The purpose of this paper is to introduce a research methodology for the assessment of the acceptability of a humanoid robot at home for children with cochlear implants (CI). The quality of audiology rehabilitation for cochlear implanted child administrated at the hospital with pluri-weekly sessions is a major prognostic factor in the outcome on communications abilities, but represents also a constraint for families related to the access to care that are more difficult. Further, home training with tools would balance the equitable distribution of care in the territory and promote the child's progress.
View Article and Find Full Text PDFThe goal of this study is to evaluate the effect of a multimodal interface indicating the limits of automation in order to stimulate an appropriate level of attention and to induce accurate mode awareness and trust in partial driving automation. Participants drove in a driving simulator with partial driving automation and were confronted with surprising situations of suspension of driving automation systems in different contexts. They drove the simulator during three driving sessions, with either a multimodal interface indicating the limits of automation or a visual basic interface.
View Article and Find Full Text PDFSense of presence is a widely assessed dimension of video game player experience. A systematic literature review and a meta-analysis were conducted to provide a more comprehensive view of the elements of game design that have an effect on the sense of presence, as well as its different dimensions studied and assessment techniques. The review revealed that many major categories of game design aspects were well represented.
View Article and Find Full Text PDFCommunication between road users is a major key to coordinate movement and increase roadway safety. The aim of this work was to grasp how pedestrians (Experiment A), cyclists (Experiment B), and kick scooter users (Experiment C) sought to visually communicate with drivengers when they would face autonomous vehicles (AVs). In each experiment, participants ( = 462, = 279, and = 202, respectively) were asked to imagine themselves in described situations of encounters between a specific type of vulnerable road user (e.
View Article and Find Full Text PDFSearching for targets among distractors in visual scenes can be more difficult due to the presence of clutter. However, studies in various domains have shown differentiated effects according to the expertise of the searcher. The present study extended these findings to the domain of action video games expertise.
View Article and Find Full Text PDFIn many visual displays such as virtual environments, human tasks involve objects superimposed on both complex and moving backgrounds. However, most studies investigated the influence of background complexity or background motion in isolation. Two experiments were designed to investigate the joint influences of background complexity and lateral motion on a simple shooting task typical of video games.
View Article and Find Full Text PDFThe visual interfaces of virtual environments such as video games often show scenes where objects are superimposed on a moving background. Three experiments were designed to better understand the impact of the complexity and/or overall motion of two types of visual backgrounds often used in video games on the detection and use of superimposed, stationary items. The impact of background complexity and motion was assessed during two typical video game tasks: a relatively complex visual search task and a classic, less demanding shooting task.
View Article and Find Full Text PDFObjective: Two experiments were conducted to investigate elements of the spatial design of video game interfaces.
Background: In most video games, both the objects and the background scene are moving. Players must pay attention to what appears in the background to anticipate events while looking at head-up displays.