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Design and Evaluation of a Memory-Recalling Virtual Reality Application for Elderly Users 面向老年用户的记忆恢复虚拟现实应用的设计与评估
Pub Date : 2024-03-21 DOI: 10.3390/mti8030024
Zoe Anastasiadou, Eleni Dimitriadou, Andreas Lanitis
Virtual reality (VR) can be useful in efforts that aim to improve the well-being of older members of society. Within this context, the work presented in this paper aims to provide the elderly with a user-friendly and enjoyable virtual reality application incorporating memory recall and storytelling activities that could promote mental awareness. An important aspect of the proposed VR application is the presence of a virtual audience that listens to the stories presented by elderly users and interacts with them. In an effort to maximize the impact of the VR application, research was conducted to study whether the elderly are willing to use the VR application and whether they believe it can help to improve well-being and reduce the effects of loneliness and social isolation. Self-reported results related to the experience of the users show that elderly users are positive towards the use of such an application in everyday life as a means of improving their overall well-being.
虚拟现实(VR)可用于改善社会老年人的福祉。在此背景下,本文介绍的工作旨在为老年人提供一个用户友好、令人愉悦的虚拟现实应用,其中包含记忆回忆和讲故事活动,可促进心理认知。拟议虚拟现实应用的一个重要方面是虚拟观众的存在,他们会聆听老年用户讲述的故事并与之互动。为了最大限度地发挥 VR 应用程序的影响,研究人员对老年人是否愿意使用 VR 应用程序以及他们是否认为 VR 应用程序有助于提高幸福感并减少孤独和社会隔离的影响进行了研究。与用户体验相关的自我报告结果显示,老年用户对在日常生活中使用此类应用作为改善其整体福祉的一种手段持积极态度。
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引用次数: 0
Show-and-Tell: An Interface for Delivering Rich Feedback upon Creative Media Artefacts 展示与讲述:为创意媒体作品提供丰富反馈的界面
Pub Date : 2024-03-14 DOI: 10.3390/mti8030023
Colin Dodds, Ahmed Kharrufa
In this paper, we explore an approach to feedback which could allow those learning creative digital media practices in remote and asynchronous environments to receive rich, multi-modal, and interactive feedback upon their creative artefacts. We propose the show-and-tell feedback interface which couples graphical user interface changes (the show) to a text-based explanations (the tell). We describe the rationale behind the design and offer a tentative set of design criteria. We report the implementation and deployment into a real-world educational setting using a prototype interface developed to allow either traditional text-only feedback or our proposed show-and tell feedback across four sessions. The prototype was used to provide formative feedback upon music students’ coursework resulting in a total of 103 pieces of feedback. Thematic analysis was used to analyse the data obtained through interviews and focus groups with both educators and students (i.e., feedback givers and receivers). Recipients considered show-and-tell feedback to possess greater clarity and detail in comparison with the single modality text-only feedback they are used to receiving. We also report interesting emergent issues around control and artistic vision, and we discuss how these issues could be mitigated in future iterations of the interface.
在本文中,我们探讨了一种反馈方法,它可以让那些在远程和异步环境中学习数字媒体创作实践的人,在他们的创作成果上获得丰富的、多模式的交互式反馈。我们提出了 "展示-讲述 "反馈界面,将图形用户界面变化(展示)与基于文本的解释(讲述)结合起来。我们描述了设计背后的原理,并提供了一套暂定的设计标准。我们报告了在实际教育环境中使用原型界面的实施和部署情况,开发的原型界面既可以提供传统的纯文本反馈,也可以提供我们建议的四节课的 "展示-讲述 "反馈。该原型用于对音乐专业学生的课程作业提供形成性反馈,共产生了 103 条反馈信息。通过与教育工作者和学生(即反馈提供者和接收者)进行访谈和焦点小组讨论,我们采用了主题分析法对所获得的数据进行了分析。接收者认为,与他们习惯于接收的单一模式的纯文本反馈相比,"展示-讲述 "反馈更清晰、更详细。我们还报告了围绕控制和艺术视野出现的有趣问题,并讨论了如何在未来的界面迭代中缓解这些问题。
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引用次数: 0
Enhancing Calculus Learning through Interactive VR and AR Technologies: A Study on Immersive Educational Tools 通过交互式虚拟现实和增强现实技术加强微积分学习:沉浸式教育工具研究
Pub Date : 2024-03-01 DOI: 10.3390/mti8030019
Logan Pinter, Mohammad Faridul Haque Siddiqui
In the realm of collegiate education, calculus can be quite challenging for students. Many students struggle to visualize abstract concepts, as mathematics often moves into strict arithmetic rather than geometric understanding. Our study presents an innovative solution to this problem: an immersive, interactive VR graphing tool capable of standard 2D graphs, solids of revolution, and a series of visualizations deemed potentially useful to struggling students. This tool was developed within the Unity 3D engine, and while interaction and expression parsing rely on existing libraries, core functionalities were developed independently. As a pilot study, it includes qualitative information from a survey of students currently or previously enrolled in Calculus II/III courses, revealing its potential effectiveness. This survey primarily aims to determine the tool’s viability in future endeavors. The positive response suggests the tool’s immediate usefulness and its promising future in educational settings, prompting further exploration and consideration for adaptation into an Augmented Reality (AR) environment.
在大学教育领域,微积分对学生来说是一个相当大的挑战。许多学生很难将抽象概念形象化,因为数学往往是严格的算术而非几何理解。我们的研究针对这一问题提出了一种创新的解决方案:一种身临其境的交互式 VR 制图工具,能够绘制标准的二维图形、旋转实体以及一系列被认为对有困难的学生有潜在帮助的可视化图形。该工具是在 Unity 3D 引擎中开发的,虽然交互和表达解析依赖于现有的库,但核心功能是独立开发的。作为一项试验性研究,它包含了一项针对目前或以前学习微积分 II/III 课程的学生的定性调查信息,揭示了其潜在的有效性。这项调查的主要目的是确定该工具在未来工作中的可行性。积极的回应表明了该工具的直接实用性及其在教育环境中的广阔前景,促使我们进一步探索和考虑将其调整到增强现实(AR)环境中。
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引用次数: 0
Keep the Human in the Loop: Arguments for Human Assistance in the Synthesis of Simulation Data for Robot Training 让人类参与其中:机器人训练模拟数据合成中的人工辅助论证
Pub Date : 2024-03-01 DOI: 10.3390/mti8030018
C. Liebers, Pranav Megarajan, Jonas Auda, Tim Claudius Stratmann, Max Pfingsthorn, Uwe Gruenefeld, Stefan Schneegass
Robot training often takes place in simulated environments, particularly with reinforcement learning. Therefore, multiple training environments are generated using domain randomization to ensure transferability to real-world applications and compensate for unknown real-world states. We propose improving domain randomization by involving human application experts in various stages of the training process. Experts can provide valuable judgments on simulation realism, identify missing properties, and verify robot execution. Our human-in-the-loop workflow describes how they can enhance the process in five stages: validating and improving real-world scans, correcting virtual representations, specifying application-specific object properties, verifying and influencing simulation environment generation, and verifying robot training. We outline examples and highlight research opportunities. Furthermore, we present a case study in which we implemented different prototypes, demonstrating the potential of human experts in the given stages. Our early insights indicate that human input can benefit robot training at different stages.
机器人训练通常在模拟环境中进行,特别是在强化学习中。因此,需要使用领域随机化来生成多个训练环境,以确保机器人可迁移到真实世界的应用中,并对未知的真实世界状态进行补偿。我们建议通过让人类应用专家参与训练过程的各个阶段来改进领域随机化。专家可以对仿真的真实性做出有价值的判断,识别缺失的属性,并验证机器人的执行情况。我们的 "人在环中 "工作流程描述了他们如何在五个阶段中改进流程:验证和改进真实世界扫描、纠正虚拟表示、指定特定应用对象属性、验证和影响仿真环境生成,以及验证机器人训练。我们概述了一些实例,并强调了研究机会。此外,我们还介绍了一个案例研究,其中我们实施了不同的原型,展示了人类专家在特定阶段的潜力。我们的初步研究表明,人类的投入能够在不同阶段为机器人训练带来益处。
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引用次数: 0
Trust Development and Explainability: A Longitudinal Study with a Personalized Assistive System 信任发展与可解释性:个性化辅助系统纵向研究
Pub Date : 2024-03-01 DOI: 10.3390/mti8030020
Setareh Zafari, Jesse de Pagter, Guglielmo Papagni, Alischa Rosenstein, Michael Filzmoser, Sabine T. Koeszegi
This article reports on a longitudinal experiment in which the influence of an assistive system’s malfunctioning and transparency on trust was examined over a period of seven days. To this end, we simulated the system’s personalized recommendation features to support participants with the task of learning new texts and taking quizzes. Using a 2 × 2 mixed design, the system’s malfunctioning (correct vs. faulty) and transparency (with vs. without explanation) were manipulated as between-subjects variables, whereas exposure time was used as a repeated-measure variable. A combined qualitative and quantitative methodological approach was used to analyze the data from 171 participants. Our results show that participants perceived the system making a faulty recommendation as a trust violation. Additionally, a trend emerged from both the quantitative and qualitative analyses regarding how the availability of explanations (even when not accessed) increased the perception of a trustworthy system.
本文报告了一项纵向实验,该实验在七天时间内考察了辅助系统的故障和透明度对信任度的影响。为此,我们模拟了系统的个性化推荐功能,以支持参与者学习新课文和进行测验。采用 2 × 2 混合设计,系统故障(正确与错误)和透明度(有解释与无解释)作为被试间变量,而暴露时间则作为重复测量变量。我们采用定性和定量相结合的方法分析了 171 名参与者的数据。我们的结果表明,参与者认为系统做出错误的推荐是对信任的侵犯。此外,在定量和定性分析中还发现了一种趋势,即解释的可用性(即使在未访问的情况下)会增加对可信系统的感知。
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引用次数: 0
Accessible Metaverse: A Theoretical Framework for Accessibility and Inclusion in the Metaverse 无障碍元网:元宇宙中的无障碍和包容性理论框架
Pub Date : 2024-03-01 DOI: 10.3390/mti8030021
Achra Othman, Khansa Chemnad, A. Hassanien, A. Tlili, Christina Yan Zhang, Dena Al-Thani, F. Altınay, Hajer Chalghoumi, Hend S. Al-Khalifa, Maisa Obeid, Mohamed Jemni, Tawfik Al-Hadhrami, Z. Altınay
The following article investigates the Metaverse and its potential to bolster digital accessibility for persons with disabilities. Through qualitative analysis, we examine responses from eleven experts in digital accessibility, Metaverse development, disability advocacy, and policy formulation. This exploration uncovers key insights into the Metaverse’s current state, its inherent principles, and the challenges and opportunities it presents in terms of accessibility. The findings reveal a mixed state of inclusivity within the Metaverse, highlighting significant advancements along with notable gaps, especially in integrating assistive technologies and ensuring interoperability across different virtual environments. This study emphasizes the Metaverse’s potential to revolutionize experiences for individuals with disabilities, provided that accessibility is embedded in its foundational design. Ethical and legal considerations, such as privacy, non-discrimination, and evolving legal frameworks, are identified as critical factors that shape an inclusive Metaverse. We propose a comprehensive framework that emphasizes technological adaptation and innovation, user-centric design, universal access, social and economic considerations, and global standards. This framework aims to guide future research and policy interventions to foster an inclusive digital environment in the Metaverse. This paper contributes to the emerging discourse on the Metaverse and digital accessibility, offering a nuanced understanding of its complexities and a roadmap for future exploration and development. This underscores the necessity of a multi-faceted approach that incorporates technological innovation, user-centered design, ethical considerations, legal compliance, and continuous research to create an inclusive and accessible Metaverse.
下面这篇文章探讨了 Metaverse 及其为残疾人提供数字无障碍环境的潜力。通过定性分析,我们研究了 11 位数字无障碍、Metaverse 开发、残疾人宣传和政策制定领域专家的回应。这一探索揭示了元数据的现状、其固有的原则,以及它在无障碍方面所带来的挑战和机遇。研究结果显示,Metaverse 的包容性参差不齐,既有显著进步,也有明显差距,尤其是在整合辅助技术和确保不同虚拟环境之间的互操作性方面。本研究强调了元宇宙为残疾人带来革命性体验的潜力,前提是在其基础设计中嵌入无障碍性。道德和法律方面的考虑因素,如隐私、非歧视和不断发展的法律框架,被认为是塑造包容性 Metaverse 的关键因素。我们提出了一个综合框架,强调技术改造和创新、以用户为中心的设计、普遍接入、社会和经济因素以及全球标准。该框架旨在指导未来的研究和政策干预,以在 Metaverse 中营造一个包容性的数字环境。本文为有关 Metaverse 和数字无障碍环境的新兴讨论做出了贡献,对其复杂性提供了细致入微的理解,并为未来的探索和发展提供了路线图。这强调了采取多层面方法的必要性,将技术创新、以用户为中心的设计、伦理考虑、法律合规性和持续研究结合起来,以创建一个具有包容性和无障碍的 Metaverse。
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引用次数: 0
Contact Resistance Sensing for Touch and Squeeze Interactions 用于触摸和挤压交互的接触电阻传感技术
Pub Date : 2024-02-17 DOI: 10.3390/mti8020014
Nianmei Zhou, S. Devleminck, Luc Geurts
This study investigates accessible and sensitive electrode solutions for detecting touches and squeezes on soft interfaces based on commercially available conductive polyurethane foam. Various electrode materials and configurations are explored, and for electrodes made of conductive threads, the static and dynamic electrical behaviors are studied in depth. In contrast to existing approaches that aim to minimize or stabilize contact resistance, we propose leveraging contact resistance to significantly enhance sensing sensitivity. Suggestions for future researchers and developers when building squeeze sensors based on this material are provided. Our findings offer insights for DIY enthusiasts and researchers, enabling them to develop sensitive soft interfaces for touch and squeeze interactions in an affordable and accessible manner and provide a completely soft user experience.
本研究基于市售的导电聚氨酯泡沫,研究了用于检测软界面上的触摸和挤压的易用且灵敏的电极解决方案。研究探讨了各种电极材料和配置,并深入研究了由导电线制成的电极的静态和动态电气行为。与旨在最小化或稳定接触电阻的现有方法不同,我们建议利用接触电阻来显著提高传感灵敏度。我们还为未来的研究人员和开发人员提供了基于这种材料制造挤压传感器的建议。我们的研究结果为 DIY 爱好者和研究人员提供了启示,使他们能够以经济实惠、易于获得的方式开发出用于触摸和挤压交互的灵敏软界面,并提供完全柔软的用户体验。
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引用次数: 0
HoberUI: An Exploration of Kinematic Structures as Interactive Input Devices HoberUI:探索作为交互式输入设备的运动结构
Pub Date : 2024-02-13 DOI: 10.3390/mti8020013
Gvidas Razevicius, Anne Roudaut, Abhijit Karnik
Deployable kinematic structures can transform themselves from a small closed configuration to a large deployed one. These structures are widely used in many engineering fields including aerospace, architecture, robotics and to some extent within HCI. In this paper, we investigate the use of a symmetric spherical deployable structure and its application to interface control. We present HoberUI, a bimanual symmetric tangible interface with 7 degrees of freedom and explore its use for manipulating 3D environments. We base this on the toy version of the deployable structure called the Hoberman sphere, which consists of pantographic scissor mechanisms and is capable of homogeneous shrinkage and expansion. We first explore the space for designing and implementing interactions through such kinematic structures and apply this to 3D object manipulation. We then explore HoberUI’s usability through a user evaluation that shows the intuitiveness and potential of using instrumented kinematic structures as input devices for bespoke applications.
可部署运动结构可从小型封闭结构转变为大型部署结构。这些结构被广泛应用于航空航天、建筑、机器人等多个工程领域,在一定程度上也应用于人机交互领域。在本文中,我们研究了对称球形可展开结构的使用及其在界面控制中的应用。我们介绍了具有 7 个自由度的双臂对称有形界面 HoberUI,并探讨了其在操控 3D 环境中的应用。我们以玩具版的可部署结构 "霍伯曼球体 "为基础,它由受电弓剪刀机构组成,能够均匀收缩和扩张。我们首先探索了通过这种运动结构设计和实现交互的空间,并将其应用于三维物体操作。然后,我们通过一项用户评估来探索 HoberUI 的可用性,该评估显示了在定制应用中使用仪器运动结构作为输入设备的直观性和潜力。
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引用次数: 0
HoberUI: An Exploration of Kinematic Structures as Interactive Input Devices HoberUI:探索作为交互式输入设备的运动结构
Pub Date : 2024-02-13 DOI: 10.3390/mti8020013
Gvidas Razevicius, Anne Roudaut, Abhijit Karnik
Deployable kinematic structures can transform themselves from a small closed configuration to a large deployed one. These structures are widely used in many engineering fields including aerospace, architecture, robotics and to some extent within HCI. In this paper, we investigate the use of a symmetric spherical deployable structure and its application to interface control. We present HoberUI, a bimanual symmetric tangible interface with 7 degrees of freedom and explore its use for manipulating 3D environments. We base this on the toy version of the deployable structure called the Hoberman sphere, which consists of pantographic scissor mechanisms and is capable of homogeneous shrinkage and expansion. We first explore the space for designing and implementing interactions through such kinematic structures and apply this to 3D object manipulation. We then explore HoberUI’s usability through a user evaluation that shows the intuitiveness and potential of using instrumented kinematic structures as input devices for bespoke applications.
可部署运动结构可从小型封闭结构转变为大型部署结构。这些结构被广泛应用于航空航天、建筑、机器人等多个工程领域,在一定程度上也应用于人机交互领域。在本文中,我们研究了对称球形可展开结构的使用及其在界面控制中的应用。我们介绍了具有 7 个自由度的双臂对称有形界面 HoberUI,并探讨了其在操控 3D 环境中的应用。我们以玩具版的可部署结构 "霍伯曼球体 "为基础,它由受电弓剪刀机构组成,能够均匀收缩和扩张。我们首先探索了通过这种运动结构设计和实现交互的空间,并将其应用于三维物体操作。然后,我们通过一项用户评估来探索 HoberUI 的可用性,该评估显示了在定制应用中使用仪器运动结构作为输入设备的直观性和潜力。
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引用次数: 0
Asymmetric VR Game Subgenres: Implications for Analysis and Design 非对称虚拟现实游戏子类型:对分析和设计的启示
Pub Date : 2024-02-11 DOI: 10.3390/mti8020012
Miah Dawes, Katherine Rackliffe, Amanda Lee Hughes, Derek L. Hansen
This paper identifies subgenres of asymmetric virtual reality (AVR) games and proposes the AVR Game Genre (AVRGG) framework for developing AVR games. We examined 66 games “in the wild” to develop the AVRGG and used it to identify 5 subgenres of AVR games including David(s) vs. Goliath, Hide and Seek, Perspective Puzzle, Order Simulation, and Lifeline. We describe these genres, which account for nearly half of the 66 games reviewed, in terms of the AVRGG framework that highlights salient asymmetries in the mechanics, dynamics, and aesthetics categories. To evaluate the usefulness of the AVRGG framework, we conducted four workshops (two with the AVRGG framework and two without) with novice game designers who generated 16 original AVR game concepts. Comparisons between the workshop groups, observations of the design sessions, focus groups, and surveys showed the promise and limitations of the AVRGG framework as a design tool. We found that novice designers were able to understand and apply the AVRGG framework after only a brief introduction. The observations indicated two primary challenges that AVR designers face: balancing the game between VR and non-VR player(s) and generating original game concepts. The AVRGG framework helped overcome the balancing concerns due to its ability to inspire novice game designers with example subgenres and draw attention to the asymmetric mechanics and competitive/cooperative nature of games. While half of those who used the AVRGG framework to design with created games that fit directly into existing subgenres, the other half viewed the subgenres as “creative constraints” useful in jumpstarting novel game designs that combined, modified, or purposefully avoided existing subgenres. Additional benefits and limitations of the AVRGG framework are outlined in the paper.
本文确定了非对称虚拟现实(AVR)游戏的子类型,并提出了开发 AVR 游戏的 AVR 游戏类型(AVRGG)框架。为了开发 AVRGG,我们研究了 66 款 "野外 "游戏,并利用它确定了 AVR 游戏的 5 个子类型,包括 "大卫对歌利亚"、"捉迷藏"、"透视拼图"、"秩序模拟 "和 "生命线"。我们根据 AVRGG 框架描述了这些游戏类型(占所评 66 款游戏的近一半),该框架强调了机械、动态和美学类别中的显著不对称性。为了评估 AVRGG 框架的实用性,我们与游戏设计新手开展了四次工作坊(两次使用 AVRGG 框架,两次不使用),这些新手提出了 16 个原创 AVR 游戏概念。工作坊小组之间的比较、对设计环节的观察、焦点小组和调查显示了 AVRGG 框架作为设计工具的前景和局限性。我们发现,新手设计师只需经过简单的介绍,就能理解并应用 AVRGG 框架。观察结果表明,AVR 设计人员面临两个主要挑战:在 VR 和非 VR 玩家之间平衡游戏,以及生成原创游戏概念。由于 AVRGG 框架能够通过子类型实例启发游戏设计新手,并使他们注意到游戏的非对称机制和竞争/合作性质,因此有助于克服平衡方面的问题。在使用 AVRGG 框架进行设计的人中,有一半人设计的游戏直接符合现有的子类型,而另一半人则将子类型视为 "创意限制",有助于启动新颖的游戏设计,将现有的子类型进行组合、修改或有意回避。本文还概述了 AVRGG 框架的其他优点和局限性。
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引用次数: 0
期刊
Multimodal Technologies and Interaction
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