ﻻ يوجد ملخص باللغة العربية
A significant problem with immersive virtual reality (IVR) experiments is the ability to compare research conditions. VR kits and IVR environments are complex and diverse but researchers from different fields, e.g. ICT, psychology, or marketing, often neglect to describe them with a level of detail sufficient to situate their research on the IVR landscape. Careful reporting of these conditions may increase the applicability of research results and their impact on the shared body of knowledge on HCI and IVR. Based on literature review, our experience, practice and a synthesis of key IVR factors, in this article we present a reference checklist for describing research conditions of IVR experiments. Including these in publications will contribute to the comparability of IVR research and help other researchers decide to what extent reported results are relevant to their own research goals. The compiled checklist is a ready-to-use reference tool and takes into account key hardware, software and human factors as well as diverse factors connected to visual, audio, tactile, and other aspects of interaction.
In this study, we investigate the attentiveness exhibited by participants sourced through Amazon Mechanical Turk (MTurk), thereby discovering a significant level of inattentiveness amongst the platforms top crowd workers (those classified as Master,
In this paper we report the results of a pilot study comparing the older and younger adults interaction with an Android TV application which enables users to detect errors in video subtitles. Overall, the interaction with the TV-mediated crowdsourcin
Voice User Interfaces (VUIs) owing to recent developments in Artificial Intelligence (AI) and Natural Language Processing (NLP), are becoming increasingly intuitive and functional. They are especially promising for older adults, also with special nee
The rapid development of virtual reality technology has increased its availability and, consequently, increased the number of its possible applications. The interest in the new medium has grown due to the entertainment industry (games, VR experiences
The main goal of this paper is to discuss how to integrate the possibilities of crowdsourcing platforms with systems supporting workflow to enable the engagement and interaction with business tasks of a wider group of people. Thus, this work is an at