{"title":"Gesture-Based Communication via User Experience Design: Integrating Experience into Daily Life for an Arm-Swing Input Device","authors":"Nuanphan Kaewpanukrangsi, Chutisant Kerdvibulvech","doi":"10.1007/s41133-019-0013-6","DOIUrl":"10.1007/s41133-019-0013-6","url":null,"abstract":"<div><p>Arm swing is a well-known exercise practiced throughout Asia. The benefits of regular exercise affect a person’s gait, shoulder function as well as head and body strength. This paper presents a new study of gesture-based communication by using arm swing as a gestural input command applied to any digital device used by persons aged 21–50 years of age during their workday. In five difference occupations, i.e., student, lecturer, office workers, designer and industrial worker, with different routine tasks were studied. The sampling comprised 30 participants, 6 persons representing each occupation. Data were collected through focus groups. The objective of this study is to provide possibilities to integrate proper user experience of gesture-based communication toward an arm-swing input device onto participants’ routine activities. It is believed this research can have a significant impact on quality on human daily lives. A part of user experience methodology, like a field experiment, is applied to provoke participants to follow the correct sequence case by case. This paper adopts user experience measurement for this qualitative research approach. A proper user experience occurs when one understands how strength and weakness are affected by gestural input. An input gesture, feedback, system and output can then be mapped together into a complete scenario of a person’s daily life. Each participant is encouraged to raise various ideas on how he/she accesses technology rather than on how technologies allow them to access information. Based on the experimental results, this paper will then discuss the possible tasks performed in the five occupations in which an arm-swing input gesture is integrated. The influence of this integration into the participants’ daily activities presents confirmation of a preferable wearable input device for all focus groups. This wearable input device can then be integrated into activities without any interruption in a person’s main actions.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"4 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-02-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-019-0013-6","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50044069","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Leanne Hirshfield, Phil Bobko, Alex Barelka, Natalie Sommer, Senem Velipasalar
{"title":"Toward Interfaces that Help Users Identify Misinformation Online: Using fNIRS to Measure Suspicion","authors":"Leanne Hirshfield, Phil Bobko, Alex Barelka, Natalie Sommer, Senem Velipasalar","doi":"10.1007/s41133-019-0011-8","DOIUrl":"10.1007/s41133-019-0011-8","url":null,"abstract":"<div><p>With terms like ‘fake news’ and ‘cyber attack’ dominating the news, skepticism toward the media and other online individuals has become a major facet of modern life. This paper views the way we process information during HCI through the lens of suspicion, a mentally taxing state that people enter before making a judgment about whether or not to trust information. With the goal of enabling objective, real-time measurements of suspicion during HCI, we describe an experiment where fNIRS was used to identify the neural correlates of suspicion in the brain. We developed a convolutional long short-term memory classifier that predicts suspicion using a <i>leave</i>-<i>one</i>-<i>participant</i>-<i>out</i> cross-validation scheme, with average accuracy greater than 76%. Notably, the brain regions implicated by our results dovetail with prior theoretical definitions of suspicion. We describe implications of this work for HCI, to augment users’ capabilities by enabling them to develop a ‘healthy skepticism’ to parse out truth from fiction online.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"4 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-02-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-019-0011-8","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50029020","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kevin Fan, Akihiko Murai, Natsuki Miyata, Yuta Sugiura, Mitsunori Tada
{"title":"Multi-Embodiment of Digital Humans in Virtual Reality for Assisting Human-Centered Ergonomics Design","authors":"Kevin Fan, Akihiko Murai, Natsuki Miyata, Yuta Sugiura, Mitsunori Tada","doi":"10.1007/s41133-017-0010-6","DOIUrl":"10.1007/s41133-017-0010-6","url":null,"abstract":"<div><p>We present a multi-embodiment interface aimed at assisting human-centered ergonomics design, where traditionally the design process is hindered by the need of recruiting diverse users or the utilization of disembodied simulations to address designing for most groups of the population. The multi-embodiment solution is to actively embody the user in the design and evaluation process in virtual reality, while simultaneously superimposing additional simulated virtual bodies on the user’s own body. This superimposed body acts as the target and enables simultaneous anthropometrical ergonomics evaluation for both the user’s self and the target. Both virtual bodies of self and target are generated using digital human modeling from statistical data, and the animation of self-body is motion-captured while the target body is moved using a weighted inverse kinematics approach with end effectors on the hands and feet. We conducted user studies to evaluate human ergonomics design in five scenarios in virtual reality, comparing multi-embodiment with single embodiment. Similar evaluations were conducted again in the physical environment after virtual reality evaluations to explore the post-VR influence of different virtual experience.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-017-0010-6","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50011609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mihai Bâce, Sander Staal, Gábor Sörös, Giorgio Corbellini
{"title":"Collocated Multi-user Gestural Interactions with Unmodified Wearable Devices","authors":"Mihai Bâce, Sander Staal, Gábor Sörös, Giorgio Corbellini","doi":"10.1007/s41133-017-0009-z","DOIUrl":"10.1007/s41133-017-0009-z","url":null,"abstract":"<div><p>Many real-life scenarios can benefit from both physical proximity and natural gesture interaction. In this paper, we explore shared collocated interactions on unmodified wearable devices. We introduce an interaction technique which enables a small group of people to interact using natural gestures. The proximity of users and devices is detected through acoustic ranging using inaudible signals, while in-air hand gestures are recognized from three-axis accelerometers. The underlying wireless communication between the devices is handled over Bluetooth for scalability and extensibility. We present (1) an overview of the interaction technique and (2) an extensive evaluation using unmodified, off-the-shelf, mobile, and wearable devices which show the feasibility of the method. Finally, we demonstrate the resulting design space with three examples of multi-user application scenarios.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-017-0009-z","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50014468","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gaze Cueing with a Vibrotactile Headband for a Visual Search Task","authors":"Jari Kangas, Jussi Rantala, Roope Raisamo","doi":"10.1007/s41133-017-0008-0","DOIUrl":"10.1007/s41133-017-0008-0","url":null,"abstract":"<div><p>Augmented attention, assisting the user in noticing important things, is one of the ways human action can be enhanced with technologies. We investigated how vibrotactile stimulation given to the forehead could be used to cue gaze direction. We built a vibrotactile headband with an array of six actuators that presented short, tap-like cues. In the first experiment, the participant was instructed to look at the point on a horizontal line that they thought the vibrotactile cue was pointing to. Analysis of the participant’s gaze points showed that for the majority there were statistically significant differences between cues from different actuators. This indicated that the six actuators could successfully direct the participant’s gaze to different areas of the visual field. In addition, vibrotactile cueing of gaze direction could be used for directing visual attention and providing navigation cues with wearable headbands. To strengthen our findings, we investigated how effective the vibrotactile stimulation would be to cue gaze direction in a visual search task. Participant’s were asked to find a deviant shape (a target) from a display full of simple shapes. The vibrotactile cueing implemented with the headband device was used to inform the participants of the approximate horizontal position of the target in three different experimental conditions. In the most informative condition, six actuators were used to inform the participant of the horizontal area where the target would be found, in the second condition two actuators were used to inform the participant of the target side on the display (left or right), and in the least informative condition no directional information was given. Analysis of the trial completion times showed that there were statistically significant differences between the least informative condition and the two other conditions. However, we did not find significant differences in trial completion times between the two conditions where information of the target location was given. This indicated that while the actuators could successfully direct the participant’s attention to different areas of the visual field to help in the search task, the simple approach of just adding actuators and dividing the visual field to more sub-areas did not improve the results. The findings of this study showed that while there is potential in using vibrotactile cueing of gaze direction, more research is needed to fully exploit it.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-017-0008-0","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50052168","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Computer-Aided Parameter Selection for Resistance Exercise Using Machine Vision-Based Capability Profile Estimation","authors":"Ognjen Arandjelović","doi":"10.1007/s41133-017-0007-1","DOIUrl":"10.1007/s41133-017-0007-1","url":null,"abstract":"<div><p>The penetration of mathematical modelling in sports science to date has been highly limited. In particular and in contrast to most other scientific disciplines, sports science research has been characterized by comparatively little effort investment in the development of phenomenological models. Practical applications of such models aimed at assisting trainees or sports professionals more generally remain nonexistent. The present paper aims at addressing this gap. We adopt a recently proposed mathematical model of neuromuscular engagement and adaptation, and develop around it an algorithmic framework which allows it to be employed in actual training program design and monitoring by resistance training practitioners (coaches or athletes). We first show how training performance characteristics can be extracted from video sequences, effortlessly and with minimal human input, using computer vision. The extracted characteristics are then used to fit the adopted model i.e. to estimate the values of its free parameters, from differential equations of motion in what is usually termed the inverse dynamics problem. A computer simulation of training bouts using the estimated (and hence athlete specific) model is used to predict the effected adaptation and with it the expected changes in future performance capabilities. Lastly we describe a proof-of-concept software tool we developed which allows the practitioner to manipulate training parameters and immediately see their effect on predicted adaptation (again, on an athlete specific basis). Thus, this work presents a holistic view of the monitoring–assessment–adjustment loop which lies at the centre of successful coaching. By bridging the gap between theoretical and applied aspects of sports science, the present contribution highlights the potential of mathematical and computational modelling in this field and serves to encourage further research focus in this direction.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-017-0007-1","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50103270","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Emanuele Argento, George Papagiannakis, Eva Baka, Michail Maniadakis, Panos Trahanias, Michael Sfakianakis, Ioannis Nestoros
{"title":"Augmented Cognition via Brainwave Entrainment in Virtual Reality: An Open, Integrated Brain Augmentation in a Neuroscience System Approach","authors":"Emanuele Argento, George Papagiannakis, Eva Baka, Michail Maniadakis, Panos Trahanias, Michael Sfakianakis, Ioannis Nestoros","doi":"10.1007/s41133-017-0005-3","DOIUrl":"10.1007/s41133-017-0005-3","url":null,"abstract":"<div><p>Building on augmented cognition theory and technology, our novel contribution in this work enables accelerated, certain brain functions related to task performance as well as their enhancement. We integrated in an open-source framework, latest immersive virtual reality (VR) head-mounted displays, with the Emotiv EPOC EEG headset in an open neuro- and biofeedback system for cognitive state detection and augmentation. Our novel methodology allows to significantly accelerate content presentation in immersive VR, while lowering brain frequency at alpha level—without losing content retention by the user. In our pilot experiments, we tested our innovative VR platform by presenting to <i>N</i> = 25 subjects a complex 3D maze test and different learning procedures for them on how to exit it. The subjects exposed to our VR-induced entrainment learning technology performed significantly better than those exposed to other “classical” learning procedures. In particular, cognitive task performance augmentation was measured for: learning time, complex navigational skills and decision-making abilities, orientation ability.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-017-0005-3","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50051026","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Measuring Affective Well-Being by the Combination of the Day Reconstruction Method and a Wearable Device: Case Study of an Aging and Depopulating Community in Japan","authors":"Junichirou Ishio, Naoya Abe","doi":"10.1007/s41133-017-0006-2","DOIUrl":"10.1007/s41133-017-0006-2","url":null,"abstract":"<div><p>Affective well-being indicates the changes in the predominance of positive or negative affects of people in response to their daily experiences. For measuring affective well-being, people are usually asked to indicate their affective states in several episodes that they experienced in a day. However, such conventional methods have been problematic in terms of their burdensomeness on participants and the validity of the rating. To overcome these problems, we attempted to introduce a new approach for measuring affective states, based on the combination of the day reconstruction method and the measurement of physiological stress levels by a wristband-type wearable device. As the indicator of physiological stress levels, we used heart rate variability calculated from the data recorded by the device. We examined the interpretability of the physiological stress level as a substitute for affective states by applying this combinational approach to an aging and depopulating village in Japan, because the well-being of the residents in such areas is a matter of public concern. As a result, we could depict the sources of affective well-being and the physiological stressors in the village. We also found a reasonable, but weak, correlation between the scores of affective states and the indicator of physiological stress levels. We discussed the challenges that should be overcome for utilizing the physiological stress level as a substitute for affective state.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-02-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-017-0006-2","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50043249","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Thomas M. Schnieders, Richard T. Stone, Tyler Oviatt, Erik Danford-Klein
{"title":"ARCTiC LawE: An Upper-Body Exoskeleton for Firearm Training","authors":"Thomas M. Schnieders, Richard T. Stone, Tyler Oviatt, Erik Danford-Klein","doi":"10.1007/s41133-017-0004-4","DOIUrl":"10.1007/s41133-017-0004-4","url":null,"abstract":"<div><p>The Armed Robotic Control for Training in Civilian Law Enforcement, or ARCTiC LawE, is an upper-body exoskeleton designed to assist civilian, military, and law enforcement personnel in accurate, precise, and reliable handgun techniques. This exoskeleton training utilizes a laser-based handgun with similar dimensions, trigger pull, and break action to a Glock<sup>®</sup> 19 pistol, common to both public and private security sectors. The paper aims to train and test subjects with no handgun training/experience both with and without the ARCTiC LawE and compare the results of accuracy, precision, and speed. Ultimately, the exoskeleton greatly impacts sensory motor learning, and the biomechanical implications are confirmed via both performance and physiological measurements. The researchers believe the ARCTiC LawE is a viable substitute for training with live-fire handguns in order to reduce the cost of training time and munitions. They also believe the ARCTiC LawE will increase accuracy and precision for typical law enforcement and military live-fire drills. Additionally, this paper increases the breadth of knowledge for exoskeletons as a tool for training.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2017-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-017-0004-4","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50015702","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gender-Impression Modification Enhances the Effect of Mediated Social Touch Between Persons of the Same Gender","authors":"Keita Suzuki, Masanori Yokoyama, Yuki Kionshita, Takayoshi Mochizuki, Tomohiro Yamada, Sho Sakurai, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose","doi":"10.1007/s41133-016-0002-y","DOIUrl":"10.1007/s41133-016-0002-y","url":null,"abstract":"<div><p>The main contribution of this study is realization of a method that enhances the effect of touch in remote communication between persons of the same gender by changing the gender impression with a voice changer during telecommunication. Although psychological studies have revealed that touch has various positive effects such as triggering altruistic behavior and persuading others, these effects are restrained in some cases, especially in same-gender communication, because a touch between persons of the same gender tends to cause unpleasant feelings. However, “Transcendent Telepresence,” which enhances positive psychological effects and suppresses negative effects by modifying the information transmitted via telecommunication, enables us to overcome this problem. We hypothesized that telepresence that modifies people’s gender impression reduces this unpleasantness and enhances the effect of touch. We tested the effectiveness of this method in a situation in which a male operator asked male participants to perform a monotonous task. The results showed that a touch by a male operator whose voice was changed to female-like could reduce the boredom of the task and improve the friendliness toward the operator. We believe this method realizes effective communication in various fields including telemedicine, crowdsourcing, and remote education.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2016-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-016-0002-y","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50018548","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}