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Sökning: WFRF:(Alce Günter)

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1.
  • Alce, Günter, et al. (författare)
  • A Prototyping Method to Simulate Wearable Augmented Reality Interaction in a Virtual Environment - A Pilot Study
  • 2015
  • Ingår i: International Journal of Virtual Worlds and Human Computer Interaction. - : Avestia Publishing. - 2368-6103. ; 3, s. 18-28
  • Tidskriftsartikel (refereegranskat)abstract
    • Recently, we have seen an intensified development of head mounted displays (HMD). Some observers believe that the HMD form factor facilitates Augmented Reality (AR) technology, a technology that mixes virtual content with the users' view of the world around them. One of many interesting use cases that illustrate this is a smart home in which a user can interact with consumer electronic devices through a wearable AR system. Building prototypes of such wearable AR systems can be difficult and costly, since it involves a number of different devices and systems with varying technological readiness level. The ideal prototyping method for this should offer high fidelity at a relatively low cost and the ability to simulate a wide range of wearable AR use cases. This paper presents a proposed method, called IVAR (Immersive Virtual AR), for prototyping wearable AR interaction in a virtual environment (VE). IVAR was developed in an iterative design process that resulted in a testable setup in terms of hardware and software. Additionally, a basic pilot experiment was conducted to explore what it means to collect quantitative and qualitative data with the proposed prototyping method. The main contribution is that IVAR shows potential to become a useful wearable AR prototyping method, but that several challenges remain before meaningful data can be produced in controlled experiments. In particular, tracking technology needs to improve, both with regards to intrusiveness and precision.
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2.
  • Alce, Günter, et al. (författare)
  • Comparison of the Effect of Exposing Users for Height While Being Active Versus Passive in a Virtual Environment - A Pilot Study
  • 2022
  • Ingår i: Extended Reality - 1st International Conference, XR Salento 2022, Proceedings. - Cham : Springer International Publishing. - 0302-9743 .- 1611-3349. - 9783031155451 ; 13445 LNCS, s. 18-36
  • Konferensbidrag (refereegranskat)abstract
    • Phobias have historically and evolutionary been vital for humans to escape quickly or fight in dangerous situations. The anxieties that phobias evoke have made people live longer. Evolutionarily, anxiety has been good, but fear and anxiety come in unjustified situations for the civilized population in the 21st century. Some people have an extra sensitive reaction system activated too often in irrelevant contexts. More than 10% of Sweden’s population has some phobia. However, only a few persons search for help to overcome their phobias, partly because they know they have to be exposed to their phobia to overcome it. An alternative exposure treatment is using virtual reality (VR). Recently, we have seen an intensified development of VR headsets such as HTC Vive and Oculus Quest. These headsets come with relatively high display resolution and great tracking of the hand controllers, which opens up opportunities to develop and evaluate more immersive interactive virtual environments that can be used, e.g., for exposure treatment. This paper presents two VR prototypes developed and evaluated using the new generation of VR technology. The two VR prototypes were then compared in a user study with 22 participants exposed to height while being active versus being passive. The main contribution of this paper is to elucidate knowledge about the experiment of comparing AE versus PE of heights.
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3.
  • Alce, Günter, et al. (författare)
  • D3.1 User expectations and cross-modal interaction
  • 2013
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This document is deliverable D3.1 “User expectations and cross-modal in-teraction” and presents user studies to understand expectations and reac-tions to content presentation methods for mobile AR applications and rec-ommendations to realize an interface and interaction design in accordance with user needs or disabilities.
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4.
  • Alce, Günter, et al. (författare)
  • D3.2 Interface design prototypes and/or mock ups
  • 2013
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This document is deliverable D3.2 “Interface design prototypes and/or mock ups” and presents tools and prototypes to show new interface and interaction design.
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5.
  • Alce, Günter, et al. (författare)
  • Design and Evaluation of Three Interaction Models for Manipulating Internet of Things (IoT) Devices in Virtual Reality
  • 2019
  • Ingår i: Human-Computer Interaction – INTERACT 2019 : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part IV - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part IV. - Cham : Springer International Publishing. - 0302-9743 .- 1611-3349. - 9783030293901 - 9783030293895 ; 11749, s. 267-286
  • Konferensbidrag (refereegranskat)abstract
    • More and more things are getting connected to the internet, including lights, speakers, and refrigerators. These connected things are an example of what a smart home system that is part of the Internet of Things (IoT) can incorporate. IoT enables advanced services by interconnecting physical and virtual things. But, building interactive prototypes for smart home systems can be difficult and costly, since it involves a number of different devices and systems with varying technological readiness level. Virtual reality (VR) is a technology that can create computer-generated environments and has been used as a design tool in many different domains, such as architecture, city planning, and industrial design. However, the focus has traditionally been on visualizing design proposals rather than letting the intended users directly interact with them. Recently, we have seen an intensified development of VR headsets such as HTC Vive and Oculus Rift. These headsets come with relatively well-developed hand controllers, which can be used to interact with the virtual environment. This opens up opportunities to develop and evaluate interactive virtual smart home systems.This paper presents three interaction models developed and evaluated using the new generation of VR technology. The interaction models were then compared in a user study with 18 participants. Some statistically significant differences and subjective preferences could be observed in the quantitative and qualitative data respectively.The main contribution of this paper is to elucidate knowledge about using VR as a prototyping tool to explore IoT interaction. Moreover, this study implies that you can collect and analyze data for statistical analysis using VR.
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6.
  • Alce, Günter, et al. (författare)
  • Design and Evaluation of Three User Interfaces for Detecting Unmanned Aerial Vehicles Using Virtual Reality
  • 2022
  • Ingår i: Virtual Reality and Mixed Reality - 19th EuroXR International Conference, EuroXR 2022, Proceedings. - Cham : Springer International Publishing. - 0302-9743 .- 1611-3349. - 9783031162336 ; 13484 LNCS, s. 36-49
  • Konferensbidrag (refereegranskat)abstract
    • Regulations restrict UAVs to fly only within direct view of the pilot, limiting their ability to support critical societal functions. One potential way to move beyond this limitation is by placing a 360-degree camera on the vehicle and using its feed to provide operators with a view that is the equivalent to being on the vehicle. This necessitates a cockpit user interface (UI) that amongst other things highlights flying objects, so that collision with these can be avoided. In this paper, virtual reality (VR) was used to build a prototype of such a system and evaluate three UIs that were designed to facilitate detecting aerial. Conclusions are drawn regarding which UI features support detection performance and a positive user experience.
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7.
  • Alce, Günter, et al. (författare)
  • Exploring Different User Interfaces for Automatic Tracking of Free Weight Exercises Using Computer Vision
  • 2023
  • Ingår i: Proceedings of the 9th International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AWE 2023. - 2184-4984. - 9789897586453 ; 2023-April, s. 143-150
  • Konferensbidrag (refereegranskat)abstract
    • Several research studies have shown the importance of physical exercise. The global gym and fitness industry faced a transition from traditional gyms to virtual fitness training during the pandemic lockdowns. A proliferation of applications is available to provide different digital gym experiences. Advagym is one example that uses sensors to track and give feedback to gym goers. Sony's R&D Center Lund Laboratory has developed a Camera-based Tracking System (CTS) which aims to offer an automatic free weight exercise tracking solution with Advagym. The main goal of this paper is to align the Advagym application combined with CTS for free weight exercise (FWE) tracking and to conduct a comparative study of four different user interfaces presenting FWE tracking to increase the user experience. The main contribution of this paper is to elucidate knowledge about which UI feedback of FWE given for the “gym-goer” was preferred.
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8.
  • Alce, Günter, et al. (författare)
  • Exploring Different User Interfaces for Velocity based Training using Smart Gym Machines : Pilot Study
  • 2021
  • Ingår i: ICT4AWE 2021 - Proceedings of the 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health. - 2184-4984. - 9789897585067 ; 2021-April, s. 113-120
  • Konferensbidrag (refereegranskat)abstract
    • With the emerging technology called the Internet of Things (IoT), we can now connect computing devices and sensors to the Internet. The IoT sensors serve to collect data, pushing it and sharing it with a whole network of connected devices. We decided to explore how to utilize IoT data to increase the user experience from a commercial gym application called Advagym. Advagym is a commercial solution already available in the market, which aims to digitize the gym experience, where a retrofit solution is used to fit IoT devices on gym machines to track performance data from users’ workouts. The main goal of this paper is to utilize IoT data from Advagym’s IoT sensors for velocity-based training (VBT) and conduct a comparative study of three different user interfaces presenting VBT data to increase the user experience. The main contribution of this paper is an analysis of user preferences regarding the user interface of VBT feedback during a gym workout.
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9.
  • Alce, Günter, et al. (författare)
  • Feasibility Study of Ubiquitous Interaction Concepts
  • 2014
  • Ingår i: [Host publication title missing]. - : Elsevier BV. - 1877-0509. ; 39, s. 35-42
  • Konferensbidrag (refereegranskat)abstract
    • There are all sorts of consumer electronics in a home environment. Using ”apps” to interact with each device is neither feasible nor practical in an ubicomp future. Prototyping and evaluating interaction concepts for this future is a challenge. This paper proposes four concepts for device discovery and device interaction implemented in a virtual environment. The interaction concepts were compared in a controlled experiment for evaluation and comparison. Some statistically significant dierences and subjective preferences could be observed in the quantitative and qualitative data respectively. Overall, the results indicate that the proposed interaction concepts were found natural and easy to use.
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10.
  • Alce, Günter (författare)
  • In Your Face! – Designing Future Interaction Models for Internet of Things and Augmented Reality
  • 2018
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • It is estimated that the number of devices connected to the Internet will be 50 billion by 2020. How should a not-so-tech-savvy end user be able to discover and directly interact with a myriad of connected things in an intuitive and comfortable manner? Up until now, smartphones have shown potential for managing the Internet of Things (IoT) environments, but we cannot rely on that technology. Wearable technology devices are maturing and are available in many different form factors including head-worn displays (HWDs), smartwatches and wristbands. They enable access to information at a glance. They are intended to always be ‘‘on’’, to always be acting and to always be sensing the surrounding environment in order to offer a better interface to the real world. A technology suitable for these kind of user interfaces is augmented reality (AR) due to its ability to merge the real with the virtual. However, prototyping AR user interfaces to discover and control connected things can be difficult and costly because it involves a number of different devices and systems with varying levels of technological readiness.The aim of the research presented in this thesis was to develop and explore three tools that can be used for prototyping AR and IoT interaction and to introduce four interaction models for controlling IoT devices. One of the tools is based on real-world Wizard of Oz (WOZ) prototyping method, which lets a human to operate undeveloped components of a technical system, and the other two are built on virtual reality (VR) -based prototyping for an IoT environment. The interaction models were developed for different form factors. One is based on a smartwatch form factor and an interaction model called UbiCompass, and three are based on HWD form factor and interaction models called Floating Icons, World in Miniature and Floating Menu, respectively.The thesis is based on the five attached papers.Paper 1 presents a WOZ prototyping tool called WozARd and the set of features it offers. The WozARd device allows the test leader to control the visual, tactile and auditive output that is presented to the test participant. The study described in Paper 1 is an initial investigation of the capability of the real-world prototyping method with WOZ to simulate a believable illusion of a real working AR city tour. A user study was carried out by collecting and analyzing qualitative and quantitative data from 21 participants who performed the AR city tour using the WozARd with an HWD and smartwatch. The data analysis focused on seven categories that can have a potential impact on how the WozARd method is perceived by participants: precision, relevance, responsiveness, technical stability, visual fidelity, general user experience, and human operator performance. Overall, the results seem to indicate that the participants perceived the simulated AR city tour as a relatively realistic experience despite a certain degree of technical instability and human operator mistakes.Paper 2 presents a proposed VR-based prototyping tool called IVAR (Immersive Virtual AR) for prototyping wearable AR and IoT interaction in a virtual environment (VE). IVAR was developed in an iterative design process that resulted in a testable setup in terms of hardware and software. Additionally, a basic pilot experiment with 24 participants was conducted to explore what it means to collect quantitative and qualitative data with the proposed prototyping tool. The main contribution is that IVAR shows potential to become a useful wearable AR and IoT prototyping tool, but that several challenges remain before meaningful data can be produced in controlled experiments. In particular, tracking technology needs to improve, both with regards to intrusiveness and precision.Paper 3 presents a proposed VR-based prototyping tool, using VR technology based on room-scale tracking to prototype IoT interaction. It is built on the same idea as in Paper 2. We refer to the prototyping tool as VRUbi. Three IoT interaction concepts were compared in a controlled experiment with 21 test persons for evaluation and comparison. Some statistically significant differences and subjective preferences could be observed in the quantitative and qualitative data, respectively. The main contribution of this paper is to elucidate knowledge about the method of using VR as a prototyping tool to explore IoT interaction.Paper 4 presents a novel IoT interaction concept called UbiCompass. A functional, smartwatch face prototype of the UbiCompass was developed and integrated with an existing smart home system. It was then compared to a traditional smart home mobile application in a controlled experiment. In total 36 participants were recruited for the experiment. The results showed statistically significant differences in favor of the proposed concept, which highlights the potential the UbiCompass has as an IoT interaction concept.Paper 5 presents three basic IoT interaction models, with a focus on the aspects of discovering and selecting devices, implemented for Microsoft HoloLens. The intention was to compare the models in an experimental study with 20 participants. They were split into two groups: one with low device density and one with high device density. Each group had to solve the same task using each of the three interaction models. The results showed that with just a few devices to interact with, the participants’ interactions did not differ significantly. However, with many devices to engage with, the World in Miniature model stood out as especially demanding and time-consuming. There was also high variability in the models that were preferred by the participants, possibly implying that a combination of the three proposed models is desired in a fully developed AR system for managing IoT devices.Overall, the research presented in this thesis found the three prototyping tools – WozARd, IVAR, and VRUbi – to be useful for prototyping AR and IoT interaction. One important takeaway for organizations that develop IoT systems or services is to use VR to simulate different scenarios and interactions. The two VR-based prototyping tools are suitable for simulations of more complex scenarios, since registration and tracking can be easily simulated, while WozARd is suitable for prototyping simple AR user interfaces.Overall, the interaction models presented utilize two form factors – smartwatch and HWD – both of which did well during the experiments. They both focus on three aspects: discovering connected devices; selecting and controlling connected devices; and that the user not needing to start an application. An example of the later is that the user interface should just appear when a person enters a smart office.
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