Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems 2017
DOI: 10.1145/3025453.3025566
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Cited by 70 publications
(17 citation statements)
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“…Similar findings were reported in a more recent look at studies and participants [67]: in interviews or lab studies (both of which contain qualitative feedback and/or quantitative Likert-scale ratings), the majority of studies are conducted with fewer than 20 participants. In fact, for qualitative feedback and quantitative answers to Likert scales, the average is likely to be even lower and we found that often such research projects report results with 15 or less respondents (e.g., [68][69][70][71][72][73][74]), and sometimes with numbers as low as one (e.g., [70]) or two (e.g., [71]).…”
Section: Response Rate and Sample Sizementioning
confidence: 90%
“…Similar findings were reported in a more recent look at studies and participants [67]: in interviews or lab studies (both of which contain qualitative feedback and/or quantitative Likert-scale ratings), the majority of studies are conducted with fewer than 20 participants. In fact, for qualitative feedback and quantitative answers to Likert scales, the average is likely to be even lower and we found that often such research projects report results with 15 or less respondents (e.g., [68][69][70][71][72][73][74]), and sometimes with numbers as low as one (e.g., [70]) or two (e.g., [71]).…”
Section: Response Rate and Sample Sizementioning
confidence: 90%
“…Moreover, emerging mixed-reality displays allow for direct manipulation with the virtual content in space, e.g., selecting points and placing cutting planes [3]. Most commonly, these operations are performed through free mid-air interaction where users perform interactions without any physical support, while controllers-e.g., as in the case of the HTC Vive, touch surface [37], paper [38], or even rubber ball [21]are often used for precision and visual feedback. Still, mid-air interaction suffers from fatigue due to arm movements and reduced precision due to unintended body movements, tremor, and fatigue.…”
Section: Interaction With 3-dimensional Datamentioning
confidence: 99%
“…CubicMouse [17] allows for selection inside a 3D volume through movable rods and buttons mounted to the device. Sousa et al [37] designed touch-based interactions for VR exploration and selection of 3D slices of CT volume scan data. Lopes et al [30] developed a VR system for exploring CT colonography data in 3D using mid-air interactions to navigate and view the detailed CT slices.…”
Section: Tangible User Interfacesmentioning
confidence: 99%
“…Nielsen and Molich [36] found that with six people one can find, on average about 80% of all usability problems. Moreover, Wongsuphasawat and Shneiderman [37] conducted a usability test on eight participants, Isenberg et al [38] showed that on average between 1-5 participants are used in evaluation research projects, Lundstrom et al [39] conducted a user study including five orthopaedic surgeons, and Sousa et al [40] conducted a study on six radio-diagnostics on how virtual reality can assist them in their work. Therefore, based on this knowledge, five domain experts (two female) from VPS, ages 38-53 and median = 48, were recruited for this study.…”
Section: Participantsmentioning
confidence: 99%