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A. Achilleos
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Virtual Reality (VR) offers the possibility to explore and interact with complex digital worlds, yet natural locomotion is constrained by the limits of physical space. Hyperbolic geometry provides a compelling solution by embedding infinite virtual environments within finite areas, creating novel opportunities for research and design. This thesis investigates how embodied training and haptic feedback can enhance navigation and user experience in such non-Euclidean spaces. Twenty-eight participants took part in a between-subjects user study, using Holonomy VR, a hyperbolic VR application instrumented with the SenseGlove Nova 1 for force feedback and vibrotactile interaction. Participants were trained with either a drag-based embodied interface or a conventional button-based control scheme before completing matched navigation tasks. Performance was measured through speed, path efficiency and sequencing, while user experience was assessed through established questionnaires and interaction behaviour. The study finds that embodied training affords a practical advantage in subsequent navigation, and that perceived engagement with haptic elements is a strong predictor of positive usability, beyond the effects of task duration alone. Together, these results demonstrate that embodied practice and meaningful tactile interaction can help users adapt more effectively to non-Euclidean environments, offering both methodological contributions for VR research and design implications for the creation of more intuitive and engaging virtual worlds.
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Virtual Reality (VR) offers the possibility to explore and interact with complex digital worlds, yet natural locomotion is constrained by the limits of physical space. Hyperbolic geometry provides a compelling solution by embedding infinite virtual environments within finite areas, creating novel opportunities for research and design. This thesis investigates how embodied training and haptic feedback can enhance navigation and user experience in such non-Euclidean spaces. Twenty-eight participants took part in a between-subjects user study, using Holonomy VR, a hyperbolic VR application instrumented with the SenseGlove Nova 1 for force feedback and vibrotactile interaction. Participants were trained with either a drag-based embodied interface or a conventional button-based control scheme before completing matched navigation tasks. Performance was measured through speed, path efficiency and sequencing, while user experience was assessed through established questionnaires and interaction behaviour. The study finds that embodied training affords a practical advantage in subsequent navigation, and that perceived engagement with haptic elements is a strong predictor of positive usability, beyond the effects of task duration alone. Together, these results demonstrate that embodied practice and meaningful tactile interaction can help users adapt more effectively to non-Euclidean environments, offering both methodological contributions for VR research and design implications for the creation of more intuitive and engaging virtual worlds.
Bachelor thesis
(2022)
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A. Achilleos, W.L.A. van der Maden, J.D. Lomas, U.K. Gadiraju, G.M. Allen, Z. Erkin
With the COVID-19 pandemic testing humanity worldwide in unforeseen ways, wellbeing assessment has stepped to the foreground of individual health status. Conversational User Interfaces (CUIs) prove promising as an assessment tool, but lacking the means to retain users engaged during the process. This research aims to explore a solution introducing a graphical modality to a CUI, that improves user experience during wellbeing assessment. A psychological projective testing technique was researched, the H-T-P test, which exposes one's personality, mood and feelings through drawing. A system was designed that utilizes a simplified version of the test and image classification to provide a new means of wellbeing assessment. The system's performance and usability show that such an approach is indeed feasible. This paper describes the design process of the system, the resulting prototype and possible improvements for future implementations.
...
With the COVID-19 pandemic testing humanity worldwide in unforeseen ways, wellbeing assessment has stepped to the foreground of individual health status. Conversational User Interfaces (CUIs) prove promising as an assessment tool, but lacking the means to retain users engaged during the process. This research aims to explore a solution introducing a graphical modality to a CUI, that improves user experience during wellbeing assessment. A psychological projective testing technique was researched, the H-T-P test, which exposes one's personality, mood and feelings through drawing. A system was designed that utilizes a simplified version of the test and image classification to provide a new means of wellbeing assessment. The system's performance and usability show that such an approach is indeed feasible. This paper describes the design process of the system, the resulting prototype and possible improvements for future implementations.