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Project-based learning in human–computer interaction: a service‐dominant logic approach

Purpose This study aims to propose a service-dominant logic (S-DL)-informed framework for teaching innovation in the context of human–computer interaction (HCI) education involving large industrial projects. Design/methodology/approach This study combines S-DL from the field of marketing with experiential and constructivist learning to enable value co-creation as the primary method of connecting diverse actors within the service ecology. The approach aligns with the current conceptualization of central university activities as a triad of research, education and innovation. Findings The teaching framework based on the S-DL enabled ongoing improvements to the course (a project-based, bachelor’s-level HCI course in the computer science department), easier management of stakeholders and learning experiences through students’ participation in real-life projects. The framework also helped to provide an understanding of how value co-creation works and brought a new dimension to HCI education. Practical implications The proposed framework and the authors’ experience described herein, along with examples of projects, can be helpful to educators designing and improving project-based HCI courses. It can also be useful for partner companies and organizations to realize the potential benefits of collaboration with universities. Decision-makers in industry and academia can benefit from these findings when discussing approaches to addressing sustainability issues. Originality/value While HCI has successfully contributed to innovation, HCI education has made only moderate efforts to include innovation as part of the curriculum. The proposed framework considers multiple service ecosystem actors and covers a broader set of co-created values for the involved partners and society than just learning benefits.

Recommender Systems: Past, Present, Future

The origins of modern recommender systems date back to the early 1990s when they were mainly applied experimentally to personal email and information filtering. Today, 30 years later, personalized recommendations are ubiquitous and research in this highly successful application area of AI is flourishing more than ever. Much of the research in the last decades was fueled by advances in machine learning technology. However, building a successful recommender sys-tem requires more than a clever general-purpose algorithm. It requires an in-depth understanding of the specifics of the application environment and the expected effects of the system on its users. Ultimately, making recommendations is a human-computer interaction problem, where a computerized system supports users in information search or decision-making contexts. This special issue contains a selection of papers reflecting this multi-faceted nature of the problem and puts open research challenges in recommender systems to the fore-front. It features articles on the latest learning technology, reflects on the human-computer interaction aspects, reports on the use of recommender systems in practice, and it finally critically discusses our research methodology.

Research on the Construction of Human-Computer Interaction System Based on a Machine Learning Algorithm

In this paper, we use machine learning algorithms to conduct in-depth research and analysis on the construction of human-computer interaction systems and propose a simple and effective method for extracting salient features based on contextual information. The method can retain the dynamic and static information of gestures intact, which results in a richer and more robust feature representation. Secondly, this paper proposes a dynamic planning algorithm based on feature matching, which uses the consistency and accuracy of feature matching to measure the similarity of two frames and then uses a dynamic planning algorithm to find the optimal matching distance between two gesture sequences. The algorithm ensures the continuity and accuracy of the gesture description and makes full use of the spatiotemporal location information of the features. The features and limitations of common motion target detection methods in motion gesture detection and common machine learning tracking methods in gesture tracking are first analyzed, and then, the kernel correlation filter method is improved by designing a confidence model and introducing a scale filter, and finally, comparison experiments are conducted on a self-built gesture dataset to verify the effectiveness of the improved method. During the training and validation of the model by the corpus, the complementary feature extraction methods are ablated and learned, and the corresponding results obtained are compared with the three baseline methods. But due to this feature, GMMs are not suitable when users want to model the time structure. It has been widely used in classification tasks. By using the kernel function, the support vector machine can transform the original input set into a high-dimensional feature space. After experiments, the speech emotion recognition method proposed in this paper outperforms the baseline methods, proving the effectiveness of complementary feature extraction and the superiority of the deep learning model. The speech is used as the input of the system, and the emotion recognition is performed on the input speech, and the corresponding emotion obtained is successfully applied to the human-computer dialogue system in combination with the online speech recognition method, which proves that the speech emotion recognition applied to the human-computer dialogue system has application research value.

Human–Computer Interaction-Oriented African Literature and African Philosophy Appreciation

African literature has played a major role in changing and shaping perceptions about African people and their way of life for the longest time. Unlike western cultures that are associated with advanced forms of writing, African literature is oral in nature, meaning it has to be recited and even performed. Although Africa has an old tribal culture, African philosophy is a new and strange idea among us. Although the problem of “universality” of African philosophy actually refers to the question of whether Africa has heckling of philosophy in the Western sense, obviously, the philosophy bred by Africa’s native culture must be acknowledged. Therefore, the human–computer interaction-oriented (HCI-oriented) method is proposed to appreciate African literature and African philosophy. To begin with, a physical object of tablet-aid is designed, and a depth camera is used to track the user’s hand and tablet-aid and then map them to the virtual scene, respectively. Then, a tactile redirection method is proposed to meet the user’s requirement of tactile consistency in head-mounted display virtual reality environment. Finally, electroencephalogram (EEG) emotion recognition, based on multiscale convolution kernel convolutional neural networks, is proposed to appreciate the reflection of African philosophy in African literature. The experimental results show that the proposed method has a strong immersion and a good interactive experience in navigation, selection, and manipulation. The proposed HCI method is not only easy to use, but also improves the interaction efficiency and accuracy during appreciation. In addition, the simulation of EEG emotion recognition reveals that the accuracy of emotion classification in 33-channel is 90.63%, almost close to the accuracy of the whole channel, and the proposed algorithm outperforms three baselines with respect to classification accuracy.

Wearable devices in diving: A systematic review (Preprint)

BACKGROUND Wearable devices have grown enormously in importance in recent years. While wearables have generally been well studied, they have not yet been discussed in the underwater environment. OBJECTIVE The reason for this systematic review was to systematically search for the wearables for underwater operation used in the scientific literature, to make a comprehensive map of their capabilities and features, and to discuss the general direction of development. METHODS In September 2021, we conducted an extensively search of existing literature in the largest databases using keywords. For this purpose, only articles were used that contained a wearable or device that can be used in diving. Only articles in English were considered, as well as peer-reviewed articles. RESULTS In the 36 relevant studies that were found, four device categories could be identified: safety devices, underwater communication devices, head-up displays and underwater human-computer interaction devices. CONCLUSIONS The possibilities and challenges of the respective technologies were considered and evaluated separately. Underwater communication has the most significant influence on future developments. Another topic that has not received enough attention is human-computer interaction.

Analyzing the mental states of the sports student based on augmentative communication with human–computer interaction

Recognition of facial expressions and its application to human computer interaction, physical education system and training framework based on human–computer interaction for augmentative and alternative communication, enhancing the human-computer interaction through the application of artificial intelligence, machine learning, and data mining, applications of human-computer interaction for improving erp usability in education systems, export citation format, share document.

Modern HCI for Mobile Applications, Study and Challenges

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  • Conference proceedings
  • © 2023

Human-Computer Interaction

Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I

  • Masaaki Kurosu 0 ,
  • Ayako Hashizume 1

The Open University of Japan, Chiba, Japan

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Hosei University, Tokyo, Japan

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 14011)

Conference series link(s): HCII: International Conference on Human-Computer Interaction

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Conference proceedings info: HCII 2023.

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Table of contents (39 papers)

Front matter, design and evaluation methods, techniques and tools, co-creating user journey map – a systematic approach to exploring users’ day-to-day experience in participatory design workshops.

  • Wan-Ling Chang, Ying-Cih Shao

Integrate Gamification into Questionnaire Design

  • Yu-Chen Chen, Chin-Ying Chen, Hsi-Jen Chen

Exploring the Tensions of Self-tracking Wearable Technologies Through Design

  • Chiara Di Lodovico

User Clustering Visualization and Its Impact on Motion-Based Interaction Design

  • Antonio Escamilla, Javier Melenchón, Carlos Monzo, Jose A. Moran

eGLU-Box Mobile: A Smartphone App for Usability Testing by Italian Public Administration Webmasters

  • Stefano Federici, Giovanni Bifolchi, Marco Bracalenti, Alessandro Ansani, Agnese Napoletti, Rosa Lanzillotti et al.

MobE – A New Approach to Mobile Ethnography

  • Jan Haentjes, Andreas Klein, Viola Manz, Johanna Gegg, Sarah Ehrlich

A Comparative Analysis of Institutional Ethical Codes of Conduct for the Practice of Design

  • Ana O. Henriques, Victor M. Almeida, Sónia Rafael, José Gomes Pinto

Situation-Aware Adaptations for Individualized User Experience and Task Management Optimization

  • Christian Herdin, Christian Märtin

Barrier-Free Design Leaf Vein Model for People with Disabilities

  • Nuoxi Li, Xiaoli Zhou, Lei Xue, Mohammad Shidujaman

Research on the Design of Online Participatory Design Workshop Platform Under Metaphor Design

  • Renxuan Liu, Qi Qi, Duan Wu

Research on Elements of Physical Interaction Design and the Information Channel

  • Long Liu, Xiaoshan Wang

Work Characteristics as Determinants of Remote Working Acceptance: Integrating UTAUT and JD-R Models

  • Nicoletta Massa, Ferdinando Paolo Santarpia, Chiara Consiglio

User-Device-Interaction Model: A Multimodal Interaction Εvaluation System Based on Analytic Hierarchy Process

  • Jian Peng, Xuepeng Wang

Using Virtual Reality to Overcome Legacy Bias in Remote Gesture Elicitation Studies

  • Madhawa Perera, Tom Gedeon, Armin Haller, Matt Adcock

Design Guidelines Towards 4.0 HMIs: How to Translate Physical Buttons in Digital Buttons

  • Elisa Prati, Giuditta Contini, Margherita Peruzzini

Meta-analysis Qualifying and Quantifying the Benefits of Automation Transparency to Enhance Models of Human Performance

  • Robert Sargent, Brett Walters, Chris Wickens

A Review of Human-Computer Interface Evaluation Research Based on Evaluation Process Elements

  • Xintai Song, Minxia Liu, Lin Gong, Yu Gu, Mohammad Shidujaman

NUWA : Lifelike as a Design Strategy to Enhance Product’s Hedonic Qualities

  • Yu-Sheng Tung, Wei-Chi Chien

Other Volumes

Human interface and the management of information, engineering psychology and cognitive ergonomics, augmented cognition, universal access in human-computer interaction, cross-cultural design, social computing and social media, virtual, augmented and mixed reality, digital human modeling and applications in health, safety, ergonomics and risk management, design, user experience, and usability, culture and computing, distributed, ambient and pervasive interactions, hci in business, government and organizations, learning and collaboration technologies, human aspects of it for the aged population, adaptive instructional systems, hci for cybersecurity, privacy and trust, hci in games, hci in mobility, transport, and automotive systems, artificial intelligence in hci, design, operation and evaluation of mobile communications, hci international 2023 – late breaking papers, hci international 2023 posters, hci international 2023 – late breaking posters.

The four-volume set LNCS 14011, 14012, 14013, and 14014 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 25th International Conference on Human-Computer Interaction, HCII 2023, which took place in Copenhagen, Denmark, in July 2023.

The papers included in the HCI 2023 volume set were organized in topical sections as follows:

Part I: Design and evaluation methods, techniques and tools; interaction methods and techniques;

Part II: Children computer interaction; emotions in HCI; and understanding the user experience;

Part III: Human robot interaction; chatbots and voice-based interaction; interacting in the metaverse;

  • artificial intelligence
  • cognitive systems
  • computer networks
  • Human-Computer Interaction (HCI)
  • computer vision
  • human engineering
  • image processing
  • machine learning
  • man machine systems
  • mobile robots
  • network protocols
  • pattern recognition
  • user interfaces
  • signal processing

Masaaki Kurosu

Ayako Hashizume

Book Title : Human-Computer Interaction

Book Subtitle : Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I

Editors : Masaaki Kurosu, Ayako Hashizume

Series Title : Lecture Notes in Computer Science

DOI : https://doi.org/10.1007/978-3-031-35596-7

Publisher : Springer Cham

eBook Packages : Computer Science , Computer Science (R0)

Copyright Information : The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2023

Softcover ISBN : 978-3-031-35595-0 Published: 24 June 2023

eBook ISBN : 978-3-031-35596-7 Published: 08 July 2023

Series ISSN : 0302-9743

Series E-ISSN : 1611-3349

Edition Number : 1

Number of Pages : XVI, 617

Number of Illustrations : 40 b/w illustrations, 214 illustrations in colour

Topics : User Interfaces and Human Computer Interaction , Computer Communication Networks , Computer Imaging, Vision, Pattern Recognition and Graphics , Computer Applications , Artificial Intelligence

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  • LOGICAL FALLACIES
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  • ABSOLUTE POSITION ENCODINGS
  • DENSE CONNECTIONS
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  • POSITION-WISE FEED-FORWARD LAYER
  • RESIDUAL CONNECTION
  • TRANSFORMER

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  • RESIDUAL CONNECTION -
  • TRANSFORMER -

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Evaluation of an llm in identifying logical fallacies: a call for rigor when adopting llms in hci research.

8 Apr 2024  ·  Gionnieve Lim , Simon T. Perrault · Edit social preview

There is increasing interest in the adoption of LLMs in HCI research. However, LLMs may often be regarded as a panacea because of their powerful capabilities with an accompanying oversight on whether they are suitable for their intended tasks. We contend that LLMs should be adopted in a critical manner following rigorous evaluation. Accordingly, we present the evaluation of an LLM in identifying logical fallacies that will form part of a digital misinformation intervention. By comparing to a labeled dataset, we found that GPT-4 achieves an accuracy of 0.79, and for our intended use case that excludes invalid or unidentified instances, an accuracy of 0.90. This gives us the confidence to proceed with the application of the LLM while keeping in mind the areas where it still falls short. The paper describes our evaluation approach, results and reflections on the use of the LLM for our intended task.

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CHCI participation in IEEE VR 2024

April 8, 2024

Multiple CHCI faculty and students are participating in IEEE VR this spring with papers, workshops, contest entries, and doctoral consortium papers. CHCI faculty and students are listed in bold .

Promotional banner for the IEEE VR 2024 conference in Orlando, FL, USA, scheduled for March 16-21, 2024. The left side of the banner features a vibrant, neon-colored graphic of a VR headset surrounded by palm trees and city buildings, suggesting a theme of technology and vacation. The right side displays a twilight scene of Orlando's skyline with illuminated buildings reflecting on a body of water, which emphasizes the event's location. The words "IEEE VR 2024" dominate the center in bold, bright lettering.

IEEE VR 2024

The IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR) is the premier international event for presenting research results in virtual, augmented, and mixed reality (VR/AR/MR). Since 1993, IEEE VR has presented groundbreaking research and accomplishments by virtual reality pioneers: scientists, engineers, designers, and artists, paving the way for the future. Soon, IEEE VR expanded its scope also to include augmented, mixed, and other forms of mediated reality. Similarly, the IEEE Symposium on 3D User Interfaces (3DUI), which started as a workshop at IEEE VR in 2004, has become the premier venue for 3D user interfaces and 3D interaction in virtual environments.

IEEE VR Conference Leadership:

  • Alexander Giovannelli , Communications Co-Chair
  • Cassidy Nelson and Lee Lisle (VT CS/CHCI alum), among others, XR Future Faculty Forum Chairs

Alexander Krasner and Joseph Gabbard

MusiKeys: Exploring Haptic-to-Auditory Sensory Substitution to Improve Mid-Air Text-Entry

Abstract - We investigated using auditory feedback in virtual reality mid-air typing to communicate the missing haptic feedback information typists typically receive when using a physical keyboard. We conducted a study with 24 participants, encompassing four mid-air virtual keyboards with increasing amounts of feedback information and a fifth physical keyboard as a reference. Results suggest clicking feedback on key-press and key-release improves performance compared to no auditory feedback, which is consistent with the literature. We find that audio can substitute information contained in haptic feedback in that users can accurately perceive presented information. However, this understanding did not translate to significant differences in performance.

The image is a diagram consisting of three panels labeled [A], [B], and [C], detailing an auditory augmentation design for a musical keyboard interface called MusiKeys. Panel [A] shows a side view of a hand pressing a key with different distances labeled for start, press, and release positions, alongside a low-pass filter cutoff frequency graphic. Panel [B] shows two modulation curves for sound volume as a function of key press distance, with annotations about the relationship between the distance pressed and the percentage change in volume. Panel [C] illustrates the mapping of fingers to piano keys (D3, F3, A4, C4, E4, G4, B5) with corresponding left and right hand fingers, including the thumbs. Notes and explanations are provided on the side, mentioning that the y-values stay constant in the release mode and that the curves are approximate.

Christos Lougiakis , Jorge Juan González, Giorgos Ganias, Akrivi Katifori, Ioannis-Panagiotis Ioannidis, Maria Roussou

Comparing Physics-based Hand Interaction in Virtual Reality: Custom Soft Body Simulation vs. Off-the-Shelf Integrated Solution

Abstract: Physics-based hand interaction in VR has been extensively explored, but almost none of the solutions are usable. The only exception is CLAP, a custom soft-body simulation offering realistic and smooth hand interaction in VR. Even CLAP, however, imposes constraints on virtual hand and object behavior. We introduce HPTK+, a software solution that utilizes the physics engine NVIDIA PhysX. Benefiting from the engine's maturity and integration with game engines, we aim to enable more general and free-hand interactions in virtual environments. We conducted a user study with 27 participants, comparing the interactions supported by both libraries. Results indicate an overall preference for CLAP but no significant differences in other measures or performance, except variance. These findings provide insights into the libraries' suitability for specific tasks. Additionally, we highlight HPTK+'s exclusive support for diverse interactions, positioning it as an ideal candidate for further research in physics-based VR interactions.

Screenshots of 10 example mini games supported by HPTK+, which highlight its unique capabilities and wide range of hand interactions. From left to right and top to bottom: (A) Placing objects in holes of the same shape, (B) Building towers out of different object shapes, (C) Throwing a basketball through a hoop, (D) Interacting with constrained containers, such as cabinets and drawers, that can hold objects inside, (E) Grasping a hammer and then hitting other objects, (F) Holding a long stick with both hands and swinging around to throw other objects on the floor, (G) Holding a mug with one hand that can contain other objects inside and moving its contents on a pan that is being held with the other hand, (H) Using the hand as a platform to balance a tray that has other objects on top of it, (I) Moving a cube as a pendulum to hit and throw objects to the ground, (J) Pushing a small catapult that throws little balls toward a big basket.

Workshop Organizers and Papers

Isaac Cho, Kangsoo Kim, Dongyun Han, Allison Bayro, Heejin Jeong, Hyungil Kim, Hayoun Moon , and Myounghoon (Philart) Jeon are the organizers of the 3rd International Workshop on eXtended Reality for Industrial and Occupational Supports (XRIOS). 

This workshop — eXtended Reality for Industrial and Occupational Supports (XRIOS) — aims to identify the current state of XR research and gaps in the scope of human factors and ergonomics, mainly related to industrial and occupational tasks. Further, the workshop aims to discuss potential future research directions and to build a community that bridges XR developers, human factors, and ergonomics researchers interested in industrial and occupational applications.

Leonardo Pavanatto and Doug Bowman helped organize the xrWORKS workshop. The 1st Workshop on Extended Reality for Knowledge Work (xrWORKS) aims to create a space where both academic and industry researchers can discuss their experiences and visions to continue growing the impact of XR in the future of work. Through a combination of position papers, in-person demonstrations, and a brainstorming session, we aim to fully understand the space and debate the future research agenda. "KnowledgeWork" follows the definition initially coined by Drucker (1966), which states that information workers apply theoretical and analytical knowledge to develop products and services. Much of the work might be detached from physical documents, artifacts, or specific work locations and is mediated through digital devices such as laptops. Workers include architects, engineers, scientists, design thinkers, public accountants, lawyers, and academics, whose job is to "think for a living."

Leonardo Pavanatto and Doug Bowman will present their paper "Virtual Displays for Knowledge Work: Extending or Replacing Physical Monitors for More Screen Space" at the xrWORKS workshop.

Samuel Williams and Denis Gracanin . An Approach to Pitch-Based Implementation of Non-verbal Vocal Interaction (NVVI) will be presented at the Workshop on Novel Input Devices and Interaction Techniques (NIDIT) . Proceedings of the 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)

Abstract: Non-verbal vocal interaction (NVVI) allows people to use non-speech as an interaction technique. Many forms of NVVI exist, including humming, whistling, and tongue-clicking, but the quantity of existing research is limited and high in variety. This work attempts to bridge the field and provides a large-scale study exploring the usability of a pitch-based NVVI system using a relative pitch approach. The study tasked users with controlling an HTML slider using the NVVI technique by humming and whistling. Findings show that users perform better with humming than whistling. Notable phenomena occurring during interactions, including vocal scrolling and overshooting, are explored.

An overview of the pitch-based NVVI system used for the user study. Input audio data from the users' whistling or humming is captured and analyzed to determine if a transient (sudden burst of noise) or a confident pitch is detected. The resulting estimated change in pitch and confidence is calculated and passed to the client's application to be used as a numerical input.

Brendan David John and Nikki Ramirez . "Deceptive Patterns and Perceptual Risks in an Eye-Tracked Virtual Reality" will be presented at the IDEATxR Workshop and will be published in the  Proceedings of the 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).

An image of three circular regions, the first with an illustration of an eye icon, labeled above as "Eye Tracking" and below as "Perceptual Manipulation". The second labeled above as "Gaze Guidance" and below as "Attention Manipulation" with the eye icon looking at one circular target and being guided to another target among three possible candidates using a guidance cue. Third, labeled above by "Subtle and Forced Attention" and below by "Decision-Making Manipulation" features a VR user choosing between the three candidate targets, and selecting the one they were guided to in the second region.

Multiple VT CHCI faculty and students or alums helped organize this IDEATExR Workshop . IDEATExR is a workshop focused on inclusion, diversity, equity, accessibility, transparency, and ethics in XR. Organizers include Lee Lisle (VT CS/CHCI alum), Cassidy R. Nelson (ISE Ph.D. student), Nayara de Oliveira Faria (ISE Ph.D. student), Rafael N.C. Patrick (ISE faculty), and Missie Smith (VT ISE alum), among others. This is the first year that IEEE VR is hosting a rendition of the IDEATExR Workshop, which originated at the International Symposium on Augmented and Mixed Reality (ISMAR) conference.

Workshop abstract: IEEE VR and ISMAR are premier venues for mixed reality (XR) research that converges hundreds of researchers across disciplines and research spectrums that include both technical and human aspects of XR. However, at IEEE VR, only 15% of the first paper authors are women, and further, approximately 95% of the global population is excluded from VR research, resulting in poor generalizability. In addition, ethics informing XR research has been identified as one of the grand challenges facing human-computer interaction research today, with the replication crisis featuring transparency as a critical step for remediation. These factors make formal discussions surrounding inclusion, diversity, equity, accessibility, transparency, and ethics in XR timely and necessary. Participants in this workshop will have the opportunity to provide their insights on what is working for our community and what isn’t – effectively helping to shape the future of IEEE VR and ISMAR.

Contest Entries/Demos

3DUI Contest:

Logan Lane , Alexander Giovannelli , Ibrahim Asadullah Tahmid , Francielly Rodrigues, Cory Ilo , Darren Hsu, Shakiba Davari , Christos Lougiakis , Doug Bowman

The Alchemist: A Gesture-Based 3D User Interface for Engaging Arithmetic Calculations

Abstract: This paper presents our solution to the IEEE VR 2024 3DUI contest. We present The Alchemist, a VR experience tailored to aid children in practicing and mastering the four fundamental mathematical operators. In The Alchemist, players embark on a fantastical journey where they must prepare three potions to break a malevolent curse imprisoning the Gobbler kingdom. Our contributions include the development of a novel number input interface, Pinwheel, an extension of PizzaText [7], and four novel gestures, each corresponding to a distinct mathematical operator, designed to assist children in retaining practice with these operations. Preliminary tests indicate that Pinwheel and the four associated gestures facilitate the quick and efficient execution of mathematical operations.

A screenshot of a video game titled "The Alchemist" featuring a main menu screen. The game's setting appears to be an old-fashioned alchemist's laboratory with wooden floors and walls, various hanging pots and lanterns, and a large, central workbench with potion bottles. There are three menu options overlaid on the scene: "Start Game," "Start Game [Tutorial]," and "High Scores."

Nayara Faria ; Brian Williams; Joseph Gabbard

I look, but I don't see it: Inattentional Blindness as an Evaluation Metric for Augmented-Reality.

Abstract: As vehicles increasingly incorporate augmented reality (AR) into head-up displays, assessing their safety in driving becomes vital. AR, blending real and synthetic scenes, can cause inattentional blindness (IB), where crucial information is missed despite users directly looking at them. Traditional HCI methods, centered on task time and accuracy, fail to evaluate AR's impact on human performance in safety-critical contexts. Our real-road user study with AR-enabled vehicles focuses on inattentional blindness as a critical metric for assessment. The results underline the importance of including IB in AR evaluations, extending to other safety-critical sectors like manufacturing and healthcare.

The image displays a two-panel figure labeled A and B, showing the interior view from a driver's perspective inside a car, driving on a road. Panel A has a circle around a brake light of a car ahead, illustrating a moment of inattentional blindness where the driver's gaze is directed towards the lead vehicle's brake light, which is lit, but the driver fails to notice it. Panel B has a circle around an area at the top of the windshield, depicting a moment of attention capture where the driver's response to a stimulus on the periphery of the road is delayed due to the presence of an augmented reality (AR) task.

Doctoral Consortium

Nikitha Chandrashekar . Understanding the Impact of the Fidelity of Multimodal Interactions in XR-based Training Simulators on Cognitive Load. Proceedings of the 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).

Abstract: As eXtended Reality (XR) technologies evolve, integrating multimodal interfaces becomes a defining factor in immersive experiences. Existing literature highlights a lack of consensus regarding the impact of these interfaces in XR environments. Due to the Uncanny Valley Effect and its amplification in multimodal stimuli, it poses a potential challenge of increased cognitive load due to dissonance between user expectations and reality. My research pivots on the observation that current studies often overlook a crucial factor—the fidelity of stimuli presented to users. The main goal of my research is to answer the question of how multimodal interactions in XR-based applications impact the cognitive load experienced by the user. To address this gap, I employ a comprehensive human-computer interaction (HCI) research approach involving frameworks, theories, user studies, and guidelines. The goal is to systematically investigate the interplay of stimulus fidelity and cognitive load in XR, aiming to offer insights for the design of Audio-Visual-Haptic (AVH) interfaces.

The image depicts the conceptual framework for the research, where the independent variable  is the multimodal interactions experienced by the user, and the dependent variable is their reported perceived cognitive load. The relationship is moderated by changing the fidelity of the multimodal feedback provided to the users.

Elham Mohammedrezaei . Reinforcement Learning for Context-aware and Adaptive Lighting Design using Extended Reality: Impacts on Human Emotions and Behaviors. Proceedings of the 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).

Abstract: In the interconnected world of smart built environments, Extended Reality (XR) emerges as a transformative technology that can enhance user experiences through personalized lighting systems. Integrating XR with deep reinforcement learning for adaptive lighting design (ALD) can optimize visual experiences while addressing real-time data analysis, XR system complexities, and integration challenges with building automation systems. The research centers on developing an XR-based ALD system that dynamically responds to user preferences, positively impacting human emotions, behaviors, and overall well-being.

Sunday Ubur . Enhancing Accessibility and Emotional Expression in Educational Extended Reality for Deaf and Hard of Hearing: A User-centric Investigation. Proceedings of the 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).

Abstract: My research addresses accessibility challenges for the Deaf and Hard of Hearing (DHH) population, specifically within Extended Reality (XR) applications for education. The study aims to enhance accessibility and emotional expression in XR environments, emphasizing improved communication. The objectives include identifying best practices and guidelines for designing accessible XR, exploring prescriptive and descriptive aspects of accessibility design, and integrating emotional aspects for DHH users. The three-phase research plan includes a literature review, the development of an accessible XR system, and user studies. Anticipated contributions involve enhanced support for DHH individuals in XR and a deeper understanding of human-computer interaction aspects.

A user reading real-time transcription with highlighted keywords, including emojis to convey emotional expression. The user reads: “Today I am going to talk about machines. The difference between humans and machines is vast! Humans have humor, robots are neutral.” The highlighted keywords are “machines” and “robots”. The emoji shows a smiley face with a surprised expression.

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