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Query: Orso_V* Results: 4 Sorted by: Date  Comments?
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Designing a Willing-to-Use-in-Public Hand Gestural Interaction Technique for Smart Glasses Everyday Objects as Interaction Surfaces / Hsieh, Yi-Ta / Jylhä, Antti / Orso, Valeria / Gamberini, Luciano / Jacucci, Giulio Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4203-4215
ACM Digital Library Link
Summary: Smart glasses suffer from obtrusive or cumbersome interaction techniques. Studies show that people are not willing to publicly use, for example, voice control or mid-air gestures in front of the face. Some techniques also hamper the high degree of freedom of the glasses. In this paper, we derive design principles for socially acceptable, yet versatile, interaction techniques for smart glasses based on a survey of related work. We propose an exemplary design, based on a haptic glove integrated with smart glasses, as an embodiment of the design principles. The design is further refined into three interaction scenarios: text entry, scrolling, and point-and-select. Through a user study conducted in a public space we show that the interaction technique is considered unobtrusive and socially acceptable. Furthermore, the performance of the technique in text entry is comparable to state-of-the-art techniques. We conclude by reflecting on the advantages of the proposed design.

A Wearable Multimodal Interface for Exploring Urban Points of Interest Oral Session 6: Mobile and Wearable / Jylhä, Antti / Hsieh, Yi-Ta / Orso, Valeria / Andolina, Salvatore / Gamberini, Luciano / Jacucci, Giulio Proceedings of the 2015 International Conference on Multimodal Interaction 2015-11-09 p.175-182
ACM Digital Library Link
Summary: Locating points of interest (POIs) in cities is typically facilitated by visual aids such as paper maps, brochures, and mobile applications. However, these techniques require visual attention, which ideally should be on the surroundings. Non-visual techniques for navigating towards specific POIs typically lack support for free exploration of the city or more detailed guidance. To overcome these issues, we propose a multimodal, wearable system for alerting the user of nearby recommended POIs. The system, built around a tactile glove, provides audio-tactile cues when a new POI is in the vicinity, and more detailed information and guidance if the user expresses interest in this POI. We evaluated the system in a field study, comparing it to a visual baseline application. The encouraging results show that the glove-based system helps keep the attention on the surroundings and that its performance is on the same level as that of the baseline.

Lost lab of professor millennium: creating a pervasive adventure with augmented reality-based guidance Locative media / Kuikkaniemi, Kai / Lucero, Andrés / Orso, Valeria / Jacucci, Giulio / Turpeinen, Marko Proceedings of the 2014 International Conference on Advances in Computer Entertainment Technology 2014-11-11 p.1
ACM Digital Library Link
Summary: This paper presents a pervasive adventure production called Lost Lab of Professor Millennium that experimented with different kinds of interaction techniques evaluating how they affected the adventure experience. The paper further reflects on the practical organization of the production targeted for schools and students between 12 and 15 years of age. Groups of up to four teenagers navigated through thirteen different kinds of pervasive computing experiences in checkpoints sharing a device providing augmented reality (AR) (MapLens) on a physical map and an adaptive marker-based AR guidance. Based on a Professor who lost her technologies, the story of the adventure provided a unifying narrative also through her fish Linus guiding groups through a variety of tasks in the checkpoints. The production was evaluated with direct observations, different kinds of video recordings, interviews and questionnaires. The evaluation revealed how groups shared the devices and performed collaborative interactions with the devices. The production received positive feedback from all stakeholders, but in terms of feasibility had some drawbacks. The evaluation indicated that the marker-based AR guidance techniques is practical, reliable and easy-to-use, and can be also used as a storytelling or story enhancing technique.

The role played by the concept of presence in validating the efficacy of a cybertherapy treatment: a literature review Validating Cyber-Interventions / Spagnolli, Anna / Bracken, Cheryl Campanella / Orso, Valeria Virtual Reality 2014-03 v.18 n.1 p.13-36
Keywords: Presence; Cybertherapy; Validation
Link to Digital Content at Springer
Summary: The present paper considers the existing research in cybertherapy, which is a psychological therapy carried out with the use of a mediated environment, and examines the way in which the users' sense of presence in the mediated environment can be of relevance for the validation of the intervention. With this purpose, a collection of 41 papers reporting the measurement of presence in the context of a cybertherapy treatment has been identified and examined. The general relevance of presence in cybertherapy and the measurement techniques adopted in the studies collected here are described and discussed. The way in which presence corresponds to establishing internal validity, convergent or predictive validity and external validity of a treatment is examined. In conclusion, a checklist to apply when planning a validation study is proposed, to improve the way in which presence is used.