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Augmented reality robot manipulation with physical mock-up and improved spatial cognition 增强现实机器人操作与物理模型和改进的空间认知
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-17 DOI: 10.1016/j.ijhcs.2025.103658
Fang Xu , Hengxu You , Tianyu Zhou , Jing Du
Robotic teleoperation is essential for executing tasks in remote, hazardous, or inaccessible environments such as disaster response, hazardous materials handling, and search and rescue missions. In these complex scenarios, limited robot autonomy often requires direct human control to ensure adaptability and situational responsiveness. Traditional teleoperation systems using virtual reality (VR) head-mounted displays aim to improve spatial awareness, but they suffer from limited depth perception and lack of proprioceptive feedback. Recent advances in augmented reality (AR), particularly optical see-through (OST) head mounted displays, offer a more intuitive solution by overlaying digital information directly onto the real world. This approach improves egocentric spatial cognition and motor coordination by aligning virtual cues with physical actions, which reduces cognitive load and increases precision. This study evaluates an AR-based teleoperation system that combines a HoloLens2 OST-based AR display, adaptive hand-motion controls, Unity-based visualization, and a Franka Emika 7-DOF robotic arm. In a user study with 30 participants, the AR-enhanced interface demonstrated significantly higher spatial awareness and task execution efficiency than conventional setups. These results provide empirical support for deploying AR in high-stakes teleoperation tasks where accuracy and situational awareness are critical.
机器人远程操作对于在远程、危险或难以进入的环境中执行任务至关重要,例如灾难响应、危险材料处理和搜索和救援任务。在这些复杂的场景中,有限的机器人自主性通常需要人类直接控制,以确保适应性和情境响应能力。使用虚拟现实(VR)头戴式显示器的传统远程操作系统旨在提高空间意识,但它们存在深度感知有限和缺乏本体感觉反馈的问题。增强现实(AR)的最新进展,特别是光学透明(OST)头戴式显示器,通过将数字信息直接覆盖到现实世界中,提供了更直观的解决方案。该方法通过将虚拟线索与物理动作相匹配,提高了自我中心空间认知和运动协调能力,减少了认知负荷,提高了精度。本研究评估了一种基于AR的远程操作系统,该系统结合了基于HoloLens2的AR显示、自适应手部运动控制、基于unity的可视化和Franka Emika 7自由度机械臂。在一项有30名参与者的用户研究中,ar增强界面比传统设置显示出更高的空间意识和任务执行效率。这些结果为在准确性和态势感知至关重要的高风险远程操作任务中部署AR提供了经验支持。
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引用次数: 0
StoryPoint: GenAI-supported domain-specific data story authoring for enterprises StoryPoint:为企业编写genai支持的特定领域的数据故事
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-15 DOI: 10.1016/j.ijhcs.2025.103655
Jonas Gunklach, Elias Mueller, Merlin Knaeble, Alexander Maedche
In today’s data-driven world, enterprises face the dual challenge of deriving value from vast datasets and effectively communicating insights. While data storytelling is integral for conveying insights, existing authoring tools often fail to fully leverage domain expertise or support the entire storytelling process. This paper introduces StoryPoint, an open-source data story authoring tool that combines domain expertise with Generative AI to dynamically enhance data story creation. We found that enabling domain experts to intuitively visualize data via natural language inputs, supported by automatically generated charts and narratives, helps narrow the gap between visualization and interpretation. To design StoryPoint, we followed a literature-grounded and user-centered design approach. A formative evaluation with eight domain experts reveals StoryPoint’s efficacy in rapid data story prototyping. A summative evaluation, including (i) a small-scale experiment comparing StoryPoint with a benchmark, (ii) a large-scale online experiment with 104 crowdworkers, and (iii) three real-world industry cases, underscores its utility. Our findings highlight that StoryPoint reduces data story creation time by more than 50% compared to the benchmark, receives significantly higher usability ratings, and supports the creation of data stories rating higher in readability, fluency, clarity, and trustworthiness.
在当今数据驱动的世界中,企业面临着从海量数据集中获取价值和有效沟通见解的双重挑战。虽然数据叙述对于传达见解来说是不可或缺的,但现有的创作工具往往不能充分利用领域专业知识或支持整个叙述过程。本文介绍了StoryPoint,这是一个开源的数据故事创作工具,它将领域专业知识与生成式人工智能相结合,以动态增强数据故事的创建。我们发现,在自动生成的图表和叙述的支持下,使领域专家能够通过自然语言输入直观地可视化数据,有助于缩小可视化和解释之间的差距。为了设计StoryPoint,我们遵循了基于文献和以用户为中心的设计方法。由8位领域专家组成的形成性评估揭示了StoryPoint在快速数据故事原型中的功效。总结性评估,包括(i)将StoryPoint与基准进行比较的小规模实验,(ii)与104名众包工作者进行的大规模在线实验,以及(iii)三个现实世界的行业案例,强调了它的实用性。我们的研究结果强调,与基准相比,StoryPoint将数据故事的创建时间减少了50%以上,获得了显著更高的可用性评级,并支持创建可读性、流畅性、清晰度和可信度更高的数据故事。
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引用次数: 0
Intelligent support for digital wellbeing: A design framework through a systematic literature review 数字健康的智能支持:通过系统文献综述的设计框架
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-08 DOI: 10.1016/j.ijhcs.2025.103653
Luca Scibetta , Massimiliano Pellegrino , Alberto Monge Roffarello, Luigi De Russis
Recent advancements in AI, particularly Generative AI (GenAI) and Large Language Models (LLMs), have facilitated the integration of AI techniques into digital wellbeing applications, i.e., digital tools that aim at helping people’s wellbeing as a sum of mental and emotional wellness. These AI-powered systems hold the potential to foster healthier habits by collecting and analyzing user behavioral data to provide personalized and dynamic solutions tailored to each user’s needs and lifestyle, therefore improving the efficacy with respect to traditional non-AI interventions. Yet, their development presents significant challenges, including ethical concerns, privacy risks, and the potential for over-reliance on automated interventions. In this paper, we conduct a systematic literature review to examine the key characteristics, challenges, and opportunities in the existing research about AI-powered digital wellbeing tools. Based on our findings, we propose a design framework that outlines 6 critical dimensions and 23 sub-dimensions, spacing from user data and privacy to intervention strategies and personalization, offering practical guidance for researchers and practitioners developing AI-powered digital wellbeing applications. The framework emphasizes the importance of developing tailored and adaptive user-centered interventions adhering to scientific principles, psychological models and responsible data collection. We discuss the applicability and utility of our framework in evaluating and guiding the integration of AI in digital wellbeing applications.
人工智能的最新进展,特别是生成式人工智能(GenAI)和大型语言模型(llm),促进了人工智能技术与数字健康应用的整合,即旨在帮助人们获得精神和情感健康的数字工具。这些人工智能驱动的系统有可能通过收集和分析用户行为数据来培养更健康的习惯,为每个用户的需求和生活方式量身定制个性化和动态的解决方案,从而提高传统非人工智能干预措施的功效。然而,它们的发展面临着重大挑战,包括伦理问题、隐私风险以及过度依赖自动化干预的可能性。在本文中,我们进行了系统的文献综述,以研究人工智能驱动的数字健康工具的现有研究中的关键特征、挑战和机遇。基于我们的研究结果,我们提出了一个设计框架,概述了6个关键维度和23个子维度,从用户数据和隐私到干预策略和个性化,为研究人员和从业者开发人工智能驱动的数字健康应用程序提供了实用指导。该框架强调,必须根据科学原则、心理模型和负责任的数据收集,制定有针对性和适应性的以用户为中心的干预措施。我们讨论了我们的框架在评估和指导人工智能在数字健康应用中的集成方面的适用性和实用性。
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引用次数: 0
“I’ve never seen a glass ceiling better represented”: Bias and gendering in LLM-generated synthetic personas from a participatory design perspective “我从未见过比这更好的玻璃天花板”:从参与式设计的角度来看,法学硕士生成的合成角色中的偏见和性别
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-08 DOI: 10.1016/j.ijhcs.2025.103651
Helena A. Haxvig , Vincenzo D’Andrea , Maurizio Teli
This study examines synthetic personas generated by Large Language Models (LLMs) and their implications, focusing on how these personas encode and perform gendering. Traditional personas carry implicit power and agency, making their accuracy and inclusivity essential. However, delegating persona creation to generative AI raises concerns about bias, representation, and ethical design. Poorly designed personas risk reinforcing stereotypes, marginalizing certain groups, and embedding biases into the design process. Using a mixed-method approach – combining direct inquiries with four LLMs and participatory workshops – we analyze gender bias in synthetic personas. Drawing from feminist theory, Human–Computer Interaction (HCI), and Participatory Design (PD), both societal, normative, and representational biases were identified. As a result of this, we argue that synthetic personas should not be used as direct stand-ins for real users but instead reframed as objects of critical inquiry. They can serve as provocations—tools that challenge assumptions and expose biases in LLM-generated outputs. Furthermore, this study underscores the need to move beyond exclusively expert-driven evaluations by incorporating user perspectives directly. By doing so, the evaluation process becomes richer, more representative, and better equipped to identify biases that might otherwise be overlooked.
本研究考察了由大型语言模型(llm)生成的合成人物角色及其含义,重点关注这些人物角色是如何编码和执行性别划分的。传统人物角色具有隐含的权力和能动性,因此其准确性和包容性至关重要。然而,将角色创建委托给生成人工智能会引发对偏见、代表性和道德设计的担忧。设计不佳的角色可能会强化刻板印象,边缘化某些群体,并在设计过程中嵌入偏见。使用混合方法方法-结合直接询问与四个法学硕士和参与式研讨会-我们分析了合成人物角色中的性别偏见。从女权主义理论、人机交互(HCI)和参与式设计(PD)中,我们发现了社会、规范和代表性的偏见。因此,我们认为合成人物角色不应该被用作真实用户的直接替身,而应该被重新定义为批判性探究的对象。它们可以作为挑战假设和暴露法学硕士产生的产出中的偏见的挑衅工具。此外,这项研究强调有必要超越完全由专家推动的评价,直接纳入用户的观点。通过这样做,评估过程变得更丰富,更具代表性,并更好地识别可能被忽视的偏见。
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引用次数: 0
How animal-persona chatbots enhance empathy and positive attitudes toward animals 动物角色聊天机器人如何增强对动物的同理心和积极态度
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-06 DOI: 10.1016/j.ijhcs.2025.103647
Jingshu Li , Aaditya Patwari , Yi-Chieh Lee
Rises in the number of animal abuse cases are reported around the world. While chatbots have been effective in influencing their users’ perceptions and behaviors, little if any research has hitherto explored the design of chatbots that embody animal personas for the purpose of eliciting empathy toward animals. We therefore conducted a 2 × 2 × 2 experiment factorial experiment based on the presence or absence of verbal, nonverbal, and identity cues to investigate how specific design cues in such chatbots can shape their users’ perceptions of both the chatbots’ identities and the type of animal they represent. Our findings indicate that such chatbots can significantly increase empathy, improve attitudes, and promote prosocial behavioral intentions toward animals, particularly when they incorporate emotional verbal expressions and authentic details of such animals’ lives. These results expand our understanding of chatbots with non-human identities and highlight their potential for use in conservation initiatives, suggesting a promising avenue whereby technology could foster a more informed and empathetic society.
据报道,世界各地虐待动物的案件数量不断上升。虽然聊天机器人在影响用户的感知和行为方面很有效,但迄今为止,很少有研究探讨了如何设计具有动物角色的聊天机器人,从而引发人们对动物的同情。因此,我们进行了一项基于语言、非语言和身份线索存在与否的2 × 2实验阶乘实验,以调查此类聊天机器人中的特定设计线索如何影响用户对聊天机器人身份和它们所代表的动物类型的感知。我们的研究结果表明,这种聊天机器人可以显著增加同理心,改善态度,并促进对动物的亲社会行为意图,特别是当它们结合了情感语言表达和这些动物生活的真实细节时。这些结果扩大了我们对具有非人类身份的聊天机器人的理解,并突出了它们在保护倡议中使用的潜力,表明了一条有希望的途径,即技术可以促进一个更知情、更有同情心的社会。
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引用次数: 0
Understanding middle school students’ experiences, perceptions, and desired designs about intelligent tutoring systems through co-designing activities 通过共同设计活动了解中学生对智能辅导系统的体验、感知和期望设计
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-03 DOI: 10.1016/j.ijhcs.2025.103654
Yumeng Zhu, Yan Li
Children are spending more and more time learning with intelligent tutoring systems (ITSs), which aim to enhance children’s learning experiences and outcomes by recommending personalized learning materials according to individual learning progress and learning science theory. However, limited research has explored children’s experiences, perceptions, needs, and values of these systems. This study applied a child-centered approach to understand how children experience and perceive ITSs, and what kind of design they desire and need in these systems. To achieve this, we conducted a questionnaire and a three-week co-design workshop, based on the Collaborative Design Thinking approach, with 56 children aged 12–14 from a Chinese middle school. Our findings explored children’s current experiences and perceptions about ITSs and identified various desired design features expected by children, including involving students and teachers in the loop, providing both cognitive and affective scaffolding, conducting ethical data practices and open resources, enabling social and multimodal engagement, and offering personalized digital tutors with incentive mechanisms. The results provide crucial insights for designing ITSs to support children's learning autonomy and data autonomy in these systems, entailing multimodal and affective interactions beyond the current systems, and balancing parental engagement and teacher involvement with these systems.
孩子们花越来越多的时间在智能辅导系统(ITSs)上,它旨在根据个人学习进度和学习科学理论,推荐个性化的学习材料,提高孩子的学习体验和成果。然而,有限的研究探讨了儿童的经验,观念,需求和这些系统的价值。本研究采用以儿童为中心的方法来了解儿童如何体验和感知信息技术系统,以及他们希望和需要什么样的系统设计。为了实现这一目标,我们基于协作设计思维方法,对来自中国一所中学的56名12-14岁的儿童进行了问卷调查和为期三周的共同设计研讨会。我们的研究结果探讨了儿童目前对信息技术系统的体验和看法,并确定了儿童期望的各种设计特征,包括让学生和教师参与到循环中,提供认知和情感脚手架,进行道德数据实践和开放资源,实现社会和多模式参与,并提供个性化的数字导师激励机制。这些结果为设计信息技术系统提供了重要的见解,以支持这些系统中儿童的学习自主和数据自主,需要超越当前系统的多模式和情感互动,并平衡家长参与和教师参与这些系统。
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引用次数: 0
Agency and authorship in AI art: Transformational practices for epistemic troubles 人工智能艺术中的代理和作者身份:认知问题的转化实践
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-02 DOI: 10.1016/j.ijhcs.2025.103652
Federico Bomba, Antonella De Angeli
The integration of Generative AI into artistic practices is not only expanding the possibilities for creative expression but also challenging foundational concepts such as agency and authorship. Combining Agential Realism and Speech Act Theory, this paper presents a case study involving three internationally recognised artists with extensive experience using text and image-based models. It combines in-depth interviews with critical readings of selected artworks to explore how generative AI Art emerges from the intra-actions between artists, data, and algorithms. Our contribution unfolds along two complementary directions. Firstly, we engage with epistemological debates by conceptualising agency and authorship as relational and distributed phenomena. Secondly, we challenge the notion of AI as a mere tool and advocate for design approaches that foreground shared authorship. By focusing on studio-level practices, this paper offers situated insights into artist–AI interaction, expands our understanding of de-individualised knowledge production, and points toward systems that support responsible co-creation.
将生成式人工智能整合到艺术实践中,不仅扩大了创造性表达的可能性,而且挑战了代理和作者身份等基本概念。结合代理现实主义和言语行为理论,本文介绍了一个案例研究,涉及三位国际知名的艺术家,他们在使用基于文本和图像的模型方面有着丰富的经验。它结合了深度访谈和对选定艺术品的批判性阅读,探索生成式人工智能艺术是如何从艺术家、数据和算法之间的相互作用中产生的。我们的贡献沿着两个互补的方向展开。首先,我们通过将代理和作者身份概念化为关系和分布现象来参与认识论辩论。其次,我们挑战人工智能仅仅是一个工具的概念,并提倡前景共享作者的设计方法。通过关注工作室层面的实践,本文提供了艺术家与人工智能互动的定位见解,扩展了我们对去个性化知识生产的理解,并指出了支持负责任的共同创造的系统。
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引用次数: 0
Understanding user mental models in AI-driven code completion tools: Insights from an elicitation study 理解人工智能驱动的代码完成工具中的用户心理模型:来自启发研究的见解
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1016/j.ijhcs.2025.103648
Giuseppe Desolda , Andrea Esposito , Francesco Greco , Cesare Tucci , Paolo Buono , Antonio Piccinno
Integrated Development Environments increasingly implement AI-powered code completion tools (CCTs), which promise to enhance developer efficiency, accuracy, and productivity. However, interaction challenges with CCTs persist, mainly due to mismatches between developers’ mental models and the unpredictable behavior of AI-generated suggestions, which is an aspect underexplored in the literature. We conducted an elicitation study with 56 developers using co-design workshops to elicit their mental models when interacting with CCTs. Different important findings that might drive the interaction design with CCTs emerged. For example, developers expressed diverse preferences on when and how code suggestions should be triggered (proactive, manual, hybrid), where and how they are displayed (inline, sidebar, popup, chatbot), as well as the level of detail. It also emerged that developers need to be supported by customization of activation timing, display modality, suggestion granularity, and explanation content, to better fit the CCT to their preferences. To demonstrate the feasibility of these and the other guidelines that emerged during the study, we developed ATHENA, a proof-of-concept CCT that dynamically adapts to developers’ coding preferences and environments, ensuring seamless integration into diverse workflows.
集成开发环境越来越多地实现人工智能驱动的代码完成工具(cct),这些工具承诺提高开发人员的效率、准确性和生产力。然而,cct的交互挑战仍然存在,主要是由于开发人员的心智模型与ai生成的建议的不可预测行为之间的不匹配,这是文献中未充分探讨的一个方面。我们对56名开发人员进行了一项启发研究,使用协同设计研讨会来引出他们在与cct互动时的心理模型。不同的重要发现可能会推动cct的交互设计。例如,开发人员对何时以及如何触发代码建议(主动、手动、混合)、在何处以及如何显示(内联、侧边栏、弹出式、聊天机器人)以及详细程度表达了不同的偏好。开发人员还需要定制激活时间、显示方式、建议粒度和解释内容,以更好地使CCT符合他们的偏好。为了证明这些和研究期间出现的其他指导方针的可行性,我们开发了ATHENA,这是一个概念验证CCT,可以动态适应开发人员的编码偏好和环境,确保无缝集成到不同的工作流程中。
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引用次数: 0
Avatars in mixed-reality meetings: A longitudinal field study of realistic versus cartoon facial likeness effects on communication, task satisfaction, presence, and emotional perception 混合现实会议中的化身:一项关于真实与卡通面部相似对沟通、任务满意度、在场和情绪感知影响的纵向实地研究
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-30 DOI: 10.1016/j.ijhcs.2025.103632
Georgiana Cristina Dobre , Marta Wilczkowiak , Marco Gillies , Xueni Pan , Sean Rintel
We conducted a within-subjects study to examine how realistic faces and cartoon faces on avatars affect communication, task satisfaction, sense of presence, and mood perception in mixed reality meetings. Over the course of two weeks, six groups of co-workers (14 people) held recurring meetings using Microsoft HoloLens2 devices, each person embodying a personal full-body avatar with either a realistic face or cartoon face. Half of the groups started with the realistic face avatar and switched to the cartoon face version halfway through (RC condition), and the other half with the cartoon-face avatar first (CR condition). Results showed that participants in the RC condition may have had higher expectations and more errors in perceiving their colleagues’ moods. Participants in the CR condition reported that the avatars’ appearance mattered less over time and experienced increased comfort and improved identification of their colleagues. Participants rated words, tone of voice, and movement as the most useful cues for perceiving colleagues’ moods, regardless of avatar rendering style. In the RC condition, participants rated gaze as more useful than facial expressions, while in the CR condition, both gaze and facial expressions were rated as the least useful. Results also suggested that participants had more errors when perceiving negative moods in their colleagues, with this trend appearing for most moods, but depending on conditions. Implications of these findings for mixed and virtual reality meetings are discussed. This work contributes to the field of remote collaboration by providing insights from longitudinal data on the impact of avatar appearance on various aspects of work meetings in virtual environments.
我们进行了一项主题内研究,以研究虚拟化身上的真实面孔和卡通面孔如何影响混合现实会议中的沟通、任务满意度、存在感和情绪感知。在两周的时间里,六组同事(14人)使用微软HoloLens2设备反复召开会议,每个人都有一个真实面孔或卡通面孔的个人全身化身。一半的小组从逼真的脸化身开始,中途切换到卡通脸版本(RC条件),另一半先使用卡通脸化身(CR条件)。结果表明,RC条件下的参与者在感知同事情绪时可能有更高的期望和更多的错误。CR条件下的参与者报告说,随着时间的推移,化身的外表变得不那么重要了,他们感到越来越舒服,对同事的认同感也提高了。不管虚拟形象的渲染风格如何,参与者都认为言语、语调和动作是感知同事情绪的最有用的线索。在RC条件下,参与者认为凝视比面部表情更有用,而在CR条件下,凝视和面部表情都被认为是最没用的。研究结果还表明,参与者在感知同事的消极情绪时更容易出错,这种趋势出现在大多数情绪中,但取决于具体情况。讨论了这些发现对混合现实和虚拟现实会议的影响。这项工作通过提供纵向数据对虚拟环境中工作会议的各个方面的化身外观影响的见解,为远程协作领域做出了贡献。
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引用次数: 0
Effects of interface layouts on cognitive performance for pedicle screw placement simulator in immersive environments 沉浸式环境下界面布局对椎弓根螺钉放置模拟器认知性能的影响
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-27 DOI: 10.1016/j.ijhcs.2025.103650
Lang Qin , Kadek Ananta Satriadi , Jiazhou Liu , Yuhan Zhan , Jiang Shao , Peimeng Liu , Zhiyong Chen , Yongtao Liu
Many medical procedures, including pedicle screw placement, require intricate hand-sight coordination. In recent years, immersive virtual reality (VR) technologies have gained traction in supporting training of such complex tasks. To effectively perform the task, the ability to see the screw position from different angles during the procedure is crucial, as it meets the user’s need for comprehensive spatial information to guide their actions. Yet, current literature lacks guidelines for designing view layouts for VR simulators in this context. We conducted a repeated measure experiment investigating various layout parameters (8 layouts and 2 view sizes). We gathered behavioral metrics, eye-tracking data, and subjective ratings from 27 participants. We found that layout design significantly impacts task performance, with placing views on the left of the visual field in a vertical arrangement reducing task response time. Furthermore, we found the effects of view arrangements on the flow of visual search patterns. Our study provides design guidelines to inform future design of VR pedicle screw placement simulators and other types of simulators requiring the combination of manual tasks and multiple-perspective views.
许多医疗程序,包括椎弓根螺钉置入,需要复杂的手眼协调。近年来,沉浸式虚拟现实(VR)技术在支持此类复杂任务的培训方面取得了进展。为了有效地完成任务,在操作过程中从不同角度看到螺钉位置的能力是至关重要的,因为它满足了用户对综合空间信息的需求,以指导他们的行动。然而,目前的文献缺乏在这种情况下为VR模拟器设计视图布局的指导方针。我们进行了重复测量实验,研究了不同的布局参数(8种布局和2种视图尺寸)。我们收集了27名参与者的行为指标、眼球追踪数据和主观评分。我们发现布局设计对任务表现有显著影响,将视图垂直放置在视野左侧可以减少任务响应时间。此外,我们还发现了视图排列对视觉搜索模式流动的影响。我们的研究为未来设计VR椎弓根螺钉置入模拟器和其他需要手动任务和多视角结合的模拟器提供了设计指南。
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引用次数: 0
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