Posts tagged: HCI

ViRgilites: Multilevel feedforward for multimodal interaction in VR

Navigating the interaction landscape of Virtual Reality (VR) and Augmented Reality (AR) presents significant complexities due to the plethora of available input hardware and interaction modalities, compounded by spatially diverse visual interfaces. Such complexities elevate the likelihood of user errors, necessitating frequent backtracking. To address this, we introduce ViRgilites, a virtual guidance framework that delivers multi-level feedforward information covering the available interaction techniques as well as the future possibilities to interact with virtual objects, anticipating the interaction effects and how they fit with the overall user's goal. ViRgilites is engineered to facilitate task execution, empowering users to make informed decisions about action methodologies and alternative courses of action. This paper presents the architecture and functionality of ViRgilites and demonstrates its efficacy through evaluation with a formative user study

Paper accepted: A VR Prototype for One-Dimensional Movement Visualizations for Robotic Arms

Our paper introducing A VR Prototype for One-Dimensional Movement Visualizations for Robotic Arms, has been accepted for The 7th International Workshop on Virtual, Augmented, and Mixed-Reality for Human-Robot Interactions.

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The art of timing: Effects of AR guidance timing on speed control

Augmented Reality (AR) holds significant potential to facilitate users in executing manual tasks. For effective support, however, we need to understand how showing movement instructions in AR affects how well people can follow those movements in real life. In this paper, we examine the degree to which users can synchronize the speed of their movements with speed cues presented through an AR environment. Specifically, we investigate the effects of timing in AR visual guidance. We assess performance using a highly realistic Mixed Reality (MR) welding simulation. Welding is a task that requires very precise timing and control over hand and arm motion. Our results show that upfront visual guidance (before manual task execution) alone often fails to transfer the knowledge of intended speeds, especially at higher target speeds. Live guidance (during manual task execution) during the activity provides more accurate speed results but typically requires a higher overshoot at the start. Optimal outcomes occur when visual guidance appears upfront and continues during the activity for users to follow through.

Substitute buttons: Exploring tactile perception of physical buttons for use as haptic proxies

Buttons are everywhere and are one of the most common interaction elements in both physical and digital interfaces. While virtual buttons offer versatility, enhancing them with realistic haptic feedback is challenging. Achieving this requires a comprehensive understanding of the tactile perception of physical buttons and their transferability to virtual counterparts. This research investigates tactile perception concerning button attributes such as shape, size, and roundness and their potential generalization across diverse button types. In our study, participants interacted with each of the 36 buttons in our search space and provided a response to which one they thought they were touching. The findings were used to establish six substitute buttons capable of effectively emulating tactile experiences across various buttons. In a second study, these substitute buttons were validated against virtual buttons in VR. Highlighting the potential use of the substitute buttons as haptic proxies for applications such as encountered-type haptics.

Opportunities and challenges of model multiplicity in interactive software systems

The proliferation of artificial intelligence (AI) in interactive systems has led to significant challenges in model integration, but also end-user-related aspects such as over- and undertrust. This paper explores how multiple AI models with the same performance and behavior but different internal workings –a phenomenon called model multiplicity– affect system integration and user interaction. We discuss the implications of model multiplicity for transparency, trust, and operational effectiveness in interactive software systems.

Exploring alternative text input modalities in virtual reality: A comparative study

Text input in Virtual Reality (VR) is crucial for various applications, including communication, search, and productivity. We compare different keyboard designs for text entry in VR, taking advantage of the flexibility and the tracking options that are available for a 3D environment. To assess the differences between the input modalities and the spatial keyboard layouts void of the user experience with specific keyboard layouts, the Dvorak keyboard layout was used. Four different settings were included in the comparison: (a) a floating keyboard with finger pointing input, (b) a keyboard attached on the back of the hand with finger pointing input, (c) a floating keyboard with eye tracking and finger pinch input, and (d) a keyboard laid out over a rolling shape with finger pointing input. Keyboards (b), (c), and (d) can move in 3D space, while keyboard design (a) is fixed. (a) and (d) showed similar typing efficiencies, however, users reported an increase in perceived usability and lower physical demand for keyboard design (d). Users also reported a higher physical demand, effort, and annoyance for keyboard design (b), and a lower physical demand for keyboard design (c), with higher mental demand, effort, and the highest error rate.

Evaluation of AR pattern guidance methods for a surface cleaning task

We investigate the efficacy of augmented reality (AR) in enhancing a cleanroom cleaning task by implementing various pattern guidance designs. Cleanroom cleaning is an example of a surface coverage task that is hard to execute where the pattern should be followed correctly and the entire surface should be covered. We developed an AR guidance system for the cleaning procedure and evaluated four distinct pattern guidance methods: (1) breadcrumbs, (2) examples, (3) middle lines, and (4) outlines. We also varied the scale of the instructions, where information is present either on the entire surface or shows the instructions as a single step when they are necessary. To measure the performance, accuracy, and user satisfaction associated with each guidance method, we conducted a large-scale (n=864) between-subjects study. Our findings indicate that the single-step instructions proved to be more intuitive and efficient than the full instructions, especially for the breadcrumbs. We also discussed the implications of our results for the development of AR applications for surface coverage and pattern optimization, providing a multitude of observations related to instruction behaviors.

Direct feedforward techniques for the ViRgilites system

In this poster we propose an implementation of direct feedforward for the ViRgilites system. The project defines two alternative uses, with respect to the current implementation, that only shows in an indirect way (icons, target object images, text) how to perform an interaction in the simulated environment. The first representation is a single avatar mode where the user sees a virtual avatar performing an action in the same environment as the user, while the second representation is a multiple avatar mode, where the user can choose to compare two interactions and see the avatar representations side by side in dedicated panels. We report on the initial ideas and proof-of-concepts, while we envision further modifications and a future evaluation of the final outcome.