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An Examination of Presence and Engagement in Video Conferencing Systems and Virtual EnvironmentsManuel, Mark Balfour 27 January 2022 (has links)
Extended Reality (XR) is an upcoming field of technology that has garnered interest from researchers in the last few decades. This increased interest is largely due to the development of powerful hardware like the Microsoft HoloLens, Oculus Quest and the Magic Leap. Several companies like Microsoft, Meta Platforms, Apple and Nvidia are touting the rise of a new "metaverse'' - the next generation of the internet, that will blur the lines between physical and virtual presence. This thesis explores the use of web-based XR platforms in Computer-Supported Cooperative Work (CSCW) as an alternative to contemporary video conferencing tools.
We conducted a user study with 15 subjects to evaluate web-based XR platforms (Mozilla Hubs) with video conferencing (Zoom) and examined subject attention and success in remote collaborative tasks. We also proposed a new system design to support embodied interactions in XR. This system was tested by measuring the communication latency between two collaborators separated by varying distances. Our system performance evaluation suggests the feasibility of support embodied interactions, with a minimal latency of 120ms across a distance of 4700 miles. / Master of Science / Extended Reality (XR) is changing the way we interact with digital content. In 2021, several companies like Microsoft, Meta Platforms, Apple and Nvidia are developing devices that allow users to physically interact with virtual content in 3-dimensional space. These technologies bring with them the promise of better remote communication and collaboration. Users will be able to enter these 3d virtual spaces as avatars and will be able to interact with digital media just like they would with real world objects. This thesis explores the use of web-based XR platforms in supporting remote collaboration as an alternative to contemporary video conferencing tools.
We conducted a user study with 15 subjects to compare differences in web-based XR platforms (Mozilla Hubs) with video conferencing (Zoom). We proposed and evaluated a new system design to support more natural and intuitive interactions in XR. This system was tested by measuring the communication latency between two collaborators separated by varying distances. Our system performance evaluation suggests the feasibility of support embodied interactions, with a minimal latency of 120ms across a distance of 4700 miles.
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Interactive Tango Milonga: An Interactive Dance System for Argentine Tango Social DanceJanuary 2017 (has links)
abstract: When dancers are granted agency over music, as in interactive dance systems, the actors are most often concerned with the problem of creating a staged performance for an audience. However, as is reflected by the above quote, the practice of Argentine tango social dance is most concerned with participants internal experience and their relationship to the broader tango community. In this dissertation I explore creative approaches to enrich the sense of connection, that is, the experience of oneness with a partner and complete immersion in music and dance for Argentine tango dancers by providing agency over musical activities through the use of interactive technology. Specifically, I create an interactive dance system that allows tango dancers to affect and create music via their movements in the context of social dance. The motivations for this work are multifold: 1) to intensify embodied experience of the interplay between dance and music, individual and partner, couple and community, 2) to create shared experience of the conventions of tango dance, and 3) to innovate Argentine tango social dance practice for the purposes of education and increasing musicality in dancers. / Dissertation/Thesis / Doctoral Dissertation Music 2017
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Exploring Slow Technology in the HomeKrogh, Martin January 2015 (has links)
In the present thesis a landscape of slow technology in the domestic home is explored to contrast the prevailing fast paced constant-on-and-connected devices of today. Through 3 technology probes (provotypes) deployed in 7 different homes, different parts of this landscape has been unfolded showing what slow technology might mean for interaction designers, from the user perspective, and what potentials it might carry. Potentials include delaying the availability of our devices, working with different layers of intrusiveness, looking into the distant future, and the introduction of small rituals, and routines in our everyday life. As a methodological contribution the novel hybrid slow provotype is proposed.
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