29.6HCMay 7
Leveraging fNIRS to Evaluate Workload for Adaptive Training in Virtual RealityCara A. Spencer, Christopher D. Wickens, Jalynn B. Nicoly et al.
Advance in technology offer the potential for future adoption of a combination of virtual reality (VR) and real-time adaptivity to enhance training and education. Providing a valid neuro-ergonomic measure of cognitive load can enable an adaptive training regime to continuously adjust tas difficulty to an optimal level as training progresses. The current study validated the functional near-infrared spectroscopy (fNIRS) measure of cognitive load to reflect the demands of two different forms of lad within Cognitive Load Theory: extraneous and intrinsic to he task to be mastered. Thirty-six participants completed a VR shape assembly training task followed by a test of their skill retention They wore near-full head coverage fNIRS and provided subjective ratings of ther workload. The fNIRS findings largely corroborate intrinsic workload literature with significant activation in cortical regions (dorsolateral and rostral prefrontal cortex and left angular gyrus) associated with working memory, short term memory buffers, multisensory integration, and attention. These fNIRS results were tracked closely by NASA TLS measures of mental workload. The results also revealed far less brain activity associated with extraneous load, namely just the right angular gyrus, deemed irrelevant to the mastery of the task.
HCMay 26, 2021
A Concise Guide to Elicitation MethodologyAdam S. Williams, Francisco R. Ortega
One of the open questions in the field of interaction design is "what inputs or interaction techniques should be used with augmented reality devices?" The transition from a touchpad and a keyboard to a multi-touch device was relatively small. The transition from a multi-touch device to an HMD with no controllers or clear surface to interact with is more complicated. This book is a guide for how to figure out what interaction techniques and modalities people prefer when interacting with those devices. The name of the technique covered here is Elicitation. Elicitation is a form of participatory design, meaning design with direct end-user involvement. By running an elicitation study researchers can observe unconstrained human interactions with emerging technologies to help guide input design.
HCSep 14, 2020
Understanding Gesture and Speech Multimodal Interactions for Manipulation Tasks in Augmented Reality Using Unconstrained ElicitationAdam S. Williams, Francisco R. Ortega
This research establishes a better understanding of the syntax choices in speech interactions and of how speech, gesture, and multimodal gesture and speech interactions are produced by users in unconstrained object manipulation environments using augmented reality. The work presents a multimodal elicitation study conducted with 24 participants. The canonical referents for translation, rotation, and scale were used along with some abstract referents (create, destroy, and select). In this study time windows for gesture and speech multimodal interactions are developed using the start and stop times of gestures and speech as well as the stoke times for gestures. While gestures commonly precede speech by 81 ms we find that the stroke of the gesture is commonly within 10 ms of the start of speech. Indicating that the information content of a gesture and its co-occurring speech are well aligned to each other. Lastly, the trends across the most common proposals for each modality are examined. Showing that the disagreement between proposals is often caused by a variation of hand posture or syntax. Allowing us to present aliasing recommendations to increase the percentage of users' natural interactions captured by future multimodal interactive systems.
HCJan 18, 2020
Towards a Virtual Reality Home IoT Network VisualizerDrew Johnston, Jarret Flack, Indrakshi Ray et al.
We present an IoT home network visualizer that utilizes virtual reality (VR). This prototype demonstrates the potential that VR has to aid in the understanding of home IoT networks. This is particularly important due the increased number of household devices now connected to the Internet. This prototype is able to function in a standard display or a VR headset. A prototype was developed to aid in the understanding of home IoT networks for homeowners.
HCJan 18, 2020
City Planning with Augmented RealityCatherine Angelini, Adam S. Williams, Mathew Kress et al.
We present an early study designed to analyze how city planning and the health of senior citizens can benefit from the use of augmented reality (AR) using Microsoft's HoloLens. We also explore whether AR and VR can be used to help city planners receive real-time feedback from citizens, such as the elderly, on virtual plans, allowing for informed decisions to be made before any construction begins.