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Applied Human Computer Interaction (2018 Sem1)
China Jiliang University International Cooperative Course Yan Ke
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Course Mark Distribution
--Final Exam (Essay Writing + Programming) 20% --Class participation Mark: 10% --In-class Assignments/ Take-back Homeworks 50%: Essay writing, Mathematics, Reading and presentation. --Labs 20% (One lab assignment)
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Form Your Own Group --A group should consist of 3,4 or 5 students (Ideally around 20 groups for the whole course). --All assignments, labs including the final project are done is a group manner. --All submissions should be accompanied with a peer-review form. --Choose your teammates wisely!
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Course Syllabus --In total 5-6 topics, including: --Searching
--Virtual reality --Game development --Basic classification techniques --Basic regression methods --Basic feature selection methods --Industrial application introduction --?
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Course Syllabus --For each topic: Several introductory lectures will be conducted and each of which will be accompanied with several in-class assignments. --Please bring a small notebook with a pen (paper notebook or computer) to the class. --Homeworks: Each group will be assigned a published paper for reading, writing and presentation.
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Reading and Writing -- Homeworks: Paper reading; report writing and presentation. The papers will be distributed by the lecturer (to avoid plagiarism). -- General requirements for the review essays: --Minimal: 1000 words. --Normal margin in Microsoft Word, single space, font: times new roman, 12 pt. --In general, the essay will be around 4-5 pages.
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General Essay Format ---Title: your essay title should: “Weekly Essay on *** Algorithm/Method, base on reference paper: ***” ---The main body of the text should include sections: ---Section 1: Motivation: why did the authors do this work? The current problem in this world; and why is it helpful if the problem can be solved. ---Section 2: Introduction of the proposed method/topic History Related works Applications of the proposed method ---Section 3: Difficulties Why the work is difficult for other people to do? ---Section 4: Approach Input Output A picture/flowchart of the proposed method ---Section 5: Discussion and Comments You should give your idea about the paper. Good? or bad? Any suggested improvement?
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Special Requirements --One group one essay! (one soft copy and one hard copy will be submitted) --Each essay should be attached with a peer-review form. --Each essay should be accompanied with a power point slides. --A presentation of your reviewed paper should be given for approximately 5-10 minutes.
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Class arrangement -- Caution: From week 7 to 14: Classes on Monday will be replaced by lab sessions on Wednesday 7-8
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labs
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Topic 1: Immersive environment (Virtual reality) development
Problems and Solutions: Immersive environment: Joysticks:
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Walking– gait negation techniques
Almost natural gait without getting anywhere: system moves you back sooner or later
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Walking– gait negation techniques
But how to turn? Joystick? Some other solutions? How to sidewalk? How to walk up/downhill?
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Walk Uphill Sarcos Treadport 2 Limitations: Tilt mechanism too slow
Failed for complicated landscapes
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Walking– gait negation techniques
Active omnidirectional treadmills Detect the user’s walking motions and move to negate them
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Walking– gait negation techniques
Cyberwalk project
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Walking– gait negation techniques
IEEE VR 1999
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Walking– gait negation techniques
CyberSphere (1998) & VirtuSphere
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Walking– gait negation techniques
Low friction surfaces: Walking on slippery ground + affordable, omnidirectional: Require slippery/specialized shoes/socks; Walking not natural; Feels like sliding/skating on ice Require some learning & trust
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Walking– gait negation techniques
IEEE VR 199
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Walking– gait negation techniques
Step based devices
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Walking– gait negation techniques
More step based devices
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Topic 1: Immersive environment (Virtual reality) development
What are the current/remaining problems for the current stage of VR development? Read the following papers (Homeworks): Yates, M., Kelemen, A., & Sik Lanyi, C. (2016). Virtual reality gaming in the rehabilitation of the upper extremities post-stroke. Brain injury, 30(7), Laver, K. E., George, S., Thomas, S., Deutsch, J. E., & Crotty, M. (2015). Virtual reality for stroke rehabilitation. Cochrane Database of Systematic Reviews, (2). Lau, K. W., & Lee, P. Y. (2018). Shopping in virtual reality: a study on consumers’ shopping experience in a stereoscopic virtual reality. Virtual Reality, 1-14. Alfalah, S. F., Falah, J. F., Alfalah, T., Elfalah, M., Muhaidat, N., & Falah, O. (2018). A comparative study between a virtual reality heart anatomy system and traditional medical teaching modalities. Virtual Reality, 1-6. Brengman, M., Willems, K., & Van Kerrebroeck, H. (2018). Can’t touch this: the impact of augmented reality versus touch and non-touch interfaces on perceived ownership. Virtual Reality, 1-12.
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Shopping in virtual reality: a study on consumers’ shopping experience in a stereoscopic virtual reality Pegler(2001) defined visual shopping as product presentation that communicates product concepts with customers so as to entice them to buy from the store on a sustainable basis. The objective is to find out how the characteristics/factors of applying the VR system in shopping process relate to consumers’ purchase intention. Hypothesis: The VR enhances consumer’s purchase intention in apparel shopping. The VR provides an interactive shopping experience.
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