Auflistung nach Schlagwort "Virtual Environments"
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- WorkshopbeitragExploring Stress Creation in VR for Task-Based Training in Nursing(Mensch und Computer 2019 - Workshopband, 2019) Weiß, Sebastian; Heuten, WilkoStress is an influencing factor in safety-critical environments as it has been shown to have adverse affects on both nurses and patients. However, if correctly handled, it can increase efficiency. Virtual reality (VR) has become a wide-spread medium with use cases in many different industries, such as medicine, military, and aviation. The possibility of VR to create an immersive experience in a realistic depiction of the working environments including typical stressors, such as an ICU, makes it a good candidate as a training tool. This work outlines possible technologies and applications to create and measure stress for a wholistic training experience.
- ZeitschriftenartikelHuman-Machine Interaction in Virtual Environments – Recent Developments and Industrial Applications(MMI Interaktiv - Human: Vol. 1, No. 12, 2007) Israel, Johann Habakuk; Naumann, AnjaHuman-Machine Interaction in Virtual Environments Recent Developments and Industrial Applications
- ZeitschriftenartikelKids´ Space(MMI Interaktiv - IT & Kids: Vol. 1, No. 08, 2004) Schiessl, Michael; Duda, Sabrina; Fischer, RicoIn the last years many new virtual environments for children have been developed. All of them have the intention to be a safe and funny place for kids on the web. But how does a virtual environment have to look like in order to achieve a high acceptance from children? This study was conducted to demonstrate the important role of the structure of an interface and its relation to usability and acceptance by children. For this reason we tested two virtual web applications: 4kidz and KinderCampus. KinderCampus realizes a consequent space metaphor in which navigation is supported by stimuli features (i.e. moving objects) whereas 4kidz uses a game-boy strategy in which symbols as navigation tools play a more important role. Thirty children from 4 to 12 years (mean: 8.9) participated in this study. The testing was conducted in our lab in one-on-one interviews and was task-based. In a between-subject-design the two virtual environments were balanced. The study showed that the virtual environment of KinderCampus was clearly superior regarding preference and usability.
- KonferenzbeitragUser-Avatar Relationships in Various Contexts(Mensch und Computer 2021 - Tagungsband, 2021) Praetorius, Anna Samira; Krautmacher, Lara; Tullius, Gabriela; Curio, CristóbalAvatars are in use when interacting in virtual environments in different contexts, in collaborative work, as well as in gaming and also in virtual meetings with friends. Therefore it is important to understand how the relationship between user and avatar works. In this study, an online survey is used to determine how the perception of an avatar changes in different contexts by relating it to existing avatar relationship typologies. Additionally, it is determined whether in each context a realistic, abstract or comic-like representation is preferred by the participants. One result was a preference of low poly representations in the work context, which are associated with the perception of the avatar as a tool. In the context of meeting friends, a realistic representation is perceived as more appropriate, which is perceived as an accurate self-representation. In the gaming context, the results are less clear, which can be attributed to different gaming preferences. Here, unlike in the other contexts, a comic-like representation is also perceived as appropriate, which is associated with the perception of the avatar as a friend. A symbiotic user-avatar relationship is not directly related to any form of representation, but always lies in the midfield, which is attributed to the fact that it represents a whole spectrum between other categories.