In this paper, we review research and applications in the area of mediated or remote social touch. Whereas current communication media rely predominately on vision and hearing, mediated social touch allows people to touch each other over a distance by means of haptic feedback technology. Overall, the reviewed applications have interesting potential, such as the communication of simple ideas (e.g., through Hapticons), establishing a feeling of connectedness between distant lovers, or the recovery from stress. However, the beneficial effects of mediated social touch are usually only assumed and have not yet been submitted to empirical scrutiny. Based on social psychological literature on touch, communication, and the effects of media, we assess the current research and design efforts and propose future directions for the field of mediated social touch. 相似文献
Nowadays, crosstalk is probably one of the most annoying distortions in 3D displays. So far, display designers still have a relative lack of knowledge about the relevant subjective attributes of crosstalk and how they are combined in an overall 3D viewing experience model. The aim of the current experiment is to investigate three perceptually important attributes influencing the overall viewing experience: perceived image distortion, perceived depth, and visual strain. The stimulus material used in this experiment consisted of two natural scenes varying in depth (0, 4, and 12 cm camera base distance) and crosstalk level (0, 5, 10, and 15%). Subjects rated the attributes according to the ITU BT.500–10 in a controlled experiment. Results show that image distortion ratings show a clear increase with increasing crosstalk and increasing camera base distance. Especially higher crosstalk levels are more visible at larger camera base distances. Ratings of visual strain and perceived depth only increase with increasing camera base distance and remain constant with increasing crosstalk (at least until 15% crosstalk). 相似文献
ABSTRACTEnd-user acceptance is considered as a significant factor influencing the success of enterprise information system (EIS) implementations and operations. This study conceptualizes three aspects of EIS user interfaces (UIs), namely information overload, control familiarity, and UI fit, and proposes a model to understand their effect on two major factors that are considered to influence the end-user acceptance of these systems: EIS end user’s performance expectancy and effort expectancy. We developed a theoretical model and multiitem scales for the proposed EIS UI characteristics and tested the model empirically with data from a survey performed with a sample 98 EIS end users. The results from our test provide evidence for the key role that EIS UI design plays in the end user’s performance and effort expectancy. 相似文献
This study investigates operation efficiency and user satisfaction for spatial and temporal shapes of augmented force-feedback fields to be used with computer pointing devices in target acquisition tasks. In an experiment, three different force-field shapes at two different mean force levels were compared, with an electromechanical force-feedback trackball as control device and with efficiency and user satisfaction as dependent variables. Efficiency was measured by the time required to perform a certain task, and user satisfaction was measured through a subjective rating procedure. Satisfaction results indicate that to a rough approximation, participants can be grouped into those who prefer high and those who prefer low force levels. Members of the former group were most satisfied with force fields with a gradual start and an abrupt ending. This force-field shape also proved to be the most efficient for both groups. When all participants were considered as a single group, none of the effects was found to be statistically significant. A gender effect was also found; in both preference groups women achieved significantly shorter task completion times than men. Actual or potential applications of this research include enabling computer interaction for people prone to repetitive strain injuries and the increment of efficiency and satisfaction in human-computer interaction in general. 相似文献
What explains the experience of “being there” in a simulated or mediated environment? In recent years, research has pointed to various technological and psychological factors deemed important in eliciting this so-called experience of telepresence, including interactivity, sensory-motor integration, media transparency, and distal attribution. However, few theories exist that can combine these findings in a coherent framework. In the present paper, we formulate such a theoretical framework. We will argue that the experience of telepresence is a consequence of the way in which we are embodied, and that it extends naturally from the same ability that allows us to adjust to a slippery surface, or to the weight of a hammer. The importance of embodiment in the understanding of telepresence has been stated before, but these works have not yet fully addressed what it means to be embodied. We argue that “having a human body” means having a specific morphology, a body schema, and a body image. Subsequently we describe how tools and technological artifacts may be incorporated at each of these levels of embodiment, and the implications thereof for the experience of telepresence. 相似文献
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
Persuasive technology (PT) can assist in behavior change. PT systems often rely on user models, based on behavior and self-report data, to personalize their functionalities and thereby increase efficiency. This review paper shows how physiological measurements could be used to further improve user models for personalization of PT by means of bio-cybernetic loops and data-driven approaches. Furthermore, we outline the advantages of using physiological measures for personalization compared to self-report and behavior measurement. Additionally, we show how two types of physiological information—physiological states and physiological reactivity—can be relevant for PT adaptations. To illustrate this, we present a model with two types of physiology-based PT adaptations as part of a bio-cybernetic loop; state-based and reactivity-based. Next, we discuss the implications of physiology-aware PT for persuasive design and theory. And lastly, because of the potential impact of such systems, we also consider important ethical implications of physiology-aware PT.
Inductive reply of the high Tc rf SQUIDs were investigated at 77 K. It is shown experimentally that the SQUIDs operate in
adiabatic nonhysteretic (dispersive) mode. The SQUIDs were operable even if (i) the Josephson coupling energy is considerably
smaller than the thermal energy, and (ii) the SQUID inductance is larger than the so called “fluctuation-threshold inductance”.
The influence of thermal noise on the response of nonhysteretic SQUIDs is estimated theoretically. The validity limits of
the estimation are discussed. 相似文献