1,720,999 research outputs found

    Toward multimodality: gesture and vibrotactile feedback in natural human computer interaction

    Full text link
    In the present work, users’ interaction with advanced systems has been investigated in different application domains and with respect to different interfaces. The methods employed were carefully devised to respond to the peculiarities of the interfaces under examination. We could extract a set of recommendations for developers. The first application domain examined regards the home. In particular, we addressed the design of a gestural interface for controlling a lighting system embedded into a piece of furniture in the kitchen. A sample of end users was observed while interacting with the virtual simulation of the interface. Based on the videoanalysis of users’ spontaneous behaviors, we could derive a set of significant interaction trends The second application domain involved the exploration of an urban environment in mobility. In a comparative study, a haptic-audio interface and an audio-visual interface were employed for guiding users towards landmarks and for providing them with information. We showed that the two systems were equally efficient in supporting the users and they were both well- received by them. In a navigational task we compared two tactile displays each embedded in a different wearable device, i.e., a glove and a vest. Despite the differences in the shape and size, both systems successfully directed users to the target. The strengths and the flaws of the two devices were pointed out and commented by users. In a similar context, two devices supported Augmented Reality technology, i.e., a pair of smartglasses and a smartphone, were compared. The experiment allowed us to identify the circumstances favoring the use of smartglasses or the smartphone. Considered altogether, our findings suggest a set of recommendations for developers of advanced systems. First, we outline the importance of properly involving end users for unveiling intuitive interaction modalities with gestural interfaces. We also highlight the importance of providing the user the chance to choose the interaction mode better fitting the contextual characteristics and to adjust the features of every interaction mode. Finally, we outline the potential of wearable devices to support interactions on the move and the importance of finding a proper balance between the amount of information conveyed to the user and the size of the device

    The Role of Virtual Spaces and Interactivity in Emergency Training

    No full text
    Virtual Reality (VR) allows to re-create risky situations in a safe and realistic environment and, in recent years, it has been proposed as a versatile training tool for fire emergencies. However, there is still the need to compare VR with other training formats, to better understand when and how it is advantageous to invest in virtual systems for emergency training. In this preliminary study, we compare different formats of a training program for teaching how to extinguish office-related fires. Formats vary in the presence and realism of the spatial representation, namely an immersive and interactive VR environment, a non-interactive desktop Video and traditional paper-based material. Participants' reactions and knowledge acquisition have been measured using both quantitative (accuracy, reaction times, questionnaires) and qualitative (open questions) methods. Results show that, at performance level, all three training formats significantly improved accuracy, but only participants in VR and Video conditions became faster in choosing the correct extinguisher. In terms of participants' evaluation, the VR format was judged more positively compared to the other trainings

    Promoting Healthy Ageing: An Interview-Based Study to Explore Ageing Workers’ Interests and Perceived Barriers

    No full text
    The physiological ageing process brings several physical, perceptual and cognitive declines that become evident before the individual reaches the old age. Still, an active and healthy lifestyle can slow down and smooth the impact of those deficits. To help ageing individuals undertake and maintain correct habits, different technological solutions have been proposed and experimented. However, the actual knowledge and interest by ageing individuals have been understudied so far. In the present work, we contribute to filling this research gap by reporting a small-scale interview-based study (N = 14) with ageing workers. We have explored their awareness and interest regarding healthy lifestyles, and their habits. We found that respondents had a positive attitude toward technology, and a general interest in pursuing healthy nutrition and keeping physically active. Yet, they did so without following strict plans and without relying on external supports. Importantly, it emerged that the infor..

    Exploiting 3D Web to Enhance Online Shopping: Toward an Update of Usability Heuristics

    No full text
    Online shopping has become a widespread habit for millions of users all over the world. E-stores are very convenient for both customers and retailers, because they are accessible 24/7 from anywhere in the world. However, they also convey relevant drawbacks for both parties: customers can only explore endless grids of flat items, and retailers are likely to struggle to manage and update their e-commerce autonomously. Here we present an e-commerce platform levering on 3DWeb technology that is meant to enhance the sopping experience for customers on the one side, and to retailers to independently operate on their e-store. The experience of user with Hybrid Consumer Interface and the Hybrid Seller Interface were evaluated in two interdependent sessions with representative end users (N = 57 in total). Even of both interfaces are still at a prototypical stage, results from the experimental sessions show promising outcomes

    Evaluating user experience of augmented reality eyeglasses

    No full text
    Augmented reality based applications have been experimented with in various contexts. Typically, the interaction is supported by handled devices, which, in specific scenarios, may hinder the interaction and spoil the experience of use, as the user is forced to hold the device and to keep her eyes on it at all times. The recent launch on the market of light-weight, unobtrusive head-mounted displays may change this circumstance. Nevertheless, investigations are needed to understand if such head-worn devices effectively outperform handheld devices in terms of comfort and pleasant experience of use. Here we present two experiments aimed at assessing the comfort of wearing a head-worn, see-through AR viewer in both a controlled and a natural setting. Besides the comfort of wearing the device, aspects related to the user experience were also investigated in the field evaluation. Our findings suggest that the head-mounted display examined is comfortable to wear regardless of the context of use. Interestingly in the field trails, participants did not express concern for the impression they would have made on other people and the experience of use was overall pleasant. Possible issues related to visual fatigue emerged

    Comparison of deviceless methods for distant object manipulation in mixed reality

    No full text
    Mixed Reality (MR) applications based on the current generation of Head -mounted displays (HMDs) support a deviceless manipulation of virtual objects based on finger tracking and control of the 3D transformation with gestures. However, when the object manipulation is performed at some distance, and when the transform includes scaling, it is not apparent how to remap the hand motions over the degrees of freedom of the object. The most popular software toolkits used for XR development provide specific solutions, but there are still usability issues and a need for clear guidelines for the interaction design. In this work, we compare three different solutions for the devices and remote translation, rotation, and scaling of virtual objects in a real environment in two user studies aimed at assessing the usability of the methods for different tasks. The tasks are a fast and rough docking of virtual cubes on a tangible shelf from varying distances and the accurate placement of cubes on the shelf in a fixed amount of time. The outcomes of these studies show that the usability of the manipulation methods is strongly affected by the use of separate or integrated control of the degrees of freedom, by the use of the hands in a symmetric or specialized way, by the visual feedback, and by the previous experience of the users and provides valuable guidelines for the design of interactive mixed environments
    corecore