混合现实协作:专家代表如何塑造用户体验。

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Bernardo Marques, Samuel Silva, Carlos Ferreira, Sergio Oliveira, Andreia Santos, Paulo Dias, Beatriz Sousa Santos, Mike Potel
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引用次数: 0

摘要

远程协助已成为当今工作环境中不可或缺的一部分,使远程专家能够指导需要帮助的团队成员。一项发展势头强劲的技术是混合现实(MR),它结合了虚拟现实和增强现实元素,弥合了物理距离,促进了知识共享。一个关键领域是远程专家的代表。了解不同表征如何影响学习过程对于改善共享体验至关重要。有效的代表可以增强远程专家的沟通、信任和感知的专业知识,从而改善学习和协作体验。本研究的重点是评估不同的表征如何影响合作的各个维度。这项研究涉及57名参与者,并检查了六种不同的情况:没有视觉表现,使用表情符号表现,使用卡通化身表现,使用机器人化身表现,使用现实化身表现,以及使用视频直播。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mixed Reality Collaboration: How Expert Representations Shape User Experiences.

Remote assistance has become integral in today's work environments, enabling offsite experts to guide team members in need of assistance. One technology that has gained momentum is mixed reality (MR), combining virtual and augmented reality elements, bridging physical distances, and facilitating knowledge sharing. One critical area is the representation of remote experts. Understanding how different representations influence the learning process is essential for improving the shared experience. Effective representation can enhance communication, trust, and the perceived expertise of the remote expert, thereby improving the learning and collaboration experiences. This study focuses on evaluating how different representations affect various dimensions of collaboration. The study involved 57 participants and examined six different conditions: no visual representation, representation using emojis, representation using a cartoon avatar, representation using a robot avatar, representation using a realistic avatar, and live stream using video.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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