doi: 10.1080/10447318.2015.1067497pmid: N/A
Engaging the sense of touch in virtual environments is a challenging and important issue. Currently, the most common way to address this issue is the use of a set of actuators that restrict hand movement. This article presents an alternative method to track physical surrogate representations of virtual objects using a vision-based system. Using real objects that can be manipulated by a person immersed in a virtual environment is an alternative to expensive robotized haptic systems. Moreover, this technique allows the user to move objects over long distances. Research conducted with 30 volunteers shows that the sense of touch can significantly reduce the execution time of tasks demanding high precision. Despite this decrease in execution time, an increase in precision has been observed. The conclusion of this article looks at the pros and cons of the use of physical surrogates for virtual objects, for example, less time needed for virtual reality-based training with the use of physical surrogates.
Nunes, Francisco; Fitzpatrick, Geraldine
doi: 10.1080/10447318.2015.1067498pmid: N/A
The self-management of a chronic condition is a collaborative activity, performed by patients and carers. However, to date, self-care technologies have been mostly designed for individual use. This article uses a case study of people living with Parkinson’s disease to (a) illustrate how patients and carers collaborate in self-management, (b) discuss the reasons why self-care technology is designed for individual use, and (c) explore the implications of recognizing collaborations for the design of self-care technologies. This work is based on a qualitative study with interviews and observations with people living with Parkinson’s. The analysis illustrates how people living with Parkinson’s collaborate in self-care to build a good life. In particular, it exemplifies how the complex interplay of actions and of patients and carers enables the different self-care activities to take place. To further integrate self-care technology in everyday life, designers need to consider collaborations when studying the context, conceptualizing a technology, and planning an evaluation.
Jankowski, Jarosław; Grabowski, Andrzej
doi: 10.1080/10447318.2015.1039909pmid: N/A
This article presents the results from research in which 3 different remote control interfaces were compared to assess the impact of interface structure on the performance of the operator for remotely controlled mobile inspection robots. The primary control interface of a mobile robot consists of a head-mounted display, data gloves for gripper control, joystick for movement control of the robot platform, and a motion tracking system for measuring head orientation and hand position. In order to compare different control interfaces, an additional system, based on a Liquid Crystal Display monitor and joystick, was prepared. Results of this study show that the use of virtual reality techniques in the interfaces of mobile inspection robots increases operator productivity, the level of spatial presence, and distance evaluation while facilitating the execution of tasks, as well as improving and speeding up their execution and reducing the operator’s time needed to adapt to the control interface. The latter is achieved with the increased level of intuitive control while ensuring comfort.
Yoon, Sol Hee; Lim, Ji Hyoun; Ji, Yong Gu
doi: 10.1080/10447318.2015.1069661pmid: N/A
Advancements in technology have spurred the development of new in-vehicle applications. Drivers are faced with different driving contexts due to an increase in the number of devices that provide a wealth of diverse information. However, such a scenario can cause drivers to become distracted. Therefore, research on how the presentation of visual information can affect drivers’ performance is important. In this study, an analysis of quantifiable measurements that affect drivers’ perception of visual complexity and visual search performance was conducted. A questionnaire was administered to assess subjective perception of visual complexity, and a user experiment using eye tracking was designed to explore participants’ visual search performance. The results of subjective visual complexity perception and visual search performance suggested that some objective measurement variables were significantly related only to perceived visual complexity, whereas others affected both subjective and behavioral measurements. Thus it is possible to predict which quantifiable measurement variables affect subjective perception of visual complexity and which affect visual search performance. Therefore, this study allows understanding and explaining of perception of visual complexity by quantifiable measurements and the different ways by which these measurements affect visual search performance.
Skopp, Nancy A.; Workman, Don E.; Adler, Jamie L.; Gahm, Gregory A.
doi: 10.1080/10447318.2015.1072786pmid: N/A
Physical and temporal boundaries are rapidly diminishing in an age of swiftly advancing information communication technologies. Today’s technologically sophisticated business and organizational environments offer a number of distance collaboration modalities (DSMs) that can facilitate efficient and cost-effective meetings that have traditionally required face-to-face meeting venues. Selection of the DCMs that maximize meeting effectiveness is significantly challenging given the wide diversity of available options. Theory and empirical data can be useful as a guide in the selection of the most appropriate DCMs to maximize organizational productivity and success. This article reviews the literature on the behavioral and technical affordances and limitations of the various DCMs. It also provides a theoretical model based on media synchronicity theory to help guide selection of effective DCMs. This theoretical framework emphasizes the primacy of media alignment with core communication processes as well as social and interpersonal factors that influence meeting effectiveness.
Yamauchi, Takashi; Seo, Jinsil Hwaryoung; Jett, Noel; Parks, Greg; Bowman, Casady
doi: 10.1080/10447318.2015.1072787pmid: N/A
Computer cursor and mouse activities such as moving, pointing, selecting, and dragging are essential parts of everyday interactions. Yet it is unknown how men and women differ in the way they move computer cursors. This study examines gender differences in movements of computer cursors. In one experiment, the authors measured trajectories of computer cursors every 20 ms in a simple choice-reaching task and tested the extent to which movement features related to controlling and targeting diverge between male and female participants. Results showed significant gender differences in cursor motions. Female participants deviated from the straight path toward the target location to a larger degree than did male participants, and female participants showed more backward motions (deviating backward from the target location) than did male participants. Implications for sources of these gender differences, user interface and input device design, and musculoskeletal disorders in women are also discussed.
Gao, Qin; Wang, Dunxing; Gao, Fan
doi: 10.1080/10447318.2015.1072788pmid: N/A
The objective of this study was to investigate the impact of knowledge representations on problem-oriented learning in online learning environments. The study compared the impact of knowledge map representation with traditional hierarchical representation with regard to learning memory and problem-solving performance. Twenty-nine students participated in an experiment in which they studied online materials with the goal of solving two programming problems (simple and complex). It was found that participants who used the hierarchical representation read in the depth-first sequence, whereas participants who used the knowledge map representation read in a sequence reflecting the system running mechanism implied by the graphical representation. In addition, participants who used the knowledge map representation had better memory of the learning content, especially about relations between knowledge nodes. When solving the complex problem, participants who used the knowledge map representation made a deeper analysis of the problem and had better problem-solving performance. These results were not significant in the simple problem-solving task.
Shin, Youngsoo; Lee, Bumho; Kim, Jinwoo
doi: 10.1080/10447318.2015.1085699pmid: N/A
The advent of information and communication technology has made people practice prosocial behavior in social networking services (SNSs) more easily. For this reason, the aim of the study was to identify the social and individual factors that induce prosociality in SNS. The concept of isomorphism for categorizing the characteristics of each social networks was adopted. The study also considered the concept of social presence for representing each individual. The experiment manipulated types of isomorphism (Mimetic, Normative, and Coercive) and degrees of social presence in an experimental SNS context. The study also measured individuals’ intention and activity of prosocial behavior. The experiment results indicate that mimetic and normative isomorphic conditions induce higher levels of prosocial intention and activity than coercive isomorphic condition. Also, a higher degree of social presence induces a higher level of prosocial intention. More interesting, the impact of mimetic condition is stronger when the social presence is higher.
Kwon, Bum Chul; Kim, Sung-Hee; Duket, Timothy; Catalán, Adrián; Yi, Ji Soo
doi: 10.1080/10447318.2015.1072785pmid: N/A
Online consumer reviews have become a substantial component of e-commerce and provide online shoppers with abundant information about products. However, previous studies provided mixed results about whether consumers experience information overload from such a vast volume of reviews. Thus, this study investigates how users perceive products depending on various numbers of reviews (from 0 to 3,000 reviews) and different review valences (generally positive, generally negative, and divided). Two crowdsourced studies with 1,783 participants were conducted. The study found no clear evidence to suggest that information overload increases as the number of reviews increases. Instead, the participants relied on a very limited number of reviews in making purchase decisions. In addition, it was observed that the review valence affected how the participants used different information sources from the interface. Based on the results, this article provides a set of interesting implications and design guidelines.
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