scholarly journals Research on Optimization Method of VR Task Scenario Resources Driven by User Cognitive Needs

Information ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 64
Author(s):  
Qianwen Fu ◽  
Jian Lv ◽  
Zeyu Zhao ◽  
Di Yue

Research was performed in order to improve the efficiency of a user’s access to information and the interactive experience of task selection in a virtual reality (VR) system, reduce the level of a user’s cognitive load, and improve the efficiency of designers in building a VR system. On the basis of user behavior cognition-system resource mapping, a task scenario resource optimization method for VR system based on quality function deployment-convolution neural network (QFD-CNN) was proposed. Firstly, under the guidance of user behavior cognition, the characteristics of multi-channel information resources in a VR system were analyzed, and the correlation matrix of the VR system scenario resource characteristics was constructed based on the design criteria of human–computer interaction, cognition, and low-load demand. Secondly, analytic hierarchy process (AHP)-QFD combined with evaluation matrix is used to output the priority ranking of VR system resource characteristics. Then, the VR system task scenario cognitive load experiment is carried out on users, and the CNN input set and output set data are collected through the experiment, in order to build a CNN system and predict the user cognitive load and satisfaction in the human–computer interaction in the VR system. Finally, combined with the task information interface of a VR system in a smart city, the application research of the system resource feature optimization method under multi-channel cognition is carried out. The results show that the test coefficient CR value of the AHP-QFD model based on cognitive load is less than 0.1, and the MSE of CNN prediction model network is 0.004247, which proves the effectiveness of this model. According to the requirements of the same design task in a VR system, by comparing the scheme formed by the traditional design process with the scheme optimized by the method in this paper, the results show that the user has a lower cognitive load and better task operation experience when interacting with the latter scheme, so the optimization method studied in this paper can provide a reference for the system construction of virtual reality.

1992 ◽  
Vol 36 (14) ◽  
pp. 1049-1049 ◽  
Author(s):  
Maxwell J. Wells

Cyberspace is the environment created during the experience of virtual reality. Therefore, to assert that there is nothing new in cyberspace alludes to there being nothing new about virtual reality. Is this assertion correct? Is virtual reality an exciting development in human-computer interaction, or is it simply another example of effective simulation? Does current media interest herald a major advance in information technology, or will virtual reality go the way of artificial intelligence, cold fusion and junk bonds? Is virtual reality the best thing since sliced bread, or is it last week's buns in a new wrapper?


2010 ◽  
pp. 244-253
Author(s):  
Konstantinos Chorianopoulos

Mobile TVs have been available for many years, without ever becoming very popular. Moreover, the first wave of research has been mostly concerned with technology and standards, which are necessary to ensure interoperability and market acceptance. Although, there has been a significant body of computer supported co-operative work (CSCW) and mobile human-computer interaction (HCI) research findings, there is limited investigation in the context of leisure activities, such as TV. In this chapter, the author proposes three concepts that drive the main paths for research and practice in mobile and social TV: (1) Mobile TV as a content format, (2) Mobile TV as user behavior and (3) Mobile TV as interaction terminal. Further research should elaborate on these three concepts and highlight the cultural impact of mobile TV.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Shuai Jiang ◽  
Lei Wang ◽  
Yuanyuan Dong

In order to improve the online English teaching effect, the paper applies the sensor and human-computer interaction into the English teaching. The paper improves the sensor information by applying Kalman Filter, combines sensor positioning algorithm to trace the students in the English teaching online, and turns the kernels by the skeleton algorithm into corresponding coordinates of space rectangular coordinate system taking the waist as a coordinate origin to get a human-computer interaction skeleton model in the virtual reality. According to the actual needs of English teaching human-computer interaction, the paper builds a new English teaching system based on the sensor and the human-computer interaction and tests its performance. The experiments suggest that the smart system in the paper can effectively improve English teaching effects.


2017 ◽  
Vol 1 (2) ◽  
pp. 18-41
Author(s):  
Zeenat AlKassim ◽  
Nader Mohamed

This paper discusses recent and unique inventions in Human Computer Interaction (HCI). To that end, firstly the authors discuss the Sixth Sense Technology. This technology allows users to interact with virtual objects in the real world in a unique manner. It has a number of applications which are further discussed. Then the opportunities and challenges are discussed. Most importantly, a list of inventions in fields of Augmented Reality (AR) and Virtual Reality (VR) in the recent years are discussed, grouped and compared. These include the smart eye glasses, VR headsets, smart watches, and more. Future implications of all those technologies are brought into light considering the new advancements in software and hardware designs. Recommendations are highlighted for future inventions.


2010 ◽  
pp. 752-761
Author(s):  
Konstantinos Chorianopoulos

Mobile TVs have been available for many years, without ever becoming very popular. Moreover, the first wave of research has been mostly concerned with technology and standards, which are necessary to ensure interoperability and market acceptance. Although, there has been a significant body of computer supported co-operative work (CSCW) and mobile human-computer interaction (HCI) research findings, there is limited investigation in the context of leisure activities, such as TV. In this chapter, the author proposes three concepts that drive the main paths for research and practice in mobile and social TV: (1) Mobile TV as a content format, (2) Mobile TV as user behavior and (3) Mobile TV as interaction terminal. Further research should elaborate on these three concepts and highlight the cultural impact of mobile TV.


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