natural user interfaces
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2022 ◽  
pp. 207-234
Author(s):  
Ifeoluwapo Fashoro ◽  
Sithembile Ncube

The psychological health outcomes of video games are drawing increasing interest around the world. There is growing interest in video games as an accessible health intervention for depression and anxiety, both of which are rising health concerns globally. New interaction techniques for video games are becoming increasingly popular, with natural user interfaces (NUIs) becoming more commonplace in game systems. This chapter explores the design of a meditative game, a subgenre of casual games that intends for players to become calm and relaxed, and the evaluation of the NUIs for the game. The purpose of the chapter is to ascertain which NUI is most suitable for meditative games. A meditative fishpond game was designed that accepts two NUIs: touch and eye-tracking. The game was evaluated using a Positive and Negative Affect Schedule. The study found the eye-tracking interface reported a higher positive affect score from users and is therefore most suitable for meditative games.


2021 ◽  
Vol 1 (2) ◽  
pp. 65-89
Author(s):  
Francis Rakotomalala ◽  
Hasindraibe Niriarijaona Randriatsarafara ◽  
Aimé Richard Hajalalaina ◽  
Ndaohialy Manda Vy Ravonimanantsoa

Natural user interfaces are increasingly popular these days. One of the most common of these user interfaces today are voice-activated interfaces, in particular intelligent voice assistants such as Google Assistant, Alexa, Cortana and Siri. However, the results show that although there are many services available, there is still a lot to be done to improve the usability of these systems. Speech recognition, contextual understanding and human interaction are the issues that are not yet solved in this field. In this context, this research paper focuses on the state of the art and knowledge of work on intelligent voice interfaces, challenges and issues related to this field, in particular on interaction quality, usability, security and usability. As such, the study also examines voice assistant architecture components following the expansion of the use of technologies such as wearable computing in order to improve the user experience. Moreover, the presentation of new emerging technologies in this field will be the subject of a section in this work. The main contributions of this paper are therefore: (1) overview of existing research, (2) analysis and exploration of the field of intelligent voice assistant systems, with details at the component level, (3) identification of areas that require further research and development, with the aim of increasing its use, (4) various proposals for research directions and orientations for future work, and finally, (5) study of the feasibility of designing a new type of voice assistant and general presentation of the latter, whose realisation will be the subject of a thesis.


Author(s):  
Brandon Antonio Cárdenas-Sainz ◽  
María Lucia Barrón-Estrada ◽  
Ramón Zatarain-Cabada ◽  
José Mario Ríos-Félix

2021 ◽  
Vol 1 ◽  
pp. 283-292
Author(s):  
Jakob Harlan ◽  
Benjamin Schleich ◽  
Sandro Wartzack

AbstractThe increased availability of affordable virtual reality hardware in the last years boosted research and development of such systems for many fields of application. While extended reality systems are well established for visualization of product data, immersive authoring tools that can create and modify that data are yet to see widespread productive use. Making use of building blocks, we see the possibility that such tools allow quick expression of spatial concepts, even for non-expert users. Optical hand-tracking technology allows the implementation of this immersive modeling using natural user interfaces. Here the users manipulated the virtual objects with their bare hands. In this work, we present a systematic collection of natural interactions suited for immersive building-block-based modeling systems. The interactions are conceptually described and categorized by the task they fulfil.


2021 ◽  
Vol 11 (2) ◽  
pp. 1-49
Author(s):  
Kirill A. Shatilov ◽  
Dimitris Chatzopoulos ◽  
Lik-Hang Lee ◽  
Pan Hui

Incremental and quantitative improvements of two-way interactions with e x tended realities (XR) are contributing toward a qualitative leap into a state of XR ecosystems being efficient, user-friendly, and widely adopted. However, there are multiple barriers on the way toward the omnipresence of XR; among them are the following: computational and power limitations of portable hardware, social acceptance of novel interaction protocols, and usability and efficiency of interfaces. In this article, we overview and analyse novel natural user interfaces based on sensing electrical bio-signals that can be leveraged to tackle the challenges of XR input interactions. Electroencephalography-based brain-machine interfaces that enable thought-only hands-free interaction, myoelectric input methods that track body gestures employing electromyography, and gaze-tracking electrooculography input interfaces are the examples of electrical bio-signal sensing technologies united under a collective concept of ExG. ExG signal acquisition modalities provide a way to interact with computing systems using natural intuitive actions enriching interactions with XR. This survey will provide a bottom-up overview starting from (i) underlying biological aspects and signal acquisition techniques, (ii) ExG hardware solutions, (iii) ExG-enabled applications, (iv) discussion on social acceptance of such applications and technologies, as well as (v) research challenges, application directions, and open problems; evidencing the benefits that ExG-based Natural User Interfaces inputs can introduce to the area of XR.


2021 ◽  
Vol 13 (14) ◽  
pp. 7578
Author(s):  
Cristian Gómez-Portes ◽  
David Vallejo ◽  
Ana-Isabel Corregidor-Sánchez ◽  
Marta Rodríguez-Hernández ◽  
José L. Martín-Conty ◽  
...  

In recent years, there has been a significant growth in the number of research works focused on improving the lifestyle and health of elderly people by means of technology. Telerehabilitation and the promotion of physical activity at home have been two of the fields that have attracted more attention, especially currently due to the COVID-19 pandemic. However, elderly people are sometimes reluctant to use technology at home, mainly due to fear of technology and lack of familiarity. In this context, this article presents a low-cost platform that relies on exergames and natural user interfaces to promote physical activity at home and improve the quality of life in elderly people. The underlying system is easy to use and accessible, offering a number of interaction mechanisms that guide users through the execution of routines and exercises. A relevant feature of the proposal is the ability to customize the exergames, making it possible for the therapist to adapt them according to the user’s needs. Motivation is also addressed within the developed platform to maintain the user’s engagement level as time passes by. An empirical experiment is conducted to measure the usability and motivational aspects of the proposal, which was evaluated by 17 users between 62 and 89 years of age. The obtained results showed that the proposal was well received, considering that most of the users were not experienced at all with exergame-based systems.


2021 ◽  
Vol 8 (26) ◽  
pp. 169030
Author(s):  
Rainer Malaka ◽  
Tanja Döring ◽  
Thomas Fröhlich ◽  
Thomas Muender ◽  
Georg Volkmar ◽  
...  

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