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Creators/Authors contains: "Chen, Karen B"

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  1. Sainz Molestina, D.; Galluzzo, L.; Rizzo, F.; Spallazzo, D. (Ed.)
    Designers often address the continuity of user experiences across various media platforms. Features are the focus of media development. But the media-dependency of features means that truly preserving the essence of one feature across media platforms, in a process of cross-media translation, can result in superficially dissimilar features. We describe function mapping as an aid in this translation, in which design features are derived from theoretical assertions, and in turn an understanding of underlying functions permits the translation of features to other media platforms. We demonstrate this in a case study of translation from a VR installation, to portable VR, and then to a website. We also compare similar environments on the same media platform (i.e., two websites), one which was developed through function mapping, and the other which was not. This crystallizes the impact of function mapping, which achieves a theoretical form of equivalency across media platforms. 
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  2. Blikstein, P.; Van Aalst; J., Kizito; Brennan, K. (Ed.)
    Awe is a transformative emotion associated with positive educational and psychological outcomes, and is caused by experiences of vastness that induce accommodation. Vast VR scenes have been found to elicit awe. We examined self-reported causes of awe among grade 3–8 students — a previously unstudied age group regarding awe — in a virtual environment portraying entities over 20 orders of magnitude from atom to Sun. Most students reported feeling awe, around half specifically enough to be coded based on a priori categories drawn from the literature. Vastness of scale (including both large and small entities, and large differences in scale) was the most common cause of awe. Surprisingly, no student responses were related to accommodation. Vastness of evolution and degree of immersion were identified as novel causes of awe. Thus, even young children can experience awe in VR, opening possibilities for productive VR in education at the elementary school level. 
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  3. Feedback-based iterative refinement is important in the development of any human-computer interface. The present work aims to evaluate and iteratively refine an immersive learning environment called Scale Worlds (SW), delivered via a head-mounted display (HMD). SW is a virtual learning environment encompassing scientific entities of a wide range of sizes that enables students an embodied experience while learning size and scale. Five usability experts performed think aloud while carrying out four interactive tasks in SW and compared three different design options during A/B testing. Improvement features based on the feedback from an earlier SW usability evaluation as well as HMD-specific features were examined. Usability experts completed the post-study system usability questionnaire, the NASA task load index, and a bipolar laddering survey that collected subjective perception of specific SW features. Results show that the progress panel (an improvement feature) was informative while the instructions (another improvement feature) caused clutter. The experts indicated clear usability preferences during A/B testing, which helped resolve three sets of theory-usability conflicts. The overall assessment of SW paved a path for theory-usability balance and provided valuable insights for designing and evaluating usability in immersive virtual learning environments. 
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  4. Students have misconceptions of size and scale cognition as they confuse molecules and cells. The team deployed a virtual reality (VR) learning tool, namely Scale Worlds, for K-12 students to use at school. The present work aimed to examine the experience and perception of immersive technology, and logistical challenges of integrating Scale Worlds into a science class. Ten students and three teachers were included in this study with informed consent. Scale Worlds was introduced as part of a science class and then semi-structured interview was conducted. Students’ experience with VR technology included physiological discomfort, psychological nervousness and uncertainty of technology, personal abilities and unfamiliarity, and hardware latency. However, students perceived Scale Worlds to be a useful tool that helped them visualize entities of different sizes, and allowed them to work collaboratively. Teachers expressed desire for more exciting content in Scale Worlds and further usability enhancement, as well as need for additional material preparation time. The team planned to return to the same middle school for another round of in-field study after addressing some of the reported challenges. 
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  5. Virtual reality (VR) has been widely used for education and affords embodied learning experiences. Here we describe: Scale Worlds (SW), an immersive virtual environment to allow users to shrink or grow by powers of ten (10X) and experience entities from molecular to astronomical levels; and students’ impressions and outcomes from experiencing SW in a CAVE (Figure 1) during experiential summer outreach sessions. Data collected from post-visit surveys of 69 students, and field observations, revealed that VR technologies: enabled interactive learning experiences; encouraged active engagement and discussions among participating students; enhanced the understanding of size and scale; and increased interest in STEM careers. 
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  6. While scale cognition and learning is a crosscutting concept that pervades science and can aid students in making connections across disciplines, students struggle to conceptualize and consider scales that go far beyond their everyday world experience. Virtual reality technology affords embodied learning experiences, which enable students to physically engage in learning activities in an environment with rich information. Scale Worlds is a virtual learning environment implemented in an immersive CAVE, which portrays scientific entities of a wide range of sizes. A user can scale themself up or down by powers of ten, in order to experience entities from an atom to the Sun. This paper reports on an expert-based usability evaluation of Scale Worlds, including three sets of A/B testing, by five usability experts. Outcomes of the usability evaluation will inform the refinement of Scale Worlds. The evaluation provides insights for usability evaluation and design in immersive virtual environments. 
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  7. While the psychophysics of weight perception may help assess the effort needed in manual material handling tasks, the perception of weight is subjective and not necessarily accurate. The purpose of this study was to examine weight perception during standing and walking. Participants (n=10) performed a series of weight comparison trials against a reference load while holding loads (standing) or carrying loads (walking). Polynomial logistic regression models were built to examine the effects of walking, box weight ratio, and reference weight level on the probability of detecting a weight difference. The results showed that weight ratio and reference weight level had statistically significant effects on the detection probability while walking did not have a significant effect. Findings from this study can help inform the design of subjective evaluation of job demands involving motion, and it can be further extended to the gradual increase in load of strengthening tasks in therapeutic exercises. 
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  8. null (Ed.)
    Conventional work posture training tools included pamphlets, one-time training orientation, and/or videos. These tools did not always yield satisfactory training outcomes, and the incident rate of work-related musculoskeletal disorders did not substantially lower. In this research, modern augmented reality (AR) technology was leveraged to deliver interactive, holistic, whole-body visual information to convey safe work postures. The developmental procedure followed DMAIC by first defining specifications of training content, which led to the development of the training tool, including 3D reconstruction of a virtual instructor and building of user interface based on user-centered framework. This AR training tool was measured and analyzed through usability evaluation, and quantitative and qualitative data were obtained for cross-validation and usability issue source identification. Findings revealed the utility of 3D reconstruction of a virtual instructor and practicality of adopting conventional usability evaluation method for AR user interface usability evaluation. Feedback from the usability evaluation via questionnaire, think aloud, and post-task open-ended responses are employed to iteratively design the next version of the AR posture training tool. 
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