User experience and usage scenarios of audio-tactile interaction with virtual objects in a physical environment

Author(s):  
Kaisa Väänänen-Vainio-Mattila ◽  
Katja Suhonen ◽  
Jari Laaksonen ◽  
Johan Kildal ◽  
Koray Tahiroğlu
Author(s):  
Vivek Parashar

Augmented Reality is the technology using which we can integrate 3D virtual objects in our physical environment in real time. Augmented Reality helps us in bring the virtual world closer to our physical worlds and gives us the ability to interact with the surrounding. This paper will give you an idea that how Augmented Reality can transform Education Industry. In this paper we have used Augmented Reality to simplify the learning process and allow people to interact with 3D models with the help of gestures. This advancement in the technology is changing the way we interact with our surrounding, rather than watching videos or looking at a static diagram in your text book, Augmented Reality enables you to do more. So rather than putting someone in the animated world, the goal of augmented reality is to blend the virtual objects in the real world.


Author(s):  
Kristie J. Fisher ◽  
Timothy Nichols ◽  
Katherine Isbister ◽  
Tom Fuller

In November 2010, Microsoft released the Kinect sensor as a new input device for the Xbox 360 gaming console, and more recently the “next generation” of Kinect was released in November 2013 as part of the Xbox One entertainment system. Kinect enables users to control and interact with on-screen elements by moving their bodies in space (e.g., move characters, select menu items, manipulate virtual objects) and via speech input. The team at Microsoft Studios User Research (SUR) has worked with game designers, programmers, and hardware developers on games and other applications that use Kinect. In this article the authors leverage data SUR has collected over the development cycles of many different games created for many different audiences to summarize the unique user experience challenges that the Kinect sensor brings to game development. The authors also propose principles for designing fun and accessible experiences for Kinect.


Author(s):  
Natalya Averbukh ◽  
Illya Starodubtsev

Interaction methods with virtual objects are an important issue for the development of VR. The user experience directly depends on the success of interactions with virtual objects and the environment. Therefore, the factors affecting the effectiveness of human-computer interaction has become a hotspot in this field. The paper describes an experiment focused on the influence of different visibility conditions of the interaction tool and the highlighting of a virtual object of interaction (with indirect interaction). We present the conditions, methodology and results of this study. The influence of different levels of abstraction of objects is considered: from geometric bodies (balls and parallelepipeds) to cartoon fruits, and photo realistic objects after then. For these conditions, a classical two-factor experiment is carried out, in which the first factor is the visibility of the control beam, and the second is the visibility of the highlighting of the captured object. The influence of one of these factors or their combination on the success of the movement of the captured object is expected. The success is determined by the time of movement (the less time, the more successful) and the optimality of the trajectory. The formula is proposed that determines the optimality of the trajectory. It is surprising that the movement of an already captured object is not affected by any of the above factors. Apparently, it is necessary to carefully study the capture process itself, not including the post-capture movement in the calculation.


2006 ◽  
Vol 15 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Eric Burns ◽  
Sharif Razzaque ◽  
Abigail T. Panter ◽  
Mary C. Whitton ◽  
Matthew R. McCallus ◽  
...  

A virtual environment (VE) user's avatar may penetrate virtual objects. Some VE designers prevent visual interpenetration, assuming that prevention improves user experience. However, preventing visual avatar interpenetration causes a discrepancy between visual and proprioceptive cues. We investigated users' detection thresh-olds for visual interpenetration and visual-proprioceptive discrepancy and found that users are much less sensitive to visual-proprioceptive discrepancy than to visual interpenetration. We propose using this result to better deal with user penetration of virtual objects.


Author(s):  
Kristie J. Fisher ◽  
Tim Nichols ◽  
Katherine Isbister ◽  
Tom Fuller

In November 2010, Microsoft released the Kinect sensor as a new input device for the Xbox 360 gaming console, and more recently the “next generation” of Kinect was released in November 2013 as part of the Xbox One entertainment system. Kinect has the ability to detect multiple points of skeletal movement, differentiating among multiple simultaneous users. This ability enables users to control and interact with on-screen elements by moving their bodies in space (e.g., move characters, select menu items, manipulate virtual objects). Controllers or on-body sensors are not needed to use gesture inputs with Kinect, and Kinect can also detect speech inputs. The team at Microsoft Studios User Research (SUR) was an integral part of creating the first full-body gaming experiences for the Kinect system. During the development of Kinect, and in the more than 3 years since its initial launch, SUR has worked with game designers, programmers, and hardware developers on games and other applications that use Kinect. In this article the authors leverage data SUR has collected over the development cycles of many different games created for many different audiences to summarize the unique user experience challenges that the Kinect sensor brings to game development. The authors also propose principles for designing fun and accessible experiences for Kinect.


Author(s):  
Tristan C. Endsley ◽  
Kelly A. Sprehn ◽  
Ryan M. Brill ◽  
Kimberly J. Ryan ◽  
Emily C. Vincent ◽  
...  

Augmented Reality (AR) has emerged as a rapidly developing technology, capable of a wide scope of applications across a variety of domains. AR technologies allow for a virtual experience to be overlaid on top of a physical environment, creating a hybrid experience in which virtual objects become a part of the user’s perceptual and physical environment. Rapid progression of the AR field requires that effective and validated methods of design evaluation be developed. Failure to consider the usability of AR applications during the design process will result in an increase in user errors and accidents, limiting user trust of the technology and undermining user perceptions of the technology, for both AR and Virtual Reality (VR) technologies (Nordrum, 2016). Through a robust and iterative process, a set of Design Heuristics for AR were developed for multidimensional augmented environments with the aim of advancing AR design methods for human factors, ergonomics, and user experience practitioners within the expanding AR community.


Author(s):  
Begoña Juliá Nehme ◽  
David Torres Irribarra ◽  
Patricio Cumsille ◽  
So‐Yeon Yoon

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