This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR). This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence.
Although association rule mining is an important pattern recognition and data analysis technique, extracting and finding significant rules from a large collection has always been challenging. The ability of information visualization to enable users to gain an understanding of high dimensional and large-scale data can play a major role in the exploration, identification, and interpretation of association rules. In this paper, we propose a method that provides multiple views of the association rules, linked together through a filtering mechanism. A visual inspection of the entire association rule set is enabled within a matrix view. Items of interest can be selected, resulting in their corresponding association rules being shown in a graph view. At any time, individual rules can be selected in either view, resulting in their information being shown in the detail view. The fundamental premise in this work is that by providing such a visual and interactive representation of the association rules, users will be able to find important rules quickly and easily, even as the number of rules that must be inspected becomes large. A user evaluation was conducted which validates this premise.
Social phobia is an anxiety disorder that results in an excessive and unreasonable fear of social situations. As a safe and controlled tool, Virtual Reality Exposure Therapy (VRET) has been used to treat anxiety disorders and phobias. This paper aims to study whether VRET with active scenarios can challenge a person more than passive scenarios. By comparing participants who were exposed to active and passive scenarios in VRET, we show that active scenarios are more effective than passive scenarios to elicit social anxiety in healthy participants. We focus on eliciting social anxiety and creating the sense of presence as two parameters enhancing the efficacy of VRET scenarios.
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