Archives For Persuasive Technologies

Great Wave Data

October 16, 2016

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With augmented reality (AR) and virtual reality (VR) becoming the next computing platforms, app developers have been increasingly focused on building AR and VR apps.

One of the companies that aim to be on the cutting edge of Analytics VR and AR app development is GREAT WAVE. By helping people understand and analyze data more quickly, such a tool could provide richer, more insightful experiences than the ones derived from paper and screens. Studies conducted by researchers at Stanford and by the neuroscience and analytics team of the AR developers META (in conjunction with Accenture) demonstrate how the use of 3D information could amplify people’s efficiency and ability to focus on tasks.

Have a look at the video of GREAT WAVE:

 

2D vs 3D

September 8, 2016

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Given the lack of studies that have systematically examined the perceptual cues that our brains use to rapidly process procedural tasks – META decided to partner with Accenture Labs on a pilot study examining the use of perceptual cues in AR. More specifically, they wanted to measure the effect an additional perceptual cue (motion) would have on the time it takes to complete a procedural task. The team operated under the hypothesis that integrating both stereo and motion perceptual cues could further reduce the limitations of 2D instructions – ultimately enabling people to more quickly complete a procedural task.

At this year’s Bay to Breakers pre-race expo, the colorful annual footrace in San Francisco (California), the team of Meta and Accenture researchers set up the procedural task of assembling a physical lighthouse Lego set.

They defined three conditions based on the different types of instructions participants were to receive:2D Paper, Holographic Static 3D (Stereo Cue), and Holographic Dynamic 3D (Stereo & Motion Cues).

Comparing the three instruction conditions, they found that Dynamic 3D Instructions enabled participants to more quickly complete each step. Participants using Static 3D Instructions and 2D Paper Instructions were much slower in comparison. This confirmed their hypothesis that the use of both the stereo and motion perceptual cues in AR instructions speeds up assembly time. Interestingly enough, the researchers found that participants using Static 3D Instructions were the slowest of the three instruction conditions. This was especially surprising to them because based on past studies conducted in 2003 and 2013 , they expected people using any kind of 3D instructions to perform the Lego building task more quickly than those using paper 2D Paper Instructions.

Check out this video:

 

 

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Contributed a chapter on “Empathetic Things” to the publication ” Transdiscourse 2- Turbulence and Reconstruction”, De Gruyter.

Turbulence and Reconstruction is an anthology of viewpoints on society from the arts and the sciences. The authors believe that the arts and the sciences are effective spaces to encourage us to think differently about our outdated concepts of representation and categorization and reconstruct new potentials about how the designs of the future might benefit our environment and the survival of our bodies. Essential to all writers is the need to drop our old disciplinary boundaries to question our interdependent relationship to technology and to reality. Turbulence and reconstruction are processes that not only affect our representation and categorization, urban nature and energy consumption but also our relation to media and technology – the digital ideologies of interaction and substitution.

Saschka Unseld  Creative Director, Oculus Story Studio

In virtual reality, you are at the center of every story. Saschka Unseld, head of Oculus Story Studio, wants to keep you there, experiencing virtual worlds directly, with characters who interact with you in real time. You read a book and you watch a film, but in virtual reality, you experience a story. It’s told through your senses, and Unseld and his team are now discovering what that means—how characters should react to you, how to make your experience interactive and responsive. It’s a learning curve that’s just beginning—built on a heritage of storytelling but breaking down the fourth wall in a new way. Unseld shared some of what his studio is learning at this year’s Future of Storytelling Conference.

The studio has already released two short form experiences, Lost and Henry. The latter was intended to be a comedy, but as Unseld explained, it was difficult to keep if from being a tragedy:

With Henry, for example what we did, we thought, “Okay, let’s try to tell a comedy — typical slapstick kind of animated character comedy.”

The final film turned out to be more sad than funny. If you would cut it as a film, exactly the same thing, you would have a lot of laughs. But in VR, you don’t. If someone falls on their face right next to you, it’s not funny.

In cinema. you have something like the fourth wall, which means there is this wall between the story and the world and the audience. In VR, there is no such thing as a fourth wall, because in VR you are right there with the characters in the world.

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by Dieter Schmalstieg (Author), Tobias Hollerer (Author)

Augmented Reality (AR) is one of today’s most fascinating and future-oriented areas of computer science and technology. By overlaying computer-generated information on views of the real world, AR amplifies human perception and cognition in remarkable new ways. Do you like the virtual first-down line in football games on TV? That’s AR — and AR apps are rapidly coming to billions of smartphones, too. Working in AR requires knowledge from diverse disciplines, including computer vision, computer graphics, and human-computer interaction (HCI).

 

Augmented Reality: Principles and Practice integrates all this knowledge into one single-source reference, presenting the most significant AR work with scrupulous accuracy. Dieter Schmalstieg, a pioneer of both AR foundation and application, is drawing from his two decades of AR experience to clearly present the field. Together with mobile AR pioneer and research colleague Tobias Höllerer he addresses all aspects of the field, illuminating AR from both technical and HCI perspectives. The authors review AR’s technical foundations, including display and tracking technologies, show how AR emerges from the symbiosis of computer vision and computer graphics, introduce AR-specific visualization and 3D interaction techniques, and showcase applications from diverse industries. They conclude with an outlook on trends and emerging technologies, including practical pointers for beginning practitioners.

 

Seductive Interaction Design

October 25, 2014

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What happens when you’ve built a great website or app, but no one seems to care? How do you get people to stick around long enough to see how your service might be of value? In Seductive Interaction Design, speaker and author Stephen P. Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act.

Topics include:

  • AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior?
  • PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience?
  • THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action?
  • THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design?

Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.

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This complimentary report authored by independent analyst Bonnie Feldman with input from MobiHealthNews covers much of the activity going on in the mobile-enabled games for health space. Mobile Social and Fun: Games for Health will appeal to readers who are both new to the subject and, thanks to the dozens of sources interviewed, those who have worked in mobile health games for years.

Download the pdf of the report here

Via: mobilehealthnews