請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/93766完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 陳彥仰 | zh_TW |
| dc.contributor.advisor | Mike Y. Chen | en |
| dc.contributor.author | 張巧如 | zh_TW |
| dc.contributor.author | Chiao-Ju Chang | en |
| dc.date.accessioned | 2024-08-07T17:11:35Z | - |
| dc.date.available | 2024-08-08 | - |
| dc.date.copyright | 2024-08-07 | - |
| dc.date.issued | 2024 | - |
| dc.date.submitted | 2024-07-31 | - |
| dc.identifier.citation | [1] A. Ahtinen, E. Andrejeff, and K. Väänänen. Brainwolk: A mobile technology mediated walking meeting concept for wellbeing and creativity at work. In Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia, MUM ’16, page 307–309, New York, NY, USA, 2016. Association for Computing Machinery.
[2] A. Ahtinen, E. Andrejeff, M. Vuolle, and K. Väänänen. Walk as you work: User study and design implications for mobile walking meetings. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction, NordiCHI ’16, New York, NY, USA, 2016. Association for Computing Machinery. [3] apple. Principles of spatial design, 2023. Accessed: 2023-09-07. [4] A. A. Bennett, E. D. Campion, K. R. Keeler, and S. K. Keener. Videoconference fatigue? exploring changes in fatigue after videoconference meetings during COVID-19. Journal of Applied Psychology, 106(3):330–344, Mar. 2021. [5] J. Bergqvist, P. Dahlberg, F. Ljungberg, and S. Kristoffersen. Moving Out of the Meeting Room, pages 81–98. Springer Netherlands, Dordrecht, 2002. [6] O. Borg, R. Casanova, and R. J. Bootsma. Reading from a head-fixed display during walking: Adverse effects of gaze stabilization mechanisms. PLOS ONE, 10(6):e0129902, June 2015. [7] A. Bornioli. The walking meeting: opportunities for better health and sustainability in post-COVID-19 cities. Cities & Health, 7(4):556–562, Mar. 2022. [8] R. Brown. Meta quest 3: Full specification - vrcompare. https://vr-compare.com/headset/metaquest3, 2023. (Accessed on 02/06/2024). [9] J. P. Buckley, A. Hedge, T. Yates, R. J. Copeland, M. Loosemore, M. Hamer, G. Bradley, and D. W. Dunstan. The sedentary office: an expert statement on the growing case for change towards better health and productivity. British Journal of Sports Medicine, 49(21):1357–1362, June 2015. [10] Canoopsy. (i wore apple vision pro for 24 hours - youtube. https://www.youtube.com/watch?v=JJ4R0yJ9-vg, 2024. (Accessed on 02/06/2024). [11] C. L. Carmack, C. de Moor, E. Boudreaux, M. Amaral-Melendez, and P. J. Brantley. Aerobic fitness and leisure physical activity as moderators of the stress-illness relation. Annals of Behavioral Medicine, 21(3):251–257, Sept. 1999. [12] C.-J. Chang, Y. L. Hsu, W. T. M. Tan, Y.-C. Chang, P. C. Lu, Y. Chen, Y.-H. Wang, and M. Y. Chen. Exploring augmented reality interface designs for virtual meetings in real-world walking contexts. In Proceedings of the 2024 ACM Designing Interactive Systems Conference, DIS ’24, page 391–408, New York, NY, USA, 2024. Association for Computing Machinery. [13] J. Y. Chau, H. P. van der Ploeg, J. G. van Uffelen, J. Wong, I. Riphagen, G. N. Healy, N. D. Gilson, D. W. Dunstan, A. E. Bauman, N. Owen, and W. J. Brown. Are workplace interventions to reduce sitting effective? a systematic review. Preventive Medicine, 51(5):352–356, Nov. 2010. [14] L.-P. Cheng, E. Ofek, C. Holz, and A. D. Wilson. Vroamer: Generating on-the-fly vr experiences while walking inside large, unknown real-world building environments. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 359–366, New York, USA, 2019. IEEE. [15] S. A. Clemes, S. E. O'Connell, and C. L. Edwardson. Office workers' objectively measured sedentary behavior and physical activity during and outside working hours. Journal of Occupational and Environmental Medicine, 56(3):298–303, Mar. 2014. [16] I. Damen, A. Kok, B. Vink, H. Brombacher, S. Vos, and C. Lallemand. The hub. In Companion Publication of the 2020 ACM Designing Interactive Systems Conference, pages 19–24, New York, NY, USA, jul 2020. ACM. [17] I. Damen, C. Lallemand, R. Brankaert, A. Brombacher, P. van Wesemael, and S. Vos. Understanding walking meetings: Drivers and barriers. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, CHI ’20, page 1–14, New York, NY, USA, 2020. Association for Computing Machinery. [18] B. Dean. Zoom user stats: How many people use zoom in 2023?, Aug. 2023. [Accessed 12-09-2023]. [19] P. C. Dempsey, N. Owen, S. J. H. Biddle, and D. W. Dunstan. Managing sedentary behavior to reduce the risk of diabetes and cardiovascular disease. Current Diabetes Reports, 14(9):522–533, July 2014. [20] B. Due. The future of smart glasses:: An essay about challenges and possibilities with smart glasses. Working papers on interaction and communication, 1(2):1–21, Nov. 2014. [21] M. T. for Education. View and organize class teams in microsoft teams for education, 2023. [22] S. Fukushima, T. Hamada, and A. Hautasaari. Comparing world and screen coordinate systems in optical see-through head-mounted displays for text readability while walking. In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pages 649–658, New York, USA, 2020. IEEE. [23] S. Fukushima, T. Hamada, and A. Hautasaari. Comparing world and screen coordinate systems in optical see-through head-mounted displays for text readability while walking. In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pages 649–658, New York, USA, 2020. IEEE. [24] Google. Google meet training and help, 2023. Accessed: 2023-09-15. [25] Google. Learn about the meet layout for your computer, 2023. [26] C. Gruden, I. Ištoka Otković, and M. Šraml. Safety analysis of young pedestrian behavior at signalized intersections: An eye-tracking study. Sustainability, 13(8), 2021. [27] L. Haliburton, N. Bartłomiejczyk, A. Schmidt, P. W. Woźniak, and J. Niess. The walking talking stick: Understanding automated note-taking in walking meetings. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, CHI ’23, New York, NY, USA, 2023. Association for Computing Machinery. [28] L. Haliburton, P. W. Wozniak, A. Schmidt, and J. Niess. Charting the path: Requirements and constraints for technology-supported walking meetings. Proc. ACM Hum.-Comput. Interact., 5(CSCW2), oct 2021. [29] L. Haliburton, P. W. Wozniak, A. Schmidt, and J. Niess. Charting the path: Requirements and constraints for technology-supported walking meetings. Proceedings of the ACM on Human-Computer Interaction, 5(CSCW2):1–31, Oct. 2021. [30] R. Hughes. Here's how you zoomed over the past year, Apr 2022. [31] A. Inc. Introducing apple vision pro: Apple's first spatial computer - apple. https://www.apple.com/newsroom/2023/06/introducing-apple-vision-pro/, 2023. (Ac-cessed on 02/06/2024). [32] A. Inc. iphone 15 pro and 15 pro max - technical specifications - apple. https://www.apple.com/iphone-15-pro/specs/, 2024. (Accessed on 02/05/2024). [33] A. Inc. What is screen distance? - apple support. https://support.apple.com/en-us/105007, 2024. (Accessed on 02/06/2024). [34] E. Ivov. Jitsi meet, june 2023. [35] T. W. S. Journal. I spent 24 hours wearing apple's vision pro headset | wsj - youtube. https://www.youtube.com/watch?v=8xI10SFgzQ8, 2024. (Accessed on 02/06/2024). [36] M. P. K. Workplace stress: A neglected aspect of mental health wellbeing. The Indian journal of medical research, 146:441–444, 2017. [37] K. J. Kim and S. S. Sundar. Does screen size matter for smartphones? utilitarian and hedonic effects of screen size on smartphone adoption. Cyberpsychology, Behavior, and Social Networking, 17(7):466–473, July 2014. [38] E. M. Klose, N. A. Mack, J. Hegenberg, and L. Schmidt. Text presentation for augmented reality applications in dual-task situations. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 636–644, New York, USA, 2019. IEEE. [39] P.-S. Ku, Y.-C. Lin, Y.-H. Peng, and M. Y. Chen. PeriText: Utilizing peripheral vision for reading text on augmented reality smart glasses. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 630–635, New York, USA, Mar.2019. IEEE. [40] S. L. Ten bad habits that should be banned from the workplace forever. The Journal of medical practice management, 32:288–291, 2017. [41] É. Labonté-LeMoyne, R. Santhanam, P.-M. Léger, F. Courtemanche, M. Fredette, and S. Sénécal. The delayed effect of treadmill desk usage on recall and attention. Computers in Human Behavior, 46:1–5, May 2015. [42] W. S. Lages and D. A. Bowman. Walking with adaptive augmented reality workspaces: Design and usage patterns. In Proceedings of the 24th International Conference on Intelligent User Interfaces, IUI ’19, page 356–366, New York, NY, USA, 2019. Association for Computing Machinery. [43] H. Lee, S. Bang, and W. Woo. Effects of coordinate system and position of AR notification while walking. Virtual Reality, 27(2):829–848, Sept. 2022. [44] A. Lucero and A. Vetek. Notifeye: Using interactive glasses to deal with notifications while walking in public. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, ACE ’14, New York, NY, USA, 2014. Association for Computing Machinery. [45] Microsoft. Comfort - mixed reality | microsoft learn. https://learn.microsoft.com/en-us/windows/mixed-reality/design/comfort, 2021. (Accessed on 02/04/2024). [46] Microsoft. Microsoft mesh overview, 2023. Accessed: 2023-09-13. [47] F. Müller, M. Schmitz, D. Schmitt, S. Günther, M. Funk, and M. Mühlhäuser. Walk the line: Leveraging lateral shifts of the walking path as an input modality for head-mounted displays. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, CHI ’20, page 1–15, New York, NY, USA, 2020. Association for Computing Machinery. [48] M. Oppezzo and D. L. Schwartz. Give your ideas some legs: The positive effect of walking on creative thinking. Journal of Experimental Psychology: Learning, Memory, and Cognition, 40(4):1142–1152, 2014. [49] M. Oppezzo and D. L. Schwartz. Give your ideas some legs: The positive effect of walking on creative thinking. Journal of Experimental Psychology: Learning, Memory, and Cognition, 40(4):1142–1152, 2014. [50] N. Owen, J. Salmon, M. J. Koohsari, G. Turrell, and B. Giles-Corti. Sedentary behaviour and health: mapping environmental and social contexts to underpin chronic disease prevention. British Journal of Sports Medicine, 48(3):174–177, Jan. 2014. [51] E. Park, J. Han, K. J. Kim, Y. Cho, and A. P. del Pobil. Effects of screen size in mobile learning over time. In Proceedings of the 12th International Conference on Ubiquitous Information Management and Communication, IMCOM ’18, New York, NY, USA, 2018. Association for Computing Machinery. [52] F. Pedregosa, G. Varoquaux, A. Gramfort, V. Michel, B. Thirion, O. Grisel, M. Blondel, P. Prettenhofer, R. Weiss, V. Dubourg, J. Vanderplas, A. Passos, D. Cournapeau, M. Brucher, M. Perrot, and E. Duchesnay. Scikit-learn: Machine learning in Python. Journal of Machine Learning Research, 12:2825–2830, 2011. [53] A. Ram and S. Zhao. Lsvp: Towards effective on-the-go video learning using optical head-mounted displays. Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 5(1), mar 2021. [54] A. Ram and S. Zhao. Does dynamically drawn text improve learning? investigating the effect of text presentation styles in video learning. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, CHI ’22, New York, NY, USA, 2022. Association for Computing Machinery. [55] Remio. Remiovr, 2023. Accessed: 2023-09-13. [56] R. Rzayev, P. W. Woźniak, T. Dingler, and N. Henze. Reading on smart glasses: The effect of text position, presentation type and walking. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, CHI ’18, page 1–9, New York, NY, USA, 2018. Association for Computing Machinery. [57] M. Satkowski, R. Rzayev, E. Goebel, and R. Dachselt. Above & below: Investigating ceiling and floor for augmented reality content placement. In 2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pages 518–527, USA, 2022. IEEE. [58] S. M. Schabrun, W. van den Hoorn, A. Moorcroft, C. Greenland, and P. W. Hodges. Texting and walking: Strategies for postural control and implications for safety. PLoS ONE, 9(1):e84312, Jan. 2014. [59] U. Tech. Can you use the apple vision pro while walking? - youtube, 2024. (Accessed on 02/06/2024). [60] N. Thomas, J. Gardiner, R. Crompton, and R. Lawson. Look out: an exploratory study assessing how gaze (eye angle and head angle) and gait speed are influenced by surface complexity. PeerJ, 8:8838, 04 2020. [61] L. L. Thompson, F. P. Rivara, R. C. Ayyagari, and B. E. Ebel. Impact of social and technological distraction on pedestrian crossing behaviour: an observational study. Injury Prevention, 19(4):232–237, Dec. 2012. [62] Vuplex. 3d webview for android (web browser), april 2023. [63] Vuplex. 3d webview for windows and macos (web browser), april 2023. [64] F. Wang, H. M. Orpana, H. Morrison, M. de Groh, S. Dai, and W. Luo. Longterm association between leisure-time physical activity and changes in happiness: Analysis of the prospective national population health survey. American Journal of Epidemiology, 176(12):1095–1100, Nov. 2012. [65] H. Workrooms. Meta horizon workrooms, 2023. Accessed: 2023-09-13. [66] J. J. Yang, C. Holz, E. Ofek, and A. D. Wilson. Dreamwalker: Substituting realworld walking experiences with a virtual reality. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology, UIST ’19, page 1093–1107, New York, NY, USA, 2019. Association for Computing Machinery. [67] C. Zhou, K. Fennedy, F. F.-Y. Tan, S. Zhao, and Y. Shao. Not all spacings are created equal: The effect of text spacings in on-the-go reading using optical see-through head-mounted displays. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, CHI ’23, New York, NY, USA, 2023. Association for Computing Machinery. [68] Zoom. Adjusting your video layout during a virtual meeting, 2023. Accessed: 2023-09-13. | - |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/93766 | - |
| dc.description.abstract | 過去的研究發現會議期間步行可以提升創造力、記憶力、注意力、健康和幸福感。儘管行動裝置的進步讓人們在虛擬會議期間不必限制在某一位置,但使用手機存在多種挑戰,例如由於螢幕小而導致的生產力下降和安全問題。在本文中,我們首次探索了在真實世界步行條件下虛擬會議的擴增實境(AR)界面設計。我們讓16位UI和AR設計師在現實世界街道上進行了步行線上會議並設計其界面,共有2x2的實驗狀況:在兩種不同交通複雜度與兩種不同會議形式下進行步行會議。結果顯示,設計的AR窗口平均觀看大小是最受歡迎的智慧手機螢幕的14.5倍。我們發現交通複雜度顯著影響了視窗的大小、透明度、位置和行為模式的偏好,而會議形式顯著影響了視窗的大小和透明度。此外,透過聚類分析(clustering analysis)總結出兩種常見的設計,這些設計可以作為未來研究的初步參考設計。 | zh_TW |
| dc.description.abstract | Research has shown that walking during meetings improves creativity, memory, attention, health, and happiness. While mobile technologies have freed users from having to be stationary during virtual meetings, mobile phones pose several usability challenges, such as reduced productivity due to small screens and safety concerns.
In this paper, we present the first exploration of augmented reality (AR) interface design for virtual meetings in real-world walking conditions. We conducted design sessions in-situ with 16 user interface and AR designers using a 2x2 experimental design: meeting while walking in two levels of traffic conditions and with two types of meeting formats. Results show that the designed AR windows averaged 14.5 times in viewing size compared to the most popular smartphone screens. Also, Traffic Level significantly affected the size, opacity, and placement of windows, as well as the preference of anchoring modes, while Meeting Format significantly affected size and opacity. Furthermore, clustering analysis identified two groups of designs that can serve as initial reference designs for further customization and research. | en |
| dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2024-08-07T17:11:35Z No. of bitstreams: 0 | en |
| dc.description.provenance | Made available in DSpace on 2024-08-07T17:11:35Z (GMT). No. of bitstreams: 0 | en |
| dc.description.tableofcontents | 誌謝 ii
摘要 iv Abstract v 1 Introduction 1 2 Related Work 4 2.1 Walking Meetings 4 2.1.1 Benefits of walking meetings 4 2.1.2 Technology-supported walking meetings 5 2.2 Walking User Interface in AR 5 2.3 Virtual Meetings 6 3 Interface Design Study 8 3.1 Study Design 8 3.1.1 UI Windows 8 3.1.2 Safety 9 3.1.3 Traffic Level 9 3.1.4 Meeting Format 9 3.2 System Implementation 9 3.2.1 Window Properties 10 3.2.2 Anchoring Modes 10 3.2.3 Visibility Toggle 11 3.3 Study Set-Up 11 3.4 Procedure . 12 3.5 Participants 12 4 Study Result 14 4.1 Effects of Traffic Level 14 4.1.1 Quantitative Results 14 4.1.2 Qualitative Results 15 4.2 Effects of Meeting Format 17 4.2.1 Quantitative Results 17 4.2.2 Qualitative Results 17 4.3 Placement of UI Windows 18 4.3.1 Quantitative Results 19 4.3.2 Qualitative Results 19 4.3.3 k-means Clustering 20 4.4 Relationship between Shared Screen and Active Speaker 20 4.4.1 Quantitative Results 20 4.4.2 Qualitative Results 20 4.5 Viewing Angle 21 4.5.1 Quantitative Results 21 4.5.2 Qualitative Results 21 4.6 Analysis of Anchoring Mode 21 4.6.1 Quantitative Results 22 4.6.2 Anchor Preferences across Traffic Levels 22 4.6.3 Qualitative Results 23 4.7 Distance 24 4.8 Visibility Toggle 25 4.8.1 Quantitative Results 25 4.8.2 Qualitative Results 25 5 Discussion 26 5.1 Effect of Anchoring Mode on Walking Experience 26 5.2 Effect of Gaze Behavior Habits on Window Placement 27 5.3 Prior AR Design Experiences 27 5.4 Comparison to Past Walking Virtual Meeting Experiences 28 5.4.1 Hands-free use 28 5.4.2 Large screen 28 5.4.3 Ease of switching between virtual content & environment 28 5.5 Visibility Toggle 29 6 Design Recommendations 30 7 Limitations and Future Work 33 7.1 Study Design Limitations 33 7.2 Device Limitations 34 7.3 Outdoor Limitations 35 7.4 Additional Functionalities for Virtual Meetings . 35 7.5 Extensions to Other Contexts . 36 8 Conclusion 38 Bibliography 39 Appendices 47 .1 Visualization of UI Designs by Each Designer 48 .2 P-values of window properties 49 .3 mean and standard deviation of Window properties 50 .4 Reference window properties 51 .4.1 Position Group: UPPER 51 .4.2 Position Group: LOWER 51 | - |
| dc.language.iso | en | - |
| dc.subject | 使用者介面設計 | zh_TW |
| dc.subject | 步行虛擬會議 | zh_TW |
| dc.subject | 擴增實境 | zh_TW |
| dc.subject | Walking Virtual Meeting | en |
| dc.subject | User Interface Design | en |
| dc.subject | Augmented Reality | en |
| dc.title | 探索現實世界步行環境中虛擬會議的擴增實境介面設計 | zh_TW |
| dc.title | Exploring Augmented Reality Interface Designs for Virtual Meetings in Real-world Walking Contexts | en |
| dc.type | Thesis | - |
| dc.date.schoolyear | 112-2 | - |
| dc.description.degree | 碩士 | - |
| dc.contributor.oralexamcommittee | 鄭龍磻;余能豪;蔡欣叡 | zh_TW |
| dc.contributor.oralexamcommittee | Lung-Pan Cheng;Neng-Hao Yu;Hsin-Ruey Tsai | en |
| dc.subject.keyword | 使用者介面設計,擴增實境,步行虛擬會議, | zh_TW |
| dc.subject.keyword | User Interface Design,Augmented Reality,Walking Virtual Meeting, | en |
| dc.relation.page | 52 | - |
| dc.identifier.doi | 10.6342/NTU202402838 | - |
| dc.rights.note | 同意授權(全球公開) | - |
| dc.date.accepted | 2024-08-02 | - |
| dc.contributor.author-college | 電機資訊學院 | - |
| dc.contributor.author-dept | 資訊工程學系 | - |
| 顯示於系所單位: | 資訊工程學系 | |
文件中的檔案:
| 檔案 | 大小 | 格式 | |
|---|---|---|---|
| ntu-112-2.pdf | 10.64 MB | Adobe PDF | 檢視/開啟 |
系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。
