2021
DOI: 10.1007/978-3-030-78227-6_13
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ExperienceDNA

Abstract: It is often challenging to measure participants' reactions during user tests where a Wizard-of-Oz (WoZ) method is applied. This method is applied by the observers to validate functionalities of concepts that are difficult to build. In this study, a new technique is developed using virtual reality (VR) to improve the measurement of the participant's reactions during such a test. In this system, called ExperienceDNA, VR user tests can be monitored and controlled through a desktop interface. In addition, physiolo… Show more

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Cited by 3 publications
(3 citation statements)
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“…The workspace is modeled using the Unity3D game engine and with the ROS# package provided by Siemens [39,40]. In this environment, a human worker and a robot collaborate to assemble products designed using the ExperienceDNA tool [41]. An HTC Vive Pro was used to interact with a virtual reality environment.…”
Section: Methodsmentioning
confidence: 99%
“…The workspace is modeled using the Unity3D game engine and with the ROS# package provided by Siemens [39,40]. In this environment, a human worker and a robot collaborate to assemble products designed using the ExperienceDNA tool [41]. An HTC Vive Pro was used to interact with a virtual reality environment.…”
Section: Methodsmentioning
confidence: 99%
“…The flow of the experiment was created via the ExperienceTwin framework [14] (see https://www.experiencetwin.org/ ), which provided the ability to customise both the visual aspects (i.e. avatar type) and procedural aspect (i.e.…”
Section: Methodsmentioning
confidence: 99%
“…Hence, the gaze direction of participants (i.e., looking at ) was recorded as soon as participants entered the VE via the HMD integrated Tobii eye-tracking hardware [10] and the SRanipal eye-tracking software development kit [11] . The ExperienceTwin framework was used to log whether the participants were looking at the monitor, at the eyes of the other avatar or at the puzzle in the collaboration task [14] . The looking at data was timestamped, which helped with synchronizing the two data files of the participant dyads, thus allowing to compute the amount of one-sided eye contact.…”
Section: Methodsmentioning
confidence: 99%