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1.
Artículo en Inglés | MEDLINE | ID: mdl-37027741

RESUMEN

Augmented Reality (AR) and Virtual Reality (VR) are pushing from the labs towards consumers, especially with social applications. These applications require visual representations of humans and intelligent entities. However, displaying and animating photo-realistic models comes with a high technical cost while low-fidelity representations may evoke eeriness and overall could degrade an experience. Thus, it is important to carefully select what kind of avatar to display. This article investigates the effects of rendering style and visible body parts in AR and VR by adopting a systematic literature review. We analyzed 72 papers that compare various avatar representations. Our analysis includes an outline of the research published between 2015 and 2022 on the topic of avatars and agents in AR and VR displayed using head-mounted displays, covering aspects like visible body parts (e.g., hands only, hands and head, full-body) and rendering style (e.g., abstract, cartoon, realistic); an overview of collected objective and subjective measures (e.g., task performance, presence, user experience, body ownership); and a classification of tasks where avatars and agents were used into task domains (physical activity, hand interaction, communication, game-like scenarios, and education/training). We discuss and synthesize our results within the context of today's AR and VR ecosystem, provide guidelines for practitioners, and finally identify and present promising research opportunities to encourage future research of avatars and agents in AR/VR environments.

2.
Qual User Exp ; 8(1): 2, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37073257

RESUMEN

In many research fields, human-annotated data plays an important role as it is used to accomplish a multitude of tasks. One such example is in the field of multimedia quality assessment where subjective annotations can be used to train or evaluate quality prediction models. Lab-based tests could be one approach to get such quality annotations. They are usually performed in well-defined and controlled environments to ensure high reliability. However, this high reliability comes at a cost of higher time consumption and costs incurred. To mitigate this, crowd or online tests could be used. Usually, online tests cover a wider range of end devices, environmental conditions, or participants, which may have an impact on the ratings. To verify whether such online tests can be used for visual quality assessment, we designed three online tests. These online tests are based on previously conducted lab tests as this enables comparison of the results of both test paradigms. Our focus is on the quality assessment of high-resolution images and videos. The online tests use AVrate Voyager, which is a publicly accessible framework for online tests. To transform the lab tests into online tests, dedicated adaptations in the test methodologies are required. The considered modifications are, for example, a patch-based or centre cropping of the images and videos, or a randomly sub-sampling of the to-be-rated stimuli. Based on the analysis of the test results in terms of correlation and SOS analysis it is shown that online tests can be used as a reliable replacement for lab tests albeit with some limitations. These limitations relate to, e.g., lack of appropriate display devices, limitation of web technologies, and modern browsers considering support for different video codecs and formats.

3.
Univers Access Inf Soc ; : 1-16, 2022 Dec 03.
Artículo en Inglés | MEDLINE | ID: mdl-36530861

RESUMEN

Communication technologies play an important role in maintaining the grandparent-grandchild (GP-GC) relationship. Based on Media Richness Theory, this study investigates the frequency of use (RQ1) and perceived quality (RQ2) of established media as well as the potential use of selected innovative media (RQ3) in GP-GC relationships with a particular focus on digital media. A cross-sectional online survey and vignette experiment were conducted in February 2021 among N = 286 university students in Germany (mean age 23 years, 57% female) who reported on the direct and mediated communication with their grandparents. In addition to face-to-face interactions, non-digital and digital established media (such as telephone, texting, video conferencing) and innovative digital media, namely augmented reality (AR)-based and social robot-based communication technologies, were covered. Face-to-face and phone communication occurred most frequently in GP-GC relationships: 85% of participants reported them taking place at least a few times per year (RQ1). Non-digital established media were associated with higher perceived communication quality than digital established media (RQ2). Innovative digital media received less favorable quality evaluations than established media. Participants expressed doubts regarding the technology competence of their grandparents, but still met innovative media with high expectations regarding improved communication quality (RQ3). Richer media, such as video conferencing or AR, do not automatically lead to better perceived communication quality, while leaner media, such as letters or text messages, can provide rich communication experiences. More research is needed to fully understand and systematically improve the utility, usability, and joy of use of different digital communication technologies employed in GP-GC relationships.

4.
Artículo en Inglés | MEDLINE | ID: mdl-36498071

RESUMEN

Most studies investigating the effects of environmental noise on children's cognitive performance examine the impact of monaural noise (i.e., same signal to both ears), oversimplifying multiple aspects of binaural hearing (i.e., adequately reproducing interaural differences and spatial information). In the current study, the effects of a realistic classroom-noise scenario presented either monaurally or binaurally on tasks requiring processing of auditory and visually presented information were analyzed in children and adults. In Experiment 1, across age groups, word identification was more impaired by monaural than by binaural classroom noise, whereas listening comprehension (acting out oral instructions) was equally impaired in both noise conditions. In both tasks, children were more affected than adults. Disturbance ratings were unrelated to the actual performance decrements. Experiment 2 revealed detrimental effects of classroom noise on short-term memory (serial recall of words presented pictorially), which did not differ with age or presentation mode (monaural vs. binaural). The present results add to the evidence for detrimental effects of noise on speech perception and cognitive performance, and their interactions with age, using a realistic classroom-noise scenario. Binaural simulations of real-world auditory environments can improve the external validity of studies on the impact of noise on children's and adults' learning.


Asunto(s)
Percepción del Habla , Adulto , Niño , Humanos , Memoria a Corto Plazo , Percepción Auditiva , Ruido , Audición
5.
Artículo en Inglés | MEDLINE | ID: mdl-36554463

RESUMEN

The ability to focus ones attention in different acoustical environments has been thoroughly investigated in the past. However, recent technological advancements have made it possible to perform laboratory experiments in a more realistic manner. In order to investigate close-to-real-life scenarios, a classroom was modeled in virtual reality (VR) and an established paradigm to investigate the auditory selective attention (ASA) switch was translated from an audio-only version into an audiovisual VR setting. The new paradigm was validated with adult participants in a listening experiment, and the results were compared to the previous version. Apart from expected effects such as switching costs and auditory congruency effects, which reflect the robustness of the overall paradigm, a difference in error rates between the audio-only and the VR group was found, suggesting enhanced attention in the new VR setting, which is consistent with recent studies. Overall, the results suggest that the presented VR paradigm can be used and further developed to investigate the voluntary auditory selective attention switch in a close-to-real-life classroom scenario.


Asunto(s)
Atención , Realidad Virtual , Adulto , Humanos , Percepción Auditiva , Acústica
6.
Artículo en Inglés | MEDLINE | ID: mdl-36141581

RESUMEN

BACKGROUND: Loneliness and social isolation in older age are considered major public health concerns and research on technology-based solutions is growing rapidly. This scoping review of reviews aims to summarize the communication technologies (CTs) (review question RQ1), theoretical frameworks (RQ2), study designs (RQ3), and positive effects of technology use (RQ4) present in the research field. METHODS: A comprehensive multi-disciplinary, multi-database literature search was conducted. Identified reviews were analyzed according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework. A total of N = 28 research reviews that cover 248 primary studies spanning 50 years were included. RESULTS: The majority of the included reviews addressed general internet and computer use (82% each) (RQ1). Of the 28 reviews, only one (4%) worked with a theoretical framework (RQ2) and 26 (93%) covered primary studies with quantitative-experimental designs (RQ3). The positive effects of technology use were shown in 55% of the outcome measures for loneliness and 44% of the outcome measures for social isolation (RQ4). CONCLUSION: While research reviews show that CTs can reduce loneliness and social isolation in older people, causal evidence is limited and insights on innovative technologies such as augmented reality systems are scarce.


Asunto(s)
Soledad , Aislamiento Social , Anciano , Comunicación , Humanos , Salud Pública , Proyectos de Investigación
7.
Artículo en Inglés | MEDLINE | ID: mdl-35206250

RESUMEN

Videoconferencing (VC) is a type of online meeting that allows two or more participants from different locations to engage in live multi-directional audio-visual communication and collaboration (e.g., via screen sharing). The COVID-19 pandemic has induced a boom in both private and professional videoconferencing in the early 2020s that elicited controversial public and academic debates about its pros and cons. One main concern has been the phenomenon of videoconference fatigue. The aim of this conceptual review article is to contribute to the conceptual clarification of VC fatigue. We use the popular and succinct label "Zoom fatigue" interchangeably with the more generic label "videoconference fatigue" and define it as the experience of fatigue during and/or after a videoconference, regardless of the specific VC system used. We followed a structured eight-phase process of conceptual analysis that led to a conceptual model of VC fatigue with four key causal dimensions: (1) personal factors, (2) organizational factors, (3) technological factors, and (4) environmental factors. We present this 4D model describing the respective dimensions with their sub-dimensions based on theories, available evidence, and media coverage. The 4D-model is meant to help researchers advance empirical research on videoconference fatigue.


Asunto(s)
COVID-19 , Pandemias , COVID-19/epidemiología , Fatiga/etiología , Humanos , SARS-CoV-2 , Comunicación por Videoconferencia
8.
J Acoust Soc Am ; 141(2): 1111, 2017 02.
Artículo en Inglés | MEDLINE | ID: mdl-28253634

RESUMEN

Sound field synthesis methods like Wave Field Synthesis (WFS) and Near-Field Compensated Higher Order Ambisonics synthesize a sound field in an extended area surrounded by loudspeakers. Because of the limited number of applicable loudspeakers the synthesized sound field includes artifacts. This paper investigates the influence of these artifacts on the accuracy with which a listener can localize a synthesized source. This was performed with listening tests using dynamic binaural synthesis to simulate different sound field synthesis methods and incorporated several listening positions. The results show that WFS is able to provide good localization accuracy in the whole listening area even for a low number of loudspeakers. For Near-Field Compensated Higher Order Ambisonics the achievable localization accuracy of the listener depends highly on the Ambisonics order and shows large localization deviations for low orders, where splitting of the perceived sound source was sometimes reported.

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