Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
Social Virtual Reality (VR) invites multiple users to "interact" in a shared immersive ... more Social Virtual Reality (VR) invites multiple users to "interact" in a shared immersive environment, which creates new opportunities for remote communication, and can potentially be a new tool for remote medical consultations. Using knee osteoarthritis consultation as a use case, this paper presents a social VR clinic that allows patients to consult a nurse represented as a virtual avatar with head, upper body and hands visible. We started with an ethnographic study at a hospital with three medical professionals and observed three patient consultation sessions to map the patient treatment journey (PTJ) and distill design requirements for social VR consultation. Based on the results of the study, we designed and implemented a social VR clinic to meet the identified requirements. Our work expands on the potential of social VR to help reshape patient treatment by reducing the workload of medical staff and the travel time of patients. In the future, we plan to conduct user stud...
Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associat... more Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associated with futuristic smart environments in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. However spectacular the corresponding scenarios may be, it is equally challenging to consider how this technology may enhance existing situations. This is illustrated by a case study from the Dutch medical field: central quality reviewing for pathology in child oncology. The main goal of the review is to assess the quality of the diagnosis based on patient material. The sharing of knowledge in social face-to-face interaction during such meeting is an important advantage. At the same time there is the disadvantage that the experts from the seven Dutch academic medical centers have to travel to the review meeting and that the required logistics to collect and bring patient material and data to the meeting is cumbersome and time-consuming....
This experiment studies whether there are visible differences between lexical signs and emblems, ... more This experiment studies whether there are visible differences between lexical signs and emblems, i.e. highly conventional gestures, for nonsigners. Participants were shown movies with a single lexical sign, an emblem, or a fidgeting movement and were instructed to press the spacebar as soon as they judged the movement to be a sign. Participants were found to press equally often in response to lexical signs as to emblems that are not commonly known in the Netherlands, suggesting that non-signers are not able to distinguish lexical SLN signs from emblems based on their appearance only.
This paper investigates the needs or criteria for sustaining well-being in crowded situations thr... more This paper investigates the needs or criteria for sustaining well-being in crowded situations through two focus group discussions with a total of ten participants. We conclude that pursuing crowd well-being could be divided into two different cases: one is obtaining the enhancement of the current state in normal situations, and the other is avoiding the deficiencies in case of emergencies. The psychological needs are different in these two cases. Crowd members pay attention to higher level of psychological needs, i.e. staying autonomic, connected, competent and respected in the former situation, while their focus will immediately change to low level needs, i.e. safety and security issues, when unexpected things happen. These findings are consistent with Sheldon et al.’s new hierarchy of needs. We also find that all the crowd types mentioned in the focus group discussions could be classified into two categories, namely event crowds and non-event crowds. A crowd can also consist of bo...
In this article, we present examples of using designerly ways to explore “crowd” phenomenon in a ... more In this article, we present examples of using designerly ways to explore “crowd” phenomenon in a cross-disciplinary project named EWiDS. The phrase ‘designerly ways’ refers to visual communication methods such as drawings and videos, which are widely acknowledged as effective approaches to crossdisciplinary collaboration. This study started with designerly ways of exploring crowd experience and crowd management. Three crowd situations, public transportation, outdoor event, and indoor event, were selected as representative crowds that are distinguishable by crowd size, level of interaction, and emotional intensity. Current activities and problems in these crowds were visualized, and some possible solutions were presented as scenarios. These visualizations and scenarios were used as conversation stimulators in a plenary meeting of EWiDS and received positive feedback on their effectiveness in assisting project members in communication.
This paper introduces the concept of crowd well-being and the needs for sustaining it. Crowd well... more This paper introduces the concept of crowd well-being and the needs for sustaining it. Crowd well-being can be interpreted as crowd members’ evaluations on their emotional reactions, moods and judgments they form about their satisfactions, goals or needs fulfillment in a crowded situation according to the definition of subjective well-being by Diener and his colleagues. Higher level needs, i.e. relatedness and autonomy in Sheldon’s two-level hierarchy are essential to the enhancement of crowd well-being when safety is guaranteed. Needs for safety become prominent in case of emergencies. Furthermore, it investigates three representative crowd management designs and strategies and how they fulfill the needs of crowd members through ten crowd expert interviews. We conclude that the current strategies and designs mostly focus on the effortful planning and preparation for the potentially unsafe situations, which tend to be coercive instead of fully respect crowd members’ autonomy. A numb...
Human observers have been demonstrated to be sensitive to the local (physical) light field, or mo... more Human observers have been demonstrated to be sensitive to the local (physical) light field, or more precisely, to the primary direction, intensity, and diffuseness of the light at a point in a space. In the present study we focused on the question of whether it is possible to reconstruct the global visual light field, based on observers' inferences of the local light properties. Observers adjusted the illumination on a probe in order to visually fit it in three diversely lit scenes. For each scene they made 36 settings on a regular grid. The global structure of the first order properties of the light field could then indeed be reconstructed by interpolation of light vectors coefficients representing the local settings. We demonstrate that the resulting visual light fields (individual and averaged) can be visualized and we show how they can be compared to physical measurements in the same scenes. Our findings suggest that human observers have a robust impression of the light fiel...
Serious gaming is used as a means for improving organizational teamwork, yet little is known abou... more Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven rules could guide interdependence and teamwork strategies. Based on this finding, for the present experiment we developed two versions of multiplayer Breakout, varying in rule-sets, designed to elicit player strategies of either dependent competition or dependent cooperation. Results showed that the two rule-sets could generate distinct reported player experiences and observable distinct player behaviors that could be further discriminated into four patterns: expected patterns of helping and ignoring, and unexpected patterns of agreeing and obstructing. Classic game theory was applied to understand the four behavior patterns and made us concl...
Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
Social Virtual Reality (VR) invites multiple users to "interact" in a shared immersive ... more Social Virtual Reality (VR) invites multiple users to "interact" in a shared immersive environment, which creates new opportunities for remote communication, and can potentially be a new tool for remote medical consultations. Using knee osteoarthritis consultation as a use case, this paper presents a social VR clinic that allows patients to consult a nurse represented as a virtual avatar with head, upper body and hands visible. We started with an ethnographic study at a hospital with three medical professionals and observed three patient consultation sessions to map the patient treatment journey (PTJ) and distill design requirements for social VR consultation. Based on the results of the study, we designed and implemented a social VR clinic to meet the identified requirements. Our work expands on the potential of social VR to help reshape patient treatment by reducing the workload of medical staff and the travel time of patients. In the future, we plan to conduct user stud...
Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associat... more Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associated with futuristic smart environments in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. However spectacular the corresponding scenarios may be, it is equally challenging to consider how this technology may enhance existing situations. This is illustrated by a case study from the Dutch medical field: central quality reviewing for pathology in child oncology. The main goal of the review is to assess the quality of the diagnosis based on patient material. The sharing of knowledge in social face-to-face interaction during such meeting is an important advantage. At the same time there is the disadvantage that the experts from the seven Dutch academic medical centers have to travel to the review meeting and that the required logistics to collect and bring patient material and data to the meeting is cumbersome and time-consuming....
This experiment studies whether there are visible differences between lexical signs and emblems, ... more This experiment studies whether there are visible differences between lexical signs and emblems, i.e. highly conventional gestures, for nonsigners. Participants were shown movies with a single lexical sign, an emblem, or a fidgeting movement and were instructed to press the spacebar as soon as they judged the movement to be a sign. Participants were found to press equally often in response to lexical signs as to emblems that are not commonly known in the Netherlands, suggesting that non-signers are not able to distinguish lexical SLN signs from emblems based on their appearance only.
This paper investigates the needs or criteria for sustaining well-being in crowded situations thr... more This paper investigates the needs or criteria for sustaining well-being in crowded situations through two focus group discussions with a total of ten participants. We conclude that pursuing crowd well-being could be divided into two different cases: one is obtaining the enhancement of the current state in normal situations, and the other is avoiding the deficiencies in case of emergencies. The psychological needs are different in these two cases. Crowd members pay attention to higher level of psychological needs, i.e. staying autonomic, connected, competent and respected in the former situation, while their focus will immediately change to low level needs, i.e. safety and security issues, when unexpected things happen. These findings are consistent with Sheldon et al.’s new hierarchy of needs. We also find that all the crowd types mentioned in the focus group discussions could be classified into two categories, namely event crowds and non-event crowds. A crowd can also consist of bo...
In this article, we present examples of using designerly ways to explore “crowd” phenomenon in a ... more In this article, we present examples of using designerly ways to explore “crowd” phenomenon in a cross-disciplinary project named EWiDS. The phrase ‘designerly ways’ refers to visual communication methods such as drawings and videos, which are widely acknowledged as effective approaches to crossdisciplinary collaboration. This study started with designerly ways of exploring crowd experience and crowd management. Three crowd situations, public transportation, outdoor event, and indoor event, were selected as representative crowds that are distinguishable by crowd size, level of interaction, and emotional intensity. Current activities and problems in these crowds were visualized, and some possible solutions were presented as scenarios. These visualizations and scenarios were used as conversation stimulators in a plenary meeting of EWiDS and received positive feedback on their effectiveness in assisting project members in communication.
This paper introduces the concept of crowd well-being and the needs for sustaining it. Crowd well... more This paper introduces the concept of crowd well-being and the needs for sustaining it. Crowd well-being can be interpreted as crowd members’ evaluations on their emotional reactions, moods and judgments they form about their satisfactions, goals or needs fulfillment in a crowded situation according to the definition of subjective well-being by Diener and his colleagues. Higher level needs, i.e. relatedness and autonomy in Sheldon’s two-level hierarchy are essential to the enhancement of crowd well-being when safety is guaranteed. Needs for safety become prominent in case of emergencies. Furthermore, it investigates three representative crowd management designs and strategies and how they fulfill the needs of crowd members through ten crowd expert interviews. We conclude that the current strategies and designs mostly focus on the effortful planning and preparation for the potentially unsafe situations, which tend to be coercive instead of fully respect crowd members’ autonomy. A numb...
Human observers have been demonstrated to be sensitive to the local (physical) light field, or mo... more Human observers have been demonstrated to be sensitive to the local (physical) light field, or more precisely, to the primary direction, intensity, and diffuseness of the light at a point in a space. In the present study we focused on the question of whether it is possible to reconstruct the global visual light field, based on observers' inferences of the local light properties. Observers adjusted the illumination on a probe in order to visually fit it in three diversely lit scenes. For each scene they made 36 settings on a regular grid. The global structure of the first order properties of the light field could then indeed be reconstructed by interpolation of light vectors coefficients representing the local settings. We demonstrate that the resulting visual light fields (individual and averaged) can be visualized and we show how they can be compared to physical measurements in the same scenes. Our findings suggest that human observers have a robust impression of the light fiel...
Serious gaming is used as a means for improving organizational teamwork, yet little is known abou... more Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven rules could guide interdependence and teamwork strategies. Based on this finding, for the present experiment we developed two versions of multiplayer Breakout, varying in rule-sets, designed to elicit player strategies of either dependent competition or dependent cooperation. Results showed that the two rule-sets could generate distinct reported player experiences and observable distinct player behaviors that could be further discriminated into four patterns: expected patterns of helping and ignoring, and unexpected patterns of agreeing and obstructing. Classic game theory was applied to understand the four behavior patterns and made us concl...
Human observers are sensitive to light properties such as the intensity, direction and diffusenes... more Human observers are sensitive to light properties such as the intensity, direction and diffuseness. We study how well they are able to estimate the light field (the structure of the net flux transport) in rooms, by empirical measurement and comparison of the physical and visual light fields. We made regularized measurements of the physical light field in a room under three light conditions with a custom-made cubic illuminance meter based on six Konica Minolta T- 10MA sensors. Next, we photographed the room and conducted a psychophysical experiment, in which the observer’s task was to change the lighting (direction, intensity and ambient components) of a “probe” in order to make it appear like it belonged to the pictured scene. The probe, a white Lambertian sphere on a black monopod (defining the location of the probe in the scene), was superimposed on predetermined locations in the image. As a separate measure of the visual light field, the participants indicated the perceived (“subjective”) light source position on the extended scene pictures and described it in words. For each light condition we made reconstructions of light fields consisting of light vectors in a grid: physical from measurements, visual from observers’ settings on a probe, and simplified models of light fields with all vectors pointing to the subjective light source positions. Participants’ interpretations varied remarkably in position and number of the subjective light sources. Many of them were far from veridical. We made pairwise comparisons between light field reconstructions. For the most prominent case, with a visible light source, the average angular difference between visual and physical light vectors was 57 degrees, whereas between visual and simplified model for subjective light sources it was 29 degrees. The results suggest that, overall, the visual light field’s structure is simplified with respect to the physical one. Acknowledgements We thank the Visual Experiences Group, Philips Research Europe, for the use of their light lab. This work has been funded by the EU FP7 Marie Curie Initial Training Networks (ITN) project PRISM, Perceptual Representation of Illumination, Shape and Material (PITN-GA- 2012-316746).
Tatiana Kartashova, Huib de Ridder , Susan te Pas, Sylvia Pont
Light zones are spatial groupings ... more Tatiana Kartashova, Huib de Ridder , Susan te Pas, Sylvia Pont Light zones are spatial groupings of lighting variables (intensity, direction, etc.) significant to the space- and form-giving characteristics of light (Madsen, 2007). Previously, Kartashova et al. (2015) found that for paintings in which more than one light zone was present the light inferences showed striking individual differences. We investigated this matter further to study if the light inferences are influenced by the orientation of the zones relatively to the picture plane. We created a scene with two light zones, contrasting mainly in light direction, in the a) left and right (condition LR) and b) front and back parts (condition FB) of a space. A grid of locations across the scene was tested using probes (white matte spheres). The observers’ task was to set the light on the probe (one per trial) as if it belonged to the scene. For condition LR the settings were highly consistent over observers and rather different in direction between the two zones. Contrarily, for condition FB we found high inter-observer settings variability, suggesting that observers estimated the relative sizes of the zones differently. We will further investigate the relation of these findings with space perception.
Tatiana Kartashova, Susan F. te Pas, Huib de Ridder, Sylvia Pont
Light*strongly influences the a... more Tatiana Kartashova, Susan F. te Pas, Huib de Ridder, Sylvia Pont
Light*strongly influences the appearance of the shape and material of an object. For example increasing the light diffuseness makes an object look more flat and matte. We consider the actual light resulting from sources and optical interactions in the scene. Taking into account the interdependence of light and scene properties, it is not easy to optimize lighting. A light design workflow is essentially an iterative process of adjusting lights and objects in a scene to achieve the desired appearance. Typically, a time-consuming rendering is used to see the results of the last manipulations. We propose a method visualizing the light parameters commonly used by light professionals and, more importantly, proven to be basic light characteristics for which human observers are sensitive: “intensity”, direction and diffuseness. The visualizations are presented in the viewport and therefore are much faster than rendering. They show the light flow - global changes of the parameters - over a scene using grids of shapes or visual gauge objects.
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Papers by Huib Ridder
We made regularized measurements of the physical light field in a room under three light conditions with a custom-made cubic illuminance meter based on six Konica Minolta T- 10MA sensors. Next, we photographed the room and conducted a psychophysical experiment, in which the observer’s task was to change the lighting (direction, intensity and ambient components) of a “probe” in order to make it appear like it belonged to the pictured scene. The probe, a white Lambertian sphere on a black monopod (defining the location of the probe in the scene), was superimposed on predetermined locations in the image. As a separate measure of the visual light field, the participants indicated the perceived (“subjective”) light source position on the extended scene pictures and described it in words. For each light condition we made reconstructions of light fields consisting of light vectors in a grid: physical from measurements, visual from observers’ settings on a probe, and simplified models of light fields with all vectors pointing to the subjective light source positions.
Participants’ interpretations varied remarkably in position and number of the subjective light sources. Many of them were far from veridical. We made pairwise comparisons between light field reconstructions. For the most prominent case, with a visible light source, the average angular difference between visual and physical light vectors was 57 degrees, whereas between visual and simplified model for subjective light sources it was 29 degrees. The results suggest that, overall, the visual light field’s structure is simplified with respect to the physical one.
Acknowledgements
We thank the Visual Experiences Group, Philips Research Europe, for the use of their light lab. This work has been funded by the EU FP7 Marie Curie Initial Training Networks (ITN) project PRISM, Perceptual Representation of Illumination, Shape and Material (PITN-GA- 2012-316746).
Light zones are spatial groupings of lighting variables (intensity, direction, etc.) significant to the space- and form-giving characteristics of light (Madsen, 2007). Previously, Kartashova et al. (2015) found that for paintings in which more than one light zone was present the light inferences showed striking individual differences. We investigated this matter further to study if the light inferences are influenced by the orientation of the zones relatively to the picture plane. We created a scene with two light zones, contrasting mainly in light direction, in the a) left and right (condition LR) and b) front and back parts (condition FB) of a space. A grid of locations across the scene was tested using probes (white matte spheres). The observers’ task was to set the light on the probe (one per trial) as if it belonged to the scene. For condition LR the settings were highly consistent over observers and rather different in direction between the two zones. Contrarily, for condition FB we found high inter-observer settings variability, suggesting that observers estimated the relative sizes of the zones differently. We will further investigate the relation of these findings with space perception.
Light*strongly influences the appearance of the shape and material of an object. For example increasing the light diffuseness makes an object look more flat and matte. We consider the actual light resulting from sources and optical interactions in the scene. Taking into account the interdependence of light and scene properties, it is not easy to optimize lighting. A light design workflow is essentially an iterative process of adjusting lights and objects in a scene to achieve the desired appearance. Typically, a time-consuming rendering is used to see the results of the last manipulations. We propose a method visualizing the light parameters commonly used by light professionals and, more importantly, proven to be basic light characteristics for which human observers are sensitive: “intensity”, direction and diffuseness. The visualizations are presented in the viewport and therefore are much faster than rendering. They show the light flow - global changes of the parameters - over a scene using grids of shapes or visual gauge objects.