This research focuses on sensing context, modeling human behavior and developing a new architecture for a cognitive phone platform. We combine the latest positioning technologies and phone sensors to capture human movements in natural environments and use the movements to study human behavior. Contexts in this research are abstracted as a Context Pyramid which includes six levels: Raw Sensor Data, Physical Parameter, Features/Patterns, Simple Contextual Descriptors, Activity-Level Descriptors, and Rich Context. To achieve implementation of the Context Pyramid on a cognitive phone, three key technologies are utilized: ubiquitous positioning, motion recognition, and human behavior modeling. Preliminary tests indicate that we have successfully achieved the Activity-Level Descriptors level with our LoMoCo (Location-Motion-Context) model. Location accuracy of the proposed solution is up to 1.9 meters in corridor environments and 3.5 meters in open spaces. Test results also indicate that the motion states are recognized with an accuracy rate up to 92.9% using a Least Square-Support Vector Machine (LS-SVM) classifier.
New display technologies, such as 3D stereoscopic displays, provide opportunities to enhance the user experience (UX) in digital games. A widely-held belief is “the more stereo, the better experience.” The purpose of this study is to examine this belief and evaluate the added value of 3D stereo to the UX in games. Stereo separation in a display was varied, and a multidimensional UX was measured using a psychological Presence-Involvement-Flow Framework2 (PIFF2) in a between-subjects design. The PIFF2 findings were further supported by both qualitative and objective measures. Users' descriptions of the game were included as well as adverse symptoms, open-ended negative aspects of 3D stereo, basic eye physiology, objective performance metrics, and fundamental background variables. This hybrid qualitative-quantitative methodology shows that more stereo does not lead to better UX. It was shown that a moderate level of stereo separation affected the UX most by increasing the sense of presence among the users. These results deepen the previous findings in investigating the stereo effect in different media. The advantage of using multidimensional measures to evaluate UX, the added value of 3D stereo, and the practical implications of the results are further discussed.
1 December 2013 in Journal of Experimental Psychology: Applied
A monocular see-through head-mounted display (HMD) allows the user to view displayed information while simultaneously interacting with the surrounding environment. This configuration lets people use HMDs while they are moving, such as while walking. However, sharing attention between the display and environment can compromise a person's performance in any ongoing task, and controlling one's gait may add further challenges. In this study, the authors investigated how the requirements of HMD-administered visual tasks altered users' performance while they were walking. Twenty-four university students completed 3 cognitive tasks (high- and low-working memory load, visual vigilance) on an HMD while seated and while simultaneously performing a paced walking task in a controlled environment. The results show that paced walking worsened performance (d', reaction time) in all HMD-administered tasks, but visual vigilance deteriorated more than memory performance. The HMD-administered tasks also worsened walking performance (speed, path overruns) in a manner that varied according to the overall demands of the task. These results suggest that people's ability to process information displayed on an HMD may worsen while they are in motion. Furthermore, the use of an HMD can critically alter a person's natural performance, such as their ability to guide and control their gait. In particular, visual tasks that involve constant monitoring of the HMD should be avoided. These findings highlight the need for careful consideration of the type and difficulty of information that can be presented through HMDs while still letting the user achieve an acceptable overall level of performance in various contexts of use.
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and study the psychology of UX in games. The objective of this study is to show how UX differs when the first-person shooter HALO is played in a laboratory and at home. To disclose this difference, a psychologically valid and multidimensional measurement framework is introduced. UX is profiled according to the level of the sense of presence, involvement, and flow in a between-subjects design. Statistically, the structure of the framework is grounded on a large and heterogeneous gamer data set (N = 2,182). The results showed that the profile of the sense of presence in the laboratory included higher levels of attention and arousal as compared with that of the natural environment. This finding was independent of any of the measured background variables. Other differences between the two situations were more related to the participants’ background. For example, gamers at home were more involved in the game and they felt a higher level of competence. No strong emotional differences between the two situations were found. The authors discuss the complex UX terminology and implications of the framework for implementation of learning games.
1 July 2010 in Research and Practice in Technology Enhanced Learning
The investigation examined how to simulate practices of distributed, partially virtual teamwork in higher education. A course was designed to engage ten teams in producing solutions to complex problems, similar to that in knowledge work. The teams researched and prepared final reports and project presentations (shared objects) based on assignments from two customers. The course design provided templates and communication structures, but the teams needed to self-organize in order to carry out their own goals. Two analyses examined how the arranged project promoted practices of distributed, hybrid knowledge work and how the students coped with the knowledge creation challenge. Based on the team interviews half-way through the course, the students were confused and even distressed with the open-ended assignment. At the end of the course, their self-reflections revealed a change to more positive appraisals of the assignment. It was concluded that there were two types of practices involved, project work and inquiry, which might be best supported with different types of scaffolding, the first pragmatic or structural and the latter epistemic. This course presents an example of how workplace practices can be modeled for education, but also points to needs for scaffolding challenging team processes.