Immersive virtual reality treatment for spatial neglect: An agile, user-centered development process

2022 ◽  
Vol 65 (3) ◽  
pp. 101592
Author(s):  
Peii Chen ◽  
Denise Krch
Author(s):  
Astrid Weiss ◽  
Nicole Mirnig ◽  
Ulrike Bruckenberger ◽  
Ewald Strasser ◽  
Manfred Tscheligi ◽  
...  

AbstractIn this article, we present the user-centered development of the service robot IURO. IURO’s goal is to find the way to a designated place in town without any previous map knowledge, just by retrieving information from asking pedestrians for directions. We present the 3-years development process,which involved a series of studies on its appearance, communication model, feedback modalities, and social navigation mechanisms. Our main contribution lies within the final field trial.With the autonomous IURO platform, we performed a series of six way-finding runs (over 24 hours of run-time in total) in the city center of Munich, Germany. The robot interacted with approximately 100 pedestrians of which 36 interactions included a full route dialogue. A variety of empirical methods was used to explore reactions of primary users (pedestrians who actually interacted with the robot) and secondary users (bystanders who observed others interacting). The gathered data provides insights into usability, user experience, and acceptance of IURO and allowed us deriving recommendations for the development of other socially interactive robots.


Author(s):  
Regina Bernhaupt

Usability and user experience are two important factors in the development of mass-customizable personalized products. A broad range of evaluation methods is available to improve products during an user-centered development process. This chapter gives an overview on these methods and how to apply them to achieve easy-to-use, efficient and effective personalized products that are additionally fun to use. A case study on the development of a new interaction technique for interactive TV helps to understand how to set up a mix of evaluation methods to cope with some of the limitations of current usability and user experience evaluation methods. The chapter concludes with some guidelines of how to change organizations to focus on usability and user experience.


2018 ◽  
Vol 61 ◽  
pp. e90-e91 ◽  
Author(s):  
R. Ronchi ◽  
D. Perez-Marcos ◽  
A. Giroux ◽  
M. Thomasson ◽  
A. Serino ◽  
...  

2021 ◽  
Vol 27 (2) ◽  
pp. 152-169
Author(s):  
David Bonilla Carranza ◽  
Adriana Peña Pérez Negrón ◽  
Madeleine Contreras

Videogame development is software development; though, videogame projects require unusual developers’ technical and creative skills when compared with non-game projects. Based on the teaching experience of the Computer Simulation subject of the Computer Science Engineering program for undergraduate students, it was built a training strategy for videogame development projects oriented to software developers. As a result, it is presented the strategy described in terms of videogames for immersive virtual reality with open source platforms, but it can be adjusted to other technologies. This proposal links Project-Based Learning (PBL) with the SUM videogames development process, by including material, tools, and a creative perspective.


2019 ◽  
Vol 31 (2) ◽  
pp. 71-74
Author(s):  
Ryoichi Kato ◽  
Kazuhiro Yasuda ◽  
Akinori Hagiwara ◽  
Shuntaro Kawaguchi ◽  
Hiroyasu Iwata

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