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Evan Suma Rosenberg

Publications and source records attributed to Evan Suma Rosenberg.

7 recordsLinked to original sources

Iterative Design and Evaluation of a VR Nursing Training System: Insights from Clinicians and Student Learners

This paper presents the iterative design and evaluation of a virtual reality (VR) nursing training system developed in collaboration with nursing education specialists to enhance procedural skill acquisition, clinical decision-making, and critical thinking among pre-licensure nursing students. Two clinical scenarios, chest pain and oxygen therapy, were created to simulate acute care settings, with design refinements informed by an expert evaluation study (n=8) and further assessed through an effectiveness study involving nursing students (n=17). Results demonstrate high user acceptance, perceived usefulness, and significant post-simulation increases in learner confidence. The VR system was found to be an accessible supplemental training tool that can foster self-directed learning. Finally, we present design recommendations for developing VR simulations for nursing education, emphasizing collaboration with domain experts, accommodating diverse learning goals, and simulating complex clinical workflows.

cs.HC↗

Context or Digits? Balancing Memorability and Efficiency in Virtual Reality Authentication

We present Adaptive Direction-Based Authentication (ADBA), a knowledge-based authentication method for Virtual Reality that decouples users' needs temporally by enforcing password creation based on virtual environment context while supporting both context- and digit-based entries during authentication. This design prioritizes memorability for new passwords and offers both efficient and memorable options to support users' evolving needs. We conducted a remote longitudinal study with 66 participants comparing ADBA against 6-digit PINs over 2-3 weeks. The results demonstrated that ADBA achieved superior memorability and lower perceived task load. Interestingly, no participant chose to enter via digits in the study, yet they still perceived ADBA to be highly efficiency despite longer objective entry times. ADBA also provided security benefits through randomly-generated digit representations, though some degree of password homogeneity was observed in specific virtual environments. Our findings suggest that ADBA offers solid advantages to the traditional PINs, and successfully addresses the tradeoffs between efficiency, memorability, and security under the usage scenarios considered in the study.

cs.CR↗

Can AR Embedded Visualizations Foster Appropriate Reliance on AI in Spatial Decision-Making? A Comparative Study of AR X-Ray vs. 2D Minimap

Artificial Intelligence (AI) and indoor sensing increasingly support decision-making in spatial environments. However, traditional visualization methods impose a substantial mental workload when viewers translate this digital information into real-world spaces, leading to inappropriate reliance on AI. Embedded visualizations in Augmented Reality (AR), by integrating information into physical environments, may reduce this workload and foster more appropriate reliance on AI. To assess this, we conducted an empirical study (N = 32) comparing an AR embedded visualization (X-ray) and 2D Minimap in AI-assisted, time-critical spatial target selection tasks. Surprisingly, evidence shows that the embedded visualization led to greater inappropriate reliance on AI, primarily as over-reliance, due to factors like perceptual challenges, visual proximity illusions, and highly realistic visual representations. Nonetheless, the embedded visualization demonstrated benefits in spatial mapping. We conclude by discussing empirical insights, design implications, and directions for future research on human-AI collaborative decision in AR.

cs.HC↗

Secure Text Entry using a Virtual Radial Keyboard with Dynamically Resized Keys and Non-Intrusive Randomization

As virtual reality (VR) becomes more widely adopted, secure and efficient text entry is an increasingly critical need. In this paper, we identify a vulnerability in a state-of-the-art secure VR text entry method and introduce a novel virtual radial keyboard designed to achieve a balance between security with usability. Keys are arranged alphabetically in a circular layout, with each key selected by controller rotation and dynamically expanding to facilitate precise selection. A randomized rotation mechanism shifts the keyboard after each keystroke, preserving relative key positions while disrupting absolute spatial mappings to protect against inference attacks. We conducted a within-subject study (N=30) comparing our method with the prior secure technique and a standard QWERTY keyboard. Results showed that the radial keyboard significantly improves resistance to keystroke prediction attacks while incurring a tradeoff in entry speed and subjective workload due to the unfamiliar non-QWERTY layout. However, both quantitative trends and qualitative feedback indicate strong potential for performance improvements with practice. We also discuss design implications, possible interface refinements, and directions for future work, including layout variations and visual enhancements.

cs.HC↗

"I'm Petting the Laptop, Which Has You Inside It": Reflecting on Lived Experiences of Online Friendship

Online(-only) friendships have become increasingly common in daily lives post-COVID despite debates around their mental health benefits and equivalence to ''real'' relationships. Previous research has reflected a need to understand how online friends engage beyond individual platforms, and the lack of platform-agnostic inquiry limits our ability to fully understand the dynamics of online friendship. We employed an activity-grounded analysis of 25 interviews on lived experiences of close online friendship spanning multiple years. Our findings present unique challenges and strategies in online friendships, such as stigma from real-life circles, an ambivalent relationship with online communities, and counter-theoretical reappropriations of communication technology. This study contributes to HCI research in online communities and social interface design by refocusing prior impressions of strong vs. weak-ties in online social spaces and foregrounding time-stable interactions in design for relationship maintenance through technology. Our work also promotes critical reflection on biased perspectives towards technology-mediated practices and consideration of online friends as an invisible marginalized community.

cs.HC↗

Peripheral Teleportation: A Rest Frame Design to Mitigate Cybersickness During Virtual Locomotion

Mitigating cybersickness can improve the usability of virtual reality (VR) and increase its adoption. The most widely used technique, dynamic field-of-view (FOV) restriction, mitigates cybersickness by blacking out the peripheral region of the user's FOV. However, this approach reduces the visibility of the virtual environment. We propose peripheral teleportation, a novel technique that creates a rest frame (RF) in the user's peripheral vision using content rendered from the current virtual environment. Specifically, the peripheral region is rendered by a pair of RF cameras whose transforms are updated by the user's physical motion. We apply alternating teleportations during translations, or snap turns during rotations, to the RF cameras to keep them close to the current viewpoint transformation. Consequently, the optical flow generated by RF cameras matches the user's physical motion, creating a stable peripheral view. In a between-subjects study (N = 90), we compared peripheral teleportation with a traditional black FOV restrictor and an unrestricted control condition. The results showed that peripheral teleportation significantly reduced discomfort and enabled participants to stay immersed in the virtual environment for a longer duration of time. Overall, these findings suggest that peripheral teleportation is a promising technique that VR practitioners may consider adding to their cybersickness mitigation toolset.

cs.HC↗

A Change of Scenery: Transformative Insights from Retrospective VR Embodied Perspective-Taking of Conflict With a Close Other

Close relationships are irreplaceable social resources, yet prone to high-risk conflict. Building on findings from the fields of HCI, virtual reality, and behavioral therapy, we evaluate the unexplored potential of retrospective VR-embodied perspective-taking to fundamentally influence conflict resolution in close others. We develop a biographically-accurate Retrospective Embodied Perspective-Taking system (REPT) and conduct a mixed-methods evaluation of its influence on close others' reflection and communication, compared to video-based reflection methods currently used in therapy (treatment as usual, or TAU). Our key findings provide evidence that REPT was able to significantly improve communication skills and positive sentiment of both partners during conflict, over TAU. The qualitative data also indicated that REPT surpassed basic perspective-taking by exclusively stimulating users to embody and reflect on both their own and their partner's experiences at the same level. In light of these findings, we provide implications and an agenda for social embodiment in HCI design: conceptualizing the use of `embodied social cognition,' and envisioning socially-embodied experiences as an interactive context.

cs.HC↗