ﻻ يوجد ملخص باللغة العربية
Assessing human performance in robotic scenarios such as those seen in telepresence and teleoperation has always been a challenging task. With the recent spike in mixed reality technologies and the subsequent focus by researchers, new pathways have opened in elucidating human perception and maximising overall immersion. Yet with the multitude of different assessment methods in evaluating operator performance in virtual environments within the field of HCI and HRI, inter-study comparability and transferability are limited. In this short paper, we present a brief overview of existing methods in assessing operator performance including subjective and objective approaches while also attempting to capture future technical challenges and frontiers. The ultimate goal is to assist and pinpoint readers towards potentially important directions with the future hope of providing a unified immersion framework for teleoperation and telepresence by standardizing a set of guidelines and evaluation methods.
Human factors and ergonomics are the essential constituents of teleoperation interfaces, which can significantly affect the human operators performance. Thus, a quantitative evaluation of these elements and the ability to establish reliable compariso
Assessing the performance of human movements during teleoperation and virtual reality is a challenging problem, particularly in 3D space due to complex spatial settings. Despite the presence of a multitude of metrics, a compelling standardized 3D met
This study considers modern surgical navigation systems based on augmented reality technologies. Augmented reality glasses are used to construct holograms of the patients organs from MRI and CT data, subsequently transmitted to the glasses. This, in
While work in fields of CSCW (Computer Supported Collaborative Work), Psychology and Social Sciences have progressed our understanding of team processes and their effect performance and effectiveness, current methods rely on observations or self-repo
In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by manipulating users