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Auditory Displays for In-Vehicle Technologies

Michael A. Nees, Bruce N. Walker
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

Raine Kajastila, Tapio Lokki
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]

Maud Marchal, Gabriel Cirio, Yon Visell, Federico Fontana, Stefania Serafin, Jeremy Cooperstock, Anatole Lécuyer
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

Kay M. Stanney, Ronald R. Mourant, Robert S. Kennedy
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

Ádám Csapó, György Wersényi
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

Juan Alarcón, Isabela Balcázar, César A. Collazos, Huizilopoztli Luna, Fernando Moreira
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

B.E. John, D.D. Salvucci
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

C. Bolognesi, D. Aiello
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

Daniel Hug, Christa Sommerer, Gerhard Buurmann
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?

Roxana Moreno, Richard E. Mayer, Hiller A. Spires, James C. Lester
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

Lily M. Wang, Anders C. Gade
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

N. KITAWAKI
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

Judy Edworthy, Scott Reid, Siné McDougall, Jonathan Edworthy, Stephanie Hall, Danielle Bennett, James Khan, Ellen Pye
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]

K.E. MacLean, V. Hayward
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

Fiona French, Clara Mancini, Helen Sharp
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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