scholarly journals Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices

2016 ◽  
Vol 2016 ◽  
pp. 1-14 ◽  
Author(s):  
Aila Kronqvist ◽  
Jussi Jokinen ◽  
Rebekah Rousi

Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sickness was developed and tested. The HMD proved to be the most immersive device, although the headband was demonstrated as being a more stable environment causing the least simulator sickness. The results have design implication as they provide insight into specific factors which make experience in a VE seem more authentic to users. The paper emphasizes that, in addition to the quality of the VE, focus needs to be placed on ergonomic factors such as the weight of the devices, as these may compromise the quality of results obtained when examining studying human-technology interaction in a VE.

PeerJ ◽  
2018 ◽  
Vol 6 ◽  
pp. e5844
Author(s):  
Sara Rigutti ◽  
Marta Stragà ◽  
Marco Jez ◽  
Giulio Baldassi ◽  
Andrea Carnaghi ◽  
...  

The current research aims to study the link between the type of vision experienced in a collaborative immersive virtual environment (active vs. multiple passive), the type of error one looks for during a cooperative multi-user exploration of a design project (affordance vs. perceptual violations), and the type of setting in which multi-user perform (field in Experiment 1 vs. laboratory in Experiment 2). The relevance of this link is backed by the lack of conclusive evidence on an active vs. passive vision advantage in cooperative search tasks within software based on immersive virtual reality (IVR). Using a yoking paradigm based on the mixed usage of simultaneous active and multiple passive viewings, we found that the likelihood of error detection in a complex 3D environment was characterized by an active vs. multi-passive viewing advantage depending on: (1) the degree of knowledge dependence of the type of error the passive/active observers were looking for (low for perceptual violations, vs. high for affordance violations), as the advantage tended to manifest itself irrespectively from the setting for affordance, but not for perceptual violations; and (2) the degree of social desirability possibly induced by the setting in which the task was performed, as the advantage occurred irrespectively from the type of error in the laboratory (Experiment 2) but not in the field (Experiment 1) setting. Results are relevant to future development of cooperative software based on IVR used for supporting the design review. A multi-user design review experience in which designers, engineers and end-users all cooperate actively within the IVR wearing their own head mounted display, seems more suitable for the detection of relevant errors than standard systems characterized by a mixed usage of active and passive viewing.


2016 ◽  
Vol 16 (1) ◽  
pp. 33-48 ◽  
Author(s):  
Katy Tcha-Tokey ◽  
Olivier Christmann ◽  
Emilie Loup-Escande ◽  
Simon Richir

There are increasing new advances in virtual reality technologies as well as a rise in immersive virtual environments research and user experience research. Within this framework, we decided to address the overall user experience in immersive virtual environments. Indeed, in our point of view, this topic is not fully dealt with in the scientific literature, neither in terms of user experience components nor in terms of user experience measurement methods. It is in this context that we conducted a study aiming at proposing and validating a unified questionnaire on user experience in immersive virtual environment(IVEQ). Our questionnaire contains 10 subscales measuring presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement and technology adoption. The construction of our questionnaire was based on existing ones. It was tested on 116 participants after they use the edutainment virtual environment "Think and Shoot". Results show that 9 out of 10 subscales and 68 out of 87 items are reliable as demonstrated by an internal consistency analysis with Cronbach's alpha and an item analysis. Findings also indicate that the scale scores from 6 subscales are considered normal distributed (e.g. presence) whereas the scale scores from 3 subscales are considered negatively skewed (e.g. skill). This study provides important new insight into UX in IVEs assessment.


Author(s):  
Suwat Janyapoon ◽  
Jirapan Liangrokapart ◽  
Albert Tan

Business intelligence (BI) has become a popular among management executives of different industries. Many publications have mentioned Big Data and how to use data intelligently. However, little is known about how to successfully implement BI in the healthcare industry. The unique characteristic of this business, which focuses only on quality of care and patient safety, has a big impact on decision-making. This research is based on a literature review and empirical evidence collected from interviews with professionals involved in the healthcare industry. Twenty-four hospital executives and Information Technology staff who have direct or indirect experience with BI were interviewed. It investigates critical success factors for BI implementation in hospitals and provides insight into the healthcare industry in Thailand. The concept of grounded theory was applied for content analysis. Insights from this research contribute to academia and the healthcare industry by providing first-time evidence of specific factors for BI implementation and guidelines in hospitals.


2002 ◽  
Vol 83 (5) ◽  
pp. 508-520 ◽  
Author(s):  
Robert Chipman ◽  
Susan J. Wells ◽  
Michelle A. Johnson

Though principles, guidelines, and procedures for assessing the quality of foster care in kinship settings have been introduced, research on the factors that mediate the quality and outcome of kinship care has been minimal. To provide insight into these factors from the perspectives of kinship stakeholders, this article presents findings from a qualitative study conducted with kinship caregivers, children living with relatives, and caseworkers of children in kinship placements. Their views on quality care in kinship homes, including factors to consider in the selection and evaluation of kinship placements and opinions of how kinship and nonkinship foster care differ, make unique contributions to the development of standards and measures for kinship foster care assessment. Findings confirm the salience of specific factors present in existing guidelines, build on existing recommendations for the selection and evaluation of kinship homes, and highlight important policy and practice issues for consideration with kinship families.


2017 ◽  
Vol 6 (1) ◽  
pp. 199-210
Author(s):  
Manuel Schneider ◽  
Alexander Jahn ◽  
Norbert Greifzu ◽  
Norbert Fränzel

Abstract. This article provides insight into the development of a powerful and low-cost chopper amplifier for piezoelectric pressure sensors and shows its possible applications for injection moulding machines. With a power supply of 3.3 volts and the use of standard components, a circuit is introduced which can be connected to a commercially available microcontroller without any additional effort. This amplifier is specialised for low frequencies and high-pressure environments. With the adjustment of the sample and chopper frequency by means of software, the amplifier can easily be adapted for other applications. This chopper amplifier is a very compact and cost-effective solution with a small number of required components. In this contribution, it will be shown that the amplifier has good results in various laboratory tests as well as in the production process. Furthermore, an approach to fuse data from force and pressure signals by using a Kalman filter will be presented. With this method, the quality of the sensor signals can be significantly improved. This article is an extension of our previous work in Schneider et al. (2016b).


Author(s):  
Kurt M. Satter ◽  
Alley C. Butler

Competitive usability studies are employed providing empirical results in a design evaluation and review context. Populations of novice and experienced users are tested against benchmarks. Benchmark 1 is used to evaluate error identification and correction. Benchmark 2 is employed to evaluate the user’s ability to understand spatial relationships. Both benchmarks 1 and 2 compare individual performance with performance of teams. Benchmarks 3 measures quantity of errors found in a 4 min time frame. For benchmark 1, there is a statistically significant difference, but for benchmark 2, there is no statistical difference. For benchmark 3, there is a statistically significant increase in errors found. This increase is evaluated for impact as cost avoidance. It is concluded that cost avoidance by using a cave automatic virtual environment (CAVE) immersive virtual environment easily justifies the CAVE system.


2011 ◽  
Vol 20 (3) ◽  
pp. 254-272 ◽  
Author(s):  
Abdeldjallil Naceri ◽  
Ryad Chellali ◽  
Thierry Hoinville

In this paper, we address depth perception in the peripersonal space within three virtual environments: poor environment (dark room), reduced cues environment (wireframe room), and rich cues environment (a lit textured room). Observers binocularly viewed virtual scenes through a head-mounted display and evaluated the egocentric distance to spheres using visually open-loop pointing tasks. We conducted two different experiments within all three virtual environments. The apparent size of the sphere was held constant in the first experiment and covaried with distance in the second one. The results of the first experiment revealed that observers more accurately estimated depth in the rich virtual environment compared to the visually poor and the wireframe environments. Specifically, observers' pointing errors were small in distances up to 55 cm, and increased with distance once the sphere was further than 55 cm. Individual differences were found in the second experiment. Our results suggest that the quality of virtual environments has an impact on distance estimation within reaching space. Also, manipulating the targets' size cue led to individual differences in depth judgments. Finally, our findings confirm the use of vergence as an absolute distance cue in virtual environments within the arm's reaching space.


2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Katy Tcha-Tokey ◽  
Olivier Christmann ◽  
Emilie Loup-Escande ◽  
Guillaume Loup ◽  
Simon Richir

There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).


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