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2.
IEEE Trans Vis Comput Graph ; 24(1): 584-594, 2018 01.
Artículo en Inglés | MEDLINE | ID: mdl-28866525

RESUMEN

We investigate priming and anchoring effects on perceptual tasks in visualization. Priming or anchoring effects depict the phenomena that a stimulus might influence subsequent human judgments on a perceptual level, or on a cognitive level by providing a frame of reference. Using visual class separability in scatterplots as an example task, we performed a set of five studies to investigate the potential existence of priming and anchoring effects. Our findings show that-under certain circumstances-such effects indeed exist. In other words, humans judge class separability of the same scatterplot differently depending on the scatterplot(s) they have seen before. These findings inform future work on better understanding and more accurately modeling human perception of visual patterns.


Asunto(s)
Sesgo , Pruebas Psicológicas , Memoria Implícita/fisiología , Percepción Visual/fisiología , Colaboración de las Masas , Bases de Datos Factuales , Humanos , Modelos Psicológicos , Proyectos de Investigación
3.
IEEE Trans Vis Comput Graph ; 24(4): 1623-1632, 2018 04.
Artículo en Inglés | MEDLINE | ID: mdl-29543179

RESUMEN

In virtual environments, the space that can be explored by real walking is limited by the size of the tracked area. To enable unimpeded walking through large virtual spaces in small real-world surroundings, redirection techniques are used. These unnoticeably manipulate the user's virtual walking trajectory. It is important to know how strongly such techniques can be applied without the user noticing the manipulation-or getting cybersick. Previously, this was estimated by measuring a detection threshold (DT) in highly-controlled psychophysical studies, which experimentally isolate the effect but do not aim for perceived immersion in the context of VR applications. While these studies suggest that only relatively low degrees of manipulation are tolerable, we claim that, besides establishing detection thresholds, it is important to know when the user's immersion breaks. We hypothesize that the degree of unnoticed manipulation is significantly different from the detection threshold when the user is immersed in a task. We conducted three studies: a) to devise an experimental paradigm to measure the threshold of limited immersion (TLI), b) to measure the TLI for slowly decreasing and increasing rotation gains, and c) to establish a baseline of cybersickness for our experimental setup. For rotation gains greater than 1.0, we found that immersion breaks quite late after the gain is detectable. However, for gains lesser than 1.0, some users reported a break of immersion even before established detection thresholds were reached. Apparently, the developed metric measures an additional quality of user experience. This article contributes to the development of effective spatial compression methods by utilizing the break of immersion as a benchmark for redirection techniques.


Asunto(s)
Mareo por Movimiento/prevención & control , Realidad Virtual , Caminata/fisiología , Adolescente , Adulto , Gráficos por Computador , Femenino , Humanos , Masculino , Rotación , Adulto Joven
4.
Work ; 41 Suppl 1: 3459-67, 2012.
Artículo en Inglés | MEDLINE | ID: mdl-22317248

RESUMEN

In an increasingly faster paced innovative world, maintaining the ability to innovate in spite of an aging work force will become every company's strongest leverage for success. Tapping the latent knowledge resources and creativity of overlooked employees and persisting crucial information for business conduct are promising results for social networking sites (SNS) in a working context. Usability and usefulness are exponential factors in creating a successful SNS. In order to make a SNS usable for a heterogeneous user group, analyses of user diversity in regard to social media need to be done. Furthermore differences in communication medium and frequency in regard to age, content, hierarchy position, departmental thresholds and company size need to be analyzed. For analysis purposes both qualitative and quantitative research methods were applied. Strong effects of age and communication content were found in survey with 194 participants.


Asunto(s)
Medios de Comunicación Sociales/estadística & datos numéricos , Red Social , Interfaz Usuario-Computador , Lugar de Trabajo , Adolescente , Adulto , Factores de Edad , Anciano , Conducta Cooperativa , Femenino , Humanos , Masculino , Persona de Mediana Edad , Innovación Organizacional , Adulto Joven
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