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Thinking Through the Box: Evaluating a 3D Game to Engage Penetrative Thinking

Aarohi Pathak, Jack S. K. Chang, Gabby Resch, Alison Doucette, Georgina Yeboah, Timothy Nevin Welsh, Michael Nitsche, Ali Mazalek
2020 Frontiers in Virtual Reality  
The present paper reports on an evaluation of a 3D game developed to train a specific spatial skill known as penetrative thinking—the ability to imagine cross-sections of 3D objects from their surface  ...  Participants (n = 45) completed a measure of penetrative thinking (Santa Barbara Solids Test) before and after completing one of three interventions: the game with the tangible interface (n = 15), the  ...  AUTHOR CONTRIBUTIONS All authors listed have made a substantial, direct and intellectual contribution to the work, and approved it for publication.  ... 
doi:10.3389/frvir.2020.569674 fatcat:izg3hsywsvfydkw3xcj2d7ilqe

Making sense of sensing systems

Victoria Bellotti, Maribeth Back, W. Keith Edwards, Rebecca E. Grinter, Austin Henderson, Cristina Lopes
2002 Proceedings of the SIGCHI conference on Human factors in computing systems Changing our world, changing ourselves - CHI '02  
A unifying characteristic for much next generation HCI may thus be that it increasingly taps into the users' abilities and pre-existing knowledge.  ...  uncovered by this thinking.  ...  And we thank the National Science Foundation for support for our research project on this topic (NSF grant IIS-0414389).  ... 
doi:10.1145/503447.503450 fatcat:oox2ir4w3bf7nemgqtj5dacqfa

Making sense of sensing systems

Victoria Bellotti, Maribeth Back, W. Keith Edwards, Rebecca E. Grinter, Austin Henderson, Cristina Lopes
2002 Proceedings of the SIGCHI conference on Human factors in computing systems Changing our world, changing ourselves - CHI '02  
A unifying characteristic for much next generation HCI may thus be that it increasingly taps into the users' abilities and pre-existing knowledge.  ...  uncovered by this thinking.  ...  And we thank the National Science Foundation for support for our research project on this topic (NSF grant IIS-0414389).  ... 
doi:10.1145/503376.503450 dblp:conf/chi/BellottiBEGHL02 fatcat:qraobvd44jadjfq4faprxdwue4

Going Beyond the Classic News Narrative Convention: The Background to and Challenges of Immersion in Journalism

Eva Domínguez
2017 Frontiers in Digital Humanities  
In this article, the author reviews the steps that have been taken up to the present time in the use of these platforms for news.  ...  For this reason, the first rule that Nonny de la Peña recommends when constructing VR narratives is thinking of your body in the space.  ...  The ability to act through an avatar in a digital world is one prerogative of the video game that extends into other spheres.  ... 
doi:10.3389/fdigh.2017.00010 fatcat:glryeyxq7faadn3xa45d32os6q

Digital Media Design Strategy for Stage Based on Four Orders of Design

Xiaoxi Liu, Yansong Chen, A. Ghadouani, F. Wu
2020 E3S Web of Conferences  
Four orders of design is a fundamental theory to guide practice.  ...  of design in different aspects of digital media in stage design, and ultimately presents methods and strategies for applying digital media in stage design.  ...  thinking and analysis are required more in comprehensive design work in the field of architecture design, stage design, game design and so forth.  ... 
doi:10.1051/e3sconf/202017902034 fatcat:hvkihh3fejgrzgzjkxlrqzgs3m

VR Video Storytelling for Intangible Cultural Heritage Preservation

Elmedin Selmanovic, Selma Rizvic, Carlo Harvey, Dusanka Boskovic, Vedad Hulusic, Malek Chahin, Sanda Sljivo
2018 Eurographics Workshop on Graphics and Cultural Heritage  
Interactive digital storytelling has become a popular method for virtual cultural heritage presentations.  ...  In this paper we investigate if 360 degrees VR videos further contribute to user immersion in the preservation of intangible cultural heritage.  ...  [AEB17] propose a conceptual gamification framework for VR applications based upon the use of game elements in a 360 • video environment to enhance user interaction with a case study of the cultural heritage  ... 
doi:10.2312/gch.20181341 dblp:conf/vast/SelmanovicRHBHC18 fatcat:sfsjy7b5wfhkjduoc2yx2thd6a

Touching the void

Li-Wei Chan, Hui-Shan Kao, Mike Y. Chen, Ming-Sui Lee, Jane Hsu, Yi-Ping Hung
2010 Proceedings of the 28th international conference on Human factors in computing systems - CHI '10  
Three states of a direct-touch operation for intangible displays: (a) above the surface, (b) on the surface (c) penetrating the surface.  ...  The penetrable property is the main distinctive feature of the intangible display with respect to the tangible display.  ...  Based on these findings, we also define a series of guidelines for the design of intangible displays.  ... 
doi:10.1145/1753326.1753725 dblp:conf/chi/ChanKCLHH10 fatcat:gvzwhcgmnrdsljgutyc2m5trv4

Interaction Design for Complex Cognitive Activities with Visual Representations: A Pattern-Based Approach

Kamran Sedig, Paul Parsons
2013 AIS Transactions on Human-Computer Interaction  
A framework such as EDIFICE-AP can provide investigators with a systematic support structure for thinking about these transactions.  ...  In the case of interaction design for CASTs, a framework concerned with epistemic action patterns can serve each of these roles.  ...  We would also like to express our gratitude to the reviewers of this paper for their constructive and helpful comments.  ... 
doi:10.17705/1thci.00055 fatcat:osjqdepzwvegbmmnjd2ghvxvsm

All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda [article]

Lik-Hang Lee, Tristan Braud, Pengyuan Zhou, Lin Wang, Dianlei Xu, Zijun Lin, Abhishek Kumar, Carlos Bermejo, Pan Hui
2021 arXiv   pre-print
., VR Chat), augmented reality applications (e.g., Pokemon Go), and Non-Fungible Token Games (e.g., Upland).  ...  Finally, we propose a concrete research agenda for the development of the metaverse.  ...  It is worth noting that the objective of NPC designing is to increase the entertainment of the game, instead of maximising the ability of NPCs to beat human players [263] .  ... 
arXiv:2110.05352v3 fatcat:pv4fxf5lfbc7vk3ogsyidwfloy

The Sericum Via: A Serious Game For Preserving Tangible And Intangible Heritage Of Iran.pdf [article]

Sepehr Vaez Afshar, Sarvin Eshaghi
2021 figshare.com  
The Sericum Via: A Serious Game For Preserving Tangible And Intangible Heritage Of Iran Conference: ASCAAD 2021 Session: Computational Enculturation I Authors: Sarvin Eshaghi, Sepehr Vaez Afshar, Güzden  ...  Varinlioglu ASCAAD 2021: Architecture in the Age Of Disruptive Technologies Transformation and Challenges 9th International Conference of the Arab Society for Computer Aided Architectural Design Cairo  ...  Ikhwan Kim for his valuable contribution to the paper's process. Additionally, the game is available on https://drweeb.com/game/Sericum_Via.html. N. A. ALI, S. S. HOSNY, AND A. R.  ... 
doi:10.6084/m9.figshare.14384318.v1 fatcat:6hrsxig5efhojhw6m2wu6w7qfm

Interactive Systems Based on Electrical Muscle Stimulation

Pedro Lopes, Patrick Baudisch
2017 Computer  
Asymmetric interaction with a spatial component To demonstrate an interaction with a spatial component, we implemented imaginary pong for one.  ...  One way of addressing the issue is to provide objects with the ability to display instructions, e.g., using a spatial augmented reality display [126] .  ... 
doi:10.1109/mc.2017.3641627 fatcat:k43dcbdgcbecrm6phgee4ohiv4

A survey on haptic technologies for mobile augmented reality [article]

Carlos Bermejo, Pan Hui
2017 arXiv   pre-print
This survey reviews current research issues in the area of human computer interaction for MAR and haptic devices.  ...  To conclude, we discuss the future paths that haptic feedbacks should follow for MAR applications and their challenges.  ...  [108] propose Stereohaptics: "a haptic interaction toolkit for tangible virtual experiences".  ... 
arXiv:1709.00698v3 fatcat:du5enq4r4jc6fbxw7jsudtajdu

Interpenetration of vibrating thresholds

Eduardo Abrantes
2019 SoundEffects  
Sound allows for multiple crossings between the sensorial and the sensual.  ...  VR sound has reconfigured the potential of the first-person view subgenre, introducing variations of proximity and acoustic field envelopment in the old orgasmic tropes.  ...  sound fi eld designed to spark a sensual response.  ... 
doaj:95ef7a8fc01a43499b76617869e36226 fatcat:oeggtbogubfx5mdny2wrrnyo5m

O&O: A DIY toolkit for designing and rapid prototyping olfactory interfaces

Yuxuan Lei, Qi Lu, Yingqing Xu
2022 CHI Conference on Human Factors in Computing Systems  
To demonstrate its capability, we presented a) a demonstration overview, including b) an aromatic mask, c) a scentnotifcation watch, d) a scent-enhanced cofee cup-holder, e) an olfactory augmented VR headset  ...  Figure 1: O&O (Open-source & Olfaction) toolkit, empowers new audiences by help them design and prototype diverse olfactory interfaces.  ...  Further, an odor that is pleasant for most people can also cause psychological or physiological harm to some people, so the designer should think about the spatial transmission boundary of the odor.  ... 
doi:10.1145/3491102.3502033 fatcat:limrkzf5g5b3ra3jf7ldhtpk5m

An Overview of Enhancing Distance Learning Through Augmented and Virtual Reality Technologies [article]

Elizabeth Childs, Ferzam Mohammad, Logan Stevens, Hugo Burbelo, Amanuel Awoke, Nicholas Rewkowski, Dinesh Manocha
2021 arXiv   pre-print
that is required to fully understand the potential of AR/VR technologies as they apply to distance learning.  ...  Although distance learning presents a number of interesting educational advantages as compared to in-person instruction, it is not without its downsides.  ...  A Spatial Situation Model (SSM) is "a mental representation that comes into play when users attempt to retrieve spatial information from memory. [73] ."  ... 
arXiv:2101.11000v2 fatcat:gdto5gsmtndunntpbwdkiqifyy
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