task completion time
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2022 ◽  
Vol 6 (1) ◽  
pp. 6
Author(s):  
Jari Kangas ◽  
Sriram Kishore Kumar ◽  
Helena Mehtonen ◽  
Jorma Järnstedt ◽  
Roope Raisamo

Virtual reality devices are used for several application domains, such as medicine, entertainment, marketing and training. A handheld controller is the common interaction method for direct object manipulation in virtual reality environments. Using hands would be a straightforward way to directly manipulate objects in the virtual environment if hand-tracking technology were reliable enough. In recent comparison studies, hand-based systems compared unfavorably against the handheld controllers in task completion times and accuracy. In our controlled study, we compare these two interaction techniques with a new hybrid interaction technique which combines the controller tracking with hand gestures for a rigid object manipulation task. The results demonstrate that the hybrid interaction technique is the most preferred because it is intuitive, easy to use, fast, reliable and it provides haptic feedback resembling the real-world object grab. This suggests that there is a trade-off between naturalness, task accuracy and task completion time when using these direct manipulation interaction techniques, and participants prefer to use interaction techniques that provide a balance between these three factors.


2021 ◽  
Vol 21 ◽  
pp. 336-343
Author(s):  
Michał Miszczak ◽  
Mariusz Dzieńkowski

The purpose of this study was assessing user experience while working with two popular CMS systems: WordPress and PrestaShop. The evaluation was done using a questionnaire and an eye tracking technique. Average task completion time, the number of fixations, the percentage of correctly completed tasks and the SUS index were used for comparisons. On the basis of the obtained results which, were collected during and after the users' interaction with a given system, it is difficult to clearly state which CMS proved to be better.


2021 ◽  
pp. 016555152110605
Author(s):  
Chang Liu ◽  
Xiaoxuan Song ◽  
Preben Hansen

This study investigated users’ searching, reading and writing interactions and their activity transitions during task completion process when users were collecting information for learning-related search tasks. Task completion process was defined as the process users started to search till the time when they have collected enough information to accomplish the search tasks. The data analysis was conducted from a new process perspective through synthesising macro- and micro-process levels. Four evenly distributed stages were divided according to the total task completion time in each search session. Our results demonstrated that users generally experienced three sub-processes during task completion process: exploration, accumulation and composition/reporting. Exploration sub-process is basically the first quarter of the total task completion time, during which users often issue more queries and visit more search engine result pages (SERPs) to collect information, and the dominant activity transition is switching between searching and reading; accumulation sub-process is mainly the second and third quarters of the total task completion time, during which they visit more unique content pages, have more revisits per content page, and they switch between reading and writing activities frequently; the last stage is composition/reporting sub-process, which is dominated by writing, and users often switch between writing and reading, and between writing and searching. Based on these findings, we propose a search pace model to describe how users proceed from the beginning to the end of task completion process in these three sub-processes. The methodology applied has been proved to be effective to examine users’ interaction behaviours from the process perspective on both the micro- and macro-levels. The findings of this article help us understand how users proceed their dynamic searching, reading and writing behaviours for learning-related tasks, and also have implications for the design of search systems that support learning-related tasks.


Processes ◽  
2021 ◽  
Vol 9 (12) ◽  
pp. 2148
Author(s):  
Zhefan Yu ◽  
Jianping Luo ◽  
Han Zhang ◽  
Eiji Onchi ◽  
Seung Hee Lee

This study aimed to identify the effects of different approaches to a motion control interface (MCI) in tele-operated crane handling tasks. In this study, due to the difficulty of applying the actual equipment to the experiment, we presented a prototype system of a tele-operated overhead handling (TOH) crane. Specifically, we investigated participants’ task performance including the accuracy of task completion during unloading, heart rate variation, workload, and the relationships between these factors when four motion control approaches were used: pointing (P), keyboard (K), orientation (O), hand-free gesture (HG). Experiments were conducted with two groups of participants: 21 university students and 11 crane operators used each of the four control methods. A task condition for handling iron blocks was tested. The efficacy of each motion control approach for task performance was evaluated by a within-subject experiment with a novice group. The expert group was used for comparing the task performance and satisfaction in the prototype system with the novices, evaluating whether the prototype system was reproducible for a real setting in the construction site. The results showed that the task completion time, the weight of physical demand, and the overall scores for workload were significantly impacted by the type of motion control: when HG was used, the task completion time increased. Particularly, using HG had the potential to increase the overall workload score, while physical laboriousness was also potentially increased by HG. Conversely, unloading accuracy, heart rate, and mental demand were not affected by motion control approaches. Generally, the expert group spent more time completing the tasks, but they performed better unloading accuracy than the novices in all methods. Ninety-one percent of the experts gave positive feedback on the reproducibility of the prototype system.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Fatima Isiaka ◽  
Salihu Aish Abdulkarim ◽  
Kassim Mwitondi ◽  
Zainab Adamu

PurposeDetecting emotion on user experience of web applications and browsing is important in many ways. Web designers and developers find such approach quite useful in enhancing navigational features of webpages, and biomedical personnel regularly use computer simulations to monitor and control the behaviour of patients. On the other hand, law enforcement agents rely on human physiological functions to determine the likelihood of falsehood in interrogations. Quite often, online user experience is studied via tangible measures such as task completion time, surveys and comprehensive tests from which data attributes are generated. Prediction of users' emotion and behaviour in some of these cases depends mostly on task completion time and number of clicks per given time interval. However, such approaches are generally subjective and rely heavily on distributional assumptions making the results prone to recording errors.Design/methodology/approachThe authors propose a novel method-a window dynamic control system that addresses the foregoing issues. Primary data were obtained from laboratory experiments during which forty-four volunteers had their synchronised physiological readings, skin conductance response (SCR), skin temperature (ST), eye movement behaviour and users’ activity attributes taken using biosensors. The window-based dynamic control system (PHYCOB I) is integrated to the biosensor which collects secondary data attributes from these synchronised physiological readings and uses them for two purposes. For both detection of optimal emotional responses and users' stress levels. The method's novelty derives from its ability to integrate physiological readings and eye movement records to identify hidden correlates on a webpage.FindingsResults show that the control system detects basic emotions and outperforms other conventional models in terms of both accuracy and reliability, when subjected to model comparison that is, the average recoverable natural structures for the three models with respect to accuracy and reliability are more consistent within the window-based control system environment than with the conventional methods.Research limitations/implicationsThe paper is limited to using a window control system to detect emotions on webpages, while integrated to biosensors and eye-tracker.Originality/valueThe originality of the proposed model is its resistance to overfitting and its ability to automatically assess human emotion (stress levels) while dealing with specific web contents. The latter is particularly important in that it can be used to predict which contents of webpages cause stress-induced emotions to users when involved in online activities.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Fatima M. Isiaka ◽  
Awwal Adamu ◽  
Zainab Adamu

Purpose Basic capturing of emotion on user experience of web applications and browsing is important in many ways. Quite often, online user experience is studied via tangible measures such as task completion time, surveys and comprehensive tests from which data attributes are generated. Prediction of users’ emotion and behaviour in some of these cases depends mostly on task completion time and number of clicks per given time interval. However, such approaches are generally subjective and rely heavily on distributional assumptions making the results prone to recording errors. This paper aims to propose a novel method – a window dynamic control system – that addresses the foregoing issues. Design/methodology/approach Primary data were obtained from laboratory experiments during which 44 volunteers had their synchronized physiological readings – skin conductance response, skin temperature, eye movement behaviour and users activity attributes taken by biosensors. The window-based dynamic control system (PHYCOB I) is integrated to the biosensor which collects secondary data attributes from these synchronized physiological readings and uses them for two purposes: for detection of both optimal emotional responses and users’ stress levels. The method’s novelty derives from its ability to integrate physiological readings and eye movement records to identify hidden correlates on a webpage. Findings The results from the analyses show that the control system detects basic emotions and outperforms other conventional models in terms of both accuracy and reliability, when subjected to model comparison – that is, the average recoverable natural structures for the three models with respect to accuracy and reliability are more consistent within the window-based control system environment than with the conventional methods. Research limitations/implications Graphical simulation and an example scenario are only provided for the control’s system design. Originality/value The novelty of the proposed model is its strained resistance to overfitting and its ability to automatically assess user emotion while dealing with specific web contents. The procedure can be used to predict which contents of webpages cause stress-induced emotions to users.


2021 ◽  
Vol 8 ◽  
Author(s):  
Joseph Bolarinwa ◽  
Iveta Eimontaite ◽  
Tom Mitchell ◽  
Sanja Dogramadzi ◽  
Praminda Caleb-Solly

A key challenge in achieving effective robot teleoperation is minimizing teleoperators’ cognitive workload and fatigue. We set out to investigate the extent to which gaze tracking data can reveal how teleoperators interact with a system. In this study, we present an analysis of gaze tracking, captured as participants completed a multi-stage task: grasping and emptying the contents of a jar into a container. The task was repeated with different combinations of visual, haptic, and verbal feedback. Our aim was to determine if teleoperation workload can be inferred by combining the gaze duration, fixation count, task completion time, and complexity of robot motion (measured as the sum of robot joint steps) at different stages of the task. Visual information of the robot workspace was captured using four cameras, positioned to capture the robot workspace from different angles. These camera views (aerial, right, eye-level, and left) were displayed through four quadrants (top-left, top-right, bottom-left, and bottom-right quadrants) of participants’ video feedback computer screen, respectively. We found that the gaze duration and the fixation count were highly dependent on the stage of the task and the feedback scenario utilized. The results revealed that combining feedback modalities reduced the cognitive workload (inferred by investigating the correlation between gaze duration, fixation count, task completion time, success or failure of task completion, and robot gripper trajectories), particularly in the task stages that require more precision. There was a significant positive correlation between gaze duration and complexity of robot joint movements. Participants’ gaze outside the areas of interest (distractions) was not influenced by feedback scenarios. A learning effect was observed in the use of the controller for all participants as they repeated the task with different feedback combination scenarios. To design a system for teleoperation, applicable in healthcare, we found that the analysis of teleoperators’ gaze can help understand how teleoperators interact with the system, hence making it possible to develop the system from the teleoperators’ stand point.


2021 ◽  
Vol 48 (3) ◽  
pp. 302-312
Author(s):  
Boram Kim ◽  
Jeeheon Ryu ◽  
Seonmi Kim ◽  
Namki Choi

The purpose of this study was to develop prototype of virtual reality(VR) simulation with malocclusion models and evaluate its applicability. Task abilities, task completion time, and a satisfaction survey were compared between dentist trainees and dental students. Participants were instructed to observe virtual malocclusion models and then performed three tasks to diagnose the type of malocclusion, determine clinical findings and develop treatment plans. Their satisfaction with the simulation experience were evaluated using a questionnaire containing five questions. Task abilities of trainees related to clinical features and treatment plans were significantly higher than that of students(p < 0.01). In both groups, the task completion time for the second case was significantly reduced compared to that for the first case(p < 0.01). The satisfaction survey showed high scores and positive responses for this simulation in both groups. If the prototype of VR simulation is continuously advanced, it will be applicable for orthodontic education in pediatric dentistry.


Energies ◽  
2021 ◽  
Vol 14 (15) ◽  
pp. 4536
Author(s):  
Nawat Swatthong ◽  
Chaodit Aswakul

As a playground for cloud computing and IoT networking environment, IoTcloudServe@TEIN has been established in the Trans-Eurasia Information Network (TEIN). In the IoTcloudServe@TEIN platform, a cloud orchestration for conducting the flow of IoT task demands is imperative for effectively improving performance. In this paper, we propose the model of optimal containerized task scheduling in cloud orchestration that maximizes the average payoff from completing tasks within the whole cloud system with different levels of cloud hierarchies. Based on integer linear programming, the model can take into account demand requirement and resource availability in terms of storage, computation, network, and splittable task granularity. To show the insights obtainable from the proposed model, the edge-core cluster of IoTcloudServe@TEIN and its peer-to-peer federated cloud scenario with OF@TEIN+ are numerically experimented and herein reported. To evaluate the model’s performance, payoff level and task completion time are considered by comparing with a well-known round-robin scheduling algorithm. The proposed ILP model can be a guideline for the cloud orchestration in IoTcloudserve@TEIN because of the lower task completion time and the higher payoff level especially upon the large demand growth, which is the major operation range of concerns in practice. Moreover, the proposed model illustrates mathematically the significance of implementing cloud architecture with refined splittable task granularity via the light-weighted container technology that has been used as the basis for IoTcloudServe@TEIN clustering design.


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