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1.
iScience ; 26(10): 107938, 2023 Oct 20.
Artigo em Inglês | MEDLINE | ID: mdl-37876610

RESUMO

Change blindness (CB) is the perceptual phenomenon whereby people are blind to dramatic changes in their visual environment. In virtual reality (VR) a person's body can be substituted by a life-sized virtual one that moves synchronously with their real body movements as their self-representation. We consider whether CB occurs in VR, and whether there are differences in the case of changes to their own virtual body compared with the body of another. Forty people took part in a Qi Gong lesson in VR led by a virtual instructor. During the lesson both their own and the instructor's face dramatically changed in appearance. Overall, 73% and 85% did not notice the changes to their own and instructor's face respectively. People make iconic inferences about their visual surroundings without sampling detail, and reduced CB in the case of their own body may be a marker for self-representation.

2.
Front Neurosci ; 16: 949138, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36172040

RESUMO

Human-computer integration is an emerging area in which the boundary between humans and technology is blurred as users and computers work collaboratively and share agency to execute tasks. The sense of agency (SoA) is an experience that arises by a combination of a voluntary motor action and sensory evidence whether the corresponding body movements have somehow influenced the course of external events. The SoA is not only a key part of our experiences in daily life but also in our interaction with technology as it gives us the feeling of "I did that" as opposed to "the system did that," thus supporting a feeling of being in control. This feeling becomes critical with human-computer integration, wherein emerging technology directly influences people's body, their actions, and the resulting outcomes. In this review, we analyse and classify current integration technologies based on what we currently know about agency in the literature, and propose a distinction between body augmentation, action augmentation, and outcome augmentation. For each category, we describe agency considerations and markers of differentiation that illustrate a relationship between assistance level (low, high), agency delegation (human, technology), and integration type (fusion, symbiosis). We conclude with a reflection on the opportunities and challenges of integrating humans with computers, and finalise with an expanded definition of human-computer integration including agency aspects which we consider to be particularly relevant. The aim this review is to provide researchers and practitioners with guidelines to situate their work within the integration research agenda and consider the implications of any technologies on SoA, and thus overall user experience when designing future technology.

3.
IEEE Trans Vis Comput Graph ; 27(2): 432-442, 2021 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-33290222

RESUMO

A key challenge HCl researchers face when designing a controlled experiment is choosing the appropriate number of participants, or sample size. A priori power analysis examines the relationships among multiple parameters, including the complexity associated with human participants, e.g., order and fatigue effects, to calculate the statistical power of a given experiment design. We created Argus, a tool that supports interactive exploration of statistical power: Researchers specify experiment design scenarios with varying confounds and effect sizes. Argus then simulates data and visualizes statistical power across these scenarios, which lets researchers interactively weigh various trade-offs and make informed decisions about sample size. We describe the design and implementation of Argus, a usage scenario designing a visualization experiment, and a think-aloud study.

4.
IEEE Trans Vis Comput Graph ; 23(1): 451-460, 2017 01.
Artigo em Inglês | MEDLINE | ID: mdl-27875161

RESUMO

Physical data representations, or data physicalizations, are a promising new medium to represent and communicate data. Previous work mostly studied passive physicalizations which require humans to perform all interactions manually. Dynamic shape-changing displays address this limitation and facilitate data exploration tasks such as sorting, navigating in data sets which exceed the fixed size of a given physical display, or preparing "views" to communicate insights about data. However, it is currently unclear how people approach and interact with such data representations. We ran an exploratory study to investigate how non-experts made use of a dynamic physical bar chart for an open-ended data exploration and presentation task. We asked 16 participants to explore a data set on European values and to prepare a short presentation of their insights using a physical display. We analyze: (1) users' body movements to understand how they approach and react to the physicalization, (2) their hand-gestures to understand how they interact with physical data, (3) system interactions to understand which subsets of the data they explored and which features they used in the process, and (4) strategies used to explore the data and present observations. We discuss the implications of our findings for the use of dynamic data physicalizations and avenues for future work.

5.
IEEE Trans Vis Comput Graph ; 22(1): 479-88, 2016 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-26340782

RESUMO

Physical visualizations, or data physicalizations, encode data in attributes of physical shapes. Despite a considerable body of work on visual variables, "physical variables" remain poorly understood. One of them is physical size. A difficulty for solid elements is that "size" is ambiguous - it can refer to either length/diameter, surface, or volume. Thus, it is unclear for designers of physicalizations how to effectively encode quantities in physical size. To investigate, we ran an experiment where participants estimated ratios between quantities represented by solid bars and spheres. Our results suggest that solid bars are compared based on their length, consistent with previous findings for 2D and 3D bars on flat media. But for spheres, participants' estimates are rather proportional to their surface. Depending on the estimation method used, judgments are rather consistent across participants, thus the use of perceptually-optimized size scales seems possible. We conclude by discussing implications for the design of data physicalizations and the need for more empirical studies on physical variables.

6.
IEEE Trans Vis Comput Graph ; 19(12): 2336-45, 2013 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-24051800

RESUMO

In controlled experiments on the relation of display size (i.e., the number of pixels) and the usability of visualizations, the size of the information space can either be kept constant or varied relative to display size. Both experimental approaches have limitations. If the information space is kept constant then the scale ratio between an overview of the entire information space and the lowest zoom level varies, which can impact performance; if the information space is varied then the scale ratio is kept constant, but performance cannot be directly compared. In other words, display size, information space, and scale ratio are interrelated variables. We investigate this relation in two experiments with interfaces that implement classic information visualization techniques-focus+context, overview+detail, and zooming-for multi-scale navigation in maps. Display size varied between 0.17, 1.5, and 13.8 megapixels. Information space varied relative to display size in one experiment and was constant in the other. Results suggest that for tasks where users navigate targets that are visible at all map scales the interfaces do not benefit from a large display: With a constant map size, a larger display does not improve performance with the interfaces; with map size varied relative to display size, participants found interfaces harder to use with a larger display and task completion times decrease only when they are normalized to compensate for the increase in map size. The two experimental approaches show different interaction effects between display size and interface. In particular, focus+context performs relatively worse at a large display size with variable map size, and relatively worse at a small display size with a fixed map size. Based on a theoretical analysis of the interaction with the visualization techniques, we examine individual task actions empirically so as to understand the relative impact of display size and scale ratio on the visualization techniques' performance and to discuss differences between the two experimental approaches.


Assuntos
Algoritmos , Inteligência Artificial , Análise e Desempenho de Tarefas , Interface Usuário-Computador , Percepção Visual/fisiologia , Humanos
7.
IEEE Trans Vis Comput Graph ; 19(12): 2386-95, 2013 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-24051805

RESUMO

People typically interact with information visualizations using a mouse. Their physical movement, orientation, and distance to visualizations are rarely used as input. We explore how to use such spatial relations among people and visualizations (i.e., proxemics) to drive interaction with visualizations, focusing here on the spatial relations between a single user and visualizations on a large display. We implement interaction techniques that zoom and pan, query and relate, and adapt visualizations based on tracking of users' position in relation to a large high-resolution display. Alternative prototypes are tested in three user studies and compared with baseline conditions that use a mouse. Our aim is to gain empirical data on the usefulness of a range of design possibilities and to generate more ideas. Among other things, the results show promise for changing zoom level or visual representation with the user's physical distance to a large display. We discuss possible benefits and potential issues to avoid when designing information visualizations that use proxemics.


Assuntos
Algoritmos , Gráficos por Computador , Aumento da Imagem/métodos , Armazenamento e Recuperação da Informação/métodos , Interface Usuário-Computador , Reprodutibilidade dos Testes , Sensibilidade e Especificidade
8.
IEEE Trans Vis Comput Graph ; 10(2): 206-16, 2004.
Artigo em Inglês | MEDLINE | ID: mdl-15384645

RESUMO

Rotation of three-dimensional objects by a two-dimensional mouse is a typical task in computer-aided design, operation simulations, and desktop virtual reality. The most commonly used rotation technique is a virtual trackball surrounding the object and operated by the mouse pointer. This article reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. We show that the virtual trackball by Chen et al. does not rotate the object along the intended great circular arc on the virtual trackball and we give a correction. Another popular virtual trackball is Shoemake's quaternion implementation, which we show to be a special case of the virtual trackball by Chen et al.. Shoemake extends the scope of the virtual trackball to the full screen. Unfortunately, Shoemake's virtual trackball is inhomogeneous and discontinuous with consequences for usability. Finally, we review Bell's virtual trackball and discuss studies of the usability of virtual trackballs.


Assuntos
Algoritmos , Gráficos por Computador , Interpretação de Imagem Assistida por Computador/métodos , Imageamento Tridimensional/métodos , Armazenamento e Recuperação da Informação/métodos , Reconhecimento Automatizado de Padrão , Interface Usuário-Computador , Periféricos de Computador , Simulação por Computador , Aumento da Imagem/métodos , Análise Numérica Assistida por Computador , Reprodutibilidade dos Testes , Rotação , Sensibilidade e Especificidade , Processamento de Sinais Assistido por Computador
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