2017
|
Yu, Run; Lages, Wallace S; Nabiyouni, Mahdi; Ray, Brandon; Kondur, Navyaram; Chandrashekar, Vikram; Bowman, Doug A Bookshelf and Bird: Enabling real walking in large VR spaces through Cell-Based Redirection Conference 3D User Interfaces (3DUI), 2017 IEEE Symposium on, IEEE IEEE, 2017. BibTeX @conference{285,
title = {Bookshelf and Bird: Enabling real walking in large VR spaces through Cell-Based Redirection},
author = {Run Yu and Wallace S Lages and Mahdi Nabiyouni and Brandon Ray and Navyaram Kondur and Vikram Chandrashekar and Doug A Bowman},
year = {2017},
date = {2017-01-01},
booktitle = {3D User Interfaces (3DUI), 2017 IEEE Symposium on},
publisher = {IEEE},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
|
Warren, Lawrence E; Bowman, Doug A User experience with semi-natural locomotion techniques in virtual reality Proceeding 2017, ISBN: 9781450354868. BibTeX | Links: @proceedings{268,
title = {User experience with semi-natural locomotion techniques in virtual reality},
author = {Lawrence E Warren and Doug A Bowman},
doi = {10.1145/3131277.3134359},
isbn = {9781450354868},
year = {2017},
date = {2017-01-01},
journal = {ACM Symposium on Spatial User Interaction},
keywords = {},
pubstate = {published},
tppubtype = {proceedings}
}
|
2016
|
Apostolellis, Panagiotis; Bowman, Doug A Audience Involvement and Agency in Digital Games: Effects on Learning, Game Experience, and Social Presence Conference Proceedings of the 15th SIGCHI International Conference on Interaction Design and Children (IDC textquoteright16), ACM Press ACM Press, Manchester, United Kingdom, 2016, ISBN: 9781450343138. Abstract | BibTeX | Links: @conference{241,
title = {Audience Involvement and Agency in Digital Games: Effects on Learning, Game Experience, and Social Presence},
author = {Panagiotis Apostolellis and Doug A Bowman},
url = {http://dl.acm.org/citation.cfm?doid=2930674http://dl.acm.org/citation.cfm?doid=2930674.2930700},
doi = {10.1145/293067410.1145/2930674.2930700},
isbn = {9781450343138},
year = {2016},
date = {2016-06-01},
booktitle = {Proceedings of the 15th SIGCHI International Conference on Interaction Design and Children (IDC textquoteright16)},
publisher = {ACM Press},
address = {Manchester, United Kingdom},
organization = {ACM Press},
abstract = { One of the most popular audiences of museums is classroom-size groups of students, in the context of school field trips. However, students do not get adequate involvement during interactive group experiences, which might affect their impression and learning gained from the visit. In this paper, we present our findings from a recent study in middle schools, where 507 students were engaged with their class in a learning game about olive oil production. We had two players directly control the game and varied the level of involvement of the audience (the rest of the class), using iPads. We found that higher involvement in the game afforded greater retention of information after two days, while there was no difference after one day. Also, students with direct agency in the game revealed greater learning gains than the audience members. Results about the impact of socioeconomic status and social interactions on learning are reported, along with the most important design implications. },
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
<p><span style="color: rgb(0, 0, 0); font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12.8px;">One of the most popular audiences of museums is classroom-size groups of students, in the context of school field trips. However, students do not get adequate involvement during interactive group experiences, which might affect their impression and learning gained from the visit. In this paper, we present our findings from a recent study in middle schools, where 507 students were engaged with their class in a learning game about olive oil production. We had two players directly control the game and varied the level of involvement of the audience (the rest of the class), using iPads. We found that higher involvement in the game afforded greater retention of information after two days, while there was no difference after one day. Also, students with direct agency in the game revealed greater learning gains than the audience members. Results about the impact of socioeconomic status and social interactions on learning are reported, along with the most important design implications.</span></p> |
Apostolellis, Panagiotis Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums Conference CHI Workshop: Involving the Crowd in Future Museum Experience Design at the ACM Conference on Human Factors in Computing Systems (CHItextquoteright16), San Jose, CA, 2016. Abstract | BibTeX | Links: @conference{242,
title = {Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums},
author = {Panagiotis Apostolellis},
editor = {Doug A Bowman},
url = {https://museumsandcrowds.files.wordpress.com/2016/02/supporting-social-engagement-for-young-audiences_apostolellis.pdf},
year = {2016},
date = {2016-05-01},
booktitle = {CHI Workshop: Involving the Crowd in Future Museum Experience Design at the ACM Conference on Human Factors in Computing Systems (CHItextquoteright16)},
address = {San Jose, CA},
abstract = { Considering the shift of museums towards digital experiences that can satiate the interests of their young audiences, we suggest an integrated schema for socially engaging large visitor groups. As a means to present our position we propose a framework for audience involvement with complex educational material, combining serious games and virtual environments along with a theory of contextual learning in museums. We describe the research methodology for validating our framework, including the description of a testbed application and results from existing studies with children in schools, summer camps, and a museum. Such findings serve both as evidence for the applicability of our position and as a guidepost for the direction we should move to foster richer social engagement of young crowds. },
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
<p>Considering the shift of museums towards digital experiences that can satiate the interests of their young audiences, we suggest an integrated schema for socially engaging large visitor groups. As a means to present our position we propose a framework for audience involvement with complex educational material, combining serious games and virtual environments along with a theory of contextual learning in museums. We describe the research methodology for validating our framework, including the description of a testbed application and results from existing studies with children in schools, summer camps, and a museum. Such findings serve both as evidence for the applicability of our position and as a guidepost for the direction we should move to foster richer social engagement of young crowds.</p> |
Laha, Bireswar; Bowman, Doug A; Socha, John J Bare-Hand Volume Cracker for Raw Volume Data Analysis Journal Article Frontiers in Robotics and AI, 3235512181919252119299 , 2016. BibTeX | Links: @article{266,
title = {Bare-Hand Volume Cracker for Raw Volume Data Analysis},
author = {Bireswar Laha and Doug A Bowman and John J Socha},
url = {http://journal.frontiersin.org/Article/10.3389/frobt.2016.00056/abstract},
doi = {10.3389/frobt.2016.00056},
year = {2016},
date = {2016-04-01},
journal = {Frontiers in Robotics and AI},
volume = {3235512181919252119299},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
|
Lages, Wallace; Arango, Gustavo A; Laidlaw, David H; Socha, John J; Bowman, Doug A Designing capsule, an input device to support the manipulation of biological datasets Conference 2016 IEEE Symposium on 3D User Interfaces (3DUI)2016 IEEE Symposium on 3D User Interfaces (3DUI), IEEE IEEE, Greenville, SC, USA, 2016. BibTeX | Links: @conference{237,
title = {Designing capsule, an input device to support the manipulation of biological datasets},
author = {Wallace Lages and Gustavo A Arango and David H Laidlaw and John J Socha and Doug A Bowman},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7460067http://xplorestaging.ieee.org/ielx7/7454633/7460014/07460067.pdf?arnumber=7460067},
doi = {10.1109/3DUI.2016.7460067},
year = {2016},
date = {2016-01-01},
booktitle = {2016 IEEE Symposium on 3D User Interfaces (3DUI)2016 IEEE Symposium on 3D User Interfaces (3DUI)},
publisher = {IEEE},
address = {Greenville, SC, USA},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
|
Lages, Wallace; Laha, Bireswar; Miller, Wesley; Novotny, Johannes; Laidlaw, David H; Socha, John J; Bowman, Doug A Effects of field of regard and stereoscopy and the validity of MR simulation for visual analysis of scientific data Conference 2016 IEEE Virtual Reality (VR)2016 IEEE Virtual Reality (VR), IEEE IEEE, Greenville, SC, USA, 2016. BibTeX | Links: @conference{239,
title = {Effects of field of regard and stereoscopy and the validity of MR simulation for visual analysis of scientific data},
author = {Wallace Lages and Bireswar Laha and Wesley Miller and Johannes Novotny and David H Laidlaw and John J Socha and Doug A Bowman},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7504730http://xplorestaging.ieee.org/ielx7/7499993/7504049/07504730.pdf?arnumber=7504730},
doi = {10.1109/VR.2016.7504730},
year = {2016},
date = {2016-01-01},
booktitle = {2016 IEEE Virtual Reality (VR)2016 IEEE Virtual Reality (VR)},
publisher = {IEEE},
address = {Greenville, SC, USA},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
|
Nabiyouni, Mahdi; Lages, Wallace; Arantes, Leonardo Krinkle Cube Conference Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts - CHI PLAY Companion textquoteright16, ACM Press ACM Press, Austin, Texas, USANew York, New York, USA, 2016, ISBN: 9781450344586. BibTeX | Links: @conference{261,
title = {Krinkle Cube},
author = {Mahdi Nabiyouni and Wallace Lages and Leonardo Arantes},
url = {http://dl.acm.org/citation.cfm?doid=2968120http://dl.acm.org/citation.cfm?doid=2968120.2987746http://dl.acm.org/ft_gateway.cfm?id=2987746&ftid=1800631&dwn=1},
doi = {10.1145/296812010.1145/2968120.2987746},
isbn = {9781450344586},
year = {2016},
date = {2016-01-01},
booktitle = {Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts - CHI PLAY Companion textquoteright16},
publisher = {ACM Press},
address = {Austin, Texas, USANew York, New York, USA},
organization = {ACM Press},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
|
Lages, Wallace Ray, camera, action! A technique for collaborative 3D manipulation Conference 2016 IEEE Symposium on 3D User Interfaces (3DUI)2016 IEEE Symposium on 3D User Interfaces (3DUI), IEEE IEEE, Greenville, SC, USA, 2016. BibTeX | Links: @conference{238,
title = {Ray, camera, action! A technique for collaborative 3D manipulation},
author = {Wallace Lages},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7460080http://xplorestaging.ieee.org/ielx7/7454633/7460014/07460080.pdf?arnumber=7460080},
doi = {10.1109/3DUI.2016.7460080},
year = {2016},
date = {2016-01-01},
booktitle = {2016 IEEE Symposium on 3D User Interfaces (3DUI)2016 IEEE Symposium on 3D User Interfaces (3DUI)},
publisher = {IEEE},
address = {Greenville, SC, USA},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
|
Nabiyouni, Mahdi; Bowman, Doug A A Taxonomy for Designing Walking-based Locomotion Techniques for Virtual Reality Conference the 2016 ACM CompanionProceedings of the 2016 ACM Companion on Interactive Surfaces and Spaces - ISS Companion textquoteright16, ACM Press ACM Press, Niagara Falls, Ontario, CanadaNew York, New York, USA, 2016, ISBN: 9781450345309. BibTeX | Links: @conference{267,
title = {A Taxonomy for Designing Walking-based Locomotion Techniques for Virtual Reality},
author = {Mahdi Nabiyouni and Doug A Bowman},
url = {http://dl.acm.org/citation.cfm?doid=3009939http://dl.acm.org/citation.cfm?doid=3009939.3010076},
doi = {10.1145/300993910.1145/3009939.3010076},
isbn = {9781450345309},
year = {2016},
date = {2016-01-01},
booktitle = {the 2016 ACM CompanionProceedings of the 2016 ACM Companion on Interactive Surfaces and Spaces - ISS Companion textquoteright16},
publisher = {ACM Press},
address = {Niagara Falls, Ontario, CanadaNew York, New York, USA},
organization = {ACM Press},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
|
2015
|
Apostolellis, Panagiotis; Bowman, Doug A Small Group Learning with Games in Museums: Effects of Interactivity as Mediated by Cultural Differences Conference ACM Interaction Design and Children, ACM Press ACM Press, Medford, MA, 2015. Abstract | BibTeX @conference{235,
title = {Small Group Learning with Games in Museums: Effects of Interactivity as Mediated by Cultural Differences},
author = {Panagiotis Apostolellis and Doug A Bowman},
year = {2015},
date = {2015-06-01},
booktitle = {ACM Interaction Design and Children},
publisher = {ACM Press},
address = {Medford, MA},
organization = {ACM Press},
abstract = { Museums are rich and complex learning experiences, using a variety of interactive approaches to engage their audiences. However, the largely unstructured nature of free-choice learning calls for alternative approaches that can effectively engage groups of school age students with diverse cultural backgrounds. In this paper, we present our findings from a recent study in a museum in Greece, where triads of stu-dents had to learn about olive oil production using a game enabling different levels of interactivity and collaboration. We found that facilitation by an expert guide led to greater learning gains as compared to students playing alone, with one or three simultaneous game controllers. We also com-pared these results with a previous controlled experiment conducted in the US with middle school students, using the same game but without the ecologically valid facilitation. Drawing ideas from sociocultural and cognitive theories we interpret the contradictory findings, identifying the impact of culture on their (social) interactions, their subjective game experience, and eventually learning, in these spaces. },
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
<p>Museums are rich and complex learning experiences, using a variety of interactive approaches to engage their audiences. However, the largely unstructured nature of free-choice learning calls for alternative approaches that can effectively engage groups of school age students with diverse cultural backgrounds. In this paper, we present our findings from a recent study in a museum in Greece, where triads of stu-dents had to learn about olive oil production using a game enabling different levels of interactivity and collaboration. We found that facilitation by an expert guide led to greater learning gains as compared to students playing alone, with one or three simultaneous game controllers. We also com-pared these results with a previous controlled experiment conducted in the US with middle school students, using the same game but without the ecologically valid facilitation. Drawing ideas from sociocultural and cognitive theories we interpret the contradictory findings, identifying the impact of culture on their (social) interactions, their subjective game experience, and eventually learning, in these spaces.</p> |
Nabiyouni, Mahdi; Saktheeswaran, Ayshwarya; Bowman, Doug A; Karanth, Ambika Comparing the Performance of Natural, Semi-Natural, and Non-Natural Locomotion Techniques in Virtual Reality Conference IEEE 3D User Interfaces (3DUI), 2015. Abstract | BibTeX @conference{223,
title = {Comparing the Performance of Natural, Semi-Natural, and Non-Natural Locomotion Techniques in Virtual Reality},
author = {Mahdi Nabiyouni and Ayshwarya Saktheeswaran and Doug A Bowman and Ambika Karanth},
year = {2015},
date = {2015-03-01},
booktitle = {IEEE 3D User Interfaces (3DUI)},
abstract = { One of the goals of much virtual reality (VR) research is to increase realism. In particular, many techniques for locomotion in VR attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques affects user task performance. We performed an experiment to compare a semi-natural locomotion technique (based on the Virtusphere device) with a traditional, non-natural technique (based on a game controller) and a fully natural technique (real walking). We found that the Virtusphere technique was significantly slower and less accurate than both of the other techniques. Based on this result and others in the literature, we speculate that locomotion techniques with moderate interaction fidelity will often have performance inferior to both high-fidelity techniques and well-designed low-fidelity techniques. We argue that our experimental results are an effect of interaction fidelity, and perform a detailed analysis of the fidelity of the three locomotion techniques to support this argument. },
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
<p class="BodyNoIndent">One of the goals of much virtual reality (VR) research is to increase realism. In particular, many techniques for locomotion in VR attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques affects user task performance. We performed an experiment to compare a semi-natural locomotion technique (based on the Virtusphere device) with a traditional, non-natural technique (based on a game controller) and a fully natural technique (real walking). We found that the Virtusphere technique was significantly slower and less accurate than both of the other techniques. Based on this result and others in the literature, we speculate that locomotion techniques with moderate interaction fidelity will often have performance inferior to both high-fidelity techniques and well-designed low-fidelity techniques. We argue that our experimental results are an effect of interaction fidelity, and perform a detailed analysis of the fidelity of the three locomotion techniques to support this argument.<o:p></o:p></p> |
Nabiyouni, Mahdi; Scerbo, Siroberto; DeVito, Vincent; Smolen, Stefan; Starrin, Patrick; Bowman, Doug A Design and Evaluation of a Visual Acclimation Aid for a Semi-Natural Locomotion Device Conference IEEE 3D User Interfaces (3DUI), 2015. Abstract | BibTeX @conference{224,
title = {Design and Evaluation of a Visual Acclimation Aid for a Semi-Natural Locomotion Device},
author = {Mahdi Nabiyouni and Siroberto Scerbo and Vincent DeVito and Stefan Smolen and Patrick Starrin and Doug A Bowman},
year = {2015},
date = {2015-03-01},
booktitle = {IEEE 3D User Interfaces (3DUI)},
abstract = { One of the limitations of most virtual reality (VR) systems is that users cannot physically walk through large virtual environments. Many solutions have been proposed to this problem, including locomotion devices such as the Virtusphere. Such devices allow the user to employ moderately natural walking motions without physically moving through space, but may actually be difficult to use at first due to a lack of interaction fidelity. We designed and evaluated a visual aid that shows a virtual representation of the sphere to the user during an acclimation phase, reasoning that this would help users understand the forces they were feeling, plan their movements, and better control their movements. In a user study, we evaluated participants’ walking performance both during and after an acclimation phase. Half of the participants used the visual aid during acclimation, while the other half had no visual aid. After acclimation, all participants performed more complex walking assessment tasks without any visual aid. The results demonstrate that use of the visual aid during acclimation was effective for improving task performance and decreasing perceived difficulty in the assessment tasks. },
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
<p class="IndexTerms">One of the limitations of most virtual reality (VR) systems is that users cannot physically walk through large virtual environments. Many solutions have been proposed to this problem, including locomotion devices such as the Virtusphere. Such devices allow the user to employ moderately natural walking motions without physically moving through space, but may actually be difficult to use at first due to a lack of interaction fidelity. We designed and evaluated a visual aid that shows a virtual representation of the sphere to the user during an acclimation phase, reasoning that this would help users understand the forces they were feeling, plan their movements, and better control their movements. In a user study, we evaluated participants’ walking performance both during and after an acclimation phase. Half of the participants used the visual aid during acclimation, while the other half had no visual aid. After acclimation, all participants performed more complex walking assessment tasks without any visual aid. The results demonstrate that use of the visual aid during acclimation was effective for improving task performance and decreasing perceived difficulty in the assessment tasks.<o:p></o:p></p> |
Laha, Bireswar; Bowman, Doug A; Laidlaw, David H; Socha, John J A classification of user tasks in visual analysis of volume data Conference 2015 IEEE Scientific Visualization Conference (SciVis)2015 IEEE Scientific Visualization Conference (SciVis), IEEE IEEE, Chicago, IL, USA, 2015. BibTeX | Links: @conference{265,
title = {A classification of user tasks in visual analysis of volume data},
author = {Bireswar Laha and Doug A Bowman and David H Laidlaw and John J Socha},
url = {http://ieeexplore.ieee.org/document/7429485/http://xplorestaging.ieee.org/ielx7/7411953/7429473/07429485.pdf?arnumber=7429485},
doi = {10.1109/SciVis.2015.7429485},
year = {2015},
date = {2015-01-01},
booktitle = {2015 IEEE Scientific Visualization Conference (SciVis)2015 IEEE Scientific Visualization Conference (SciVis)},
publisher = {IEEE},
address = {Chicago, IL, USA},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
|
Ragan, Eric D; Bowman, Doug A; Kopper, Regis; Stinson, Cheryl; Scerbo, Siroberto; McMahan, Ryan P Effects of field of view and visual complexity on virtual reality training effectiveness for a visual scanning task Journal Article IEEE Transactions on Visualization and Computer Graphics, pp. 14 pages, 2015, ISSN: 1077-2626. BibTeX | Links: @article{218,
title = {Effects of field of view and visual complexity on virtual reality training effectiveness for a visual scanning task},
author = {Eric D Ragan and Doug A Bowman and Regis Kopper and Cheryl Stinson and Siroberto Scerbo and Ryan P McMahan},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7042312},
doi = {10.1109/TVCG.2015.2403312},
issn = {1077-2626},
year = {2015},
date = {2015-01-01},
journal = {IEEE Transactions on Visualization and Computer Graphics},
pages = {14 pages},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
|
Nabiyouni, Mahdi; Bowman, Doug A An evaluation of the effects of hyper-natural components of interaction fidelity on locomotion performance in virtual reality Conference ICAT - EGVE textquoteright15: the 25th International Conference on Artificial Reality and Telexistence and 20th Eurographics Symposium on Virtual Environments, 2015. BibTeX | Links: @conference{263,
title = {An evaluation of the effects of hyper-natural components of interaction fidelity on locomotion performance in virtual reality},
author = {Mahdi Nabiyouni and Doug A Bowman},
doi = {https://doi.org/10.2312/egve.20151325},
year = {2015},
date = {2015-01-01},
booktitle = {ICAT - EGVE textquoteright15: the 25th International Conference on Artificial Reality and Telexistence and 20th Eurographics Symposium on Virtual Environments},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
|
Lages, Wallace; Nabiyouni, Mahdi; Tibau, Javier; Bowman, Doug A Interval Player: Designing a Virtual Musical Instrument Using In-Air Gestures Conference IEEE Symposium on 3D User Interfaces (3DUI Contest), 2015. Abstract | BibTeX @conference{216,
title = {Interval Player: Designing a Virtual Musical Instrument Using In-Air Gestures},
author = {Wallace Lages and Mahdi Nabiyouni and Javier Tibau and Doug A Bowman},
year = {2015},
date = {2015-01-01},
booktitle = {IEEE Symposium on 3D User Interfaces (3DUI Contest)},
abstract = {We present a novel virtual musical instrument interface based on in-air 3D gestures called the Interval Player. Instead of specifying absolute notes, the user specifies the melodic interval between the most recent note and the next one. The non-dominant hand is used to specify chords for harmony. We discuss the principles and rationale used in the design.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
We present a novel virtual musical instrument interface based on in-air 3D gestures called the Interval Player. Instead of specifying absolute notes, the user specifies the melodic interval between the most recent note and the next one. The non-dominant hand is used to specify chords for harmony. We discuss the principles and rationale used in the design. |
McMahan, Ryan P; Kopper, Regis; Bowman, Doug A Principles for Designing Effective 3D Interaction Techniques Book Chapter Hale, Kelly; Stanney, Kay (Ed.): Handbook of Virtual Environments: Design, Implementation, and Applications, pp. 285-311, CRC Press, Boca Raton, FL, 2, 2015. BibTeX @inbook{217,
title = {Principles for Designing Effective 3D Interaction Techniques},
author = {Ryan P McMahan and Regis Kopper and Doug A Bowman},
editor = {Kelly Hale and Kay Stanney},
year = {2015},
date = {2015-01-01},
booktitle = {Handbook of Virtual Environments: Design, Implementation, and Applications},
pages = {285-311},
publisher = {CRC Press},
address = {Boca Raton, FL},
edition = {2},
organization = {CRC Press},
keywords = {},
pubstate = {published},
tppubtype = {inbook}
}
|
Hines, Kristen; Lages, Wallace; Somasundaram, Namitha; Martin, Thomas Protecting workers with smart e-vest Conference the 2015 ACM International Joint ConferenceProceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers - UbiComp textquoteright15, ACM Press ACM Press, Osaka, JapanNew York, New York, USA, 2015, ISBN: 9781450335751. BibTeX | Links: @conference{240,
title = {Protecting workers with smart e-vest},
author = {Kristen Hines and Wallace Lages and Namitha Somasundaram and Thomas Martin},
url = {http://dl.acm.org/citation.cfm?doid=2800835http://dl.acm.org/citation.cfm?doid=2800835.2800881},
doi = {10.1145/280083510.1145/2800835.2800881},
isbn = {9781450335751},
year = {2015},
date = {2015-01-01},
booktitle = {the 2015 ACM International Joint ConferenceProceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers - UbiComp textquoteright15},
publisher = {ACM Press},
address = {Osaka, JapanNew York, New York, USA},
organization = {ACM Press},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
|
2014
|
Apostolellis, Panagiotis; Bowman, Doug A Evaluating the Effects of Orchestrated, Game-Based Learning in Virtual Environments for Informal Education Conference Advances in Computer Entertainment Technology (ACE), ACM Press ACM Press, Funchal, Madeira, Portugal, 2014. Abstract | BibTeX | Links: @conference{205,
title = {Evaluating the Effects of Orchestrated, Game-Based Learning in Virtual Environments for Informal Education},
author = {Panagiotis Apostolellis and Doug A Bowman},
doi = {10.1145/2663806.2663821},
year = {2014},
date = {2014-11-01},
booktitle = {Advances in Computer Entertainment Technology (ACE)},
publisher = {ACM Press},
address = {Funchal, Madeira, Portugal},
organization = {ACM Press},
abstract = { In informal learning spaces employing digital content, such as museums, visitors often do not get adequate exposure to content, or they passively receive instruction offered by a museum docent to the whole group. This research aims to identify which elements of co-located group collaboration, virtual environments, and serious games can be leveraged for an enhanced museum learning and entertaining experience. We developed C-OLiVE, an interactive virtual environment supporting tripartite group collaboration, which we used to explore our hypothesis that synchronous, co-located, group collaboration will afford greater learning compared to conventional approaches. In an empirical study, we found some evidence supporting this hypothesis, taking into consideration other factors such as game experience and social presence. Students participating in the three-player condition demonstrated a better understanding of the collaborative tasks compared to their single-player counterparts. We discuss these results and outline future studies using the same virtual environment. },
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
<p>In informal learning spaces employing digital content, such as museums, visitors often do not get adequate exposure to content, or they passively receive instruction offered by a museum docent to the whole group. This research aims to identify which elements of co-located group collaboration, virtual environments, and serious games can be leveraged for an enhanced museum learning and entertaining experience. We developed C-OLiVE, an interactive virtual environment supporting tripartite group collaboration, which we used to explore our hypothesis that synchronous, co-located, group collaboration will afford greater learning compared to conventional approaches. In an empirical study, we found some evidence supporting this hypothesis, taking into consideration other factors such as game experience and social presence. Students participating in the three-player condition demonstrated a better understanding of the collaborative tasks compared to their single-player counterparts. We discuss these results and outline future studies using the same virtual environment. </p> |