Exploring Past Trends and Current Challenges of Human Computer Interaction (HCI) Design

Author(s):  
Fiona Carroll

This chapter investigates the potential of aesthetics in the design of Human-Computer Interaction (HCI). In particular, it aims to provide a means by which aesthetics can be applied in photorealistic Virtual Reality (VR) to create engaging experiences. Indeed, this chapter suggests that much can be gained from looking at the aesthetics of photorealistic VR content as opposed to solely looking at the more traditional HCI approaches that have mainly concentrated on the performance and efficiency issues of the technology. The chapter is motivated by the very notion that the aesthetic potential of photorealistic VR content is, and continues to be, underestimated whilst the emphasis on the development of newer and more efficient technologies to create engaging VR experiences increases. Challenging this, the author reports on the results of a comparative analysis performed on two photorealistic virtual environments. These results highlight how both aesthetic form and functionality – efficiency and performance issues – need to be considered in tandem in order to create engaging VR experiences. In demonstrating this, the chapter aims to not only successfully emphasize the experiential side of photorealistic VR, but also to advance the idea of the engaged interaction and in doing so, a new design drive for HCI.

Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 26
Author(s):  
David González-Ortega ◽  
Francisco Javier Díaz-Pernas ◽  
Mario Martínez-Zarzuela ◽  
Míriam Antón-Rodríguez

Driver’s gaze information can be crucial in driving research because of its relation to driver attention. Particularly, the inclusion of gaze data in driving simulators broadens the scope of research studies as they can relate drivers’ gaze patterns to their features and performance. In this paper, we present two gaze region estimation modules integrated in a driving simulator. One uses the 3D Kinect device and another uses the virtual reality Oculus Rift device. The modules are able to detect the region, out of seven in which the driving scene was divided, where a driver is gazing at in every route processed frame. Four methods were implemented and compared for gaze estimation, which learn the relation between gaze displacement and head movement. Two are simpler and based on points that try to capture this relation and two are based on classifiers such as MLP and SVM. Experiments were carried out with 12 users that drove on the same scenario twice, each one with a different visualization display, first with a big screen and later with Oculus Rift. On the whole, Oculus Rift outperformed Kinect as the best hardware for gaze estimation. The Oculus-based gaze region estimation method with the highest performance achieved an accuracy of 97.94%. The information provided by the Oculus Rift module enriches the driving simulator data and makes it possible a multimodal driving performance analysis apart from the immersion and realism obtained with the virtual reality experience provided by Oculus.


1992 ◽  
Vol 36 (14) ◽  
pp. 1049-1049 ◽  
Author(s):  
Maxwell J. Wells

Cyberspace is the environment created during the experience of virtual reality. Therefore, to assert that there is nothing new in cyberspace alludes to there being nothing new about virtual reality. Is this assertion correct? Is virtual reality an exciting development in human-computer interaction, or is it simply another example of effective simulation? Does current media interest herald a major advance in information technology, or will virtual reality go the way of artificial intelligence, cold fusion and junk bonds? Is virtual reality the best thing since sliced bread, or is it last week's buns in a new wrapper?


Author(s):  
Rocco Servidio ◽  
Barry Davies ◽  
Kevin Hapeshi

Human-Computer Interaction (HCI) studies play an important role in the design, implementation, and evaluation of a new generation of graphical user interfaces designed to support consumer behaviours and information needs. In recent years, the spread of new virtual environments and innovative tools have revolutionized the field of e-commerce. Although new digital environments can enable or facilitate certain user activities, the quality of the user interface will remain a continuing challenge. The chapter aims to underline the relationships between HCI studies and consumer behaviour, focusing attention on virtual environments for electronic and Internet e-commerce (online retail) services. The potential of multi-modal interfaces and virtual environments for business and marketing are examined by: (1) providing an overview of the relationships between HCI and consumer behaviour, (2) showing how different interaction modalities can enhance the communication process between user and consumer system, (3) showing how digital and interactive technologies can offer to the consumer many advantages and unique opportunities in exploring information and products, and (4) new directions for possible future research.


1999 ◽  
Vol 11 (4) ◽  
pp. 427-452 ◽  
Author(s):  
Christian Krapichler ◽  
Michael Haubner ◽  
Andreas Lösch ◽  
Dietrich Schuhmann ◽  
Marcus Seemann ◽  
...  

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