Diegetic user interfaces for virtual environments with HMDs: a user experience study with oculus rift

2017 ◽  
Vol 11 (2) ◽  
pp. 173-184 ◽  
Author(s):  
Paola Salomoni ◽  
Catia Prandi ◽  
Marco Roccetti ◽  
Lorenzo Casanova ◽  
Luca Marchetti ◽  
...  
2012 ◽  
Vol 21 (1) ◽  
pp. 96-116 ◽  
Author(s):  
Haringer Matthias ◽  
Steffi Beckhaus

In this paper we introduce novel methods of intensifying and varying the user experience in virtual environments (VE). VEs technically have numerous means for crafting the user experience. Little has yet been done to evaluate those means of expression (MoEs) for their emotional impact on people and to use their capability to create different experiences and subtly guide the user. One of the reasons is that this requires a system which is capable of easily and dynamically providing those MoEs in such a way that they can easily be composed, evaluated, and compared between applications and users. In the following, we first introduce our model of both informational and emotional impact of VEs on users, introduce our dynamic, expressive VR-system, and present our novel evaluation and rating method for MoEs. MoEs can be used to guide attention to specific objects or build up an emotion or mood over time. We then present a study in which users experience 30 selected MoEs and rate their qualitative emotional impact using this rating method. We found that different MoEs can be used to elicit many diverse emotions which were surprisingly consistent among the test persons. With these results, our work enables new ways to make VEs more interesting and emotionally engaging, especially over a longer period of time, opening new possibilities, for example, to increase the motivation for long, stressful, and tiresome training as in neurorehabilitation.


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.


Author(s):  
Valeria Carofiglio ◽  
Fabio Abbattista

In order to develop a complex interactive system, user-centered evaluation (UCE) is an essential component. The new interaction paradigms encourage exploring new variables for accounting the users’ experience in terms of their needs and preferences. This is especially important for Adaptable Virtual Environments (AVE). In this context, to obtain a more engaging overall user’s experience, a good designer should perform proper formative and summative usability tests based on the user’s emotional level, which become a UCE activity. Our methodology tries to overcome the weaknesses of traditional methods by employing a Brain Computer Interface (BCI) to collect additional information on user’s needs and preferences. A set of preliminary usability experiments has been conducted for (i) determining if the outcome of a BCI is suitable to drive the designer in organizing the user-system dialog within AVE and (ii) evaluating the user-system dialog, in terms of dynamic increase of the emotionally-driven interaction’s customization.


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.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


Author(s):  
Jan Willem Streefkerk ◽  
Myra P. van Esch-Bussemakers ◽  
Mark A. Neerincx ◽  
Rosemarijn Looije

Evaluation refines and validates design solutions in order to establish adequate user experiences. For mobile user interfaces in dynamic and critical environments, user experiences can vary enormously, setting high requirements for evaluation. This chapter presents a framework for the selection, combination, and tuning of evaluation methods. It identifies seven evaluation constraints, that is, the development stage, the complexity of the design, the purpose, participants, setting, duration, and cost of evaluation, which influence the appropriateness of the method. Using a combination of methods in different settings (such as Wizard-of-Oz, game-based, and field evaluations) a concise, complete, and coherent set of user experience data can be gathered, such as performance, situation awareness, trust, and acceptance. Applying this framework to a case study on context-aware mobile interfaces for the police resulted in specific guidelines for selecting evaluation methods and succeeded to capture the mobile context and its relation to the user experience.


2020 ◽  
Vol 4 (3) ◽  
pp. 57
Author(s):  
Sebastian Lorenz ◽  
Jens R. Helmert ◽  
Ruben Anders ◽  
Christian Wölfel ◽  
Jens Krzywinski

With the evaluation of a next-generation human–machine interface (HMI) concept for excavators, this study aims to discuss the HMI quality measurement based on usability and user experience (UUX) metrics. Regarding the digital transformation of construction sites, future work environments will have to be capable of presenting various complex visual data and enabling efficient and safe interactivity while working. The evaluated HMI focused on introducing a touch display-based interface, providing advanced operation functions and different interaction modalities. The assessment of UUX should show whether the novel HMI can be utilised to perform typical tasks (usability) and how it is accepted and assessed in terms of non-instrumental qualities (user experience, UX). Using the collected data, this article also aims to contribute to the general discussion about the role of UX beyond usability in industrial applications and deepen the understanding of non-instrumental qualities when it comes to user-oriented process and machine design. The exploratory study examines insights into the application of elaborated UUX measuring tools like the User Experience Questionnaire (UEQ) on the interaction with industrial goods accompanied by their rating with other tools, namely System Usability Scale (SUS), Intuitive Interaction Questionnaire (INTUI) and the National Aeronautics and Space Administration (NASA) Task Load Index (NASA-TLX). Four goals are pursued in this study. The first goal is to compare in-depth two different ways of interaction with the novel HMI—namely one by a control pad on the right joystick and one by touch. Therefore, a sample of 17 subjects in total was split into two groups and differences in UUX measures were tested. Secondly, the performances of both groups were tested over the course of trials to investigate possible differences in detail. The third goal is to interpret measures of usability and user experience against existing benchmark values. Fourth and finally, we use the data gathered to analyse correlations between measures of UUX. The results of our study show that the different ways of interaction did not impact any of the measures taken. In terms of detailed performance analysis, both groups yielded differences in terms of time per action, but not between the groups. The comparison of UUX measures with benchmark values yielded mixed results. The UUX measures show some relevant significant correlations. The participants mostly reported enjoying the use of the HMI concept, but several practical issues (e.g., efficiency) still need to be overcome. Once again, the study confirms the urge of user inclusion in product development. Especially in the course of digitalisation, as big scale advancements of systems and user interfaces bring uncertainty for many manufacturers regarding whether or how a feature should be integrated.


2011 ◽  
Vol 4 (3) ◽  
Author(s):  
Vincent Verdot ◽  
Adel Saidi

More and more people dive into Virtual Worlds, experiencing the reality of parallel universes in almost every sector. Moreover, these virtual environments actually generate "real money" directly but also indirectly by selling virtual goods. Yet the current landscape consists in a huge number of siloed Virtual Worlds. We believe that addressing this lack of interoperability could greatly improve the user experience, ease the deployment of new worlds and open up market opportunities.Bell Labs' Applications domain is contributing with Virtual Hybrid Communications, a mature Web technology based on communication hyperlinks that enables the bridging of real and virtual worlds. This technology allows people to remain connected to legacy telecom infrastructures wherever they are (in real or virtual) and to safely expose their communication means without disclosing any personal detail (name, phone number, etc). Thanks to open and standard API, it will also allow virtual service providers and Telecom operators to provide efficient communication solutions and innovative services.


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