Omnidirectional video (ODV) is a medium that offers the viewer a 360-degree panoramic video view of the recorded setting. In recent years, various novel platforms for presenting such content have emerged. Many of these applications aim to offer an immersive and interactive experience for the user, but there has been little research on how immersive these solutions actually are. For this study, two interactive ODV (iODV) applications were evaluated: a CAVE system and a head-mounted display (HMD) application. We compared the users' expectations and experience and the level of immersion between these systems. Both indoor and outdoor recorded environments were included. First, the results indicate that the user's experiences with these applications exceed their expectations greatly. Second, the HMD application was found to be more immersive than the CAVE system. Based on the findings of this study, both systems seem to have a great potential for presenting ODV content, thus offering the user an immersive experience for both indoor and outdoor content.
Interactive omnidirectional videos (iODV) can offer informative, entertaining, and immersive experiences, especially when combined with novel platforms such as head-mounted displays. However, omnidirectional videos, and interaction with them, present many unique challenges. In the absence of existing guidelines that accommodate for these challenges, we present dos and don'ts for designing and producing interactive omnidirectional videos. We base these guidelines on numerous interactive systems that we have produced in the recent years. Our work offers useful guidance for those working with omnidirectional videos, especially when designing interactivity and navigation within such systems.
Omnidirectional video (ODV) provides possibilities for capture and presentation of cultural content for museums and other exhibitions. 360° video capture can record authentic environments and activities, and enables immersive viewing of such material. We present the potential of ODV by reporting the learnings from long-term user experience data collection with two ODV-based museum installations; a head mounted display (HMD) based rally simulator, and a road grader simulator utilizing three projectors and haptic feedback. The results show the value of immersion, provide insights into the possibilities and challenges of interactivity, and show, how haptic feedback can improve the overall experience. The results also provide support to the use of physical elements in museum installations. In addition, we managed to avoid cyber sickness, a common problem with immersive VR content, in the installations. Overall, the respondents strongly support the conception that these kinds of installations would make museums more desirable places to visit.
We present a location-based collaborative mobile learning platform called Seek'N'Share. It is comprised of a Web-based learning assignment editor and a mobile application for exploring and capturing multimedia content in the field. The editor enables drag-and-drop creation of learning tasks, areas and points of interest using an intuitive Web interface. Assignments are accessed with an Android application that uses location information to provide content and tasks to learners as they explore the environment. The mobile application enables the learners to record audio, video and take pictures of their environments. This supports the overall goal of putting together a presentation as the outcome of the learning activity by combining predefined, contextual information with user-generated content. The platform is currently piloted with local schools. Its novelty lies in its flexible support for creating location-based learning activities for unconstrained environments, and the possibility for the learners to collaboratively document their learning outcomes in situ.
We demonstrate a mobile dictation application utilizing automatic speech recognition for healthcare professionals. Development was done in close collaboration between human-technology interaction and nursing science researchers and professionals working in the area. Our work was motivated by the need for improvements in getting spoken patient information to the next treatment steps without additional steps. In addition, we wanted to enable truly mobile spoken information entry, i.e., dictation can take place on the spot. In order to study the applicability we conducted a small-scale Wizard-of-Oz evaluation in a real hospital environment with real nurses. Our main focus was to gather subjective expectations and experiences from the actual nurses themselves. The results show true potential for our mobile dictation application and its further development.
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