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1.
Through the rapid spread of smartphones, users have access to many types of applications similar to those on desktop computer systems. Smartphone applications using augmented reality (AR) technology make use of users' location information. As AR applications will require new evaluation methods, improved usability and user convenience should be developed. The purpose of the current study is to develop usability principles for the development and evaluation of smartphone applications using AR technology. We develop usability principles for smartphone AR applications by analyzing existing research about heuristic evaluation methods, design principles for AR systems, guidelines for handheld mobile device interfaces, and usability principles for the tangible user interface. We conducted a heuristic evaluation for three popularly used smartphone AR applications to identify usability problems. We suggested new design guidelines to solve the identified problems. Then, we developed an improved AR application prototype of an Android-based smartphone, which later was conducted a usability testing to validate the effects of usability principles.  相似文献   

2.
Kim  Hayun  Matuszka  Tamás  Kim  Jea-In  Kim  Jungwha  Woo  Woontack 《Multimedia Tools and Applications》2017,76(24):26001-26029

Augmented reality (AR) has received much attention in the cultural heritage domain as an interactive medium for requesting and accessing information regarding heritage sites. In this study, we developed a mobile AR system based on Semantic Web technology to provide contextual information about cultural heritage sites. Most location-based AR systems are designed to present simple information about a point of interest (POI), but the proposed system offers information related to various aspects of cultural heritage, both tangible and intangible, linked to the POI. This is achieved via an information modeling framework where a cultural heritage ontology is used to aggregate heterogeneous data and semantically connect them with each other. We extracted cultural heritage data from five web databases and modeled contextual information for a target heritage site (Injeongjeon Hall and its vicinity in Changdeokgung Palace in South Korea) using the selected ontology. We then implemented a mobile AR application and conducted a user study to assess the learning and engagement impacts of the proposed system. We found that the application provides an agreeable user experience in terms of its affective, cognitive, and operative features. The results of our analysis showed that specific usage patterns were significant with regard to learning outcomes. Finally, we explored how the study’s key findings can provide practical design guidance for system designers to enhance mobile AR information systems for heritage sites, and to show system designers how to support particular usage patterns in order to accommodate specific user experiences better.

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3.
Nestor is a real-time recognition and camera pose estimation system for planar shapes. The system allows shapes that carry contextual meanings for humans to be used as Augmented Reality (AR) tracking targets. The user can teach the system new shapes in real time. New shapes can be shown to the system frontally, or they can be automatically rectified according to previously learned shapes. Shapes can be automatically assigned virtual content by classification according to a shape class library. Nestor performs shape recognition by analyzing contour structures and generating projective-invariant signatures from their concavities. The concavities are further used to extract features for pose estimation and tracking. Pose refinement is carried out by minimizing the reprojection error between sample points on each image contour and its library counterpart. Sample points are matched by evolving an active contour in real time. Our experiments show that the system provides stable and accurate registration, and runs at interactive frame rates on a Nokia N95 mobile phone.  相似文献   

4.
5.
We designed and built a mobile phone-based guidance system to support shared group experiences by suggesting the use of an eavesdropping metaphor inspired by Sotto Voce that allows visitors to eavesdrop on each other’s audio. Going beyond Sotto Voce, we create a shared experience by synchronizing the audio controls of all people who are eavesdropping on each other. Our contribution is the design of a mobile phone guide for cultural tours that combines a linear tour with in-depth information exploration, GPS-based maps offering group awareness, simple content customization and suggestions, and fluid movement between individual and ad-hoc group touring. The most important contribution is the design of a simple sharing scheme that gives all users in an ad hoc group implicit control over the audio content of everyone currently linked together. We evaluated our approach using data collected from participants, and our results validated the effectiveness and usefulness of our sharing scheme and interface for group experiences. In addition, we gained an understanding of how sharing information during visits to cultural heritage sites by socially related people influences the visiting experience; differing mutual eavesdropping and content control behaviors emerged according to group types (family vs. friends). By enabling groups to share their experience on-site, our system should increase the appeal of mobile phones as electronic tour guides, providing adequate support for shared group experiences.  相似文献   

6.
任英丽  吴诗瑾 《图学学报》2021,42(2):325-331
为提高多关节主被动训练仪的可用性水平,以用户体验理论为基础构建了以用户为触点的多关节主被动训练仪可用性评价指标体系,运用模糊层次分析法(FAHP)和隶属度定量化处理的方法构建多关节主被动训练仪可用性评价模型.以某公司生产的一款多关节主被动训练仪为例,先由专家测评确定评价指标并计算出各指标因素的权重值,再由评分小组操作该...  相似文献   

7.
We present a novel system allowing in situ content creation for mobile Augmented Reality in unprepared environments. This system targets smartphones and therefore allows a spontaneous authoring while in place. We describe two different scenarios, which are depending on the size of the working environment and consequently use different tracking techniques. A natural feature-based approach for planar targets is used for small working spaces whereas for larger working environments, such as in outdoor scenarios, a panoramic-based orientation tracking is deployed. Both are integrated into one system allowing the user to use the same interaction for creating the content applying a set of simple, yet powerful modeling functions for content creation. The resulting content for Augmented Reality can be shared with other users using a dedicated content server or kept in a private inventory for later use.  相似文献   

8.
Mobile application (app) design is an expanding research area, with user experience (UX) as its core. UX encompasses all aspects of human–computer interaction, and thus the optimization of UX has multiple objectives. Quality characteristics related to UX are subjective and even subconscious; moreover, there exists interdependence among UX quality characteristics. However, very little attention has been focused on these issues when optimizing UX based on multiple objectives. In this paper, a fuzzy analytic network process (ANP)-based Taguchi method is proposed for optimizing UX in mobile app design. First, design patterns and UX quality characteristics are determined. Subsequently, a Taguchi experiment is designed and carried out, and then signal-to-noise (S/N) ratios are calculated. A fuzzy ANP is adopted to derive the preference weights for the UX quality characteristics. Based on these weights, the S/N ratios are converted into a multiperformance characteristic index (MPCI) by using the Technique for Order Preference by Similarity to an Ideal Solution (TOPSIS). Finally, according to the MPCI, the significant design patterns are identified by using the analysis of variance, and the optimal design is obtained by using the response table and response graph. A mobile health app design was presented to illustrate the proposed approach. The results suggest that the proposed approach can effectively manage the interdependence among the subjective and even subconscious UX quality characteristics in the optimization process, and be used as a universal robust design approach to optimize UX in mobile app design.  相似文献   

9.
Recent research into user experience has identified the need for a theoretical model to build cumulative knowledge in research addressing how the overall quality or ‘goodness’ of an interactive product is formed. An experiment tested and extended Hassenzahl’s model of aesthetic experience. The study used a 2 × 2 × (2) experimental design with three factors: principles of screen design, principles for organizing information on a web page and experience of using a web site. Dependent variables included hedonic perceptions and evaluations of a web site as well as measures of task performance, navigation behaviour and mental effort. Measures, except Beauty, were sensitive to manipulation of web design. Beauty was influenced by hedonic attributes (identification and stimulation), but Goodness by both hedonic and pragmatic (user-perceived usability) attributes as well as task performance and mental effort. Hedonic quality was more stable with experience of web-site use than pragmatic quality and Beauty was more stable than Goodness.  相似文献   

10.
Eye response measurement is one of the objective measure methods and useful for assessing of operators' mental workload (MWL). The main objectives of this paper are to consider the relationship between operators' MWL and eye responses in the task of operating marine engine interface. Also, an artificial neural network (ANN) model was developed to predict the operators' MWL based on integrating eye response data. Eye response indices (pupil dilation, blink rate, fixation rate, and saccadic rate) were recorded, and two subjective rating methods (The National Aeronautics and Space Administration's Task Load Index [NASA-TLX] and subjective workload assessment technique [SWAT]) were used for 27 participants. The results again confirm that the eye response is sensitive to MWL in workload levels of the task when using the interface control. The ANN model developed by measuring these indices can predict the operators' MWL with the determination coefficient (R2) of 0.971, 0.912 and 0.918 for training, validation, and testing, respectively. These results indicated that the ANN approach is quite accurate for the prediction of operators' MWL based on eye response indices.Relevance to industryThe developed model is expected to provide the operator with a reference value of their MWL by evaluating their physiological indices. This result might be applied for developing an intelligent prediction model in the actual work environment to inform or support the operator in a variety of ways. From this, the manager can organize the human resources for each task to sustain the appropriate MWL as well as to improve the work performance.  相似文献   

11.
The comprehension of micro-worlds has always been the focus and the challenge of chemistry learning. Junior high school students’ imaginative abilities are not yet mature. As a result, they are not able to visualize microstructures correctly during the beginning stage of chemistry learning. This study targeted “the composition of substances” segment of junior high school chemistry classes and, furthermore, involved the design and development of a set of inquiry-based Augmented Reality learning tools. Students could control, combine and interact with a 3D model of micro-particles using markers and conduct a series of inquiry-based experiments. The AR tool was tested in practice at a junior high school in Shenzhen, China. Through data analysis and discussion, we conclude that (a) the AR tool has a significant supplemental learning effect as a computer-assisted learning tool; (b) the AR tool is more effective for low-achieving students than high-achieving ones; (c) students generally have positive attitudes toward this software; and (d) students’ learning attitudes are positively correlated with their evaluation of the software.  相似文献   

12.
The technical enablers for mobile augmented reality (MAR) are becoming robust enough to allow the development of MAR services that are truly valuable for consumers. Such services would provide a novel interface to the ubiquitous digital information in the physical world, hence serving in great variety of contexts and everyday human activities. To ensure the acceptance and success of future MAR services, their development should be based on knowledge about potential end users’ expectations and requirements. We conducted 16 semi-structured interview sessions with 28 participants in shopping centres, which can be considered as a fruitful context for MAR services. We aimed to elicit new knowledge about (1) the characteristics of the expected user experience and (2) central user requirements related to MAR in such a context. From a pragmatic viewpoint, the participants expected MAR services to catalyse their sense of efficiency, empower them with novel context-sensitive and proactive functionalities and raise their awareness of the information related to their surroundings with an intuitive interface. Emotionally, MAR services were expected to offer stimulating and pleasant experiences, such as playfulness, inspiration, liveliness, collectivity and surprise. The user experience categories and user requirements that were identified can serve as targets for the design of user experience of future MAR services.  相似文献   

13.
In our current research we examine the application of visuo-haptic augmented reality setups in medical training. To this end, highly accurate calibration, system stability, and low latency are indispensable prerequisites. These are necessary to maintain user immersion and avoid breaks in presence which potentially diminish the training outcome. In this paper we describe the developed calibration methods for visuo-haptic integration, the hybrid tracking technique for stable alignment of the augmentation, and the distributed framework ensuring low latency and component synchronization. Finally, we outline an early prototype system based on the multimodal augmented reality framework. The latter allows colocated visuo-haptic interaction with real and virtual scene components in a simplified open surgery setting.  相似文献   

14.
Improvements to the reliability and safety of medical devices are vital for healthcare systems. It is necessary to consider the user experience (UX) of patients and healthcare professionals at all the development stages of medical devices. Ergonomic design principles can also reduce the cost of medical device production. This study is a multilateral analytical literature review of UX and usability issues in healthcare and medical device design. The total number of literature sources presented is n = 88. The literature sources are classified according to the difference between UX and usability for various target products and services, including healthcare. The literature is reviewed with a focus on human-oriented aspects. This includes medical technology and device design, which are dependent on the user type, medical device scope, and area of use. A review of key medical device standards and regulation documents is presented. The main analysis methodologies for the UX and their advantages and disadvantages are discussed. The future challenges in healthcare and medical ergonomics are briefly highlighted. Above all, this study tried to examine the difference between usability and UX of general products and those of medical devices through the review of existing literature. Even standards do not reflect this well and need to be considered based on further research in academia and industry.Relevance to industryThe obtained results will help medical-device designers and healthcare professionals understand the main medical-research trends and improve the design process. Additionally, they will be helpful for increasing the satisfaction level among medical-device users and reducing user risks.  相似文献   

15.
In this study, we explored how stereoscopic depth affects performance and user experience in a mobile device with an autostereoscopic touch display. Participants conducted a visual search task with an image gallery application on three layouts with different depth ranges. The task completion times were recorded, and the participants were asked to rate their experiences. The results revealed that the image search times were facilitated by a mild depth effect and that too great a depth slowed search times and decreased user-experience ratings.  相似文献   

16.
Work in healthcare facilities has been categorized as a high-risk job for developing Work-Related Musculoskeletal Disorders (WMSDs). Little attention has been given to the Sterile Processing Department (SPD) employees who are exposed to both mentally and physically demanding conditions, factors that may impose an elevated risk in the development of WMSDs. Previous studies have shown that WMSDs can be a result of complex interactions between physical, psychosocial, biological, and individual characteristics. However, the evidence of specific associations is still inconclusive. The objective of this study was to determine if the perception of mental workload causes workers to adopt more risky body postures. The study was carried out in four phases: 1) identification of musculoskeletal disorders using customized Nordic questionnaires, 2) ergonomic assessment of SPD using REBA method, 3) mental workload assessment of SPD using NASA-TLX, and 4) interaction between physical (postural risk) and mental workload through the performance of a task at two different levels of workload conducted through a controlled experiment. The findings indicate that increases in REBA scores and NASA-TLX indices were associated with days and conditions with higher workloads. Results showed evidence that increments on mental workload are related to worsening postures, increasing the risk of developing musculoskeletal disorders. These results serve to raise awareness and warn employees about the need to pause and analyze the way they perform their duties under high levels of workload in an attempt to reduce WMSDs risk in healthcare sector employees.  相似文献   

17.
Most information retrieval research focuses collecting documents that match the same set of concepts. This study considers a more advanced problem, namely how to discover knowledge not contained in a single source from combined historical facts. By using a well-designed core ontology in the cultural domain (CIDOC CRM, ISO21127), this study discusses the requirement for a robust inference platform for real-life knowledge discovery and integration over distributed sources. The methodology and design are justified in detail through functional requirements for an inference service with the capability of inferring new knowledge from combinations of facts distributed over different sources. A number of critical issues for developing such a robust inference platform are identified, namely (1) systematic accumulation of common concepts and inference rules; (2) extending the ontology with metaclasses; (3) accumulation of factual and categorical knowledge; (4) incorporation of fuzzy inference into the inference engine, and (5) improvement of performance and scalability in the inference engine.  相似文献   

18.
If spatial augmented reality is used in the design process of a car, then one of the most important issues is that the virtual content is projected with a very high visual quality onto the real object, because based on this projection design decisions are made. Especially, the visualised colours on the real object should not be distinguishable from corresponding real reference colours. In this paper, we introduce a new approach for the augmentation of real objects which is able to match the requirements of a design process. We present a new rendering method with ray tracing which increases the visual quality of the projection images in comparison to existing methods. The desired values of these images have further to be adjusted according to the material, the ambient light and the local orientation of the projector. For this purpose, we develop a physically based computation which exactly determines the corresponding projection intensities for these values by using three‐dimensional lookup tables at every projector pixel. Since not all of the desired values can be represented with an intensity of the projector, an adjustment has to be computed for these values. Therefore, we conduct a user study with design experts who work in the automotive industry and use the results to propose a new adjustment method for such values. Finally, we compare our methods to existing procedures and conclude which ones are suitable for the design process of a car.  相似文献   

19.
《Ergonomics》2012,55(7):1195-1203
This study, using 12 train drivers on a high speed track and 11 drivers on a mountain track, tried to differentiate between the physical, emotional, mental, and subjective workload components imposed on the drivers during work. With the simultaneous recording and on-line analysis of heart rate and physical activity, the emotional component in terms of the so-called additional heart rate was separated from the physical component. Mental workload was calculated by the heart rate variability and by shifts in the T-wave amplitude of the ECG. Speed of the train, mode of driving, and stress of the situation were rated by two observers who accompanied the drivers in the cabin. During speeds up to l00km/h as compared to standstills no heart rate changes occurred, but with speeds from l00km/h up to 200 km/h heart rate decreased indicating a monotony effect. However, heart rate variability, and T-wave amplitude indicated higher mental load during driving in most speed categories. Starting the train and coming to a halt showed greater emotional workload as compared to moving. Observer ratings of stress and subjective ratings of stress by the drivers revealed several discrepancies. Discrepancies were also seen between workload as indicated by the physiological parameters, and corresponding stress ratings by the observers or by the drivers.  相似文献   

20.
In this paper, we report the experience gained in a Mobile Application Development course. We involved students in Computer Science at the University of Salerno, who in teams had to conduct a project. The goal of this project was to design and develop applications (or simply app) for Android-based devices. The adopted teaching approach was based on Project-Based-Learning and enhanced collaboration and competition. Collaboration took place among members of the same team (intra-team), while competition among different teams of students (extra-team). To allow intra-team collaboration, students used GitHub as Computer-Supported-Collaborative-Learning tool. It provided support for implicit and explicit communication among members in each team and for distributed revision control and management of software artifacts (e.g., source code and requirements models). Developed apps underwent a final public competition prized by IT managers of national and international software companies. This is how we implemented extra-team competition. IT managers expressed a positive judgment on both students׳ competition and developed apps. Also, students provided very good feedback on used teaching approach and support GitHub provided.  相似文献   

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