译研究和计算语言学等领域,使用各种工具来分析文本语料库的内容,并提取关键字和其他实体进行分析。按照用户定义的关键词的字母顺序排列文本语料库中的段落,是文本分析中使用最广泛的一种形式。本文描述了Multi-Mosaics,一个文本分析工具,使用多个隐式链接的协和马赛克可视化。Multi-Mosaics支持在围绕多个提取的关键字的上下文窗口内检查语言关系。
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引用次数: 0
Composites: A Tangible Interaction Paradigm for Visual Data Analysis in Design Practice 复合材料:设计实践中视觉数据分析的有形交互范式
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531091
Hariharan Subramonyam, Eytan Adar, S. Drucker
Conventional tools for visual analytics emphasize a linear production workflow and lack organic “work surfaces.” A better surface would simultaneously support collaborative visualization construction, data and design exploration, and reasoning. To facilitate data-driven design within existing design tools such as card sorting, we introduce Composites, a tangible, augmented reality interface for constructing visualizations on large surfaces. In response to the placement of physical sticky-notes, Composites projects visualizations and data onto large surfaces. Our spatial grammar allows the designer to flexibly construct visualizations through the use of the notes. Similar to affinity-diagramming, the designer can “connect” the physical notes to data, operations, and visualizations which can then be re-arranged based on creative needs. We develop mechanisms (sticky interactions, visual hinting, etc.) to provide guiding feedback to the end-user. By leveraging low-cost technology, Composites extends a working surface to support a broad range of workflows without limiting creative design thinking.
传统的可视化分析工具强调线性的生产工作流,缺乏有机的“工作界面”。更好的界面将同时支持协作可视化构建、数据和设计探索以及推理。为了在现有的设计工具(如卡片分类)中促进数据驱动的设计,我们引入了composite,这是一个有形的增强现实界面,用于在大型表面上构建可视化。为了响应物理便利贴的放置,Composites将可视化和数据投影到大的表面上。我们的空间语法允许设计师通过使用笔记灵活地构建可视化。与亲缘关系图类似,设计师可以将物理笔记与数据、操作和可视化“连接”起来,然后根据创造性需求重新排列。我们开发机制(粘性交互、视觉暗示等),为最终用户提供指导性反馈。通过利用低成本技术,复合材料扩展了工作表面,以支持广泛的工作流程,而不限制创造性的设计思维。
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引用次数: 1
期刊
Proceedings of the 2022 International Conference on Advanced Visual Interfaces
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