UX Aspects of Kinect-based Movement Schemes inside Virtual Environments for Museum Installations

UDC.coleccionInvestigaciónes_ES
UDC.conferenceTitleLearning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration (HCII 2019)es_ES
UDC.departamentoEnxeñaría Civiles_ES
UDC.endPage150es_ES
UDC.grupoInvGrupo de Visualización Avanzada e Cartografía (Videalab/Cartolab)es_ES
UDC.startPage133es_ES
UDC.volume11591es_ES
dc.contributor.authorBarneche-Naya, Viviana
dc.contributor.authorHernández-Ibáñez, Luis A.
dc.date.accessioned2025-01-22T16:11:24Z
dc.date.available2025-01-22T16:11:24Z
dc.date.issued2019
dc.descriptionThis is the accepted manuscript of the document: Barneche-Naya, V., Hernández-Ibáñez, L.A. (2019). UX Aspects of Kinect-Based Movement Schemes Inside Virtual Environments for Museum Installations. Published in: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration. HCII 2019. Lecture Notes in Computer Science, vol 11591. Springer, Cham. https://doi.org/10.1007/978-3-030-21817-1_11es_ES
dc.description.abstract[Abstract]: Museum installations, especially those related to the display of virtual archaeology, often make use of natural user interaction (NUI). Those sets require methods of interaction that are intuitive and easy to all users, independent of their previous skills and experience with similar or related technologies. The use of depth cameras such as the Kinect system is a common way to allow visitors to move and interact within the digital replicas of buildings and spaces. This paper presents a study of User Experience (UX) applied to four movement schemes implemented on one such installation. For this research, a mixed method ap-proach is used, using a sample of users segmented into three groups based on their previous skills and experience with video games. The four movement schemes studied combine a user gesture to move forward with another gesture for turning. The quantitative and qualitative data obtained for each movement scheme and user group were analyzed, and several usability metrics were com-bined to obtain a single UX score, which were then used to compare their perfor-mance and suitability for their use in the context of a museum.es_ES
dc.identifier.citationBarneche-Naya, V., Hernández-Ibáñez, L.A. (2019). UX Aspects of Kinect-Based Movement Schemes Inside Virtual Environments for Museum Installations. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration. HCII 2019. Lecture Notes in Computer Science, vol 11591. Springer, Cham.es_ES
dc.identifier.doi10.1007/978-3-030-21817-1_11
dc.identifier.isbnISBN 978-3-030-21817-1 (online)
dc.identifier.issn1611-3349
dc.identifier.urihttp://hdl.handle.net/2183/40843
dc.language.isoenges_ES
dc.publisherSpringer Naturees_ES
dc.relation.ispartofseriesLecture Notes in Computer Sciencees_ES
dc.relation.urihttps://doi.org/10.1007/978-3-030-21817-1_11es_ES
dc.rights.accessRightsopen accesses_ES
dc.subjectUser experiencees_ES
dc.subjectNatural interactiones_ES
dc.subjectKinectes_ES
dc.subjectMuseum installationes_ES
dc.subjectVirtual environmentses_ES
dc.titleUX Aspects of Kinect-based Movement Schemes inside Virtual Environments for Museum Installationses_ES
dc.typeconference outputes_ES
dspace.entity.typePublication
relation.isAuthorOfPublication96736923-3e76-4f0b-9c78-d924be2a02a5
relation.isAuthorOfPublicationba265668-f394-4d29-9e05-edddad82ce3a
relation.isAuthorOfPublication.latestForDiscovery96736923-3e76-4f0b-9c78-d924be2a02a5

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