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MusiKeys: Exploring Auditory-Physical Feedback Replacement for Mid-Air Text-EntryKrasner, Alexander Laurence 07 August 2023 (has links)
Extended reality (XR) technology is positioned to become more ubiquitous in life and the workplace in the coming decades, but the problem of how to best perform precision text-entry in XR remains unsolved. Physical QWERTY keyboards are the current standard for these kind of tasks, but if they are recreated virtually, the feedback information from sense of touch is lost. We designed and ran study with 24 participants to explore the effects of using auditory feedback to communicate this missing information that typists normally get from touching a physical keyboard. The study encompassed four VR mid-air keyboards with increasing levels of auditory information, along with a fifth physical keyboard for reference. We evaluated the auditory augmentations in terms of performance, usability, and workload, while additionally assessing the ability of our technique to communicate the touch-feedback information. Results showed that providing clicking feedback on key-press and key-release improves typing compared to not providing auditory feedback, which is consistent with literature on the topic. However, we also found that using audio to substitute the information contained in physical-touch feedback, in place of actual physical-touch feedback, yielded no statistically significant difference in performance. The information can still be useful, but potentially would take a lot of time to develop the muscle memory reflexes that typists already have when using physical keyboards to type. Nonetheless, we recommend others consider incorporating auditory feedback of key-touch into their mid-air keyboards, since it received the highest levels of user preference among keyboards tested. / Master of Science / Extended reality (XR) refers to technology that allows users to either immerse themselves in virtual worlds or incorporate virtual objects into the real world. XR is positioned to become more ubiquitous in life and the workplace in the coming decades, but the problem of how to best perform precision text-entry in XR remains unsolved. Physical QWERTY keyboards are the current standard for these kind of tasks, but if they are recreated virtually, the information inherent to sense of touch is lost. We designed and ran study with 24 participants to explore the effects of using auditory feedback to communicate this missing information that typists normally get from touching a physical keyboard. The study encompassed four virtual reality (VR) mid-air keyboards with increasing levels of auditory information, along with a fifth physical keyboard for reference. We evaluated the auditory augmentations in terms of performance, usability, and workload, while additionally assessing the ability of our technique to communicate the touch-feedback information. Results showed that providing clicking feedback on key-press and key-release improves typing compared to not providing auditory feedback, which is consistent with literature on the topic. However, we also found that using audio to substitute the information contained in physical-touch feedback, in place of actual physical-touch feedback, yielded no statistically significant difference in performance. The information can still be useful, but potentially would take a lot of time to develop the muscle memory reflexes that typists already have when using physical keyboards to type. Nonetheless, we recommend others consider incorporating auditory feedback of key-touch into their mid-air keyboards, since it received the highest levels of user preference among keyboards tested.
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MusE-XR: musical experiences in extended reality to enhance learning and performanceJohnson, David 23 July 2019 (has links)
Integrating state-of-the-art sensory and display technologies with 3D computer graphics, extended reality (XR) affords capabilities to create enhanced human experiences by merging virtual elements with the real world. To better understand how Sound and Music Computing (SMC) can benefit from the capabilities of XR, this thesis presents novel research on the de- sign of musical experiences in extended reality (MusE-XR). Integrating XR with research on computer assisted musical instrument tutoring (CAMIT) as well as New Interfaces for Musical Expression (NIME), I explore the MusE-XR design space to contribute to a better understanding of the capabilities of XR for SMC.
The first area of focus in this thesis is the application of XR technologies to CAMIT enabling extended reality enhanced musical instrument learning (XREMIL). A common approach in CAMIT is the automatic assessment of musical performance. Generally, these systems focus on the aural quality of the performance, but emerging XR related sensory technologies afford the development of systems to assess playing technique. Employing these technologies, the first contribution in this thesis is a CAMIT system for the automatic assessment of pianist hand posture using depth data. Hand posture assessment is performed through an applied computer vision (CV) and machine learning (ML) pipeline to classify a pianist’s hands captured by a depth camera into one of three posture classes. Assessment results from the system are intended to be integrated into a CAMIT interface to deliver feedback to students regarding their hand posture. One method to present the feedback is through real-time visual feedback (RTVF) displayed on a standard 2D computer display, but this method is limited by a need for the student to constantly shift focus between the instrument and the display.
XR affords new methods to potentially address this limitation through capabilities to directly augment a musical instrument with RTVF by overlaying 3D virtual objects on the instrument. Due to limited research evaluating effectiveness of this approach, it is unclear how the added cognitive demands of RTVF in virtual environments (VEs) affect the learning process. To fill this gap, the second major contribution of this thesis is the first known user study evaluating the effectiveness of XREMIL. Results of the study show that an XR environment with RTVF improves participant performance during training, but may lead to decreased improvement after the training. On the other hand,interviews with participants indicate that the XR environment increased their confidence leading them to feel more engaged during training.
In addition to enhancing CAMIT, the second area of focus in this thesis is the application of XR to NIME enabling virtual environments for musical expression (VEME). Development of VEME requires a workflow that integrates XR development tools with existing sound design tools. This presents numerous technical challenges, especially to novice XR developers. To simplify this process and facilitate VEME development, the third major contribution of this thesis is an open source toolkit, called OSC-XR. OSC-XR makes VEME development more accessible by providing developers with readily available Open Sound Control (OSC) virtual controllers. I present three new VEMEs, developed with OSC-XR, to identify affordances and guidelines for VEME design.
The insights gained through these studies exploring the application of XR to musical learning and performance, lead to new affordances and guidelines for the design of effective and engaging MusE-XR. / Graduate
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The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities / Tärningarna är fortfarande i rörelse : En studie som visar hur AR teknologi kan skapa nya specifika spelkvaliteterLundmark, Martin January 2021 (has links)
The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board games and digital technology gives interesting information on the activity and provides a foundation for new design. The dice is world famous, so this study aims to find out how this piece can evolve with the help of technology. By working with concept driven design, in relation with an AR game studio, the AR Dice and the AR Game DiceFold was invented. A qualitative method was used in which experts of the industry got together to discuss the new experiences of AR games and the functionality of the AR Dice which might become a new part of the gaming world in the near future. The findings of this study lead to three promising discoveries. A new gaming component, new AR game and further answers regarding research in the scopes of AR games. / Spelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
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Akzeptanzanalyse zum Einsatz von Hybriden Prototypen und Extended Reality in der ProduktentstehungZimmermann, Liesa, Konkol, Kathrin, Brandenburg, Elisabeth, Stark, Rainer 06 September 2021 (has links)
Anhand einer Befragung zu virtuellen und hybriden Prototypen, einem multimodalen Lösungsansatz zur Beurteilung von virtuellen Prototypen (Buchholz 2017), werden Erwartungshaltungen, Erfahrungswerte und Prioritäten von Experten in der Produktentwicklung dargestellt und analysiert. Die qualitative Expertenbefragung spiegelt ein aktuelles Meinungsbild der deutschen Industrie zur Verwendung solcher Prototypen wieder und eröffnet eine detaillierte Sicht auf Hürden, die es bei der Entwicklung und Planung zu bewältigen gilt, um die Hemmschwellen für den Einsatz mindern zu können. Im Zuge des Verbundprojekts „RobVRAR - Funktionale virtuelle Prüfsysteme für die roboterbasierte Qualitätsprüfung“ ist in Zusammenarbeit mit der Firma Battenberg ROBOTIC GmbH & Co. KG ein Heckklappen-Demonstrator gebaut worden, der sich als repräsentatives Beispiel eignet. Die Expertenbefragung enthält allgemeine Fragen zu hybriden Prototypen und Fragen, die sich konkret mit dem Heckklappen-Demonstrator befassen.
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Young adults' adoption to fashion brands use of extended reality technologies such as Virtual ClothingMohamed Issak, Fahmo, Jamaleddine, Ghina January 2022 (has links)
Background: There is a noticeable digital shift in the fashion industry. COVID-19 Pandemic has acted as a great accelerator to the digital shift. Specifically retail is one of the industries that has grown more digitally oriented as a result of the global pandemic that hit the world in 2020 (Moneta & Sinclair, 2020). Extended reality technologies (XR) are major components of modern technologies. VR and AR, that fall under XR are being incorporated into the fashion media ecosystem, with the use of different applications (Silvestri, 2020). With the help of XR technology, virtual clothing was introduced to the consumers, which is the intersection of fashion and technology. Purpose: In order to fill the gaps of literature, the purpose of this paper is to examine how young adults are adopting the brand’s use of extended reality technologies (XR), but specifically, their willingness to adopt virtual clothing. Method: A qualitative approach was used which followed an interpretivist research philosophy. It included in-depth semi-structured interviews with 12 participants aged between 20-35. The general analytical approach was used to analyze the collected data, and the empirical findings were discussed in relation to the frame of reference. Conclusion: The findings suggest young adults' adoption to brands' use of extended realities, specifically Virtual clothing is limited due to the lack of knowledge about those technologies. However there are clear signs indicating that they would adopt it in the future if it becomes a norm.
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Applying Emerging Technologies to Facilitate Participatory ModelingShrestha, Anish 19 April 2023 (has links)
No description available.
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A Framework for the Ethical Integration of Extended Reality InProduction Training : Considerations For SMEs in The ManufacturingIndustryChikweya, Tatenda Innocent January 2023 (has links)
Extended Reality (XR) technologies, including virtual reality (VR), mixed reality (MR) and augmented reality (AR), are increasingly being integrated into production training across various industries. As XR becomes more prevalent, ethical considerations surrounding its implementation become important. This research aims to explore the ethical dimensions of XR in production training, with a specific purpose of identifying potential ethical issues that may arise with the use of XR in production training.. The study then proposes a guiding framework that encompasses pre-adoption, adoption, and usage stages of XR implementation, addressing key ethical concerns and offering practical guidelines for organisations, particularly small and medium-sized enterprises (SMEs), in the manufacturing industry. The research methodology involves a systematic review of existing literature on XR development, the need for production training and the ethics of XR. It also incorporates qualitative interviews with industry experts and practitioners to gather insights on the challenges and opportunities related to ethical XR implementation. The findings highlight the importance of appointing a champion for XR use cases, conducting risk assessments, establishing clear guidelines and policies, training trainers on ethical considerations, selecting appropriate XR devices, designing simulations with user experience in mind, obtaining informed consent, and monitoring employee well-being. The implications of this research extend beyond manufacturing industry SMEs, as the proposed framework can be applied to other businesses utilising XR for training purposes. By integrating ethical considerations and promoting user involvement in XR implementation, organisations can unlock the full potential of XR technologies while ensuring inclusivity, equal opportunities, and ethical practices. This research contributes to the growing body of knowledge on XR ethics and offers practical guidance for practitioners and decision-makers in leveraging XR for production training in an ethical and inclusive manner.
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The Metaverse: The Potential to Revolutionize Workforce Training : A qualitative study on how industrial companies can use the Metaverse for workforce training, presenting a conceptual frameworkGeijer, Lucas, Larsson, Calle January 2023 (has links)
Recent technological advances are radically changing the industrial landscape and driving a digital transformation of industry. This transformation presents several challenges for industrial companies, notably the urgent need to bridge a widening skill gap. In order to address the skill gaps, industrial companies are exploring the potential of the Metaverse as a tool for workforce training. The Metaverse is a unique, 3D multi-user environment, blending physical and digital elements, thereby facilitating interaction between objects and individuals. Given these features, it possesses the capacity to facilitate immersive learning within industrial firms, offering realistic and interactive training experiences. However, there is a lack of research and understanding regarding the application of the Metaverse for workforce training in these contexts. Thus, the objective of this study is to explore how the Metaverse can be used by industrial companies and identify the driving factors behind its adoption. To fulfill this purpose, an exploratory qualitative study was conducted, employing semi-structured in-depth interviews that are analyzed thematically. The study’s primary contribution is a practice-oriented framework detailing the interplay between technology, management, and people; explaining how they combine to support immersive learning. The framework offers unique insights and practical implications for industrial practitioners. Critically, the study emphasizes the importance of effective change management for aligning these three elements, emphasizing that successful implementation goes beyond mere adoption of technology. The study finds that the Metaverse is best viewed as a complement to traditional physical training in industrial companies, identifying specific practical use-cases where the Metaverse can be utilized effectively.
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Living (with) Waste : Augmented Reality, Public Spaces, and Participation in Maputo city, Mozambique. / Vivendo com lixo : Realidade Augmentada, Espaços Públicos, e Participação na cidade de Maputo, MoçambiqueMatusse, Anselmo January 2022 (has links)
Background: Cities worldwide are growing fast, and so is solid waste production, which calls for different stakeholders to come together and find creative ways to deal with urban growth and waste. This study explores how Augmented Reality (AR) could enhance public participation in public spaces and deal with solid wastein Mozambique’s capital city, Maputo. The study draws on material semiotics, detournement theorists and study participants’ views gathered through a questionnaire on urban public spaces in the city to make a case for AR technologies to enhance public engagement. Methodology: The study received responses from 57 participants (n=57). Inspired by theparticipants’ answers, Detournement theory, and AR activism, an AR experience called the Trash Snail to symbolise the slowness of the municipalityin gathering solid waste and properly managing it and the waste’s agency in shaping life in public spaces was created. Results: Three participants placed and experienced the Trash Snail in public spaceswith poorly managed solid waste. They also responded to two surveys, one before the experience with AR and the other after experiencing AR. The results were screenshots depicting the Trash Snail co-habitating with waste from human consumption and modes of living in contemporary Maputo and residents’ opinions about public spaces in Maputo. Conclusions: Drawing on those materials, Detournement theory and AR activism, the study concluded that AR, rather than just relaying computer-generated graphics information onto the real world, is best understood as an agent that shapes the users’ relations with it. AR has the potential to enhance public engagement in public spaces and in dealing with solid waste issues in Maputo. However, structural challenges related to the digital divide and financial shortcomings are limiting factors that one needs to consider when employing AR in Maputo and similar contexts. On a more extrapolative note, the study argues waste in public spaces needs to be seen as more than an administrative and technical problem, but one that is deeply embedded in lifestyles and accelerated consumption.
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Adoption of Innovation in a Community College Environment: User Perceptions of Virtual Reality (VR) Technology among Students Studying Emergency Medical Service (EMS)Das, Anila 07 1900 (has links)
This research study examined the implementation of an extended reality (XR) lab on a community college campus to facilitate student and faculty access to immersive learning resources. The study, conducted during one skills day, involved 46 students and was designed to understand if integrating immersive VR into emergency medical technician (EMT) education could enhance learner confidence and motivation, develop problem-solving and analytical thinking skills, and thus connecting the classroom learning with real-world application. The majority of participants reported increased motivation and engagement, alongside improvements in learning outcomes like knowledge retention and skill development. Applying the unified theory of acceptance and use of technology (UTAUT) model revealed performance expectancy, effort expectancy, social influence, and facilitating conditions as key determinants of VR adoption in EMT education. While no significant overall performance enhancement was observed, VR training showed potential to boost motivation, confidence, and specific performance aspects. Furthermore, student perceptions towards VR in EMT education were largely positive, thereby suggesting its utility in immersive scenario training, skill acquisition in a risk-free environment, enhancing learner engagement, and real-world situational preparedness. VR demonstrated promise as a transformative tool in EMT education, necessitating further research to fully exploit its potential in diverse learning environments.
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