Journal of Library Administration. Oct2018, Vol. 58 Issue 7, p698-727. 30p. 1 Color Photograph.
PROTOTYPES, BEHAVIORAL research, TECHNOLOGY, DISCIPLINE, and SCHOLARS
How do researchers search for knowledge? What are their behaviors and habits, and what technologies do they use? This article proposes that three design shifts - involving more human senses, enabling comparative and simultaneous viewing, and allowing immediate access to full content - will create a more fruitful research process for scholars who conduct a literature review, learn about a new topic in a related discipline, or catch up on advances in their field. The three proposed designed shifts were tested with prototyping. The systematic prototyping procedure is a method that can be employed by others to advance this field. [ABSTRACT FROM AUTHOR]
Martínez, Jonatan, García, Arturo S., Oliver, Miguel, Molina, José P., and González, Pascual
International Journal of Human-Computer Interaction. Nov2014, Vol. 30 Issue 11, p855-871. 17p. 7 Color Photographs, 1 Diagram, 1 Chart, 5 Graphs.
HUMAN-computer interaction, USER interfaces (Computer systems), VIRTUAL prototypes, VIRTUAL reality, VIDEO games, and HAPTIC devices
The use of haptics in virtual reality and video games has received growing attention as a means of enhancing the sensation of immersion in these environments. The sensation of touching virtual objects not only augments the impression of reality but also can improve the performance. However, the design of haptic interactions is not an easy task, and it usually needs a great effort due to the absence of powerful prototyping toolkits. Thus, this article proposes a vibrotactile prototyping toolkit for Eccentric Rotating Mass actuators named VITAKI. The main objective of this platform is to facilitate the prototyping and testing procedures of new vibrotactile interaction techniques for Virtual Reality and video games. A detailed description of the design of the system is provided, presenting the hardware and software elements that make up the VITAKI toolkit. In addition, its application to two different examples to illustrate its use is provided. Finally, a preliminary evaluation of this toolkit is presented. This evaluation is divided into two main stages. On one hand, a study of Olsen’s criteria is performed to analyze its general capabilities. On the other hand, a comparison with previously presented proposals is included too. These two analyses, together with other experiments where the devices created with the toolkit were tested by end users, highlight its main features and its advantages over other proposals. [ABSTRACT FROM AUTHOR]
Seo, Dong Woo, Kim, Hyun, Kim, Jae Sung, and Lee, Jae Yeol
Computers in Industry. Feb2016, Vol. 76, p11-23. 13p.
USER interfaces (Computer systems), PROTOTYPES, HYBRID systems, VIRTUAL reality, and HOME automation
A smart home is considered as a new environment that can apply the use of Internet-of-Things (IoT). For that reason, the realization of the smart home requires the seamless integration among humans, physical objects, and user interactions. However, this accomplishment is currently unrealistic and expensive, considering the need to construct different types of physical smart homes and the need to evaluate them through the various aspects of user experiences. Thus, virtual reality is widely used for the preliminary test and pre-evaluation. However, there is little work to systematically evaluate the user experiences such as usability, natural and intuitive interaction between human and physical objects, and usefulness. This paper proposes a hybrid reality-based user experience and evaluation of a context-aware smart home. The user experience is provided by the integration of egocentric virtual reality and exocentric augmented reality. Furthermore, to make a smart home environment more natural and realistic, a world-in-miniature (WIM) of the smart home has been constructed where various kinds of tangible and physical smart home activities are allowed for prototyping a number of appliances, sensors, and human-physical object interactions. To evaluate the proposed approach, both qualitative and quantitative experiments are performed and analyzed. The proposed approach aims to provide developers and end users or consumers a useful tool for understanding and experiencing the smart home environment. Prior to the development of a physical smart home environment, it is essential for developers and designers to validate smart home services regarding context and visual awareness. Furthermore, it must be used for consumers or future residents to evaluate the smart home such that developers provide more customer-oriented environment and capture related problems before constructing the home. [ABSTRACT FROM AUTHOR]