Auflistung nach Autor:in "Ariza, Oscar"
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- KonferenzbeitragAn Active Tangible Device for Multitouch-Display Interaction(Mensch und Computer 2019 - Tagungsband, 2019) Brauer, Christoph; Ariza, Oscar; Steinicke, FrankIn this article, we introduce an interactive tangible input device (TID) for touchscreens. Our approach complements a passive TID design by active microcontroller-driven features focusing on user-experience aspects. The TID provides battery-powered wireless operation, autonomous position sensing capabilities, visual and tactile feedback as well as multiple touch inputs and momentary buttons. The device can be accurately tracked in capacitive touchscreens, enabling novel interaction techniques for content selection and manipulation in 2D or stereoscopic tabletop environments, mid-air interaction is also supported by the use of IMU and short-to-mid-range distance sensors. Overall, we present a multi-purpose device which can be built using off-the-shelf-components, features a seamless firmware integration, Unity3D integration, and a 3D-printable body enclosure.
- KonferenzbeitragKiVR Sports: Influencing the Users Physical Activity in VR by using Audiovisual Stimuli in Exergames(Mensch und Computer 2019 - Tagungsband, 2019) Kirsch, Kolja; Schatzschneider, Christian; Garber, Carina; Rosenberger, Aila; Kirsten, Konya; Ariza, Oscar; Steinicke, Frank; Bruder, GerdIn traditional fitness or exercise situations, people often lack motivation. Fitness video games try to enhance exercise by combining cognitive game demands with physical activity and body coordination. Building on results of interdisciplinary game research, we designed and evaluated a dynamically-adaptive fitness game environment that has motivating effects and can be used besides, or as an alternative to standard fitness programs. In this work, we explore the effects of game design elements (e.g., music, lighting) on engagement in a VR exercise game suitable for HIIT (High-Intensity Interval Training). Participants reported a higher perceived incentive to perform well when the music tempo depended on the measured heart rate. A lower incentive was reported when the heart rate influenced in-game lighting. Static lighting produced significantly higher heart rate. Further displaying a score was effective on both heart rate and perceived incentive.
- KonferenzbeitragA VR Study on Freehand vs. Widgets for 3D Manipulation Tasks(Mensch und Computer 2019 - Tagungsband, 2019) Schlünsen, Robin; Ariza, Oscar; Steinicke, FrankWe present in this article the results of a study based on a hand-based 3D UI toolkit we developed which can be easily adapted and reused in VR applications with hand-tracking. We evaluated hand-based and widget-based manipulation methods as well as different multimodal cues for 3D manipulation and system-control tasks. Our study compared the manipulation methods in terms of performance, accuracy, and user acceptance. We found that free-hand manipulation is faster and preferred by the participants. We also analyzed the influence of the multimodal cues, finding valuable insights to integrate these cues to improve the user experience and accuracy in a 3D manipulation task.
- KonferenzbeitragWord saber: an effective and fun VR vocabulary learning game(Mensch und Computer 2020 - Tagungsband, 2020) Hartfill, Judith; Gabel, Jenny; Neves-Coelho, Daniel; Vogel, Daniel; Räthel, Fabian; Tiede, Simon; Ariza, Oscar; Steinicke, FrankIn this paper, we introduce Word Saber, a virtual reality (VR) edu-game for vocabulary learning. The game design and game mechanics are inspired by Beat Saber, where players have to cut virtual cubes from predefined directions by using bi-manual interactions with two lightsabers. Word Saber uses a similar concept, but players have to cut the corresponding object to the presented word. We evaluated the effects of Word Saber on learning efficiency and enjoyment in comparison to a traditional vocabulary learning method. The results show that Word Saber is effective for vocabulary learning. However, as Word Saber presented significantly lower scores in terms of recognition and recall rate compared to a flashcard method, it has lower efficiency. Regarding subjective preferences, our findings suggest that VR edu-games can be fun and useful for language learning in the long run as participants reported to be more motivated to use Word Saber afterward.