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A rapid-prototyping toolkit for people with intellectual disabilities 智障人士快速原型设计工具包
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-13 DOI: 10.1016/j.ijhcs.2024.103347
Rosella Gennari , Maristella Matera , Alessandra Melonio , Marco Mores , Diego Morra , Mehdi Rizvi

Micro-electronics tools, coupled with card-based tools, are employed for prototyping smart devices with non-experts. Lately, researchers have started investigating what tools can actively engage people with intellectual disabilities (ID) in their prototyping. This paper posits itself in this line of work. It presents a toolkit for ID people to rapidly prototype together their own ideas of smart things, for their own shared environment. It analyses and discusses engaging or disengaging features of the toolkit in light of the results of two workshops with eight ID participants. Lessons of broad interest for the design of similar toolkits are drawn from the literature and study findings.

微电子工具和基于卡片的工具被用于为非专业人员制作智能设备原型。最近,研究人员开始研究什么样的工具能让智障人士积极参与原型设计。本文就属于这一研究领域。它为智障人士提供了一个工具包,让他们在自己的共享环境中,快速将自己对智能事物的想法制作成原型。本文根据与八位 ID 参与者进行的两次研讨会的结果,分析并讨论了该工具包的吸引人或不吸引人之处。从文献和研究结果中汲取了对设计类似工具包具有广泛意义的经验教训。
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引用次数: 0
Beyond digital privacy: Uncovering deeper attitudes toward privacy in cameras among older adults 超越数字隐私:揭示老年人对摄像头隐私的深层态度
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-10 DOI: 10.1016/j.ijhcs.2024.103345
Weiwei Zhang , Jianing Yin , Ka I Chan , Tongxin Sun , Tongtong Jin , Jihong Jeung , Jiangtao Gong

Fall detection cameras at home can detect emergencies of older adults and send timely life-saving alerts. However, the equilibrium between privacy protection and life safety remains a controversial issue when using cameras. In this study, we assessed the attitudes of older adults towards the privacy issue of cameras using surveys (N=389) and interviews (N=20). Furthermore, we conducted a co-design workshop (N=6) in which older adults and designers collaborated to develop a prototype of cameras. We found that for older adults, the disclosure of privacy not only involves a leakage of personal information, but also influences their dignity and control, which has rarely been expressed directly in the past. Our results expand the conceptualisation of privacy and provide novel design implications for smart product development on privacy for older adults.

家中的跌倒检测摄像头可以检测到老年人的紧急情况,并及时发出救生警报。然而,在使用摄像头时,如何在隐私保护和生命安全之间取得平衡仍是一个有争议的问题。在本研究中,我们通过调查(389 人)和访谈(20 人)评估了老年人对摄像头隐私问题的态度。此外,我们还举办了一个共同设计研讨会(6 人),让老年人和设计师合作开发摄像头原型。我们发现,对于老年人来说,隐私的泄露不仅涉及个人信息的泄露,还会影响到他们的尊严和控制权,而这一点在过去很少被直接表达出来。我们的研究结果拓展了隐私的概念,并为老年人隐私智能产品开发提供了新颖的设计意义。
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引用次数: 0
Towards the use of virtual reality prototypes in architecture to collect user experiences: An assessment of the comparability of patient experiences in a virtual and a real ambulatory pathway 在建筑中使用虚拟现实原型收集用户体验:评估病人在虚拟和真实门诊路径中的体验的可比性
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-07 DOI: 10.1016/j.ijhcs.2024.103342
Jean-Philippe Rivière, Louis Vinet, Yannick Prié

Virtual Reality (VR) enables the low-cost production of realistic prototypes of buildings at early stages of architectural projects. Such prototypes may be used to gather the experiences of future users and iterate early on in the design. However, it is essential to evaluate whether what is experienced within such VR prototypes corresponds to what will be experienced in reality. Here, we use an innovative method to compare the experiences of patients in a real building and in a virtual environment that plays the role of a prototype that could have been created by architects during the design phase. We first designed and implemented a VR environment replicating an existing ambulatory pathway. Then, we used micro-phenomenological interviews to collect the experiences of real patients in the VR environment (n=8), along with VR traces and first-person point of view videos, and in the real ambulatory pathway (n=8). We modeled and normalized the experiences, and compared them systematically. Results suggest that patients live comparable experiences along various experiential dimensions such as thought, emotion, sensation, social and sensory perceptions, and that VR prototypes may be adequate to assess issues with architectural design. This work opens unique perspectives towards involving patients in User-Centered Design in architecture, though challenges lie ahead in how to design VR prototypes from early blueprints of architects.

虚拟现实(VR)可以在建筑项目的早期阶段以低成本制作逼真的建筑原型。这些原型可用于收集未来用户的体验,并在设计早期进行迭代。然而,评估在此类 VR 原型中的体验是否与现实中的体验相符至关重要。在这里,我们采用了一种创新方法来比较病人在真实建筑和虚拟环境中的体验,虚拟环境扮演了建筑师在设计阶段可能创建的原型的角色。我们首先设计并实施了一个复制现有流动路径的 VR 环境。然后,我们通过微观现象学访谈收集了真实病人在 VR 环境(8 人)中的体验,以及 VR 轨迹和第一人称视角视频,以及真实门诊路径(8 人)中的体验。我们对这些体验进行了建模和归一化处理,并对它们进行了系统比较。结果表明,患者在思想、情感、感觉、社交和感官知觉等各种体验维度上的经历具有可比性,而且 VR 原型可能足以评估建筑设计方面的问题。这项工作为让患者参与建筑中的用户中心设计开辟了独特的视角,但如何从建筑师的早期蓝图中设计出 VR 原型还面临着挑战。
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引用次数: 0
Connecting audiences with climate change: Towards humanised and action-focused data interactions 将受众与气候变化联系起来:实现人性化和注重行动的数据互动
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-30 DOI: 10.1016/j.ijhcs.2024.103341
Marta Ferreira, Nuno Nunes, Pedro Ferreira, Henrique Pereira, Valentina Nisi

This paper investigates the relationship between design research and humancomputer interaction (HCI) in the context of climate change communication and engagement. We discuss current practices in climate change communication and the decrease in concern and engagement caused by “crisis fatigue”. Through Research through Design (RtD), we set out to investigate data humanism and how users react to climate change data, testing approaches to improve engagement. With this purpose, we designed and evaluated Finding Arcadia, an interactive data story that uses data humanism to shift the dialogue from crisis-focused to action-focused. One study with the original IMF visualisations (N = 17) and two studies in public spaces (N = 12 and N = 64) point to the contextualization of the data and presenting actionable solutions helping in engaging users with climate change issues; help in creating solution-focused narratives and interpreting and relating with climate data. From these results, we derive insights for designing empowering interactive data visualizations for resilient climate change engagement.

本文以气候变化传播和参与为背景,探讨了设计研究与人机交互(HCI)之间的关系。我们讨论了气候变化传播的当前实践,以及 "危机疲劳 "导致的关注度和参与度下降。通过设计研究(RtD),我们着手调查数据人文主义以及用户如何对气候变化数据做出反应,测试提高参与度的方法。为此,我们设计并评估了 "寻找阿卡迪亚"(Finding Arcadia),这是一个互动数据故事,利用数据人文主义将对话从关注危机转向关注行动。一项关于原始 IMF 可视化的研究(N = 17)和两项关于公共空间的研究(N = 12 和 N = 64)表明,数据的背景化和提出可操作的解决方案有助于吸引用户参与气候变化问题;有助于创建以解决方案为重点的叙事以及解释气候数据并与之建立联系。从这些结果中,我们得出了设计赋权互动数据可视化的见解,以促进有弹性的气候变化参与。
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引用次数: 0
Development of a measurement instrument for pedestrians’ initial trust in automated vehicles 开发行人对自动驾驶汽车初步信任的测量工具
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-26 DOI: 10.1016/j.ijhcs.2024.103344
Siyuan Zhou , Xu Sun , Qingfeng Wang , Bingjian Liu , Gary Burnett

Considering that a significant portion of the current pedestrian population has limited exposure to automated vehicles (AVs), it is crucial to have a reliable instrument for assessing pedestrians’ initial trust in AVs. Using a survey of 436 pedestrians, this study developed and validated a PITQA (Pedestrians’ Initial Trust Questionnaire for AVs) scale using partial least squares structural equation modeling (PLS-SEM). The proposed scale will be valuable in monitoring the progression of trust over time and considering trust-related factors during the design process. The results revealed that seven key constructs significantly contribute to predicting initial trust between pedestrians and AVs. These constructs include propensity to trust, perceived statistical reliability, dependability and competence, perceived predictability, familiarity, authority/subversion, care/harm, and sanctity/degradation. These shed light on how the trust propensity of individuals, different trust/trustworthiness attributes might constitute different aspects of initial trust in the pedestrian-AV context. The developed scale can be a potentially useful tool for future research endeavors concerning trust calibration and the design of AVs specifically tailored for vulnerable road users.

考虑到目前相当一部分行人接触自动驾驶汽车(AV)的机会有限,因此必须有一个可靠的工具来评估行人对自动驾驶汽车的初始信任度。通过对 436 名行人进行调查,本研究利用偏最小二乘结构方程模型(PLS-SEM)开发并验证了 PITQA(行人对自动驾驶汽车的初始信任度问卷)量表。所提出的量表对于监测信任度随时间的推移以及在设计过程中考虑与信任度相关的因素非常有价值。研究结果表明,七个关键构面对预测行人与自动驾驶汽车之间的初始信任度有显著作用。这些因素包括信任倾向、感知统计可靠性、可依赖性和能力、感知可预测性、熟悉程度、权威/颠覆、关爱/伤害以及神圣/堕落。这些都揭示了在行人-车辆情境中,个人的信任倾向、不同的信任/可信赖属性如何构成初始信任的不同方面。所开发的量表对于未来有关信任校准和专为弱势道路使用者量身定制的自动驾驶汽车设计的研究工作可能是一个有用的工具。
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引用次数: 0
Musician-AI partnership mediated by emotionally-aware smart musical instruments 以情感感知智能乐器为媒介,建立音乐家与人工智能之间的合作关系
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-23 DOI: 10.1016/j.ijhcs.2024.103340
Luca Turchet , Domenico Stefani , Johan Pauwels

The integration of emotion recognition capabilities within musical instruments can spur the emergence of novel art formats and services for musicians. This paper proposes the concept of emotionally-aware smart musical instruments, a class of musical devices embedding an artificial intelligence agent able to recognize the emotion contained in the musical signal. This spurs the emergence of novel services for musicians. Two prototypes of emotionally-aware smart piano and smart electric guitar were created, which embedded a recognition method for happiness, sadness, relaxation, aggressiveness and combination thereof. A user study, conducted with eleven pianists and eleven electric guitarists, revealed the strengths and limitations of the developed technology. On average musicians appreciated the proposed concept, who found its value in various musical activities. Most of participants tended to justify the system with respect to erroneous or partially erroneous classifications of the emotions they expressed, reporting to understand the reasons why a given output was produced. Some participants even seemed to trust more the system than their own judgments. Conversely, other participants requested to improve the accuracy, reliability and explainability of the system in order to achieve a higher degree of partnership with it. Our results suggest that, while desirable, perfect prediction of the intended emotion is not an absolute requirement for music emotion recognition to be useful in the construction of smart musical instruments.

将情感识别功能集成到乐器中,可以促进新的艺术形式和音乐家服务的出现。本文提出了情感感知智能乐器的概念,这是一类嵌入了人工智能代理的音乐设备,能够识别音乐信号中包含的情感。这将促进为音乐家提供新颖的服务。我们制作了两台情感感知智能钢琴和智能电吉他的原型,它们都嵌入了一种识别快乐、悲伤、放松、攻击性及其组合的方法。对 11 位钢琴家和 11 位电吉他演奏家进行的用户研究显示了所开发技术的优势和局限性。平均而言,音乐家们对提出的概念表示赞赏,认为它在各种音乐活动中都很有价值。大多数参与者倾向于证明系统对他们所表达情感的错误或部分错误分类的合理性,并报告说他们理解产生特定输出的原因。有些参与者甚至更信任系统,而不是自己的判断。相反,其他参与者则要求提高系统的准确性、可靠性和可解释性,以便与系统建立更高的伙伴关系。我们的研究结果表明,音乐情绪识别系统要想在智能乐器制造中发挥作用,对预期情绪的完美预测虽然是一个理想的条件,但并不是一个绝对的要求。
{"title":"Musician-AI partnership mediated by emotionally-aware smart musical instruments","authors":"Luca Turchet ,&nbsp;Domenico Stefani ,&nbsp;Johan Pauwels","doi":"10.1016/j.ijhcs.2024.103340","DOIUrl":"10.1016/j.ijhcs.2024.103340","url":null,"abstract":"<div><p>The integration of emotion recognition capabilities within musical instruments can spur the emergence of novel art formats and services for musicians. This paper proposes the concept of emotionally-aware smart musical instruments, a class of musical devices embedding an artificial intelligence agent able to recognize the emotion contained in the musical signal. This spurs the emergence of novel services for musicians. Two prototypes of emotionally-aware smart piano and smart electric guitar were created, which embedded a recognition method for happiness, sadness, relaxation, aggressiveness and combination thereof. A user study, conducted with eleven pianists and eleven electric guitarists, revealed the strengths and limitations of the developed technology. On average musicians appreciated the proposed concept, who found its value in various musical activities. Most of participants tended to justify the system with respect to erroneous or partially erroneous classifications of the emotions they expressed, reporting to understand the reasons why a given output was produced. Some participants even seemed to trust more the system than their own judgments. Conversely, other participants requested to improve the accuracy, reliability and explainability of the system in order to achieve a higher degree of partnership with it. Our results suggest that, while desirable, perfect prediction of the intended emotion is not an absolute requirement for music emotion recognition to be useful in the construction of smart musical instruments.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"191 ","pages":"Article 103340"},"PeriodicalIF":5.3,"publicationDate":"2024-07-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S107158192400123X/pdfft?md5=9a551949f1594cc78460b20e32ef1a41&pid=1-s2.0-S107158192400123X-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141850114","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Visualisations with semantic icons: Assessing engagement with distracting elements 带有语义图标的可视化:评估分心元素的参与度
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-23 DOI: 10.1016/j.ijhcs.2024.103343
Muna Alebri , Enrico Costanza , Georgia Panagiotidou , Duncan P. Brumby , Fatima Althani , Riccardo Bovo

As visualisations reach a broad range of audiences, designing visualisations that attract and engage becomes more critical. Prior work suggests that semantic icons entice and immerse the reader; however, little is known about their impact with informational tasks and when the viewer’s attention is divided because of a distracting element. To address this gap, we first explored a variety of semantic icons with various visualisation attributes. The findings of this exploration shaped the design of our primary comparative online user studies, where participants saw a target visualisation with a distracting visualisation on a web page and were asked to extract insights. Their engagement was measured through three dependent variables: (1) visual attention, (2) effort to write insights, and (3) self-reported engagement. In Study 1, we discovered that visualisations with semantic icons were consistently perceived to be more engaging than the plain version. However, we found no differences in visual attention and effort between the two versions. Thus, we ran Study 2 using visualisations with more salient semantic icons to achieve maximum contrast. The results were consistent with our first Study. Furthermore, we found that semantic icons elevated engagement with visualisations depicting less interesting and engaging topics from the participant’s perspective. We extended prior work by demonstrating the semantic value after performing an informational task (extracting insights) and reflecting on the visualisation, besides its value to the first impression. Our findings may be helpful to visualisation designers and storytellers keen on designing engaging visualisations with limited resources. We also contribute reflections on engagement measurements with visualisations and provide future directions.

随着可视化作品的受众范围越来越广,设计出能够吸引和吸引人的可视化作品变得越来越重要。先前的研究表明,语义图标能吸引读者并使其沉浸其中;然而,人们对其在信息任务中的影响以及当观众的注意力因分心元素而分散时的影响知之甚少。为了填补这一空白,我们首先探索了具有各种可视化属性的语义图标。在这些研究中,参与者在网页上看到了一个目标可视化图标和一个分散注意力的可视化图标,并被要求提取见解。他们的参与度通过三个因变量来衡量:(1)视觉注意力;(2)撰写见解的努力;(3)自我报告的参与度。在研究 1 中,我们发现带有语义图标的可视化一直被认为比普通版本更吸引人。但是,我们发现这两个版本在视觉注意力和努力程度上没有差异。因此,我们在进行研究 2 时,使用了更突出的语义图标,以达到最大的对比度。结果与第一项研究一致。此外,我们还发现,从参与者的角度来看,语义图标提高了对描述不那么有趣和吸引人的主题的可视化的参与度。除了第一印象的价值外,我们还扩展了先前的工作,在执行信息任务(提取见解)和对可视化进行反思后展示了语义价值。我们的研究结果可能有助于可视化设计者和故事讲述者利用有限的资源设计出引人入胜的可视化作品。我们还对可视化的参与度测量进行了反思,并提供了未来的发展方向。
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引用次数: 0
Audio augmented reality using sonification to enhance visual art experiences: Lessons learned 利用声化技术增强视觉艺术体验的音频增强现实技术:经验教训
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-18 DOI: 10.1016/j.ijhcs.2024.103329
Abhraneil Dam , YeaJi Lee , Arsh Siddiqui , Wallace Santos Lages , Myounghoon Jeon

Augmenting visual art in art galleries can be an effective Audio Augmented Reality (AAR) application for indoor exploration. In the current study, eight paintings from four genres were augmented with audio through their sonification. Basic Audio was generated using a sonification algorithm by identifying the major colors of the paintings, and Enhanced Audio was generated by a musician enhancing the Basic Audio; these were presented with the paintings to compare against No Audio. Twenty-six participants viewed each painting in all three conditions; eye gaze metrics, and qualitative data were collected. Results showed that Enhanced Audio led to significantly greater engagement and positive sentiments, compared to Basic Audio. Thematic analysis showed semantic and syntactic relationships of the audio with the paintings, and a tendency to guide users’ gaze over time. Findings from this study can guide future AAR developments to improve auditory display designs to enhance visual experiences.

增强美术馆中的视觉艺术可以成为室内探索的有效音频增强现实(AAR)应用。在当前的研究中,来自四种流派的八幅画作通过声化技术被增强了音频。基本音频是通过识别画作的主要颜色,使用声化算法生成的;增强音频是由音乐家增强基本音频生成的;这些音频与画作一起展示,与无音频进行比较。26 名参与者在所有三种条件下观看了每幅画;收集了眼球注视指标和定性数据。结果显示,与 "基本音频 "相比,"增强音频 "的参与度和积极情绪明显更高。主题分析表明,音频与画作之间存在语义和句法上的关系,并且随着时间的推移有引导用户注视的趋势。这项研究的结果可以指导未来的 AAR 开发,以改进听觉显示设计,增强视觉体验。
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引用次数: 0
Investigating the effect of key size, typing angle, and typing technique of virtual keyboard on typing productivity, biomechanics, and usability in a mixed reality environment 研究虚拟键盘的按键大小、键入角度和键入技术对混合现实环境中键入效率、生物力学和可用性的影响
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-17 DOI: 10.1016/j.ijhcs.2024.103339
Chiuhsiang Joe Lin, Susmitha Canny

This study investigates the effects of key sizes, typing angles, and typing techniques on typing productivity, biomechanics (muscle activity), and subjective experience with a mixed reality keyboard. The findings suggest that using smaller key sizes, such as 16 mm, may not be suitable due to slower typing speed, lower accuracy, lower user experience, higher muscle activity, and higher motion sickness. Typing with both index fingers results in the highest typing speed while using only a single index finger provides higher accuracy. Placing the keyboard at eye height leads to the highest typing speed, as participants can easily view the keys and the virtual environment simultaneously. However, typing accuracy is not affected by typing angle and typing technique. Implementing these findings on the virtual keyboard design could potentially benefit workers’ productivity and decrease errors in the mixed reality environment.

本研究调查了混合现实键盘的按键尺寸、键入角度和键入技术对键入效率、生物力学(肌肉活动)和主观体验的影响。研究结果表明,由于键入速度较慢、准确性较低、用户体验较差、肌肉活动较多以及晕动症较严重,使用较小尺寸的按键(如 16 毫米)可能并不合适。使用双食指打字可获得最高的打字速度,而仅使用单食指则可获得更高的准确性。将键盘置于眼睛高度的位置会导致最高的键入速度,因为参与者可以轻松地同时看到按键和虚拟环境。然而,键入准确性并不受键入角度和键入技巧的影响。在虚拟键盘设计中采用这些研究结果,有可能提高工人的工作效率,减少混合现实环境中的错误。
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引用次数: 0
Evaluating the effects of user motion and viewing mode on target selection in augmented reality 评估用户运动和观看模式对增强现实技术中目标选择的影响
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-09 DOI: 10.1016/j.ijhcs.2024.103327
Yang Li , Juan Liu , Jin Huang , Yang Zhang , Xiaolan Peng , Yulong Bian , Feng Tian

Target selection is a crucial task in augmented reality (AR). Recent evidence suggests that user motion can significantly influence target selection. However, no systematic research has been conducted on target selection within varied intensity user motions and AR settings. This paper was carried out to investigate the effects of four user motions (i.e., standing, walking, running, and jumping) and two viewing modes (i.e., viewpoint-dependent and viewpoint-independent) on user performance of target selection in AR. Two typical selection techniques (i.e., virtual hand and ray-casting) were utilized for short-range and long-range selection tasks, respectively. Our results indicate that the target selection performance decreased as the intensity of user motion increased, and users demonstrated better performance in the viewpoint-independent mode than in the viewpoint-dependent mode. We also observed that users took a longer amount of time to select targets when using the ray-casting technique than the virtual hand technique. We conclude with a set of design guidelines to improve the AR target selection performance of users while in motion.

目标选择是增强现实(AR)中的一项重要任务。最近的证据表明,用户运动会对目标选择产生重大影响。然而,目前还没有针对不同强度的用户运动和 AR 设置下的目标选择进行过系统研究。本文研究了四种用户运动(即站立、行走、跑步和跳跃)和两种观看模式(即视点依赖型和视点无关型)对用户在 AR 中选择目标表现的影响。两种典型的选择技术(即虚拟手和光线投射)分别用于短距离和长距离选择任务。我们的研究结果表明,随着用户运动强度的增加,目标选择性能也随之降低,用户在视点无关模式下的表现要好于视点相关模式下的表现。我们还观察到,与虚拟手技术相比,用户在使用光线投射技术时需要更长的时间来选择目标。最后,我们提出了一套设计指南,以提高用户在运动中的 AR 目标选择性能。
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引用次数: 0
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International Journal of Human-Computer Studies
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