scholarly journals The Effects of Explicit and Implicit Interaction on User Experiences in a Mixed Reality Installation: The Synthetic Oracle

2009 ◽  
Vol 18 (4) ◽  
pp. 277-285 ◽  
Author(s):  
Sergi Bermúdez i Badia ◽  
Aleksander Valjamae ◽  
Fabio Manzi ◽  
Ulysses Bernardet ◽  
Anna Mura ◽  
...  

Virtual and mixed reality environments (VMRE) often imply full-body human-computer interaction scenarios. We used a public multimodal mixed reality installation, the Synthetic Oracle, and a between-groups design to study the effects of implicit (e.g., passively walking) or explicit (e.g., pointing) interaction modes on the users' emotional and engagement experiences, and we assessed it using questionnaires. Additionally, real-time arm motion data was used to categorize the user behavior and to provide interaction possibilities for the explicit interaction group. The results show that the online behavior classification corresponded well to the users' interaction mode. In addition, contrary to the explicit interaction, the engagement ratings from implicit users were positively correlated with a valence but were uncorrelated with arousal ratings. Interestingly, arousal levels were correlated with different behaviors displayed by the visitors depending on the interaction mode. Hence, this study confirms that the activity level and behavior of users modulates their experience, and that in turn, the interaction mode modulates their behavior. Thus, these results show the importance of the selected interaction mode when designing users' experiences in VMRE.

PEDIATRICS ◽  
1973 ◽  
Vol 52 (4) ◽  
pp. 625-625
Author(s):  
Arvin T. Henderson ◽  
Irmeli Dahlin ◽  
Cloyd R. Partridge ◽  
Elizabeth Lyman Engelsing

The growing number of hyperactive children in our practices has caused many of us to look about for alternatives to medication therapy. Our recent experience in one such technique prompts this letter. We hypothesize that hyperactivity may make its first appearance in the toddler or preschool child, but is detectable from early infancy. The tense, colicky, hypertonic infant seems to be the infantile precursor to the hyperactive older child. We consider that both are the result of a chronic state of arousal manifested in these children as increased activity level and muscular tension and later by frantic limit testing at home and behavior and learning problems at school.


2017 ◽  
Vol 26 (1) ◽  
pp. 16-41 ◽  
Author(s):  
Jonny Collins ◽  
Holger Regenbrecht ◽  
Tobias Langlotz

Virtual and augmented reality, and other forms of mixed reality (MR), have become a focus of attention for companies and researchers. Before they can become successful in the market and in society, those MR systems must be able to deliver a convincing, novel experience for the users. By definition, the experience of mixed reality relies on the perceptually successful blending of reality and virtuality. Any MR system has to provide a sensory, in particular visually coherent, set of stimuli. Therefore, issues with visual coherence, that is, a discontinued experience of a MR environment, must be avoided. While it is very easy for a user to detect issues with visual coherence, it is very difficult to design and implement a system for coherence. This article presents a framework and exemplary implementation of a systematic enquiry into issues with visual coherence and possible solutions to address those issues. The focus is set on head-mounted display-based systems, notwithstanding its applicability to other types of MR systems. Our framework, together with a systematic discussion of tangible issues and solutions for visual coherence, aims at guiding developers of mixed reality systems for better and more effective user experiences.


Author(s):  
Feng Xu ◽  
Songshan (Sam) Huang ◽  
Shuaishuai Li

Purpose This study aims to examine the effects of three aspects of perceived advantage (i.e. time-saving, money-saving and convenience) on Chinese consumers’ continuance usage intention and behavior of using tourism mobile applications (apps) in the context of Chinese society and culture. Design/methodology/approach Survey data were collected at 20 key tourist attractions in Jinan, China from tourists who visit the attractions. Structural equation modeling was applied to test the hypothetical model. Findings Empirical findings revealed that time-saving directly affected consumers’ continuance usage intention but did not influence user behavior; on the contrary, money-saving had a direct effect on user behavior, but not on intention. Convenience was found to affect both intention and behavior and had a much stronger total effect on user behavior than time-saving and money-saving. Research limitations/implications The study findings offer insights into the further development of tourism mobile apps. While money-saving can be an effective marketing offer for user adoption of tourism mobile apps, tourism mobile apps operators should further tap into the value of time and convenience in designing and developing tourism mobile apps. Originality/value The study expands on practical knowledge of Chinese consumers’ behavior toward using tourism apps.


2020 ◽  
Vol 2020 ◽  
pp. 1-11
Author(s):  
Xiaohui Yang ◽  
Ying Sun

As an important part of the new generation of information technology, the Internet of Things (IoT), which is developing rapidly, requires high user security. However, malicious nodes located in an IoT network can influence user security. Abnormal user detection and correlation probability analysis are fundamental and challenging problems. In this paper, the probabilistic model of the correlation between abnormal users (PMCAU) is proposed. First, the concept of user behavior correlation degree is proposed, which is defined as two parts: user attribute similarity degree and behavior interaction degree; the attribute similarity measurement algorithm and behavior correlation measurement algorithm are constructed, respectively, and the spontaneous and interactive behaviors of users were analyzed to determine the abnormal correlated users. Second, first-order logic grammar is used to express the before and after connection of user behavior and to deduce the probabilistic of occurrence of the correlation of behavior and determine the abnormal user groups. Experimental results show that, compared with the traditional anomaly detection algorithm and Markov logic network, this model can identify the users correlated with anomalies, make probabilistic inferences on the possible associations, and identify the potential abnormal user groups, thus achieving higher accuracy and predictability in the IoT.


Author(s):  
Dorthe Dalstrup Jakobsen ◽  
Jasper Schipperijn ◽  
Jens Meldgaard Bruun

Background: In Denmark, most children are not sufficiently physically active and only a few interventions have been found to increase long-term physical activity among overweight and obese children. The aim of our study was to investigate if children are physically active in correspondence to Danish recommendations after attending a multicomponent-overnight camp. Methods: A questionnaire was developed to estimate children’s physical activity level and behavior and investigate how transport, economy, availability, time, motivation, and knowledge about physical activity affect children’s physical activity level and behavior. Results: In this study, 60.9% of the children did vigorous physical activity (VPA) minimum 30 minutes 3 times per week up to 3 years after camp. Most children were physically active at a sports club (44.3%) and only 5.7% of the children did not participate in physical activity. Parental physical activity and child motivation toward physical activity were significantly (P < .05) associated with children doing VPA. Conclusion: Our findings suggest that 60.9% of children who attended camp engage in VPA after camp, which compared with a recent Danish study, is more frequent than children who did not attend camp. Further investigations are needed to determine the long-term health effects in children attending interventions such as multicomponent-overnight camps.


Author(s):  
Dmitry Alexandrovsky ◽  
Susanne Putze ◽  
Valentin Schwind ◽  
Elisa D. Mekler ◽  
Jan David Smeddinck ◽  
...  

Author(s):  
Jerome Idiegbeyan-Ose ◽  
Goodluck Ifijeh ◽  
Chidi D. Isiakpona

This chapter examines mobile phone use and behavior among users in library and information centres. It discusses both observed and perceived mobile phone behaviors among library users and advocates the control of identified negative trends in libraries. It recommends that user education should be intensified; law and legislations on mobile use in libraries should be enacted and guarded jealously. The chapter concludes that, though the use of mobile phones has revolutionized library and information services, it also redefined user behavior. Negative behaviors associated with the use of mobile phones among users will stop or at least reduce while libraries and librarians will continue to evolve ways and means to curb ugly trends.


2017 ◽  
Vol 21 ◽  
pp. 97-104 ◽  
Author(s):  
Marija Nakevska ◽  
Anika van der Sanden ◽  
Mathias Funk ◽  
Jun Hu ◽  
Matthias Rauterberg

2006 ◽  
Vol 15 (4) ◽  
pp. 403-418 ◽  
Author(s):  
Kynan Eng ◽  
Matti Mintz ◽  
Tobi Delbrück ◽  
Rodney J Douglas ◽  
Adrian M Whatley ◽  
...  

Future mixed reality systems will need to support large numbers of simultaneous, nonexpert users at reasonable per-user costs if the systems are to be widely deployed within society in the short to medium term. We have constructed a prototype of such a system, an interactive entertainment space called Ada that was designed to behave like a simple organism. Using Ada we conducted two studies: the first assessing the effect of varying the operating parameters of the space on the collective behavior and attitudes of its users, and the second assessing the relationships among user demographics, behavior, and attitudes. Our results showed that small changes in the ambient settings of the environment have a significant effect on both user attitudes and behavior, and that the changes in user attitudes do not necessarily correspond to the environmental changes. We also found that individual user opinions are affected by demographics and reflected in overt behavior. Using these results, we propose some tentative guidelines for the design of future shared mixed reality spaces.


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