scholarly journals A Task-Centred Methodology to Evaluate the Design of Virtual Reality User Interactions: A Case Study on Hazard Identification

Buildings ◽  
2021 ◽  
Vol 11 (7) ◽  
pp. 277
Author(s):  
Pierre Raimbaud ◽  
Ruding Lou ◽  
Florence Danglade ◽  
Pablo Figueroa ◽  
Jose Tiberio Hernandez ◽  
...  

Virtual reality (VR) is a computer-based technology that can be used by professionals of many different fields to simulate an environment with a high feeling of presence and immersion. Nonetheless, one main issue when designing such environments is to provide user interactions that are adapted to the tasks performed by the users. Thus, we propose here a task-centred methodology to design and evaluate these user interactions. Our methodology allows for the determination of user interaction designs based on previous VR studies, and for user evaluations based on a task-related computation of usability. Here, we applied it on the hazard identification case study, since VR can be used in a preventive approach to improve worksite safety. Once this task and its related user interactions were analysed with our methodology, we obtained two possible designs of interaction techniques for the worksite exploration subtask. About their usability evaluation, we proposed in this study to compare our task-centred evaluation approach to a non-task-centred one. Our hypothesis was that our approach could lead to different interpretations of user study results than a non-task-centred one. Our results confirmed our hypothesis by comparing weighted usability scores from our task-centred approach to unweighted ones for our two interaction techniques.

2019 ◽  
Vol 9 (22) ◽  
pp. 4861 ◽  
Author(s):  
Hind Kharoub ◽  
Mohammed Lataifeh ◽  
Naveed Ahmed

This work presents a novel design of a new 3D user interface for an immersive virtual reality desktop and a new empirical analysis of the proposed interface using three interaction modes. The proposed novel dual-layer 3D user interface allows for user interactions with multiple screens portrayed within a curved 360-degree effective field of view available for the user. Downward gaze allows the user to raise the interaction layer that facilitates several traditional desktop tasks. The 3D user interface is analyzed using three different interaction modes, point-and-click, controller-based direct manipulation, and a gesture-based user interface. A comprehensive user study is performed within a mixed-methods approach for the usability and user experience analysis of all three user interaction modes. Each user interaction is quantitatively and qualitatively analyzed for simple and compound tasks in both standing and seated positions. The crafted mixed approach for this study allows to collect, evaluate, and validate the viability of the new 3D user interface. The results are used to draw conclusions about the suitability of the interaction modes for a variety of tasks in an immersive Virtual Reality 3D desktop environment.


Author(s):  
Adam Grzywaczewski ◽  
Rahat Iqbal ◽  
Anne James ◽  
John Halloran

Users interact with the Internet in dynamic environments that require the IR system to be context aware. Modern IR systems take advantage of user location, browsing history or previous interaction patterns, but a significant number of contextual factors that impact the user information retrieval process are not yet available. Parameters like the emotional state of the user and user domain expertise affect the user experience significantly but are not understood by IR systems. This article presents results of a user study that simplifies the way context in IR and its role in the systems’ efficiency is perceived. The study supports the hypothesis that the number of user interaction contexts and the problems that a particular user is trying to solve is related to lifestyle. Therefore, the IR system’s perception of the interaction context can be reduced to a finite set of frequent user interactions.


2013 ◽  
Vol 5 (2) ◽  
pp. 1-20 ◽  
Author(s):  
Matthias Baldauf ◽  
Peter Fröhlich ◽  
Jasmin Buchta ◽  
Theresa Stürmer

Today’s smartphones provide the technical means to serve as interfaces for public displays in various ways. Even though recent research has identified several new approaches for mobile-display interaction, inter-technique comparisons of respective methods are scarce. The authors conducted an experimental user study on four currently relevant mobile-display interaction techniques (‘Touchpad’, ‘Pointer’, ‘Mini Video’, and ‘Smart Lens’) and learned that their suitability strongly depends on the task and use case at hand. The study results indicate that mobile-display interactions based on a traditional touchpad metaphor are time-consuming but highly accurate in standard target acquisition tasks. The direct interaction techniques Mini Video and Smart Lens had comparably good completion times, and especially Mini Video appeared to be best suited for complex visual manipulation tasks like drawing. Smartphone-based pointing turned out to be generally inferior to the other alternatives. Examples for the application of these differentiated results to real-world use cases are provided.


Author(s):  
Anders Henrysson ◽  
Mark Ollila ◽  
Mark Billinghurst

Mobile phones are evolving into the ideal platform for Augmented Reality (AR). In this chapter we describe how augmented reality applications can be developed for mobile phones and the interaction metaphors that are ideally suited for this platform. Several sample applications are described which explore different interaction techniques. User study results show that moving the phone to interact with virtual content is an intuitive way to select and position virtual objects. A collaborative AR game is also presented with an evaluation study. Users preferred playing with the collaborative AR interface than with a non-AR interface and also found physical phone motion to be a very natural input method. This results discussed in this chapter should assist researchers in developing their own mobile phone based AR applications.


Author(s):  
K. Koebel ◽  
D. Agotai ◽  
A. Çöltekin

Abstract. Immersive analytics, at the intersection of visual analytics and virtual reality has recently gained some traction. Taking a similar approach, VaRt-DataExplorer project is concerned with exploration of data spaces in Virtual Reality (VR) in the context of cultural heritage collections. Our main objective is to facilitate better a understanding and insight into spatially referenced cultural heritage data sets. Within the scope of the project, this goal would be achieved by providing potentially ‘intuitive’ forms of real time interaction with the data, and rendering quickly recognizable visuospatial representations to offer more context to cultural artifacts. In particular, a spatial context is provided to the viewers by referencing geographical aspects of the data. Due to the incomplete and imprecise nature of data in this domain, thoughtful attention is given to visualization fidelity. Our initial user study suggests that using an immersive VR offers benefits for the exploration task for the viewer and the user experience provided by VaRt-DataExplorer has received high ratings.


Author(s):  
Okjoon Kim ◽  
Uma Jayaram ◽  
Lijuan Zhu

Training for assembly simulations can be provided using a wide range of technologies from a simple computer-based training (CBT) approach to a complex virtual reality (VR)-based immersive training (IMT) approach. The CBT approach allows user interactions through traditional keyboard and mouse applications, while the IMT approach immerses the user in a virtual environment for a more realistic experience. Typically, for a particular scenario, tools and applications for each of these approaches are developed independently. Consequently, there is much duplication of data and effort, and a lack of synchronization between them. This paper focuses on an integrated approach with support from ontologies to address this problem. Ontologies provide an opportunity to capture and manage common data and map concepts from one application to another in a logical and measured manner. Methods are developed to enable knowledge in these ontologies to be used and shared in a comprehensive and effective manner between CBT and IMT tools. The key contribution of this work is that the ontologies instantiating concepts and properties for the training domain are used effectively among different training tools to deal with common and disparate characteristics between them.


2017 ◽  
Vol 21 (4) ◽  
pp. 512-522 ◽  
Author(s):  
Josep Lluis Del Olmo Arriaga ◽  
David Andreu Domingo ◽  
Vanesa Berlanga Silvente

Purpose The purpose of this paper is to analyse the interaction between fashion brands and consumers on social network sites. More precisely, the goal is to assess the relationship that is established between the low-cost fashion company Primark and followers of the brand on the Facebook social network in Spain, and to evaluate the brand’s use of consumer passion through this social network. Design/methodology/approach The fieldwork for this research was conducted over September-October 2015, which coincided with the final stages in the sales and the start of the autumn-winter 2015 season. The methodology was based on a daily study of all Primark publications and user interactions with the brand on Facebook. Findings The results of this study show that there is some engagement between Facebook users and Primark. However, the company does not respond to this user interaction, thereby missing opportunities in the field of consumer passion. Originality/value Until now, research into the interaction of fashion brands with users of the social networks has focused mainly on the luxury sector. This study makes an important contribution to research into the interaction between a low-cost fashion brand and users of social network sites. Primark was chosen as the focus of this case study because the brand has become a model since it broke into the mature Spanish fashion market.


2017 ◽  
Vol 26 (2) ◽  
pp. 138-156
Author(s):  
Lance Putnam ◽  
William Latham ◽  
Stephen Todd

This article discusses the challenges in creating Mutator VR: Vortex, a virtual reality experience based on interaction with semi-autonomous, organically inspired agents. The work allows the immersant to morph between a vast number of procedurallygenerated microworlds, each with its own visual elements, sounds, agent dynamics, and user interactions. We outline two methods used for procedural generation that are based fundamentally on integration of different modalities. Curve-based synthesis is used for simultaneous generation of entity sounds and shape and flow grains are employed to determine both agent dynamics and user interaction with the agents.


2018 ◽  
Vol 4 ◽  
Author(s):  
Ji Han ◽  
Feng Shi ◽  
Liuqing Chen ◽  
Peter R. N. Childs

Idea generation is significant in design, but coming up with creative ideas is often challenging. This paper presents a computer-based tool, called the Combinator, for assisting designers to produce creative ideas. The tool is developed based on an approach simulating aspects of human cognition in achieving combinational creativity. It can generate combinational prompts in text and image forms through combining unrelated ideas. A case study has been conducted to evaluate the Combinator. The study results indicate that the Combinator, in its current formulation, has assisted the tool users involved in the case study in improving the fluency of idea generation, as well as increasing the originality, usefulness, and flexibility of the ideas generated. The results also indicate that the tool could benefit its users in generating high-novelty and high-quality ideas effectively. The Combinator is considered to be beneficial in expanding the design space, increasing better idea occurrence, improving design space exploration, and enhancing the design success rate.


2009 ◽  
pp. 984-997
Author(s):  
Anders Henrysson ◽  
Mark Ollila ◽  
Mark Billinghurst

Mobile phones are evolving into the ideal platform for augmented reality (AR). In this chapter, we describe how augmented reality applications can be developed for mobile phones and the interaction metaphors that are ideally suited for this platform. Several sample applications are described which explore different interaction techniques. User study results show that moving the phone to interact with virtual content is an intuitive way to select and position virtual objects. A collaborative AR game is also presented with an evaluation study. Users preferred playing with the collaborative AR interface than with a non-AR interface and also found physical phone motion to be a very natural input method. This results discussed in this chapter should assist researchers in developing their own mobile phone based AR applications.


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