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Sökning: L773:2414 4088 > (2020)

  • Resultat 1-5 av 5
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1.
  • Frid, Emma, 1988- (författare)
  • Erratum : Accessible digital musical instruments—a review of musical interfaces in inclusive music practice (Multimodal Technologies and Interaction, (2019) 3, 57, 10.3390/mti3030057)
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 4:3, s. 1-2
  • Tidskriftsartikel (refereegranskat)abstract
    • Unfortunately, some errors and imprecise descriptions were made in the final proofreading phase, and the author, therefore, wishes to make the following corrections to this paper [1]: In the Abstract, it is erroneously stated that the percentage of ADMIs that incorporated vibrotactile feedback was 15.6%. The correct percentage should be 14.5%. The same error is replicated in Section 4.4. Output Modalities, on page 11 (13 ADMIs should be 12 ADMIs), and in Section 6. Conclusions, on page 15. The author would like to apologize for any inconvenience caused by these changes. The correct percentage further supports the claim that relatively few of the ADMIs incorporated vibrotactile feedback. Based on guidelines for writing for accessibility [2], the author would like to refrain from using the term “elderly” and instead use the term “older adults” in Sections 4.5 Target User Group (page 11), 5. Discussion (page 13), and Conclusions (page 15). Minor formatting errors were identified in Figure 4, on page 9, where the terms “touchscreen” and “touchless” were mistakenly spelled “touch-screen” and “touch-less”. In Table 2, “Book Sections” should be “Book Chapters”. There were also two errors in Table 3, where “Eyes-web” should be spelled “EyesWeb” and the word “sensor” was misspelled as “senor”. The figure and table were updated to account for these mistakes.
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2.
  • Imottesjo, Hyekyung, 1977, et al. (författare)
  • Iterative Prototyping of Urban CoBuilder: Tracking Methods and User Interface of an Outdoor Mobile Augmented Reality Tool for Co‐Designing
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI AG. - 2414-4088. ; 4:2, s. 1-21
  • Tidskriftsartikel (refereegranskat)abstract
    • This research presents results from a study developing a smartphone app, Urban CoBuilder, in which citizens can collaboratively create designs for urban environments using augmented reality technology and game mechanics. Eight prototypes were developed to refine selected design criteria, including tracking strategies, design elements, user experience and the interface with game mechanics. The prototypes were developed through an iterative design process with assessments and incremental improvements. The tracking was especially challenging and using multiple bitonal markers combined with the smartphone’s gyroscope sensor to average the user position was identified as the most suitable strategy. Still, portability and stability linked to tracking need to be improved. Design elements, here building blocks with urban functions textures, were realistic enough to be recognizable and easy to understand for the users. Future studies will focus on usability tests with larger user groups.
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3.
  • Laato, Samuli, et al. (författare)
  • Location-Based Games and the COVID-19 Pandemic : An Analysis of Responses from Game Developers and Players
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 4:2
  • Tidskriftsartikel (refereegranskat)abstract
    • In early 2020, as a countermeasure to mitigate the spread of the COVID-19 pandemic, governments issued limitations on the movements of their citizens, cancelling social events and advising people to stay home. As location-based games (LBGs) have been found to influence human movement, their role during COVID-19 deserves closer inspection. Under regular circumstances, the very aim of these games is to motivate people to go out, explore and meet other people. However, during COVID-19, people were advised to do the exact opposite. To study how LBG developers and players reacted to the situation, we used the netnography research method utilizing three types of data: (1) COVID-19 related in-game changes made by seven popular LBG developers during March 2020; (2) social media reactions on 20 posts across three popular Pokémon GO subreddits; and (3) the raiding activity (collaborative play) in Pokémon GO in a Finnish municipality during February–May 2020. All observed LBGs made in-game changes due to COVID-19. The social media reactions showed overwhelming appreciation towards these changes, and two central second order themes arose: (1) LBGs have the ability to influence human movement during pandemics; and (2) people should be able to self-regulate their behaviour during COVID-19 independent of LBG influence. Surprisingly, recorded Pokémon GO player activity in Finland was more influenced by offered in-game rewards than the COVID-19 pandemic. Our findings have implications on how games and gamification can be used to direct human movement in situations such as COVID-19 where population-level interventions are needed.
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4.
  • Sitompul, Taufik Akbar, et al. (författare)
  • Conceptual design and evaluation of windshield displays for excavators
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - Basel, Switzerland : MDPI AG. - 2414-4088. ; 4:4, s. 1-19
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper investigates the possible visualization using transparent displays, which could be placed on the excavator’s windshield. This way, the information could be presented closer to operators’ line of sight, without fully obstructing their view. Therefore, excavator operators could acquire the supportive information provided by the machine without diverting their attention from operational areas. To ensure that there is a match between the supportive information and operators’ contextual needs, we conducted four different activities as parts of our design process. Firstly, we looked at four relevant safety guidelines to determine which information is essential to perform safe operations. Secondly, we reviewed all commercially available technologies to discover their suitability in the excavator context. Thirdly, we conducted a design workshop to generate ideas on how the essential information should look like and behave based on the performed operation and the chosen available technology. Fourthly, we interviewed seven excavator operators to test their understanding and obtain their feedback on the proposed visualization concepts. The results indicated that four out of six visualization concepts that we proposed could be understood easily by the operators and we also revised them to better suit the operators’ way of thinking. All the operators also positively perceived this approach, since all of them included at least three visualization concepts to be presented on the windshield.
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5.
  • Lohilahti Bladfält, Sanna, et al. (författare)
  • Comparison of Usability between Gear Shifters with Varied Visual and Haptic Patterns and Complexities
  • 2020
  • Ingår i: Multimodal Technologies and Interaction. - : MDPI. - 2414-4088. ; 4:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Shift-by-wire technology enables more options concerning the design, placement and functions of gear shifters compared to traditional gear shifters with manual transmission. These variations can impact usability and driver performance. There is a lack of research regarding the potential advantages and disadvantages of different types of gear shifters. The purpose of this study was to investigate the efficiency and subjective ease-of-use of mono- and polystable joystick gear shifter types at different complexity levels and with full or limited visibility. An experimental study with 36 participants was conducted. The results showed that monostable joysticks, especially those with an I/J-shape, were overall less efficient and easy to use than polystable joysticks. The highest complexity level clearly affected the efficiency for the monostable joystick with an I/J-shape (mono I/J) compared with the other gear shifter types. The monostable joystick with an I/J-shape (mono I/J) was also most affected by reduced visibility at the highest level of complexity, indicating that it was more prone to causing users to take their eyes off the road.
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