A Method for Registration of 3-D Shapes
IEEE Transactions on Pattern Analysis and Machine Intelligence - Special issue on interpretation of 3-D scenes—part II
Integration and synchronization of input modes during multimodal human-computer interaction
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Passive real-world interface props for neurosurgical visualization
CHI '94 Conference Companion on Human Factors in Computing Systems
Ten myths of multimodal interaction
Communications of the ACM
Design of Virtual Environments
Design of Virtual Environments
Understanding Virtual Reality: Interface, Application, and Design
Understanding Virtual Reality: Interface, Application, and Design
The head or the heart?: measuring the impact of media quality
CHI '00 Extended Abstracts on Human Factors in Computing Systems
RSP '97 Proceedings of the 8th International Workshop on Rapid System Prototyping (RSP '97) Shortening the Path from Specification to Prototype
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Registration of Cad-Models to Images by Iterative Inverse Perspective Matching
ICPR '96 Proceedings of the 1996 International Conference on Pattern Recognition (ICPR '96) Volume I - Volume 7270
Virtual worlds: experiencing virtual factories of the future
Proceedings of the 34th conference on Winter simulation: exploring new frontiers
Identifying mobile phone design features critical to user satisfaction
Human Factors in Ergonomics & Manufacturing
Design and Analysis of Experiments
Design and Analysis of Experiments
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Hi-index | 0.00 |
Product design is an iterative process that involves, among other things, evaluation. In addition to the intended functionality of the product, its affective properties (or "Kansei") have emerged as important evaluation criteria for the successful marketing of the product. Affective properties refer to consumers' psychological feelings about a product, and they can be mapped into perceptual design elements for possible design modification toward higher customer satisfaction. Affective properties of products in design can partially be assessed using the near photorealistic graphic rendering feature of the desktop computer-aided design tools, or rapid prototyping tools that can produce physical mock-ups. Recently, immersive virtual reality systems have been suggested as an ideal platform for affective analysis of an evolving design because of, among other things, the natural style of interaction they offer when examining the product, such as the use of direct and proprioceptive interaction, head tracking and first-person viewpoint, and multimodality. In this paper, the effects of tactile augmentation and self-body visualization on the evaluation of the affective property are investigated by comparing three types of virtual environments for evaluating the affective properties of mobile phones. Each virtual environment offers different degrees of tactile and self-body realism. The effectiveness of these virtual environments is evaluated, compared to a control condition: the affective assessment of using the real product. The experiment has shown that the virtual affective evaluation results from the three systems correlated very highly with that of the real product, and no statistically significant differences could be found among the three systems. This finding indicates that tactile augmentation and the high-fidelity self-body visualization had no effect on the evaluation of the affective property. Nevertheless, the experimental results have indicated the importance of enhanced interaction with tactile augmentation for evaluating the property of texture, and have shown that VR systems have the potential for use as affective evaluation platforms.