1,720,981 research outputs found

    Anthropomorphic User Interfaces: Past, Present and Future of Anthropomorphic Aspects for Sustainable Digital Interface Design

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    Interactions with computing systems and conversational services like ChatGPT are now integral to daily life. Surprisingly, user interfaces , the gateways to these systems, largely lack hedonic aspects. There is little attempt to intentionally make communication through user interfaces more like communication with humans. Anthropomorphic user interfaces, which integrate human-like attributes , can make interactions more pleasant and intuitive by allowing users to perceive and interact with interfaces as social actors. This enhances user experience, reduces the learning curve, and boosts adaption rates, but also holds the potential to make interfaces more sustainable, as they rely on familiar human interaction patterns. However, there is little consensus on how to build such interfaces. We conducted an extensive literature review on existing anthropomorphic user interfaces for software systems (past) to map and connect existing definitions and interpretations in an overarching taxonomy (present). The taxonomy and an accompanying web tool provide designers with a reference framework for analyzing and dissecting existing anthropomorphic user interfaces and designing new ones (future). CCS CONCEPTS • Human-centered computing → HCI design and evaluation methods; Interactive systems and tools.We thank the participants for their involvement and contribution in the workshop and the evaluation

    Does One-Size Training Fit All? Evaluating Adaptive Learning for VR Assembly Training

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    Virtual Reality (VR) is gaining popularity and is increasingly adopted across various industries for its potential to deliver immersive and effective skill development. However, we observe that VR training often follows a one-size-fits-all approach. Trainings typically do not adapt to to individual skill levels, which is particularly important in industrial assembly, where user profiles and expertise levels vary widely. To address this, we applied the concept of adaptive learning to VR assembly training, enabling the system to dynamically provide assistance levels when users struggle and gradually reduce support as their proficiency increases. This paper investigates the learning performance and subjective impact of two types of such adaptive approaches and a non-adaptive variant in a VR user study with 36 participants. The results show that adaptive training significantly enhances user experience and reduces perceived workload. At the same time, adaptive VR learning is found to have a positive impact on learning performance (quantified as a reduced number of assembly mistakes after training). In summary, our findings underscore the potential of applying adaptive learning approaches in VR. To guide future research, we propose guidelines to support the practical adoption of adaptive learning in VR training in manufacturing and beyond.This research was supported by Flanders Make, the strategic research centre for the manufacturing industry, in the project SKILLEDWORKFORCE

    Boosting Motivation in Sports with Data-Driven Visualizations in VR

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    In recent years, the integration of Artificial Intelligence (AI) has sparked revolutionary progress across diverse domains, with sports applications being no exception. At the same time, using real-world data sources, such as GPS, weather, and traffic data, offers opportunities to improve the overall user engagement and effectiveness of such applications. Despite the substantial advancements, including proven success in mobile applications, there remains an untapped potential in leveraging these technologies to boost motivation and enhance social group dynamics in Virtual Reality (VR) sports solutions. Our innovative approach focuses on harnessing the power of AI and real-world data to facilitate the design of such VR systems. To validate our methodology, we conducted an exploratory study involving 18 participants, evaluating our approach within the context of indoor VR cycling. By incorporating GPX files and om-nidirectional video (real-world data), we recreated a lifelike cycling environment in which users can compete with simulated cyclists navigating a chosen (real-world) route. Considering the user's performance and interactions with other cyclists, our system employs AI-driven natural language processing tools to generate encouraging and competitive messages automatically. The outcome of our study reveals a positive impact on motivation, competition dynamics , and the perceived sense of group dynamics when using real performance data alongside automatically generated motivational messages. This underscores the potential of AI-driven enhancements in user interfaces to not only optimize performance but also foster a more engaging and supportive sports environment. Figure 1: Our conceptual approach using real-world data (GPX files, 360-degree video) and large language models (e.g. ChatGPT) fostering social interaction in VR sports

    Empowering Adaptive Learning in VR Assembly Training Using Real-time Performance Tracking

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    Virtual Reality (VR) provides unique opportunities for creating immersive, per-sonalized and responsive learning environments through advanced features like hand and eye tracking. However, traditional VR training often lacks the flexibility to accommodate diverse learning styles. Personalization of training is crucial in industrial assembly, where user profiles and levels of expertise vary greatly. This paper introduces a novel solution for adaptive learning in VR focused on assembly knowledge training, using hand and eye tracking to deliver real-time feedback and individually adjusted learning paths. We applied our approach to two realistic assembly cases to evaluate its practical application. We hope to inspire future research further to explore and refine this adaptive approach, contributing to developing more flexible and effective VR-based training solutions for the manufacturing industry.ThisresearchwassupportedbyFlandersMake,thestrategicresearchcentreforthemanufacturingindustry, inthe projectSKILLEDWORKFORCE

    Editorial: HCI and worker well-being

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    The author(s) declare that no financial support was received for the research, authorship, and/or publication of this article

    Tool-based Interaction for Precise Manipulation in VR: an Exploratory Study

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    Virtual Reality-based interactions are getting more mainstream in several domains, such as gaming, education, and training. While there is extensive literature on new interaction techniques, applying and recombining these for specific tool-based interactions remains challenging. We specifically look at promising VR manipulation techniques using controllers. We implemented these techniques in a proof-of-concept toolchain aimed at spray painters. We extracted and manipulated the relevant parts for a controlled within-subject comparative experiment with 16 participants. We find, among other things, that, as in direct manipulation, tool-based interaction with controllers in VR can benefit from zoom and separation of degrees of freedom to achieve effective and efficient manipulation

    Authoring Tool for Automatic Generation of Augmented Reality Instruction Sequence for Manual Operations

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    Despite the large-scale digitalization and automation of production lines, human operators still play a vital role in the shopfloor. Operators provide flexibility and agile responsiveness with their actions, as well as capability to react autonomously based on their technical knowledge and experience. Bridging the gap between modern digital systems of information creation and management and humans in the shopfloor is a current challenge for both the academia and the technology integrators. One emerging way for delivering instructions to the operators is Augmented Reality (AR). AR allows the visualization of the instructions in the operator's field of view, using digital designs, animations and text instructions. As this technology gains increasingly more ground in the shopfloor, there is a need for agile generation of content, automatizing most of the instructions' generation process. Towards that end, this paper presents an authoring tool for generating digital instructions for manual operations. The authoring tool allows the identification of the (dis-)assembly sequence of a product and also to include intermediate manual operations, such as surface treatment, and visualizations. In order to determine which assembly tasks and instructions are the most commonly needed, contextual inquiries were conducted in collaboration with the industry. These findings, together with the existing literature on manual processes on the shopfloor, served as a starting point for a taxonomy of assembly task types that are also presented in this paper. The taxonomy serves as a guide to define the processes on which digital instructions and visualizations can be provided. The result can be delivered as digital on-screen instructions or as an Augmented Reality application that may target mobile devices and headsets. The proposed approach is validated in an industrial use case of a compressor assembly.This research is supported by VLAIO (Flanders Innovation & Entrepreneurship) Flanders Make, the strategic center for the manufacturing industry in Flanders, within the framework of the FAMAR ICON-project (HBC.2018.0249) and partially supported by Flanders Make vzw

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
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