Museums and libraries store a huge number of data related to their exhibition objects. Often, these data cannot be presented in exhibitions because of limited space or limited time during guided tours. Interweaving these physical artifacts with data visualization on digital media can help to make these data visible and searchable for visitors independently. Concepts and best practices for such situated visualizations are still rare. Our approach is to utilize the visitor's own device to enhance the museum visit through interactive data visualization. Thus, the visitor gets the ability to interactively gain more information on topics of interest or can link different topics.
In Multi-device or cross-device environments (XDEs), people can use face-to-face communication and coordination channels to build and maintain a shared understanding about the task at hand (known as communication grounding) during collaboration. Also, in XDEs, people's attention may be focused on personal devices for independent data exploration. Therefore, communication and coordination among team members may require extra effort. In this paper, I propose a method to analyze the cost of communication grounding in XDEs. I also propose two user studies to investigate the impact of digital support for coordinating a specific action, i.e. data transfer, on communication grounding in XDEs.
Mixed Reality (MR) is technology that can combine the real world and virtual world in real time. It realizes an interactive operation with real objects and virtual objects. In MR space, the appearance of a real object can be changed by superimposing a virtual object. It is possible to create different situations between haptic and visual information by utilizing the features of MR. The theme of the author's research is the examination of how human perception is changed by visual influences, and analysis of the conditions under which change occurs. Until now, it has been confirmed that the weight perception and volume perception are changed by superimposing virtual liquid objects over the real objects to alter liquid movement or liquid volume. This paper outlines current research and prospects.
Volleyball is widely popular as a way to share a sense of unity and achievement with others. However, errors detract from the enjoyment for beginners. To overcome this issue, a novel volleyball environment to support beginners in predicting the ball landing position is necessary. To assist sports enthusiasts, there is a lot of study which provided visual feedback onto the sports field. The difference between previous studies and our proposal is that there is a distance between the ball and the floor of the volleyball court which is the sports field. So, it is not clear whether this kind of peripheral visual feedback is effective. In this paper, we described the design and implementation of the developed system that provides visual feedback to support beginners at volleyball in predicting the ball landing position by projection onto the floor surface. Also, we reported the prediction accuracy of the system. We plan to confirm whether this peripheral visual feedback is effective for volleyball beginners for the future work.
We have developed a new optical device and aerial imaging display with the device. The technology features that the pop-out distance of the aerial image is long and there is no need for a space having We have developed an aerial imaging display with long focal distance by a novel optical device. Since the focal length of the optical device is two meters, we can watch an aerial image on the place of two meters on the front of the display. In addition, we needs no extra space behind the device because the device is reflection-type optics. The optical device is a retro-reflective mirror array by arranging corner reflectors in strip shape. We have designed a layout of corner reflectors to image a real image at the designed depth by changing angles of the corner reflectors depending on the location. Thus, it has retroreflective characteristics in the horizontal direction of the optical device and specular reflection characteristics in the vertical direction. The real image of the object placed in front of the lower part of the optical device is imaged in the upper front with a background video.
Aesthetics has been shown to play a considerable role in system acceptability and perceived usability, hence the importance of studying the aesthetic aspect of user interface design. Computable aesthetics evaluation measures have been proposed that are based on the extraction (or segmentation) of the visual elements that compose the interface layout. In this paper, we observe that many past studies have bypassed the segmentation problem by either using artificial designs, where individual elements are all known a priori, or by doing the segmentation manually. We then report on an experimental study, which demonstrates the impact of different segmentation methods (i.e. manual versus automatic segmentation) on the calculation of the aesthetics evaluation metrics. The segmentation problem remains a bottleneck issue, which impedes the full automation of computational aesthetics evaluation.
Traditional user interface (UI) optimization design mainly depends on the designer's manual adjustment, however it is a complex and inefficient process, and always dose not match the end users' preference. In order to solve this problem, this paper presents a new method that combines user's eye movement and electroencephalography (EEG) data to drive interactive genetic algorithm (IGA) and optimize UI design solutions automatically. We apply this method to optimize the UI of music player (panel of the software), and the pilot study proves that the method can evolve towards the user's preference and finally obtain the optimized aesthetic design solution that meets the user's preference.
This paper explores the relationship between user interface description language (UIDL) and interface computational aesthetics. First, a framework was designed to integrate aesthetic factors into the whole process of UIDL. Then, two issues about cross-device and aesthetic template are discussed, and the integration feasibility is proved. We expect our framework to facilitate in the popularization and application of computational aesthetics.
Scroll Painting is one of the most typical Chinese traditional paintings. They contain valuable historical data. When appreciating these paintings, viewers will learn about relevant culture and history. With the development of multimedia technology, we hope to find an interesting method to encourage viewers to explore these paintings proactively by the interactive exhibition. It also helps the public to understand the charm of Chinese traditional paintings better.
The visual aesthetics of an interface profoundly affect user experiences, user brand preferences and the potential market viability of products and services. Although past computational approaches have been proposed based on multiple aesthetic dimensions to help designers quantify interface aesthetics, computational models have become very complex resulting in redundancy and overlap in some metrics. This paper introduces the entropy approach to simplify the modeling of graphic user interface aesthetics. By contrast with conventional linear models the proposed entropy approach is holistic and structured and as such it offers a more efficient approach to the quantification of visual aesthetics in interface design.
Although, a number of works were reported on the readability of the text elements present in digital as well as the printed media, aesthetics of the text elements were ignored till date. In this work, the effect font family on text aesthetics, and readability is reported. Forty text based interfaces were designed by using different fonts; half of them were serif fonts, and the rest were sans-serif fonts. The interfaces were rated based on the aesthetic appeal on a five-point rating scale by a group of forty participants. The reading times were recorded to identify the effect of readability with the font families. Based on the empirical data, two one-dimensional ANOVA were carried out on the aesthetics, and readability respectively. Experimental results showed that font family is a statistically significant feature for both the readability and aesthetics. In order to establish the relation of the readability with aesthetics, the average users' rating and average reading time were considered as the final ratings for all the forty interfaces. It was observed that the texts with better aesthetics generally improves the readability.
'The only thing that never changes is- change' is the right phrase for diverse digital products. A digital software/app keeps evolving after a certain duration to keep up with new trends in design, technology and communication. Hence, a user guidance or support is always present in a digital product for novice as well as intermediate users. User support in the form of an embedded user assistance (EUA) is an important topic in Human computer interaction (HCI) and user experience design, as it complements overall product experience. EUA makes the information more accessible and relevant. It will be great to see how this pro-active, task-specific and immediate EUA evolved over past 20 years from not only usability but also from aesthetic point of view.