11225nam 2200517 450 99656586710331620231213075735.03-031-48050-3(MiAaPQ)EBC30980150(Au-PeEL)EBL30980150(OCoLC)1412621311(EXLCZ)992912810820004120231213d2023 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierHCI International 2023 - Late Breaking Papers 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part V /Jessie Y. C. Chen, Gino Fragomeni, and Xiaowen Fang, editorsFirst edition.Cham, Switzerland :Springer,[2023]©20231 online resource (456 pages)Lecture Notes in Computer Science Series ;Volume 14058Print version: Chen, Jessie Y. C. HCI International 2023 - Late Breaking Papers Cham : Springer,c2024 9783031480492 Includes bibliographical references and index.Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 25th International Conference on Human-Computer Interaction (HCII 2023) -- HCI International 2024 Conference -- Contents - Part V -- eXtended Reality Interactions -- Interaction Techniques to Control Information Clutter in a Pervasive Augmented Reality Scenario -- 1 Introduction -- 2 Related Work -- 3 Pilot Study -- 3.1 Participants -- 3.2 Protocol -- 3.3 Outcomes -- 4 Experimental Study -- 4.1 Pervasive Environment and Constraints -- 4.2 Four Strategies to Control an Augmented Environment -- 4.3 Tasks -- 4.4 Variables -- 4.5 Pretests -- 4.6 Participants -- 4.7 Procedure -- 4.8 Results -- 5 Discussion and Future Works -- 6 Conclusion -- References -- Development of an Index for Evaluating VIMS Using Gaze Data of Young People -- 1 Introduction -- 2 Method -- 2.1 Experimental Stimulus and Devices -- 2.2 Participants -- 2.3 Measurement of Gaze Data -- 2.4 Statistical Analyses -- 3 Results -- 4 Discussions -- 5 Conclusion -- References -- Meta-experience via VR and Telepresence Systems -- 1 Introduction -- 2 Multisensory and Space -- 3 Active Experience -- 4 Passive Experience -- 5 Multisensory Reliving Experience -- 6 Remote Presence Experience -- 7 Meta-experience -- 8 Conclusion -- References -- AR and VR - A Review on Recent Progress and Applications -- 1 Introduction and Background -- 2 Procedures and Results -- 2.1 Databases and Initial Search -- 2.2 Trend Diagram (Web of Science and Google nGram) -- 2.3 Engagement (Vicinitas) -- 2.4 VOS Viewer and Citespace -- 2.5 Leading Tables -- 3 Discussion, Future Work, and Conclusion -- References -- Exploring Hand Tracking and Controller-Based Interactions in a VR Object Manipulation Task -- 1 Introduction -- 1.1 Natural User Interactions -- 1.2 Hand Tracking.1.3 Embodiment and Performance -- 1.4 Current Experiment -- 2 Method -- 2.1 Participants and Design -- 2.2 Materials -- 2.3 Procedure -- 3 Results -- 3.1 Performance -- 3.2 User Perceptions -- 4 Discussion -- 4.1 Limitations and Future Research -- 5 Conclusion -- References -- A Multimodal Virtual Reality Inventory System -- 1 Introduction -- 2 Inventory System Framework and Considerations -- 2.1 Interaction in Virtual Reality and Virtual Environments -- 2.2 User Requirements for Inventory Systems -- 2.3 Inventory System Framework -- 2.4 Vision-Based Hand Tracking and OpenXR Compatibility -- 3 User Testing -- 3.1 Questionnaires -- 3.2 Testing Environment -- 4 Results and Discussion -- 4.1 Self-Evaluation Questionnaire Results -- 4.2 Briefing and Supervised Testing -- 4.3 Inventory System Questionnaire Results -- 5 Conclusion and Future Work -- References -- Modulation of the Walking Speed by Moving Avatars with Age Stereotype Stimuli -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Avatars Walking Alongside -- 2.4 Elderly Priming -- 2.5 Procedures -- 2.6 Data -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- Flow State and Physiological Responses During Alternative Uses Task in Real and Virtual Working Environments -- 1 Introduction -- 2 Method -- 2.1 Participants -- 2.2 Experimental Procedure -- 2.3 Alternative Uses Task -- 2.4 Subjective Assessments -- 2.5 Physiological Assessments -- 2.6 Statistical Analysis -- 3 Results and Discussion -- 3.1 AUT Scores -- 3.2 Subjective Score -- 3.3 Physiological Indices -- 4 Discussions -- 5 Conclusion -- References -- A Virtual Reality Object Interaction System with Complex Hand Interactions -- 1 Introduction -- 2 Object Interaction System for Complex Interactions -- 2.1 Complex Interaction Model -- 2.2 System Design and Development -- 3 User Study Design.3.1 Testing Environment -- 3.2 Test Interactions -- 3.3 Research Procedure -- 4 Results and Discussion -- 4.1 INTUI Questionnaire Results -- 4.2 Interaction Preference -- 4.3 Overall Version Preference -- 4.4 Limitations -- 5 Conclusion and Future Work -- References -- Grip Comfort Study of Virtual Reality Handles -- 1 Introduction -- 1.1 Background -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Apparatus -- 2.3 Subjective Assessment Experiment -- 2.4 3D Scanning and Model Processing -- 2.5 Statistical Analysis -- 3 Results -- 3.1 Handle Use and Subjective Evaluation -- 3.2 Objective Fitness Test -- 4 Discussion -- 5 Conclusion -- References -- Effect of Electrical Stimulation Frequency on Vibratory Sensation Induced by Nerve Bundle Stimulation -- 1 Introduction -- 2 Method -- 2.1 Experimental Apparatus -- 2.2 Screening Phase -- 2.3 Measuring Threshold Phase -- 2.4 Measuring Equivalent Frequency Phase -- 3 Result -- 4 Discussion -- 5 Conclusion -- References -- 3-D Mental Rotation Ability Testing with Mixed Reality -- 1 Introduction -- 2 Related Works -- 3 Methodology -- 3.1 3-D Purdue Spatial Visualization Test: Rotations -- 3.2 Procedure -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Design of a Mixed Reality Approach to Enhance Understanding of Reverse Total Shoulder Arthroplasty -- 1 Introduction -- 1.1 Related Works -- 2 Research Methodology -- 2.1 Participatory Design -- 2.2 Creation of Surgical Training Modules -- 2.3 Validity of Simulation -- 3 Knowledge Assessment Results -- 4 Results and Discussion -- 5 Comprehension Assessment -- 6 Conclusion and Future Work -- References -- Emotional Experience in Real and Virtual Environments - Does Prior VR Experience Matter? -- 1 Introduction -- 1.1 Prior Experience with Virtual Reality -- 1.2 Emotion Induction -- 1.3 Emotional Experience in Real and Virtual Environments.1.4 Emotion Recognition -- 1.5 Aim of the Study -- 2 Method -- 2.1 Participants -- 2.2 Material -- 2.3 Procedure -- 2.4 Statistical Analysis -- 3 Results -- 3.1 Experimental Part: Real and Virtual Environments -- 3.2 Exploratory Part: 360° Videos in Virtual Environments -- 4 Discussion -- References -- Predictive Indicators of Virtual Reality Sickness: A Look into Skin Temperature Disturbance -- 1 Background -- 1.1 About Virtual Reality -- 1.2 Expansion of VR Market -- 1.3 About VR Sickness -- 1.4 Existing Research on VR Sickness -- 1.5 Previous Research on Pre-detection of VR Sickness -- 1.6 Current VR Pre-detection Problems -- 1.7 Noncontact VR Sickness Detection Index -- 1.8 Previous Research on VR Sickness Detection Using Body Temperature -- 2 Objective -- 3 Methods -- 3.1 Research Policy -- 3.2 Experiment Environment -- 3.3 Measurement Environment -- 3.4 Participant Selection -- 3.5 Measurement of Nasal Area Temperature Using Thermal Imaging Camera During HMD Use -- 3.6 Experimental Procedure -- 3.7 SSQ -- 3.8 Analysis Method -- 4 Results and Discussions -- 4.1 Analysis Results for Each Participant -- 4.2 Relationship Between VR Sickness and Body Temperature Transition -- 5 Conclusion and Future Works -- 5.1 Conclusion -- 5.2 Future Works -- References -- Temporal Aspects of Self-rotation Perception and Nystagmus: A Study on Disappearance and Onset Time -- 1 Introduction -- 1.1 Virtual Reality (VR) Technology -- 1.2 Walking Technology in VR Space -- 1.3 Proposed Method -- 1.4 Problems with Previously Proposed Method -- 1.5 Objectives -- 2 Methods -- 2.1 Vestibulo-Ocular Reflex -- 2.2 Experimental Environment -- 2.3 Experimental Task -- 2.4 Participants -- 3 Results -- 3.1 Time to Disappearance of Self-rotation Perception -- 3.2 Relationship Between Self-rotation Perception and Nystagmus -- 4 Discussion -- 5 Conclusion -- References.An Immersive Media Recognition Method Using Depth Information of Multi-View Videos -- 1 Introduction -- 2 Related Research -- 2.1 Feature-Based Filtering Technology -- 2.2 MPEG-I/MIV Standardization -- 2.3 SURF -- 3 Immersive Media Recognition Method Using Depth Information of Multi-View Videos -- 4 Experiments and Results -- 5 Conclusion -- References -- Gaming and Gamification Experiences -- Effects of Heart Rate Based Potential Color Environment Stimuli on Users in VR Games -- 1 Introduction -- 2 Related Work -- 3 Procedure -- 3.1 Experiment Schedule -- 4 Evaluation Method -- 4.1 Physiological Index -- 4.2 Psychological Index -- 4.3 Hypothesis -- 5 Result -- 5.1 Awareness of Potential Color Stimuli -- 5.2 Physiological Index -- 5.3 Psychological Index -- 6 Consideration -- 6.1 Physiological Index -- 6.2 Psychological Index -- 7 Summary -- References -- Gamification Through the Lens of Safety Engineering -- 1 Introduction -- 2 Purpose of Study -- 3 Research Methodology -- 3.1 Databases -- 3.2 Trend Analysis -- 4 Results -- 4.1 Co-citation Analysis -- 4.2 Content Analysis -- 4.3 Cluster Analysis -- 5 Discussion -- 5.1 Gamification in Driving -- 5.2 Gamification in Safety Training and the Workplace -- 5.3 Concerns with Gamification -- 6 Conclusion -- 7 Future Work -- References -- Fitness Bow: An Intelligent Supervised Motion System -- 1 Introduction -- 2 Related Works -- 2.1 HCI and Sedentary Behavior -- 2.2 Archery -- 3 Design -- 3.1 System Configuration -- 3.2 Hardware Design -- 3.3 Software Design -- 4 Conclusion and Future Work -- References -- The Incorporation of Gamification into Safety: A Systematic Review -- 1 Introduction and Background -- 1.1 Problem Statement -- 1.2 Purpose of This Study -- 1.3 Literature Review -- 2 Co-citation Analysis/Co-author Analysis -- 2.1 VOS Viewer -- 2.2 Cite Space -- 3 Discussion -- 3.1 Research Fields.3.2 Patient Safety.Lecture notes in computer science ;Volume 14058.Human-computer interactionCongressesHuman-computer interaction004.019Chen Jessie Y. C.Fragomeni GinoFang XiaowenMiAaPQMiAaPQMiAaPQBOOK996565867103316HCI International 2023 - Late Breaking Papers3646306UNISA