We present the results of an evaluation of the performance of the Leap Motion Controller with the aid of a professional, high-precision, fast motion tracking system. A set of static and dynamic measurements was performed with different numbers of tracking objects and configurations. For the static measurements, a plastic arm model simulating a human arm was used. A set of 37 reference locations was selected to cover the controller’s sensory space. For the dynamic measurements, a special V-shaped tool, consisting of two tracking objects maintaining a constant distance between them, was created to simulate two human fingers. In the static scenario, the standard deviation was less than 0.5 mm. The linear correlation revealed a significant increase in the standard deviation when moving away from the controller. The results of the dynamic scenario revealed the inconsistent performance of the controller, with a significant drop in accuracy for samples taken more than 250 mm above the controller’s surface. The Leap Motion Controller undoubtedly represents a revolutionary input device for gesture-based human-computer interaction; however, due to its rather limited sensory space and inconsistent sampling frequency, in its current configuration it cannot currently be used as a professional tracking system.
Although virtual reality (VR) has already achieved technological maturity, there are still some significant drawbacks for technology acceptance and broader user adoption, presenting research challenges. Thus, there is a need for standard, reliable, and quick assessment tools for Virtual Reality-Induced Symptoms and Effects (VRISE) and user experience in VR Assessing VRISE and user experience could be time consuming, especially when using objective physiological measures. In this study, we have reviewed, compared, and performed a suitability assessment of existing standard measures for evaluating VRISE and user experience in VR We have developed a first-person VR game with different scenes and different conditions. For assessing VRISE symptoms, we have used the Simulator Sickness Questionnaire (SSQ) and Fast Motion Sickness Score (FMS). For assessing user experience, we have used the short version of the User Experience Questionnaire (UEQ-S). We have also used a novel Virtual Reality Neuroscience Questionnaire (VRNQ) for assessing VRISE and user experience aspects. The result has shown that FMS and VRNQ (VRISE section) are suitable for quick assessment of VRISE and that VRNQ (User experience section) is suitable for assessing user experience. The advantage of FMS and VRNQ questionnaires is that they are shorter to fulfill and easier to understand. FMS also enables to record the VRISE levels during the virtual experience and thus capturing its trend over time. Another advantage of the VRNQ is that it also provides the minimum and parsimonious cut-offs to appraise the suitability of VR software, which we have confirmed in our study to be adequate.
Stressors encountered in daily life may play an important role in personal well-being. Chronic stress can have a serious long-term impact on our physical as well as our psychological health, due to ongoing increased levels of the chemicals released in the ‘fight or flight’ response. The currently available stress assessment methods are usually not suitable for daily chronic stress measurement. The paper presents a context-aware chronic stress recognition system that addresses this problem. The proposed system obtains contextual data from various mobile sensors and other external sources in order to calculate the impact of ongoing stress. By identifying and visualizing ongoing stress situations of an individual user, he/she is able to modify his/her behavior in order to successfully avoid them. Clinical evaluation of the proposed methodology has been made in parallel by using electrodermal activity sensor. To the best of our knowledge, the system presented herein is the first one that enables recognition of chronic stress situations on the basis of user context.
New models and methods have been designed to predict the influence of the user’s environment and activity information to the driving style in standard automotive environments. For these purposes, an experiment was conducted providing two types of analysis: (i) the evaluation of a self-assessment of the driving style; (ii) the prediction of aggressive driving style based on drivers’ activity and environment parameters. Sixty seven h of driving data from 10 drivers were collected for analysis in this study. The new parameters used in the experiment are the car door opening and closing manner, which were applied to improve the prediction accuracy. An Android application called Sensoric was developed to collect low-level smartphone data about the users’ activity. The driving style was predicted from the user’s environment and activity data collected before driving. The prediction was tested against the actual driving style, calculated from objective driving data. The prediction has shown encouraging results, with precision values ranging from 0.727 up to 0.909 for aggressive driving recognition rate. The obtained results lend support to the hypothesis that user’s environment and activity data could be used for the prediction of the aggressive driving style in advance, before the driving starts.
We present the results of a study evaluating the suitability of an inexpensive eye-tracking device for the enhancement of user experience evaluations. Ensuring a comfortable user experience is an important part of the mobile application design process. Evaluation of user experience is usually done through questionnaires and interviews, but it can be improved using eye tracking sensors for user experience studies. We conducted a user experience study of DriveGreen, a mobile application devoted to ecodriving for a transition to a low-carbon society. We used an inexpensive eye-tracking device in addition to standard User Experience Questionnaire and Single Ease Question questionnaires. The results show that the inexpensive eye-tracking device data correlate with data from User Experience Questionnaire and Single Ease Question questionnaires and interviews with users. We conclude that an enhancement of user experience evaluations with inexpensive eye-tracking device is possible.
1 November 2005 in User Modeling and User-Adapted Interaction