Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems
dc.contributor.author | Redfearn, Brady Edwin | en |
dc.contributor.committeechair | Gabbard, Joseph L. | en |
dc.contributor.committeemember | Dickerson, Deborah Elspeth | en |
dc.contributor.committeemember | McCrickard, D. Scott | en |
dc.contributor.committeemember | Koelling, C. Patrick | en |
dc.contributor.department | Industrial and Systems Engineering | en |
dc.date.accessioned | 2018-02-10T09:00:38Z | en |
dc.date.available | 2018-02-10T09:00:38Z | en |
dc.date.issued | 2018-02-09 | en |
dc.description.abstract | As Mixed Reality (MR) technologies become more prevalent, it is important for researchers to design and prototype the kinds of user interface and user interactions that are most effective for end-user consumers. Creating these standards now will aid in technology development and adoption in MR overall. In the current climate of this domain, however, the interface elements and user interaction styles are unique to each hardware and software vendor and are generally proprietary in nature. This results in confusion for consumers. To explore the MR interface and interaction space, this research employed a series of standard user-centered design (UCD) methods to rapidly prototype 3D head-worn display (HWD) systems in the first responder domain. These methods were performed across a series of 13 experiments, resulting in an in-depth analysis of the most effective methods experienced herein and providing suggested paths forward for future researchers in 3D MR HWD systems. Lessons learned from each individual method and across all of the experiments are shared. Several characteristics are defined and described as they relate to each experiment, including interface, interaction, and cost. | en |
dc.description.abstractgeneral | Trends in technology development have shown that the inclusion of virtualized objects and worlds will become more popular in both professional workflows and personal entertainment. As these synthetic objects become easier to build and deploy in consumer devices, it will become increasingly important for a set of standard information elements (e.g., the “save” operation disk icon in desktop software) and user interaction motifs (e.g., “pinch and zoom” on touch screen interfaces) to be deployed in these types of futuristic technologies. This research effort explores a series of rapid design and prototype methods that inform how a selection of common interface elements in the first responder domain should be communicated to the user. It also explores how users in this domain prefer to interact with futuristic technology systems. The results from this study are analyzed across a series of characteristics and suggestions are made on the most effective methods and experiments that should be used by future researchers in this domain. | en |
dc.description.degree | Ph. D. | en |
dc.format.medium | ETD | en |
dc.identifier.other | vt_gsexam:14319 | en |
dc.identifier.uri | http://hdl.handle.net/10919/82056 | en |
dc.publisher | Virginia Tech | en |
dc.rights | In Copyright | en |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | en |
dc.subject | rapid prototyping | en |
dc.subject | augmented reality (AR) | en |
dc.subject | virtual reality (VR) | en |
dc.subject | mixed reality (MR) | en |
dc.subject | User-centered system design (UCD) | en |
dc.subject | User Experience (UX) | en |
dc.subject | human-computer interaction (HCI) | en |
dc.subject | head-worn display (HWD) | en |
dc.subject | design | en |
dc.subject | interface | en |
dc.subject | interaction | en |
dc.title | Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems | en |
dc.type | Dissertation | en |
thesis.degree.discipline | Industrial and Systems Engineering | en |
thesis.degree.grantor | Virginia Polytechnic Institute and State University | en |
thesis.degree.level | doctoral | en |
thesis.degree.name | Ph. D. | en |
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