Effects of Tactile Augmentation and Self-Body Visualization on Affective Property Evaluation of Virtual Mobile Phone Designs

2007 ◽  
Vol 16 (1) ◽  
pp. 45-64 ◽  
Author(s):  
Sangyoon Lee ◽  
Tian Chen ◽  
Jongseo Kim ◽  
Gerard Jounghyun Kim ◽  
Sung Ho Han ◽  
...  

Product design is an iterative process that involves, among other things, evaluation. In addition to the intended functionality of the product, its affective properties (or “Kansei”) have emerged as important evaluation criteria for the successful marketing of the product. Affective properties refer to consumers' psychological feelings about a product, and they can be mapped into perceptual design elements for possible design modification toward higher customer satisfaction. Affective properties of products in design can partially be assessed using the near photorealistic graphic rendering feature of the desktop computer-aided design tools, or rapid prototyping tools that can produce physical mock-ups. Recently, immersive virtual reality systems have been suggested as an ideal platform for affective analysis of an evolving design because of, among other things, the natural style of interaction they offer when examining the product, such as the use of direct and proprioceptive interaction, head tracking and first-person viewpoint, and multimodality. In this paper, the effects of tactile augmentation and self-body visualization on the evaluation of the affective property are investigated by comparing three types of virtual environments for evaluating the affective properties of mobile phones. Each virtual environment offers different degrees of tactile and self-body realism. The effectiveness of these virtual environments is evaluated, compared to a control condition: the affective assessment of using the real product. The experiment has shown that the virtual affective evaluation results from the three systems correlated very highly with that of the real product, and no statistically significant differences could be found among the three systems. This finding indicates that tactile augmentation and the high-fidelity self-body visualization had no effect on the evaluation of the affective property. Nevertheless, the experimental results have indicated the importance of enhanced interaction with tactile augmentation for evaluating the property of texture, and have shown that VR systems have the potential for use as affective evaluation platforms.

2014 ◽  
Vol 4 (2) ◽  
pp. 1
Author(s):  
Vitor Reus ◽  
Márcio Mello ◽  
Luciana Nedel ◽  
Anderson Maciel

Head-mounted displays (HMD) allow a personal and immersive viewing of virtual environments, and can be used with almost any desktop computer. Most HMDs have inertial sensors embedded for tracking the user head rotations. These low-cost sensors have high quality and availability. However, even if they are very sensitive and precise, inertial sensors work with incremental information, easily introducing errors in the system. The most relevant is that head tracking suffers from drifting. In this paper we present important limitations that still prevent the wide use of inertial sensors for tracking. For instance, to compensate for the drifting, users of HMD-based immersive VEs move away from their suitable pose. We also propose a software solution for two problems: prevent the occurrence of drifting in incremental sensors, and avoid the user from move its body in relation to another tracking system that uses absolute sensors (e.g. MS Kinect). We analyze and evaluate our solutions experimentally, including user tests. Results show that our comfortable pose function is effective on eliminating drifting, and that it can be inverted and applied also to prevent the user from moving their body away of the absolute sensor range. The efficiency and accuracy of this method makes it suitable for a number of applications in immersive VR.


Author(s):  
Bernard D. Adelstein ◽  
Thomas G. Lee ◽  
Stephen R. Ellis

2004 ◽  
Vol 4 (2) ◽  
pp. 109-113 ◽  
Author(s):  
Thomas Reuding ◽  
Pamela Meil

The predictive value and the reliability of evaluations made in immersive projection environments are limited when compared to the real world. As in other applications of numerical simulations, the acceptance of such techniques does not only depend on the stability of the methods, but also on the quality and credibility of the results obtained. In this paper, we investigate the predictive value of virtual reality and virtual environments when used for engineering assessment tasks. We examine the ergonomics evaluation of a vehicle interior, which is a complex activity relying heavily on know-how gained from personal experience, and compare performance in a VE with performance in the real world. If one assumes that within complex engineering processes certain types of work will be performed by more or less the same personnel, one can infer that a fairly consistent base of experience-based knowledge exists. Under such premises and if evaluations are conducted as comparisons within the VE, we believe that the reliability of the assessments is suitable for conceptual design work. Despite a number of unanswered questions at this time we believe this study leads to a better understanding of what determines the reliability of results obtained in virtual environments, thus making it useful for optimizing virtual prototyping processes and better utilization of the potential of VR and VEs in company work processes.


2019 ◽  
Vol 161 (A1) ◽  

Herein, we present an integrated ship re-design/modification strategy that integrates the ‘Computer-Aided Design (CAD)’ and ‘Computational Fluid Dynamics (CFD)’ to modify the ship hull form for better performance in resistance. We assume a modular design and the ship hull form modification focuses on the forward module (e.g. bulbous bow) and aft module (e.g. stern bulb) only. The ship hull form CAD model is implemented with NAPA*TM and CFD model is implemented with Shipflow**TM. The basic ship hull form parameters are not changed and the modifications in some of the technical parameters because of re-designed bulbous bow and stern bulb are kept at very minimum. The bulbous bow is re-designed by extending an earlier method (Sharma and Sha (2005b)) and stern bulb parameters for re-design are computed from the experience gained from literature survey. The re-designed hull form is modeled in CAD and is integrated and analyzed with Shipflow**TM. The CAD and CFD integrated model is validated and verified with the ITTC approved recommendations and guidelines. The proposed numerical methodology is implemented on the ship hull form modification of a benchmark ship, i.e. KRISO container ship (KCS). The presented results show that the modified ship hull form of KCS - with only bow and stern modifications - using the present strategy, results into resistance and propulsive improvement.


Author(s):  
Peter M. Steiner ◽  
Christiane Atzmüller ◽  
Dan Su

In survey research, vignette experiments typically employ short, systematically varied descriptions of situations or persons (called vignettes) to elicit the beliefs, attitudes, or behaviors of respondents with respect to the presented scenarios. Using a case study on the fair gender income gap in Austria, we discuss how different design elements can be used to increase a vignette experiment’s validity and reliability. With respect to the experimental design, the design elements considered include a confounded factorial design, a between-subjects factor, anchoring vignettes, and blocking by respondent strata and interviewers. The design elements for the sampling and survey design consist of stratification, covariate measurements, and the systematic assignment of vignette sets to respondents and interviewers. Moreover, the vignettes’ construct validity is empirically validated with respect to the real gender income gap in Austria. We demonstrate how a broad range of design elements can successfully increase a vignette study’s validity and reliability.


1997 ◽  
Vol 6 (4) ◽  
pp. 413-432 ◽  
Author(s):  
Richard L. Holloway

Augmented reality (AR) systems typically use see-through head-mounted displays (STHMDs) to superimpose images of computer-generated objects onto the user's view of the real environment in order to augment it with additional information. The main failing of current AR systems is that the virtual objects displayed in the STHMD appear in the wrong position relative to the real environment. This registration error has many causes: system delay, tracker error, calibration error, optical distortion, and misalignment of the model, to name only a few. Although some work has been done in the area of system calibration and error correction, very little work has been done on characterizing the nature and sensitivity of the errors that cause misregistration in AR systems. This paper presents the main results of an end-to-end error analysis of an optical STHMD-based tool for surgery planning. The analysis was done with a mathematical model of the system and the main results were checked by taking measurements on a real system under controlled circumstances. The model makes it possible to analyze the sensitivity of the system-registration error to errors in each part of the system. The major results of the analysis are: (1) Even for moderate head velocities, system delay causes more registration error than all other sources combined; (2) eye tracking is probably not necessary; (3) tracker error is a significant problem both in head tracking and in system calibration; (4) the World (or reference) coordinate system adds error and should be omitted when possible; (5) computational correction of optical distortion may introduce more delay-induced registration error than the distortion error it corrects, and (6) there are many small error sources that will make submillimeter registration almost impossible in an optical STHMD system without feedback. Although this model was developed for optical STHMDs for surgical planning, many of the results apply to other HMDs as well.


PRASI ◽  
2020 ◽  
Vol 15 (01) ◽  
pp. 10
Author(s):  
Ernawati Ernawati

ABSTRAK           Tujuan penelitian ini untuk  berdiskusi strategi pembelajaran yang oftimal sehingga tercapai tujuan  sesuai dengan visi dan  misi mata kuliah Nirmana 2 (Trimatra) yang tercantum pada kurikulum. Metode pada penelitian ini menerapkan metode tindakan kelas (PTK) dengan pendekatan model PTK dari Kurt Lewin. Nirmana 2 (Trimatra) mempersiapkan mahasiswa untuk memiliki kepekaan rasa, ketajaman analisis visual dan pemahaman mendalam terhadap ilmu dasar seni rupa dan desain. Nirmana berpengaruh terhadap mata kuliah lainnya yang berhubungan denagn teori maupun praktik desain komunikasi visual. Modifikasi strategi pembelajaran nirmana 2 (Trimatra) dengan kontekstual (visual-spasial) dan evaluasi penilaian mampu menjadi poin penting dalam mengatur suasana kelas yang kondusif, meningkatkan kualitas semangat belajar dan menigkatkan pemahaman serta kreativitas mahasiswa untuk berkarya.Katakunci : Nirmana 2,  Spasial, Strategi Pembelajaran, visualABSTRACT          The purpose of this study is to discuss optimal learning strategies so that the objective is achieved under the vision and mission of Nirmana II (Trimatra) courses listed in the curriculum. The method in this study applied classroom action research (PTK) with the research approach from Kurt Lewin, which aimed to explore the strategic roles of the spatial intelligence learning toward the process of students’ creativity development in Nirmala learning. Arts and design students have a close relationship with creativity and sensitivity in which they need preparation in understanding the governance of design elements. Spatial intelligence is an ability to visualize the ideas relating to space and place. Spatial intelligence is an intelligence possessed by most fine art and design students. Nirmana II (Trimatra) prepares students to have a sense of taste, sharpness of visual analysis, and a deep understanding of the basic fine arts and design. Nirmana influences other courses relating to the theory and practice of visual communication design. Modification of the Nirmana II learning strategy (Trimatra) with contextual (visual-spatial) and evaluation assessment can be important points in managing a conducive classroom atmosphere, improving the quality of enthusiasm for learning, and increasing students' understanding and creativity to work. The analysis process is done by collecting data that is measurable.Keywords: Nirmana II, spatial, learning strategies, visual  


Author(s):  
Valentina V. Kuzlyakina ◽  
Marina V. Nagaeva

Laboratory work is an important element in engineering training, which should correspond to up-to-date tendencies in computer-based technologies in design, production, maintenance and preserving mechanisms. Computer-based laboratory work consists of 16 assignments. Seven assignments are carried out on laboratory stands, the remainder are provided on PC, using programs like “Visual Structure Editor”, “DYNAMO”, “APM Win Machine”. The system Visual Structure Editor (VSE) is designed by specialists of “Machine Mechanics and Computer-Aided Design” department, of the Maritime State University named after adm.G.I.NEVELSKOY, Vladivostok, under the direction of prof. Valentina V. Kuzlyakina. The system APM (Automated Projecting of Mechanism) is designed by the research-and-production centre “APM” under the direction of prof.V.Shelofast, from the city of Korolyov, Moscow area. These systems are multifunctional. They allow project different mechanical systems at the stage of structural and parametrical synthesis, carry out strength calculations and design elements of machines and mechanisms. They are good in operation. Teachers and students easily master the systems. Laboratory works with computer support allow students to pass from a concrete object to modeling on a PC, and to solve complex engineering tasks during the education process.


Author(s):  
Christophe Duret

This chapter will propose an ontology of virtual environments that calls into question the dichotomy between the real and the virtual. This will draw on the concepts of trajectivity and ‘médiance' in order to describe the way virtual environments, with their technological and symbolic features, take part in the construction of human environments. This theoretical proposition will be illustrated with the analysis of Arcadia, a virtual environment built in Second Life. Finally, a mesocriticism will be proposed as a new approach for the study of virtual environments.


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