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Proceedings of the 2022 International Conference on Advanced Visual Interfaces最新文献

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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
Understanding Shoulder Surfer Behavior and Attack Patterns Using Virtual Reality 利用虚拟现实了解肩冲浪者的行为和攻击模式
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531106
Yasmeen Abdrabou, S. Rivu, Tarek Ammar, Jonathan Liebers, Alia Saad, C. Liebers, Uwe Gruenefeld, Pascal Knierim, M. Khamis, Ville Makela, Stefan Schneegass, Florian Alt
In this work, we explore attacker behavior during shoulder surfing. As such behavior is often opportunistic and difficult to observe in real world settings, we leverage the capabilities of virtual reality (VR). We recruited 24 participants and observed their behavior in two virtual waiting scenarios: at a bus stop and in an open office space. In both scenarios, participants shoulder surfed private screens displaying different types of content. From the results we derive an understanding of factors influencing shoulder surfing behavior, reveal common attack patterns, and sketch a behavioral shoulder surfing model. Our work suggests directions for future research on shoulder surfing and can serve as a basis for creating novel approaches to mitigate shoulder surfing.
在这项工作中,我们探讨了肩冲浪期间的攻击者行为。由于这种行为通常是机会主义的,很难在现实世界中观察到,我们利用了虚拟现实(VR)的能力。我们招募了24名参与者,并观察了他们在两个虚拟等待场景中的行为:在公共汽车站和在开放的办公空间。在这两种情况下,参与者都要浏览显示不同类型内容的私人屏幕。从结果中,我们得出了影响肩冲浪行为的因素,揭示了常见的攻击模式,并勾勒了一个行为肩冲浪模型。我们的工作为肩冲浪的未来研究提供了方向,并可以作为创造减轻肩冲浪的新方法的基础。
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引用次数: 5
Watch The Videos Whenever You Have Time: Asynchronously Involving Neurologists in VR Prototyping 只要你有时间就看视频:在VR原型中异步涉及神经学家
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531181
Zahra Aminolroaya, Wesley Willett, Samuel Wiebe, C. Josephson, F. Maurer
We present a video-based approach for collecting feedback on virtual reality (VR) prototypes. While developing a high-fidelity VR prototype to help neurologists analyze seizure propagation information for brain surgery planning, our neurologist collaborators’ limited availability reduced opportunities for them to give feedback on critical design decisions. In response, we developed a remote feedback process in which developers created videos of the VR design process and used these to ground iterative input from neurologist collaborators. We describe our approach and detail opportunities and challenges for video-based feedback to play a role in future VR prototyping.
我们提出了一种基于视频的方法来收集虚拟现实(VR)原型的反馈。在开发高保真VR原型以帮助神经科医生分析癫痫传播信息以进行脑外科手术计划时,我们的神经科医生合作者有限的可用性减少了他们对关键设计决策提供反馈的机会。作为回应,我们开发了一个远程反馈流程,开发人员制作VR设计过程的视频,并使用这些视频来支持神经学家合作者的迭代输入。我们描述了我们的方法,并详细介绍了基于视频的反馈在未来VR原型中发挥作用的机会和挑战。
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引用次数: 2
Implicit Interaction Approach for Car-related Tasks On Smartphone Applications 智能手机应用中汽车相关任务的隐式交互方法
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531173
Alba Bisante, Emanuele Panizzi, Stefano Zeppieri
This work proposes an implicit interaction approach to ease implementing basic car-related tasks on a smartphone application. Many car drivers use apps on their smartphones to get support in typical tasks related to car usage, yet some of the available apps have a poor user experience because they require the user’s attention, causing a distraction while driving. In addition, they often rely on users inputting relevant data repetitively. Implicit interaction is a possible solution to improve the user experience of car-related interfaces. Basic user tasks for many car applications are (i) reporting parking the car in a specific position, (ii) declaring that the user will soon free a parking spot, and (iii) that a new trip with the car has begun (thus, that a parking spot became free). The proposed context-aware interaction approach to executing these tasks is described together with its implementation in an application that leverages the smartphone’s sensing capability of users’ locations and motion activities and merges them to infer parking and unparking events.
这项工作提出了一种隐式交互方法,以简化在智能手机应用程序上实现与汽车相关的基本任务。许多汽车司机在智能手机上使用应用程序来获得与汽车使用相关的典型任务的支持,然而一些可用的应用程序的用户体验很差,因为它们需要用户的注意力,导致驾驶时分心。此外,它们往往依赖于用户重复输入相关数据。隐式交互是改善汽车相关界面用户体验的一种可能的解决方案。许多汽车应用程序的基本用户任务是(i)报告将汽车停在特定位置,(ii)声明用户将很快释放一个停车位,以及(iii)与汽车的新行程已经开始(因此,停车位空闲了)。本文描述了执行这些任务的上下文感知交互方法及其在应用程序中的实现,该应用程序利用智能手机对用户位置和运动活动的感知能力,并将它们合并以推断停车和停车事件。
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引用次数: 5
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
Interactive Volumetric Stories Across Immersive Displays 跨沉浸式显示器的交互式体积故事
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534498
Krzysztof Pietroszek, M. Rebol, Liudmila Tahai
We describe three interactive augmented reality stories for children that we showed at the Cannes Film Festival “Marche du Film” in July 2021. The stories were developed using a novel technique: 3D modeling and animation from within the Virtual Reality. The audience at Cannes viewed and interacted with these stories using mixed reality glasses, a prototype of the Sony Spatial Display, and an AR-enabled tablet. We report on the technical development process and the feedback from the Cannes audience.
我们描述了2021年7月在戛纳电影节“Marche du Film”上展示的三个面向儿童的交互式增强现实故事。这些故事采用了一种新颖的技术:虚拟现实中的3D建模和动画。戛纳电影节的观众使用混合现实眼镜、索尼空间显示器的原型和支持ar的平板电脑观看并与这些故事互动。我们报道技术发展过程和戛纳观众的反馈。
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引用次数: 1
MagicMuseum: Team-based Experiences in Interactive Smart Spaces for Cultural Heritage Education MagicMuseum:基于团队的文化遗产教育互动智能空间体验
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534488
Simone Ghiazzi, Stefano Riva, Mattia Gianotti, Pietro Crovari, F. Garzotto
MagicMuseum is a set of team-based, immersive, full-body activities for Cultural Heritage Education of primary school children. MagicMuseum exploits the interactive and multisensory capability of the Magic Room, an indoor smart space equipped with IoT-enriched components such as floor and wall projections, smart lighting, music and sound, motion and gesture sensors, and smart objects. The paper describes MagicMuseum and briefly reports an exploratory study involving 22 children at a local primary school.
MagicMuseum是一套以团队为基础、身临其境的小学生文化遗产教育活动。MagicMuseum利用了Magic Room的交互和多感官能力,这是一个室内智能空间,配备了丰富的物联网组件,如地板和墙壁投影、智能照明、音乐和声音、运动和手势传感器以及智能物体。本文介绍了MagicMuseum,并简要报道了一项涉及当地一所小学22名儿童的探索性研究。
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引用次数: 0
A Multimodal Conversational Interface to Support the creation of customized Social Stories for People with ASD 一个多模式会话界面,支持为ASD患者创建定制的社会故事
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531118
R. Francese, A. Guercio, Veronica Rossano, Deepshikha Bhati
This paper proposes a multimodal conversational interface that supports caregivers of people with ASD in the semiautomatic creation of social stories. With the support of the multimodal interface the editor lets caregivers select the appropriate elements and the content representations to be included in the social stories by following specific guidelines. We describe the interface design and a preliminary evaluation of the mobile application. Seven caregivers of people with ASD have participated in the evaluation. Usability results are encouraging.
本文提出了一种多模式会话界面,支持自闭症患者的护理人员半自动创建社会故事。在多模式界面的支持下,编辑器允许护理人员按照特定的指导原则选择要包含在社会故事中的适当元素和内容表示。我们描述了界面设计和移动应用程序的初步评估。7名自闭症患者的护理人员参与了评估。可用性结果令人鼓舞。
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引用次数: 1
Bridging Virtual and Reality in Mobile Augmented Reality Applications to Promote Immersive Experience 在移动增强现实应用中架起虚拟与现实的桥梁,促进沉浸式体验
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531122
Qingfeng Wu, Yixian Li, Yingying She, Fang Liu, Yan Luo, Xinyu Yang
Immersion is a powerful and important interactive experience. However, little is known about how we can facilitate immersion in Mobile Augmented Reality (MAR) applications. Establishing the relationship between the virtual and the real is considered a promising way to promote immersion. To enhance immersion in MAR, we present BRIDGE, an interaction design model which builds a bridge between virtual and reality through the following three kinds of relationships: The virtual object has a close relationship with the real environment where the user is (contextual relationship) ; the virtual object has the same physical properties as the real world (physical relationship) ; the user imitates real-world interactions by directly interacting with the virtual world with their hands (interactive relationship). To evaluate the effect of the BRIDGE model, we implement it into the application design and conduct a comparative study of 32 users, and explore the immersive user experience of contextual and non-contextual, physical and non-physical, natural-interaction and screen-touch. The quantitative and qualitative results show that virtual objects have a stronger presence and users are more immersed in the environment when there is a contextual and physical relationship and users can interact naturally. This study is the first step to having a better understanding of the characteristics that contribute to an immersive experience and how they affect human perception and the presence of virtual objects. We hope to provide design insights for MAR applications based on these results.
沉浸感是一种强大而重要的互动体验。然而,我们对如何促进移动增强现实(MAR)应用程序的沉浸感知之甚少。建立虚拟和现实之间的关系被认为是促进沉浸感的一种有前途的方式。为了增强MAR中的沉浸感,我们提出了BRIDGE交互设计模型,它通过以下三种关系在虚拟和现实之间架起一座桥梁:虚拟对象与用户所在的真实环境具有密切的关系(上下文关系);虚拟对象具有与现实世界相同的物理属性(物理关系);用户通过直接用手与虚拟世界进行交互来模仿真实世界的交互(交互关系)。为了评估BRIDGE模型的效果,我们将其实施到应用程序设计中,并对32个用户进行了对比研究,探索了上下文和非上下文、物理和非物理、自然交互和屏幕触摸的沉浸式用户体验。定量和定性结果表明,当存在上下文和物理关系,用户可以自然交互时,虚拟对象具有更强的存在感,用户更沉浸在环境中。这项研究是更好地理解促成沉浸式体验的特征以及它们如何影响人类感知和虚拟物体存在的第一步。我们希望基于这些结果为MAR应用程序提供设计见解。
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引用次数: 1
Does Size Matter? Exploring how Standard and Large-Scale Displays affect Off-site Experts during AR-Remote Collaboration 尺寸重要吗?探索在ar远程协作期间,标准和大规模显示如何影响非现场专家
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534473
Bernardo Marques, S. Silva, Paulo Dias, B. Santos
Most efforts on Augmented Reality (AR) remote collaboration have been devoted to on-site individuals in need of assistance. Yet, since remote experts do not have access to the local environment, it is also important to explore how different methods affect the situation understanding and interaction. This work describes a user study with 16 participants aimed at comparing how remote individuals interact with standard (C1) and large-scale displays (C2) while providing assistance during a remote maintenance scenario. Results suggest condition C2 was preferred by the majority of participants, being considered more useful to analyze important details of the task context, as well as more easily create content.
增强现实(AR)远程协作的大部分工作都致力于需要帮助的现场个人。然而,由于远程专家无法访问当地环境,探索不同方法如何影响情况理解和互动也很重要。这项工作描述了一项有16名参与者的用户研究,旨在比较远程个人在远程维护场景中提供帮助时如何与标准(C1)和大型显示器(C2)进行交互。结果表明,大多数参与者更喜欢C2条件,因为它被认为对分析任务上下文的重要细节更有用,也更容易创建内容。
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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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