User Experience in Real Test Drives with a Camera Based Mirror – Influence of New Technologies on Equipping Rate for Future Vehicles

Author(s):  
Corinna Seidler ◽  
Seda Aydogdu ◽  
Bernhard Schick
Author(s):  
Olena Petrenko ◽  
Anastasia Torkina

One of the important areas that has undergone significant changes due to the epidemic and the quarantine measures caused by it is education. The need to quickly change the forms of conducting classes has become a real test for teachers of performing disciplines of a sports profile, and prompted them to search and experiment in the use of information technologies and technical means in the educational process. Since sports education in general and the teaching of academic disciplines that form sports skills have their own specific differences, the use of information technologies in this area has caused a number of problems that require separate detailed consideration. Distance learning has become mainstream in the context of global quarantine. Therefore, this problem inspired the consideration in the article of such issues as the methodology for preparing and conducting practical classes, as well as the use of information technologies and technical means such as video products, multimedia presentations, encyclopedias, simulators and games that are used in the educational process of students and will help it. improvement. The use of these technical means and information technologies contributes to the improvement of education in conditions of quarantine restrictions, as well as to the improvement of the perception of information through new technologies, methods and means. With the use of information technologies, students become more clear about the material of the disciplines of a sports profile.


2019 ◽  
Vol 299 ◽  
pp. 03006
Author(s):  
Sven Maricic ◽  
Donald Radolovic ◽  
Ivan Veljovic ◽  
Roberta Raguz

The progress and development in the fields of technologies in the past few decades are impressive. With so many innovations that have had an impact on human lives and have changed them so drastically, living in a time where new technologies are still making massive changes, and, unquestionably, it wil continue with that trend. As the techniques are continuously evolving, people are forced to prepare ourselves and our descendants to the new and upcoming technologies so that they would be able to understand them, use them, teach others about them and also make some improvements in the specific fields of applications. This article presents an overview of the principal results of research on the impact of Virtual Reality (VR) 3D education for students in industrial vocational training. They were introducedto the generated model and had to explore all elements to have personal experience in the virtual environment. After the training, a user experience survey has been conducted, and the results obtained after the use of the system were presented.


2014 ◽  
Vol 5 (11) ◽  
pp. 93
Author(s):  
Pablo Aguirrezabal ◽  
Ainhoa Pérez ◽  
Sara Sillaurren

Within the museum spaces and interpretation centers, one of whose main functions is the preservation and dissemination of historical resources, it is important to connect with the visitors in some modern, accessible, interesting and familiar communication forms. With this objective, it’s a key issue the introduction of new technologies that facilitate the tasks of illustrate, teach and interest the visitor. Through PLAYHIST experiment, Tecnalia aims the transformation of an interactive movie about ancient Greece in a historical multiplayer serious game, that, on the same environment of the Tholos in the Hellenic Cosmos of Athens (Greece), will seek to demonstrate that museums and cultural centers visitors learning can be increased through the introduction of historical content gamificacion concept. Within this experiment, a series of metrics that affect both the service and the user experience and learning will be defined. These metrics will be collected with both the software game components and questionnaires forms from the visitors themselves. Subsequent analysis of the data collected will give a clue about whether the concept of "learning by playing" is valid in this type of cultural centers.


2020 ◽  
Author(s):  
Laura E. Reeves ◽  
Edward Bolton ◽  
Matthew Bulpitt ◽  
Alex Scott ◽  
Ian Tomey ◽  
...  

In recent years, development of new technologies designed to enhance user experience have accelerated, often being used in modern media including in films and games. Specifically, immersive experiences such as Virtual Reality (VR) and Augmented Reality (AR) have redefined how digital media can be delivered, encouraging us to interact with and explore our environment. Reciprocally, as the power of these technologies has advanced, the associated costs to implement them has decreased making them more cost-effective and feasible to deliver in a variety of settings. Despite the cost reduction, several issues remain with accessibility due to the knowledgebase required to generate, optimise and deliver 3D-digital content in both AR and VR. Here we sought to integrate an AR-based experience into a level 4 Biochemistry module to support the delivery of university lectures on protein structure and function. Traditionally, this topic would comprise 2D still images of complex 3D structures. By combining a breadth of subject-specific and technological expertise from across the university, we developed an AR-enhanced learning experience hosted on Zapworks AR platform. AR enabled full illustration of the complexity of these 3D structures while promoting collaboration through a shared user experience. Assessing the impact of the AR-experience via a formative test and survey revealed that despite only a modest increase in test performance, students overwhelmingly reported positively on the engaging nature and interactivity of AR. Critically, expanding our repertoire of content delivery formats will support the forward-thinking blended learning environments adopted across the higher education sector.


2021 ◽  
Vol 13 (9) ◽  
pp. 5090
Author(s):  
Sheng-Chi Chen ◽  
Shari S. C. Shang

Retail enterprises are embracing new technologies to provide innovative services to customers and engage them. Unmanned retail stores offer a completely new seamless shopping experience for customers. Moreover, artificial intelligence (AI) technology and sophisticated customer behavior should be explored in depth to develop a smart system to serve customers. This study focused on achieving a sustainable user experience with a smart system installed in an autonomous store. The development of core functions and a rule-based knowledge set are regarded as the most important tasks in designing autonomous services. In the case study, the core functions were developed on the basis of the design science concept and the rule-based knowledge set was constructed using the action research approach. The developed smart system was optimized to understand in-store customer behavior by continuously observing and refining the user experience. The practical experience of this study provides insights into AI technology use in retailing and can guide enterprises in developing smart systems.


2018 ◽  
Vol 108 (07-08) ◽  
pp. 549-554
Author(s):  
V. Kretschmer ◽  
A. Schier ◽  
B. Mättig

Zur Unterstützung der Beschäftigten bei manuellen Tätigkeiten in der Intralogistik werden zunehmend mehr technische Assistenzsysteme eingesetzt. Mithilfe digitaler Lösungen sollen Arbeitsprozesse effizienter und ergonomischer werden. In dieser Studie wurde eine Augmented Reality Brille, ein digitaler Packassistent und eine Papierliste beim Verpacken bezüglich Kognitiver Ergonomie verglichen. Die Ergebnisse geben Hinweise auf die mentale und körperliche Arbeitsbelastung, Usability und User Experience.   To assist employees during manual activities in intralogistics, an increasing number of new technologies are deployed. With the help of digital solutions, work processes are expected to be more efficient and ergonomic. In this study an Augmented Reality device, a digital packaging assistant and a paper list during packaging were compared regarding cognitive ergonomics. Results give indications on mental and physical workload, usability and user experience.


Author(s):  
Kee Wong ◽  
Greg Adamson

Portals, and Service Oriented Architecture in general, simplify the process of delivering services to users. But this doesn’t represent a fundamental change to the user experience. Changing the user experience depends on business intent, and while Web 2.0 functionality is available for users today, corporate and government department practices are often not ready to embrace it. In fact the most effective uptake of new technologies may not be the company intranet at all, but an external company community hosted on MySpace or Facebook. This case study examines the experiences of delivering both strategy and implementations to Fortune 500-type companies and Australian government departments. It compares the experience of delivering web and pre-web services, and notes the impact of the global financial crisis on innovation, concluding with the observation that in this changing climate SOA remains part of the industry practitioner’s toolkit.


Author(s):  
Russell J. Branaghan ◽  
L. Bryant Foster ◽  
Mark Palmer ◽  
Jessica Crosby

New technologies follow a predictable pattern of democratization over time. Specifically, a product that begins as merely useful over time often evolves into one that is usable, providing easy access to all functionality. If the technology survives the usability transition, it must become desirable. In this stage, the product evokes positive emotions from its users. This has been the case for the automotive industry as it moved from black colored cars driven by professional drivers and provided with its own toolbox to computers which initially required mathematicians and physicists to operate but which can now be operated by a four-year-old. This transition is now occurring before our eyes in healthcare, as medical diagnostic and treatment devices are taken out of the hands of specialized healthcare providers and placed into the hands, and homes, of patients. These useful devices now need to become usable and desirable. A successful transition will require the contributions of many disciplines, from environmental psychology, to user experience, from biomedical engineering to furniture design. It is exactly the kind of situation in which user experience thrives. This panel discusses the human capabilities, limitations, emotions and motivations which will determine whether this transition is a success. SynCardia’s Total Artificial Heart (TAH) Freedom Driver is an example of a life-sustaining medical device that is used by patients and caregivers at-home. To design the next generation Freedom Driver, SynCardia has implemented a user centered design approach. A research team performed contextual interviews and participatory design sessions with current patients, former patients, caregivers, and experienced clinicians. The research uncovered the following design considerations to be addressed in the design of the new Freedom Driver.


Author(s):  
Antônio Roberto Miranda de Oliveira

The use of technological tools is increasing rapidly, especially, in design field. This paper discusses the relevant factors of interaction design associated to the use of new technologies. The research has explored the potential of using virtual reality system to discusses the role substantial that designers must be consider such as: cognitive aspects, human factors, as well as use of new strategic tools to improvement the user experience. Particularly, in the implications for the development of interactive technologies based Immersive virtual reality environment. Through a bibliographic review, provide theoretical elements to development of virtual environments constructed to enhance the communication of information to a better engagement in the experience to its visitors. Therefore, also describes principles for systems based on a user-centered approach, the impact of interaction design in the context of information communication for immersive virtual reality (VR) systems allowing investigating the methods to enhance systems based in the user experience.


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