{"title":"The Development of Muay Thai Training Game for Tourism 4.0","authors":"Nanthawan Am Eam","doi":"10.54941/ahfe1002085","DOIUrl":"https://doi.org/10.54941/ahfe1002085","url":null,"abstract":"This research aims to develop game training kits for Muay Thai sports in order to make Muay Thai training a leisure exercise. The training armor is equipped with 5 sensors to measure stinging forces and 5 light signals. There are three levels of light jamming time, including 1 second for beginners, 0.8 seconds for intermediate skilled athletes and 0.5 for professionals. In the light of the light signal, there are 9 forms of sticking. The research has developed a force measurement system and a real-time transmission program system to be displayed on the screen. Score counts can be accumulated for the same escalation as playing games. 15 participants from athletes and trainers tested the training equipment, with three minutes of continuous sting tests in each round and six punches in total. The results showed that the training equipment has good performance. The transmission program system can display punches, scores and counts of punches in real time, and can be statistically recorded to know the development of the athletes. The participants suggested adding sensor installation points and faster light fixture times.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133216899","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":"Dora: an AR-HUD interactive system that combines gesture recognition and eye-tracking","authors":"Xingguo Zhang, Zinan Chen, Xinyu Zhu, Zhenyu Gu","doi":"10.54941/ahfe1002086","DOIUrl":"https://doi.org/10.54941/ahfe1002086","url":null,"abstract":"AR-HUD is a popular driving assistance system that can display the image information on the front windshield to ensure driving safety and enhance the driving experience. AR-HUD will deal with more complex non-driving tasks in future highly automated driving scenarios and provide more diverse information to drivers and passengers. To meet the changing needs with new technologies, this paper proposes an interactive gesture and gaze controlled AR-HUD system. Following the user experience design method, the interactive system design was conducted through specific research on driving behaviors and users’ demands in HAD scenarios. A prototype for evaluation was made based on OpenCV, and then a virtual driving scene was built. Through the evaluation of a user study(n=20), the usability of the system was verified.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133941153","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":"Guided by the hint: How shader effects can influence object selection in Virtual Reality","authors":"Philip Schaefer, Andre Vaskevic, G. Meixner","doi":"10.54941/ahfe1002075","DOIUrl":"https://doi.org/10.54941/ahfe1002075","url":null,"abstract":"In this paper we investigated if shader effects as interaction hints can be used in a Virtual Reality simulation to manipulate peoples’ object selection behavior. We compared the effects Glowing Outline, Color Saturation and Transparency and showed in a study with 13 participants that objects with prominent shader effects get selected significantly more often in a virtual reality simulation compared to transparent or objects without any applied effect (p = 0,01). However, the impact of the annotating shader declines throughout interactions done.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123954234","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":"Effect of Visibility of Auditory Stimulus Location on Ventriloquism Effect using AR-Head-Mounted Display","authors":"Kaoru Kawai, K. Muto","doi":"10.54941/ahfe1002089","DOIUrl":"https://doi.org/10.54941/ahfe1002089","url":null,"abstract":"Virtual reality (VR) or augmented reality (AR) games using head-mounted displays (HMDs) are becoming increasingly popular in recent games. These games can present wider visual stimuli than TVs or handheld games. Moreover, the location of auditory stimuli is presented to the same location as visual stimuli. Therefore, we propose presenting visual stimuli to auditory stimuli rather than presenting auditory stimuli to visual stimuli. When we present visual stimuli to auditory stimuli, it is necessary to clarify how far the locations of the sound source and visual stimuli can be shifted. Thus, we examined varying degrees of spatial disparity between auditory and visual stimuli to determine whether they are still perceived as originating from the same location. The ventriloquism effect is known as a cross-modality between the locations of auditory and visual stimuli. Many researchers investigated the ventriloquism effect; however, there is no research on the effect of visibility of a loudspeaker playing a sound on the ventriloquism effect. In this study, we aim to clarify the effect of visibility of a loudspeaker playing a sound on the ventriloquism effect. For this purpose, we conducted two experiments to determine whether auditory and visual stimuli are originating from the same location when there are varying degrees of spatial disparity between them and measure their angle of origin. One was an AR condition experiment in which measurements were made with the loudspeaker visible, whereas the other was a VR condition experiment in which the loudspeaker was not visible. From the experimental results, the discrimination threshold of angle was more significant under the condition in which the loudspeaker was visible (AR condition experiment) than under the condition in which the loudspeaker was not visible (VR condition experiment). The results show that the ventriloquism effect is more substantial when the loudspeaker is visible.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127535505","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}
Saverio Serino, Carlotta Fontana, R. Califano, N. Cappetti, A. Naddeo
{"title":"Virtual human centered design: an affordable and accurate tool for motion capture in mixed reality","authors":"Saverio Serino, Carlotta Fontana, R. Califano, N. Cappetti, A. Naddeo","doi":"10.54941/ahfe1002080","DOIUrl":"https://doi.org/10.54941/ahfe1002080","url":null,"abstract":"The introduction of Digital Human Modeling and Virtual Production in the industrial field has made possible to bring the user to the center of the project in order to guarantee the safety of workers and well-being in the performance of any activity. Traditional methods of motion capture are unable to represent user interaction with the environment. The user runs a simulation without the realistic objects, so his behavior and his movements are inaccurate due to the lack of real interaction. Mixed reality, through a combination of real objects and virtual environment, allows to increase the human-object interaction, improving the accuracy of the simulation. A real-time motion capture system produces considerable advantages: the possibility of modifying the action performed by the simulator in real time, the possibility of modifying the user's posture and obtaining feedback on it, and finally, after having suffered a post - data processing, without first processing the recorded animation. These developments have introduced Motion Capture (MoCap) technology into industrial applications, which is used for assessing and occupational safety risks, maintenance procedures and assembly steps. However, real-time motion capture techniques are very expensive due to the required equipment. The aim of this work, therefore, is to create an inexpensive MoCap tool while maintaining high accuracy in the acquisition. In this work, the potential of the Unreal Engine software was initially analyzed, in terms of ergonomic simulations. Subsequently, a case study was carried out inside the passenger compartment of the vehicle, simulating an infotainment reachability test and acquiring the law of motion. This procedure was performed through two cheap MoCap techniques: through an optical system, using ArUco markers and through a markerless optical system, using the Microsoft Kinect® as a depth sensor. The comparison of the results showed an average difference, in terms of calculated angles, between the two methodologies, of about 2,5 degrees. Thanks to this small error, the developed methods allows to have a simulation in mixed reality with user’s presence and offers an accurate analysis of performed movements.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116916335","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":"Mobile Game Design and Ergonomics: a necessary combination","authors":"Wiliam Machado De Andrade","doi":"10.54941/ahfe1003861","DOIUrl":"https://doi.org/10.54941/ahfe1003861","url":null,"abstract":"Games for mobile phones constitute a fast-growing industry, with technologies and business models that explore their portability and facilitated access. The human factors on mobile playing did not follow such a development. With devices using touchscreens to control the game, usability ignored the ergonomics of holding and interacting with handheld narratives in opposition to video game console controllers. This article studies mobile gaming ergonomics to understand how playing with a handheld device changes body alignment, pondering whether game design can lead to or avoid postural injuries in the long term. While console and desktop computer gaming are likely to occur in controlled settings, mobile gaming can happen in varied places and situations. Some games demand players to hold their devices with a single hand, making it difficult to distribute the weight and adjust the grip. Playing while standing up may cause arm and wrist fatigue while gamers try to achieve better visualization. In addition, small onscreen content can also prompt neck stretching, altering the body's axis. Even though the current literature reveals some concerns regarding video games and ergonomics, they commonly focus on the players but not on the game content. Thinking about the latter, is it possible to plan the game to reduce the risk of injuries when playing with a handheld device? As a first step toward a potential answer, the research investigates (1) the body risks when holding a smartphone; and (2) some distinct game features from other mobile operations that can aggravate potential injuries. The conclusions suggest some approaches to game design to reduce the risks in the long term, also attempting to make part of further discussions on ergonomics to make mobile gaming safer for the body.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115144695","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":"Design of control elements in Virtual Reality - Investigation of factors influencing operating efficiency, user experience and presence","authors":"N. Hinricher, Chris Schröer, C. Backhaus","doi":"10.54941/ahfe1002066","DOIUrl":"https://doi.org/10.54941/ahfe1002066","url":null,"abstract":"The ergonomic design of control elements in real life has been researched in detail. Various studies exist on the optimal dimensioning, their haptic and acoustic feedback to achieve high control accuracy and user experience. But the development of products is increasingly done with virtual prototypes. Virtual reality (VR) allows these prototypes to be tested in a highly immersive environment. However, the findings from reality cannot be transferred to VR directly. For example, users in VR interact with the prototypes using controllers, which affects haptic feedback. This study investigates how rotary dials and joysticks must be designed and programmed in VR so that control tasks can be performed efficiently and generate a high user experience and perceived presence.In user tests, subjects (n = 25) evaluate the control of a joystick and a rotary dial in VR. In a virtual crane operator's cabin or at a virtual table, the subjects (f = 10, m = 15, age: 24 +- 3) perform four predefined tasks per control element. On two screens in VR, subjects see a vertical bar graph with a scale from 0 to 100 % controlled by the joystick and separately a numerical value between 0 and 100 % which is controlled by the rotary dial. The screens display the task to the subjects, e.g., \"Set the value from 0 % to 42 %\". According to the method “design of experiments”, 14 factors, such as vibration feedback, acoustic feedback, position of the subject or the sensitivity of the control element are systematically varied on two respectively three levels (e.g., diameter of actuator 40 mm, 80 mm or 110 mm). For each trial, the control accuracy and the time required to complete the task are determined. In addition, the perceived presence is assessed using the Slater-Usoh-Steed-Questionnaire and the user experience is surveyed using the User Experience Questionnaire. The effect of a change of level on the response parameters is investigated using multifactorial ANOVA (α = .05). Linear regression is used to calculate a mathematical relationship between factor and response parameter. These mathematical models are used to calculate which factor values can be used to achieve a high level of control accuracy with a low time requirement and a high level of user experience and perceived presence. The factors angular resolution, inclination, shape of the rotary dial and position of the subject have a highly significant effect (p ≤ .001) on the time required to complete the tasks with the rotary dial. On the control accuracy of the rotary dial, the angular resolution, the VR-controller and the interaction of angular resolution and diameter of the rotary dial have a significant effect. On the user experience, a total of six factors and two interactions have a significant effect. On the perceived presence of the subjects, the VR environment and the diameter of the rotary dial have a significant effect. The calculated optimized design is a rotary dial with vibration feedback, without acoustic f","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114547854","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":"Addressing the UN 2030 sustainable development agenda and the ESG index with serious games in virtual environments.","authors":"P. Markopoulos, E. Markopoulos","doi":"10.54941/ahfe1003862","DOIUrl":"https://doi.org/10.54941/ahfe1003862","url":null,"abstract":"The gaming industry has been dominated by the entertainment games since the early 70s and evolved over the years with the technological advancements especially in hardware that allowed more demanding software to be developed. Over the time and in particular the last decade the serious games have emerged with gamified applications on any type of corporate operations. Serious games became a new global market as the gamification benefits radically impact operations performance, competitiveness, and brand awareness. However, a more significant contribution of serious games can be considered their immerse interaction with the users and the opportunities offer to participate and deliver business operations remotely, effectively, enjoyably and rewardingly. Without being the initial target of the gaming industry, serious games seem to contribute much on sustainable development oriented corporate strategies and operations. The integration of Virtual Reality, Augmented Reality, Mixed Reality and now Metaverstic environments in gamified corporate applications signifies a new era in serious gaming that can be aligned with the UN 2030 Sustainable Develop agenda and the UN Sustainable Development Goals (SDGs). This paper introduces the use of gaming and futuristics interactive technologies applied on the UN SDGs. It explains how each SDG can be supported with such technology and what could be the impact in the society and the economy. Furthermore, it indicates how gamified SGDs applications can impact the ESG scores and points out the added value serious games can offer in organizational efforts to comply with the ESG requirements. The triangulation of the serious games with the UN SDGs and the ESG is powered by the Company Democracy Model as the catalyst for the democratic innovation developed to generate green ocean strategies with sustainable innovation and pink ocean strategies with social innovations.The paper introduces a matrix that highlights the combination of the gaming and futuristics interactive technologies that can be used for the support of each SDG and ESG category criteria. It also indicates ways and provides indicative examples of applications to practically addresses these combinations. The integration of the company democracy model in the developed of such gamified corporate or organizational strategies is empowered with the development of a democratic knowledge-based culture where gaming elements, concepts and techniques derive from the contributions of anyone with fantasy, imagination and creativity. The research conducted is supported with and extensive literature review, cases studies and primary research delivered with survey and interviews from business executives around he worlds and form difference business sectors. The research conducted in based on an extensive literary review, primary research with surveys and interviews but also with the analysis of several case studies to indicate the needs and the trends for the alignment of t","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125763635","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":"Promoting a teaching platform for \"Traditional Skills + Virtual Reality Technology”","authors":"Shujun Ban, Maria Rita Ferrara","doi":"10.54941/ahfe1002068","DOIUrl":"https://doi.org/10.54941/ahfe1002068","url":null,"abstract":"VR (Virtual reality) technology has been applied to teaching/learning in many contexts. Our interest focuses on the application of VR in design studies, allowing students to experience craft, (technical aspects, tools and methods), providing advanced means and methods for learning, and enabling the recovery and renewal of crafting and making. VR technology is used to simulate the space environment and technological process in the production process. Students will be brought into the simulated environment through different sensing devices, so that they can operate the objects in the virtual world by themselves, so as to enhance their feelings, deepen their understanding of the traditional technology, and better learn and create. Through survey sections we can achieve an understanding of students experience of VR for craft, and the enhancement of the teaching effect in a product design course. Finally, we can increase the inheritance and development of traditional skills among young people and in the future.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123140116","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":"Exploring the Design of the Sign System of NTUH through Wayfinding Behavior in Virtual Environment","authors":"Ching Yuan Wang, Ching I Chen, M. Zheng","doi":"10.54941/ahfe1002060","DOIUrl":"https://doi.org/10.54941/ahfe1002060","url":null,"abstract":"This study uses National Taiwan University Hospital (NTUH) as the experimental field to explore the existing sign system design through the wayfinding behavior in the virtual environment. The experiment simulated scenes that allowed the participants to move freely from a first-person perspective and provided wayfinding tasks. The results showed that participants were more likely to use signs suspended from the ceiling to find directions. When they don't see the target information on the signs, they wander around or go to a similar section to look for it. If the target is not on the first floor, indicators should provide clear information about the floor. The existing sign system makes users ignore information in layout, and the way of arrow direction indication also needs to be standardized. The results of this research help to understand the wayfinding behavior of users in the hospital, to serve as a reference for design improvements.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129568279","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}