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Auditory Displays for In-Vehicle Technologies
2011
Reviews of Human Factors and Ergonomics
for interacting with in-vehicle technologies (IVTs). ...
The role of basic auditory capabilities and limitations as they relate to in-vehicle auditory display design are discussed. ...
Notwithstanding this consideration, auditory interfaces generally entail a novel experience for the user, and some period of training for and acclimation to the interface is to be expected. ...
doi:10.1177/1557234x11410396
fatcat:jop46t7ixbgzzoni4yzmxuqsny
Eyes-free interaction with free-hand gestures and auditory menus
2013
International Journal of Human-Computer Studies
In emerging interfaces enabled by camera tracking, auditory displays may also provide viable alternatives to visual displays. ...
J Probably the user does larger gestures with audio only than with physiologically restricting size of the ipad display. J Arm is a bit tired. Numpad: J Muscle memory helps. ...
A good example of predefined gestures is a set of free-hand gestures for controlling music playback developed with comparative evaluation by L¨ocken et al. (2012) . ...
doi:10.1016/j.ijhcs.2012.11.003
fatcat:kudiv2yc3fb6hofbf2yvsz7pwa
Multimodal Rendering of Walking Over Virtual Grounds
[chapter]
2013
Human Walking in Virtual Environments
Several visual, acoustic, haptic or vibrotactile perceptual cues can be generated when walking over a ground surface. ...
This chapter addresses the multimodal rendering of walking over virtual ground surfaces, incorporating haptic, acoustic and graphic rendering to enable truly multimodal walking experiences. ...
with a virtual experience, nor can the auditory cues contradict the tactile perception through the feet. ...
doi:10.1007/978-1-4419-8432-6_12
fatcat:s73v57qgyrg2nokyww2s7obxpm
Human Factors Issues in Virtual Environments: A Review of the Literature
1998
Presence - Teleoperators and Virtual Environments
In order to effectively develop aural displays, this ability of listeners to track and focus in on a particular auditory source (i.e., the cocktail party effect) needs to be better understood. ...
This may occur because a VE designer's command coordination scheme has substituted unavailable system sensory feedback (e.g., force feedback) with other modes of feedback (e.g., visual or auditory). ...
doi:10.1162/105474698565767
fatcat:gq6sjehp7vh6to6mak3xl7i5gq
Overview of auditory representations in human-machine interfaces
2013
ACM Computing Surveys
In recent years, a large number of research projects have focused on the use of auditory representations in a broadened scope of application scenarios. ...
The goal of this article is to survey both classical auditory representations (e.g., auditory icons and earcons) and those auditory representations that have been created as extensions to earlier approaches ...
They can be compared to auditory icons, with the difference that they use human nonverbal voice samples with emotional load instead of a broader scope of environmental sounds. ...
doi:10.1145/2543581.2543586
fatcat:54wd6ip6xjh65ahjekvzc2ucli
User Interface Design Patterns for Infotainment Systems Based on Driver Distraction: A Colombian Case Study
2022
Sustainability
This empirical process consists in an exploratory test made with 10 users from an age range from 18 to 29 and with a minimum of 2 years of driving experience, who were asked to perform a set of 13 secondary ...
In this paper, we present a set of nine user interface design patterns for in-vehicle infotainment systems centered on the content, interaction mode, style, shortcuts, and notifications of the system, ...
, the proposal of the developed patterns was presented to 10 professionals with experience in design and evaluation of user interfaces, UX design, interaction design, and in general, with extensive experience ...
doi:10.3390/su14138186
doaj:e2ea3714900e412794060f9e7bd44319
fatcat:3i4a4hft7ffjdfxf4ussln4vly
Multipurpose Prototypes for Assessing User Interfaces in Pervasive Computing Systems
2005
IEEE pervasive computing
We present CogTool, a system for rapidly building HTML storyboards as prototypes to fulfill all three purposes. ...
Purposes for UI prototypes in pervasive computing systems development include communicating design ideas to diverse team members, supporting formative user tests, and providing summative evaluations of ...
The microphone and speaker tools allow the model to speak to the storyboard and listen to it, respectively, thereby prototyping auditory interfaces. ...
doi:10.1109/mprv.2005.80
fatcat:faz3ddclmzf4zpgfbbpl4c5x7i
LEARNING THROUGH SERIOUS GAMES: A DIGITAL DESIGN MUSEUM FOR EDUCATION
2020
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
first-person experience as the protagonist of the visit and not just as a spectator. ...
To this end, the researchers have outlined a workflow that includes both a technical-engineering component and a psychological component for the development of a serious game, designed to educate users ...
Achille Castiglioni Foundation (specifically Giovanna Castiglioni, Carlo Castiglioni, Antonella Gornati and Noemi Ceriani) for allowing the free access to all the rooms of the museum, for providing us with ...
doi:10.5194/isprs-archives-xliii-b5-2020-83-2020
fatcat:udl7dvko5jgdzdigcaoza7bo44
CLTKTY? CLACK! Exploring Design and Interpretation of Sound for Interactive Commodities
2017
Zenodo
These devices also pose a new and exciting challenge for Auditory Display and Sonic Interaction Design, because these objects facilitate new configurations of sound, materiality and interaction, and also ...
These were the basis for a dialogical exploration of aesthetic experience and interpretational discourse. ...
of Auditory Displays. ...
doi:10.5281/zenodo.5882481
fatcat:febhrvdy5fa3digkv45f6swlt4
The Case for Social Agency in Computer-Based Teaching: Do Students Learn More Deeply When They Interact With Animated Pedagogical Agents?
2001
Cognition and Instruction
Experiment 3 compares an agent-based computer lesson in which students are able to participate in the process of knowledge construction by designing a plant for each environment before listening to the ...
By comparing the cognitive consequences of students' experience with or without the aid of a pedagogical agent, our results show that it is possible to create a collaborative learning environment in which ...
doi:10.1207/s1532690xci1902_02
fatcat:udtwfkqk6zhwloanrj64srixeq
Subjective relevance of objective measures for spatial impression
2000
Journal of the Acoustical Society of America
The listening studies were conducted with groups of listeners ͑30ϩ͒ in the rooms under evaluation. ...
In a separate experiment, listeners judged the noisiness of the same stimuli using a traditional visual-analog rating scale. ...
In a preliminary study, we used normal listeners with speech that is passed through Moore's ͓͑1999͔͒ hearing loss model. ...
doi:10.1121/1.428749
fatcat:2246ie7m3bagxlrls5fkc3cdfu
Multimedia Quality Prediction Methodologies for Advanced Mobile and IP-Based Telephony
2006
IEICE transactions on communications
paper describes the author's perspective on multimedia quality prediction methodologies for multimedia communications in advanced mobile and internet protocol (IP)-based telephony, and reports related experiments ...
Mobile communication technology has made significant progress, and is expected to be applied to vehicle communication, which requires hands-free operation. ...
PSQM compares the original (input) signal with the degraded output of the device under test conditions using a perceptual mode. ...
doi:10.1093/ietcom/e89-b.2.262
fatcat:6key72qzijd4fgzqlujfz2h4le
The Recognizability and Localizability of Auditory Alarms: Setting Global Medical Device Standards
2017
Human Factors
Method: Four alternative sets of alarms matched to the functions specified in IEC 60601-1-8 (2012) were tested for recognizability and localizability, and compared with the alarms currently specified in ...
the standard Results: With a single exception, all prototype sets of alarms outperformed the current IEC set on both recognizability and localizability. ...
it through some secondary mechanism such as an announcement giving a direction, or a visual display. ...
doi:10.1177/0018720817712004
pmid:28574734
fatcat:etbqir2ncfbuxg4aqpmuvsfmty
Do It Yourself Haptics: Part II [Tutorial]
2008
IEEE robotics & automation magazine
required sensations, is the problem of designing the interaction in a usable way. ...
Here in Part II, we broach a topic which is coming into its own: between the vision of a particular utility that haptic feedback theoretically should enable, and the hardware capable of delivering the ...
These methods have not been directly compared with one another, so at this point it is difficult to evaluate their relative appropriateness in different situations. ...
doi:10.1109/m-ra.2007.914919
fatcat:y32d2r723fau7g6yq42f2ukr4e
More Than Human Aesthetics
2020
Proceedings of the 2020 ACM on Designing Interactive Systems Conference
We offer a multi-faceted, multisensory lens for examining an animal-centred aesthetic experience of technology. ...
Species-specific aesthetics is an important consideration for interaction designers working with animals. ...
A game designer's craft is to sculpt player experience -itself a multisensory and intellectually engaging activity -so that it is as pleasurable as possible. ...
doi:10.1145/3357236.3395445
dblp:conf/ACMdis/FrenchMS20
fatcat:p2cd5iba6fb63digq3oqodm5ty
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