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Book Virtual and Mixed Reality   New Trends  Part I

Download or read book Virtual and Mixed Reality New Trends Part I written by Randall Shumaker and published by Springer. This book was released on 2011-06-27 with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set LNCS 6773-6774 constitutes the refereed proceedings of the International Conference on Virtual and Mixed Reality 2011, held as Part of HCI International 2011, in Orlando, FL, USA, in July 2011, jointly with 10 other conferences addressing the latest research and development efforts and highlighting the human aspects of design and use of computing systems. The 43 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: augmented reality applications; virtual and immersive environments; novel interaction devices and techniques in VR; human physiology and behavior in VR environments.

Book Human Computer Interaction  Applications and Services

Download or read book Human Computer Interaction Applications and Services written by Masaaki Kurosu and published by Springer. This book was released on 2013-07-01 with total page 686 pages. Available in PDF, EPUB and Kindle. Book excerpt: The five-volume set LNCS 8004--8008 constitutes the refereed proceedings of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, NV, USA in July 2013. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. This volume contains papers in the thematic area of human-computer Interaction, addressing the following major topics: HCI in healthcare; games and gamification; HCI in learning and education; in-vehicle Interaction.

Book Frontiers of Human Centered Computing  Online Communities and Virtual Environments

Download or read book Frontiers of Human Centered Computing Online Communities and Virtual Environments written by Rae Earnshaw and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 482 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rae Earnshawand John A. Vince --_. . _----- 1 Introduction The USPresident's Information Technology Advisory Committee (PITAC)recently advised the US Senate of the strategic importance of investing in IT for the 21st century, particularlyin the areas of software,human-computer interaction, scalable information infrastructure, high-end computing and socioeconomic issues [1]. Research frontiers ofhuman-computer interaction include the desire that interac tion be more centered around human needs and capabilities, and that the human environment be considered in virtual environments and in other contextual infor mation-processing activities. The overall goal is to make users more effective in their information or communication tasks by reducing learning times, speeding performance, lowering error rates, facilitating retention and increasing subjective satisfaction. Improved designs can dramatically increase effectiveness for users, who range from novices to experts and who have diverse cultures with varying educational backgrounds. Their lives could be made more satisfying, their work safer, their learning easier and their health better.

Book Dynamic Full body Interactions in Virtual Reality

Download or read book Dynamic Full body Interactions in Virtual Reality written by Timofey Yurievich Grechkin and published by . This book was released on 2012 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many practical applications of Virtual Reality (VR) technology rely on adequate immersive representations of 3D spaces and support of embodied, dynamic interactions with the virtual world. Evaluation of these properties remains an important research problem. This thesis aims at developing a method of conducting user evaluations of dynamic, full-body interactions in VR systems based on using support for perception and action coupling as a criterion for comparison. The thesis has three main components. First, the thesis starts by presenting an experimental perceptual evaluation study looking at distance perception in real and virtual environments. The results indicate that the choice of the method to report perceived distances (i. e. the type of action used to express perceptual variable of interest) may have a significant effect on the outcome of the study. We argue for the need to develop an approach to VR evaluation that holistically considers both perception and action. Second, we propose a theoretical framework to conduct such user evaluations based on the notion of affordances. The thesis presents the second experimental study that explores perception of affordances in a complex, realistic task of bicycling across two lanes of opposing traffic in a VR simulator. This experiments highlights methodological approach to studies of user's perception of dynamic affordances. Finally, we present an experimental study that builds on theoretical and methodological frameworks developed in the thesis to explore the effects of display type and locomotion modality on user performance in a dynamic VR task that involves synchronization of self-motion with motion of virtual objects. The results inform our understanding of the trade-offs involved in selecting major components of the VR system.

Book The Impact of Virtual and Augmented Reality on Individuals and Society

Download or read book The Impact of Virtual and Augmented Reality on Individuals and Society written by Mel Slater and published by Frontiers Media SA. This book was released on 2019-10-24 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Virtual Realities

    Book Details:
  • Author : Stuart Marshall Bender
  • Publisher : Springer Nature
  • Release : 2021-09-23
  • ISBN : 3030825477
  • Pages : 219 pages

Download or read book Virtual Realities written by Stuart Marshall Bender and published by Springer Nature. This book was released on 2021-09-23 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Realities presents a ground-breaking application of phenomenology as a critical method to explore the impact of immersive media. Specific case studies examine 360-degree documentary productions about trauma, virtual military simulations, VR exposure therapy for anxiety and posttraumatic stress disorder, and the emerging debate about regulating violent content in immersive media gaming. By addressing these texts primarily as experiences, Virtual Realities deploys an analytic and critical methodology that is sensitive to the bodily and cognitive impact of immersive media, especially via the body of an appropriately attentive researcher-critic. Virtual Realities provokes a rethinking of many of the taken-for-granted ideas and assumptions circulating in the field of immersive media. These include concepts of empathy, embodiment, the affective impact of textual and immersive properties on the users’ experience, as well as the “gee-whizz” mentality often associated with approaches to the medium. The case studies provide fresh engagement with immersive media such as cinematic VR at a time when dominant attitudes about the technology display an evangelical fascination with VR and other mixed realities as inexorably beneficial. Virtual Realities makes a compelling case for VR-phenomenology to be employed as a methodology by humanities scholars and also in cross-disciplinary applications of immersive media in fields such as psychology, human-computer interaction studies and the health sciences.

Book HCI International 2018     Posters  Extended Abstracts

Download or read book HCI International 2018 Posters Extended Abstracts written by Constantine Stephanidis and published by Springer. This book was released on 2018-07-08 with total page 537 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set CCIS 850, CCIS 851, and CCIS 852 contains the extended abstracts of the posters presented during the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. The 207 papers presented in these three volumes are organized in topical sections as follows: Part I: interaction and information; images and visualizations; design, usability and user experience; psychological, cognitive and neurocognitive issues in HCI; social media and analytics. Part II: design for all, assistive and rehabilitation technologies; aging and HCI; virtual and augmented reality; emotions, anxiety, stress and well-being. Part III: learning and interaction; interacting with cultural heritage; HCI in commerce and business; interacting and driving; smart cities and smart environments.

Book Human Technology Interaction

Download or read book Human Technology Interaction written by Carsten Röcker and published by Springer Nature. This book was released on 2022-12-13 with total page 399 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digitalization and automation are leading to fundamental changes in the industrial landscape. In the German-speaking countries, this development is often summarized under the term Industry 4.0. Simultaneously, interaction technologies have made huge developments in the last decades. The use of mobile devices and touch screens is ubiquitous, augmented and virtual reality technologies have made their way into the market and new interaction concepts have become established. While new interaction technologies offer new possibilities for organizing or executing work in the context of Industry 4.0, the transformation of industrial processes also creates a need for new work practices. This book sheds light on the interplay of Industry 4.0 and new interaction technologies. It presents selected research articles on the topic of Human-Technology Interaction in the context of Industry 4.0. Researchers from various disciplines present the current state of research with regard to future interactions with production environments to develop a common vision of how to design future interactions in the industrial domain. In this context, various topics are covered: a detailed overview on assistive systems for supporting manual work is given, including technological and design aspects as well as implementation strategies. Industrial use-cases for extended reality (XR) technologies such as augmented and virtual reality (AR and VR) are presented, also covering aspects of how to author content in XR environments. The role of new work practices is examined, for example, by presenting concepts of gamification and human-machine teamwork for supporting well-being. Finally, topics of trust and technology acceptance are discussed in the context of Industry 4.0. Given this broad perspective, a vision is sketched of how to design future human-technology interactions in a way that realizes their full technical and human potential.

Book The Influence of Prior Interaction with an Immersive Virtual Environment on User s Distance Estimates

Download or read book The Influence of Prior Interaction with an Immersive Virtual Environment on User s Distance Estimates written by Adam R. Richardson and published by . This book was released on 2006 with total page 83 pages. Available in PDF, EPUB and Kindle. Book excerpt: This dissertation describes a series of experiments designed to determine observer's ability to make use of information about the effects of their own actions in an immersive VE to improve the accuracy of their judgments of absolute egocentric distance. Observers viewed targets in both real and virtual environments and gave their estimates of distance by means of blindfolded walking tasks, where observers either walked directly to or indirectly toward those previously viewed targets. They were then permitted to interact with the modeled environment for a short period of time before providing estimates for a new set of target distances with the blindfolded walking procedures. The results of Experiment 1, suggest that interaction with a VE serves to correct an initial bias toward the underestimation of absolute egocentric distance in VEs. The results of Experiment 2 suggest interaction with a VE serves to improve distance estimates through a process of visuo-motor adaptation to the scale of the VE, as the positive effects of interaction transfer to un-trained distance estimation tasks. Experiment 3 further confirmed the hypothesis that interaction serves to improve user's distance estimates through a process of visuo-motor recalibration by documenting the presence of a perceptual aftereffect in user's real world distance estimates subsequent to interaction with the VE. With Experiment 4, I attempted to determine the relative contribution of the information provided from multiple sensory systems during users period of interaction that allowed for such a recalibration of distance estimates. The results of Experiment 4 suggest that this recalibration is driven mainly by information derived from internally generated idiothetic or body-based sensory information. Lastly, with Experiment 5, I investigated the generalizability of the positive effects of interaction across multiple forms of wayfinding behaviors during user's period of interaction. The results of Experiment 5, suggest that as long as the interaction task allows observers to be aware of the consequences of their actions they are able to use that information to recalibrate their distance estimates. Taken together these results suggest that interaction with a VE may provide a quick and efficient way to correct observer's perceptual biases and allow for accurate perception of absolute egocentric distance and spatial awareness in immersive VE systems.

Book Virtual Reality Designs

    Book Details:
  • Author : Adriana Peña Pérez Negrón
  • Publisher : CRC Press
  • Release : 2020-03-12
  • ISBN : 1000081184
  • Pages : 235 pages

Download or read book Virtual Reality Designs written by Adriana Peña Pérez Negrón and published by CRC Press. This book was released on 2020-03-12 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions. Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of the human behind them. The user avatar is a proxy that also backs interaction with others, allowing computer-mediated interactions. Analyses directed to understand people’s perceptions, personal and social behavior in computer mediated interactions, comprise a multidisciplinary area of study that involves, among others, computer science, psychology and sociology. In the last two decades a number of studies supported by Virtual Reality have been conducted to understand human behavior, in some cases the implications of the technology, or to reproduce artificial human behavior. This book presents a collection of studies from recognized researchers in the area.

Book Cognition and Interaction  From Computers to Smart Objects and Autonomous Agents

Download or read book Cognition and Interaction From Computers to Smart Objects and Autonomous Agents written by Amon Rapp and published by Frontiers Media SA. This book was released on 2019-10-10 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive sciences have been involved under numerous accounts to explain how humans interact with technology, as well as to design technological instruments tailored to human needs. As technological advancements in fields like wearable and ubiquitous computing, virtual reality, robotics and artificial intelligence are presenting novel modalities for interacting with technology, there are opportunities for deepening, exploring, and even rethinking the theoretical foundations of human technology use. This volume entitled “Cognition and Interaction: From Computers to Smart Objects and Autonomous Agents” is a collection of articles on the impacts that novel 3 September Frontiers in Psychology 2019 | Cognition and Interaction interactive technologies are producing on individuals. It puts together 17 works, spanning from research on social cognition in human-robot interaction to studies on neural changes triggered by Internet use, that tackle relevant technological and theoretical issues in human-computer interaction, encouraging us to rethink how we conceptualize technology, its use and development. The volume addresses fundamental issues at different levels. The first part revolves around the biological impacts that technologies are producing on our bodies and brains. The second part focuses on the psychological level, exploring how our psychological characteristics may affect the way we use, understand and perceive technology, as well as how technology is changing our cognition. The third part addresses relevant theoretical problems, presenting reflections that aim to reframe how we conceptualize ourselves, technology and interaction itself. Finally, the last part of the volume pays attention to the factors involved in the design of technological artifacts, providing suggestions on how we can develop novel technologies closer to human needs. Overall, it appears that human-computer interaction will have to face a variety of challenges to account for the rapid changes we are witnessing in the current technology landscape.

Book Unraveling the Fidelity of Virtual Reality Interactions

Download or read book Unraveling the Fidelity of Virtual Reality Interactions written by Michael D. Bonfert and published by . This book was released on 2024 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Immersive experiences created with multisensory and interactive virtual reality (VR) technology can feel incredibly realistic. Many factors of the system and the user determine the fidelity of VR interactions, that is, how closely an interaction resembles the reference interaction to be simulated. The human-computer interaction (HCI) research presented in this dissertation is a step towards unraveling and better understanding the different aspects of interaction fidelity in VR that cover user input, computer simulation, sensory feedback, and the user's experience. Combining theoretical, methodological, and empirical research, I present and discuss nine papers focusing on object manipulation and embodiment in the context of interaction fidelity. The presented Interaction Fidelity Model enables a systematic assessment of eight fidelity components with precise definitions and a thorough discussion of their implications. Integrating the HCI loop and previous theories, the model's human-centered perspective can be universally applied to all interactions with any VR system. Furthermore, the specialized Haptic Fidelity Framework allows a detailed assessment of 14 factors determining the fidelity of haptic interfaces. On this theoretical basis, a series of user studies are analyzed, covering findings on haptic feedback and perception for object manipulation, body visibility in VR sports, visual realism of virtual humans, embedding questionnaires into virtual environments for user research, and VR meetings of an academic team. The quantitative and qualitative analyses demonstrate significant effects of varying interaction fidelity on user performance, task load, sense of body ownership, perceived realism, usability, and user experience. The iterative user research contributes hardware and software prototypes, such as an in-VR questionnaire tool for participants' self-reports, a grip-based interaction technique for force-feedback gloves, a handheld controller with adaptive trigger resistance, and experimental environments built with Unity. This thesis provides guidelines, illustrative examples, research artifacts, and educational material for designing realistic VR applications, improving how we comprehend and reflect on interaction fidelity in VR research and development. An extensive research agenda highlights promising directions for future investigations of the complex construct of interaction fidelity.

Book Virtual Reality in the Assessment  Understanding and Treatment of Mental Health Disorders

Download or read book Virtual Reality in the Assessment Understanding and Treatment of Mental Health Disorders written by Giuseppe Riva and published by MDPI. This book was released on 2021-01-06 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human–computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.

Book Human computer Interaction  INTERACT  99

Download or read book Human computer Interaction INTERACT 99 written by Martina Angela Sasse and published by IOS Press. This book was released on 1999 with total page 744 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text provides an overview of leading-edge developments in the field of human-computer interaction. It includes contributions from many key areas that are influencing the use of computers. Sections include speech technology, interaction with mobile and hand-held computers, e-business, web-based systems, virtual reality and haptic interfaces.

Book Visual Representations and Interpretations

Download or read book Visual Representations and Interpretations written by Ray Paton and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 407 pages. Available in PDF, EPUB and Kindle. Book excerpt: The value of multi-disciplinary research and the exchange of ideas and methods across traditional discipline boundaries are well recognised. Indeed, it could be justifiably argued that many of the advances in science and engineering take place because the ideas, methods and the tools of thought from one discipline become re applied in others. Sadly, it is also the case that many subject areas develop specialised vocabularies and concepts and can consequently approach more general problems in fairly narrow, subject-specific ways. Consequently barriers develop between disciplines that prevent the free flow of ideas and the collaborations that on Visual Representations could often bring success. VRI'98, a workshop focused & Interpretations, was intended to break down such barriers. The workshop was held in the Foresight Conference Centre, which occupies part of the former Liverpool Royal Infirmary, a Grade 2 listed building, which has been recently restored. The building combines a majestic architecture with the latest in new conference facilities and technologies and thus provided a very suitable setting for a workshop aimed at bringing the Arts and the Sciences together. of the workshop was to promote inter-disciplinary awareness across The main aim a range of disciplines where visual representations and interpretations are exploited. Contributions to the workshop were therefore invited from researchers who are actively investigating visual representations and interpretations: - artists, architects, biologists, chemists, clinicians, cognitive scientists, computer scientists, educationalists, engineers, graphic designers, linguists, mathematicians, philosophers, physicists, psychologists and social scientists.

Book Handbook of Human Factors and Ergonomics

Download or read book Handbook of Human Factors and Ergonomics written by Gavriel Salvendy and published by John Wiley & Sons. This book was released on 2012-05-24 with total page 1754 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fourth edition of the Handbook of Human Factors and Ergonomics has been completely revised and updated. This includes all existing third edition chapters plus new chapters written to cover new areas. These include the following subjects: Managing low-back disorder risk in the workplace Online interactivity Neuroergonomics Office ergonomics Social networking HF&E in motor vehicle transportation User requirements Human factors and ergonomics in aviation Human factors in ambient intelligent environments As with the earlier editions, the main purpose of this handbook is to serve the needs of the human factors and ergonomics researchers, practitioners, and graduate students. Each chapter has a strong theory and scientific base, but is heavily focused on real world applications. As such, a significant number of case studies, examples, figures, and tables are included to aid in the understanding and application of the material covered.