scholarly journals A Scalable Solution for Signaling Face Touches to Reduce the Spread of Surface-based Pathogens

Author(s):  
Camilo Rojas ◽  
Niels Poulsen ◽  
Mileva Van Tuyl ◽  
Daniel Vargas ◽  
Zipporah Cohen ◽  
...  

Hand-to-Face transmission has been estimated to be a minority, yet non-negligible, vector of COVID-19 transmission and a major vector for multiple other pathogens. At the same time, as it cannot be effectively addressed with mainstream protection measures, such as wearing masks or tracing contacts, it remains largely untackled. To help address this issue, we have developed Saving Face - an app that alerts users when they are about to touch their faces, by analyzing the distortion patterns in the ultrasound signal emitted by their earphones. The system only relies on pre-existing hardware (a smartphone with generic earphones), which allows it to be rapidly scalable to billions of smartphone users worldwide. This paper describes the design, implementation and evaluation of the system, as well as the results of a user study testing the solution's accuracy, robustness, and user experience during various day-to-day activities (93.7% Sensitivity and 91.5% Precision, N=10). While this paper focuses on the system's application to detecting hand-to-face gestures, the technique can also be applicable to other types of gestures and gesture-based applications.

2021 ◽  
Author(s):  
Nelly Condori-Fernandez ◽  
Marcela Quispe-Cruz ◽  
Alejandro Catala ◽  
Joao Araujo ◽  
Patricia Lago

In this chapter, a Negative User Experience (NUX)-based method for deriving sustainability requirements of persuasive software systems is proposed. The method relies on the analysis of NUX assessment, and the exploitation of relationships between the SQ model and the PSD model, which are well-known models for sustainability-quality in software systems and persuasive system design respectively. To illustrate the method, a user study has been conducted involving people in their real working environments while using specific software intended to change their behavior for preventing or reducing repetitive strain injury (RSI). The method allowed us to discover thirteen requirements that contribute to social, technical and economic sustainability dimensions.


2019 ◽  
Vol 23 (6) ◽  
pp. 1352-1373 ◽  
Author(s):  
Auriol Degbelo ◽  
Jan Kruse ◽  
Max Pfeiffer

Sensors ◽  
2021 ◽  
Vol 21 (21) ◽  
pp. 7193
Author(s):  
Seunggon Jeon ◽  
Seungwon Paik ◽  
Ungyeon Yang ◽  
Patrick C. Shih ◽  
Kyungsik Han

A virtual reality (VR) controller plays a key role in supporting interactions between users and the virtual environment. This paper investigates the relationship between the user experience and VR control device modality. We developed a VR firefighting training system integrated with four control devices adapted from real firefighting tools. We iteratively improved the controllers and VR system through a pilot study with six participants and conducted a user study with 30 participants to assess two salient human factor constructs—perceived presence and cognitive load—with three device modality conditions (two standard VR controllers, four real tools, and a hybrid of one real tool and one standard VR controller). We found that having more realistic devices that simulate real tools does not necessarily guarantee a higher level of user experience, highlighting a strategic approach to the development and utilization of VR control devices. Our study gives empirical insights on establishing appropriate combinations of VR control device modality in the context of field-based VR simulation and training.


2021 ◽  
Vol 1 ◽  
pp. 1383-1390
Author(s):  
Susanne Jacobson ◽  
Jaakko Ranne

AbstractThis exploratory research paper discusses the importance of experiential qualities in products that have accessible and assistive uses. The focus is on products that may have an ambiguous user experience. Concepts of multisensory user experience and accessibility are presented as an introduction to the topic.The paper builds on the findings of a preliminary user study that was conducted in a joint multi-national and cross-industrial project that was externally funded. In the study, users’ experiences of an accessible means of transport, an elevator prototype with an interactive media surface, were explored. The study comprised a thinking aloud task and a design game.The demonstrated colours, lights and their movements created various kinds of associations among the participating users. The participants also ideated about the product’s alternative applications, some of which concerned accessibility, while others extended beyond it.The findings show that adding experiential product qualities enhances the user experience in terms of various associations and applications that extend beyond accessibility and the original use.


JMIR Cardio ◽  
2018 ◽  
Vol 2 (1) ◽  
pp. e3 ◽  
Author(s):  
Hyunyoung Baek ◽  
Jung-Won Suh ◽  
Si-Hyuck Kang ◽  
Seungjin Kang ◽  
Tae Ho Lim ◽  
...  

Author(s):  
John Millton J

Cloud gaming is gaining in popularity, but it's still unknown whether the user-experience it provides is sweet enough to enable cloud gaming to exchange with a traditional PC gaming and what are the key expectations of a gamer. The Major goal of our research presented during this paper is to collect objective, experimental data on this subject. We've executed a user study that exposed ourselves to at least one simple and one complex game using cloud gaming and PC gaming approaches. After a timed gaming session on both platforms we analyzed the impact of the sessions and compared our experiences. The results of our study show that for a run of the mill casual gamer there's not much difference between cloud gaming and PC gaming. Whereas, more matured gamers tend to favor PC gaming, especially on high-end PCs. Although, both user groups did select cloud gaming as a far better solution for a low-end hardware. The results of our experiments lead to a conclusion that cloud gaming, in its current form, isn't ready to replace the PC gaming, but it fills a distinct segment that PC gaming has no possibility of reaching and basically allowing people to play their favorite titles without having to take a position in high-end gaming hardware. KEYWORDS: User Experience, Internet, Cloud-based Applications, Computer Games, Virtualized Applications.


2021 ◽  
Vol 11 (2) ◽  
pp. 347-359
Author(s):  
Alper Turan ALAN

E-Government Gateway is a web application that aims to increase efficiency in public services by enabling citizens to access all services electronically from a single point. This application has started to take a critical place in our lives, especially during the Covid-19 pandemic period. However, we yet know very little about how citizens perceive and use it. This study aims to shed light on users' experience with the application, and to address potential issues they face in terms of usability and trust. To this end, a task-based user study was conducted with 10 volunteer participants, followed by a post- study survey and an interview. The findings of the study, based on both quantitative and qualitative data, show that the participants found the application very useful and easy to use in overall. However, the results also indicate a few design problems. In particular, it has been observed that the difficulty of accessing the information provided by the application regarding data privacy has led to a decrease in user trust. Building on the findings, this article presents a number of design suggestions to improve user experience and trust.


2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Katy Tcha-Tokey ◽  
Olivier Christmann ◽  
Emilie Loup-Escande ◽  
Guillaume Loup ◽  
Simon Richir

There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).


Author(s):  
Rafael R. Padovani ◽  
Lucas N. Ferreira ◽  
Levi H. S. Lelis

System accuracy is a crucial factor influencing user experience in intelligent interactive systems. Although accuracy is known to be important, little is known about the role of the system’s error distribution in user experience. In this paper we study, in the context of background music selection for tabletop games, how the error distribution of an intelligent system affects the user’s perceived experience. In particular, we show that supervised learning algorithms that solely optimize for prediction accuracy can make the system “indecisive”. That is, it can make the system’s errors sparsely distributed throughout the game session. We hypothesize that sparsely distributed errors can harm the users’ perceived experience and it is preferable to use a model that is somewhat inaccurate but decisive, than a model that is accurate but often indecisive. In order to test our hypothesis we introduce an ensemble approach with a restrictive voting rule that instead of erring sparsely through time, it errs consistently for a period of time. A user study in which people watched videos of Dungeons and Dragons sessions supports our hypothesis.


Author(s):  
Chih-Hsing Chu ◽  
Yi-An Chen ◽  
Ying-Yin Huang ◽  
Yun-Ju Lee

Abstract Virtual try-on technology (VTO) in virtual reality (VR) and augmented reality (AR) has been developed for years to create novel shopping experiences for users by allowing them to virtually wear fashion products. Compared to garments or facial accessories, fewer studies have focused on virtual footwear try-on, regardless of user study or technical development. Thus, it is necessary to examine the effectiveness of existing VTO applications on the user's affective responses. In this study, we compared the user experience of three different footwear try-on methods (real, VR, and AR) with both physiological and psychological measures. Subjects conducted a try-on experiment on different pairs of sneakers. Each subject's gaze trajectory was recorded using an eye tracker and analyzed to show his/her visual attention in each method. Afterward, the subjects completed questionnaires to assess the sense of presence, usability, and the user experience score for the try-on processes, and subsequently attended a think-aloud procedure to express their thoughts. The analysis results of the collected data showed that the user experience produced by the VR and AR try-on is not comparable to that of the real environment. The results also revealed factors that negatively affect the quality of the user's interaction with the processes. These findings may provide insights into further improvements in VTO technology.


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