Mixed Reality for Industry? An Empirical User Experience Study

Author(s):  
Olli I. Heimo ◽  
Leo Sakari ◽  
Tero Säntti ◽  
Teijo Lehtonen
Author(s):  
Aleshia T. Hayes ◽  
Carrie L. Straub ◽  
Lisa A. Dieker ◽  
Charlie E. Hughes ◽  
Michael C. Hynes

New and emerging technology in the field of virtual environments has permitted a certain malleability of learning milieus. These emerging environments allow learning and transfer through interactions that have been intentionally designed to be pleasurable experiences. TLE TeachLivE™ is just such an emerging environment that engages teachers in practice on pedagogical and content aspects of teaching in a simulator. The sense of presence, engagement, and ludus of TLE TeachLivE™ are derived from the compelling Mixed Reality that includes components of off-the shelf and emerging technologies. Some of the noted features that have been identified relevant to the ludic nature of TeachLivE include the flow, fidelity, unpredicability, suspension of disbelief, social presence, and gamelike elements. This article explores TLE TeachLivE™ in terms of the ludology, paideic user experience, the source of the ludus, and outcomes of the ludic nature of the experience.


2021 ◽  
Vol 4 (4) ◽  
pp. 92
Author(s):  
Alfonsina Pagano ◽  
Eva Pietroni ◽  
Daniele Ferdani ◽  
Enzo d’Annibale

Within the EU CEMEC project framework, a novel approach for using holographic showcases in museums has been conceived and experimented upon in different venues in the context of an itinerant exhibition dealing with Early Medieval European collections. The purpose of this holographic showcase, the so-called “box of stories”, is to improve the link and interaction between real and virtual contents in the museum’s context, making the exhibited object “alive” in the visitors’ perception. An Avar sword and a Byzantine treasure have been used as the main case studies, and they have been experienced in the museums of several European regions by audiences with different cultural backgrounds. This has been a great opportunity to carry out user experience (UX) evaluations in order to collect feedback (from about 600 museum visitors) regarding the attractiveness of such a mixed reality (MR) system, its usability, the comprehension of the contents, the efficacy of the logistics and environmental conditions, as well as the educational impact. The results of such inquiries helped the CNR ISPC team to identify the most meaningful User eXperience Analytics (UXA) able to support the work of UX evaluators and UX designers to assess the efficacy of digital cultural products. Indeed, this manuscript presents UXA and tries to draft a concrete and effective evaluation model for future digital projects for museum contexts.


2018 ◽  
Vol 14 (02) ◽  
pp. 38
Author(s):  
Tomas Komenda ◽  
Franz Schauer

Our recent research in remote laboratory management systems (REMLABNET - www.remlabnet.eu) deals with questions such as how to make the user experience stronger and how to help users understand complex phenomena behind remote experiments and the laws of physics governing the experiment. At our current stage of technological development, we have both sufficiently powerful hardware and software to create an impressive virtual user interface which could be a help to this mission. An extended mixed reality taxonomy for remote physical experiments was proposed to identify goals of the future REMLABNET research and development. The first part of this paper describes classes of taxonomy and reasons why they were set up in this way. The second part mentions the chosen method of our research and our current progress.


2019 ◽  
Vol 13 (3/4) ◽  
pp. 354
Author(s):  
Ramy Hammady ◽  
Minhua Ma ◽  
Carl Strathearn

2021 ◽  
Vol 14 (4) ◽  
pp. 1-28
Author(s):  
Ji Hyun Yi ◽  
Hae Sun Kim

Wearable Mixed Reality (MR) technology is a tool that gives people a new enhanced experience that they have not encountered before. This study shows the process of designing new museum experiences while considering how this technology changes previous museum experiences, what those experiences are, and what people should feel through these experiences. This process was systematically conducted according to the UX design process of analysis, synthesis, and evaluation. In the analysis step, six types of museum artifact viewing experiences were defined: knowing, restoring, exploring, expanded scale, encountering, and sharing experience through research and user surveys related to the museum experience. In addition, through research analysis related to MR technology, presence, flow, and natural interaction were defined as three essential factors that users should feel in the MR experience. In the synthesis stage, optimized wearable MR experiences were designed and implemented by applying the necessary experience types and essential factors according to the characteristics of each artifact. In the evaluation stage, user experience evaluations such as user experience tests for essential factors in the MR experience, User Experience Questionnaire (UEQ) tests for interaction products, and the Visual Aesthetics of Websites Inventory (VisAWI) test for visual experiences from various perspectives were conducted on the developed results. Through these evaluations, users gave positive scores to the design results based on the experience types and essential factors defined in this study. When applying new media technologies such as wearable MR technology, improved technology implementation is important, but an understanding of the applied field must first be obtained, and user analysis must first be thoroughly conducted. This study will be a guide to the systematic development process to be followed when applying wearable MR technology to other fields.


Author(s):  
Dave Eliah Franklyn ◽  
Intan Rizky Mutiaz

Linimasa Card Game (LCG) adalah permainan kartu Indonesia yang menggunakan sistem Mixed Reality (MR) dalam permainannya. LCG dapat dimainkan sebagai permainan MR ataupun sebagai permainan kartu biasa. Penambahan sistem MR pada desain LCG bertujuan untuk meningkatkan user experience (UX) dengan membuat proses permainan yang lebih seru. Akan tetapi, penggunaan MR pada permainan beserta pengaruhnya pada User Experience (UX) belum diketahui. Karenanya, penelitian ini bertujuan untuk menjelaskan permasalahan tersebut. Penelitian dilakukan dengan menilai UX kedua sistem secara kuantitatif menggunakan User Experience Questionnaire (UEQ) diikuti dengan wawancara dan observasi secara kualitatif. Sistem MR LCG terbukti memiliki nilai novelty yang menjadi daya tarik permainan. Akan tetapi, hal tersebut tidak cukup untuk meningkatkan daya tarik dan keseluruhan UX dari permainan. Desain gameplay harus dirancang berdasarkan sistem MR dan bukan sistem kartu biasa sebagaimana yang sudah dilakukan oleh LCG. Desain harus membedakan informasi yang didapatkan dari kartu dan dari aplikasi MR yang dimiliki sehingga penggunaan sistem MR lebih relevan dalam permainan dan lebih menarik digunakan oleh pemain.


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