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Maria Roussou

Publications and source records attributed to Maria Roussou.

3 recordsLinked to original sources

Ageing, Digital Literacy, and Interaction Modality in Immer-sive Virtual Reality: Psychomotor Performance, Cognitive Flexibility, and Their Processing-Speed Association

Extended reality (XR) increasingly supports training and cognitive assessment, yet the age sensitivity of its interaction techniques is unclear. This study examined age, digital literacy, and interaction modality as correlates of psychomotor and cognitive-flexibility performance in immersive virtual reality (VR). Two hundred and two adults (19-90 years) completed a five-mode Fitts' law task (eye-gaze, head-gaze, controller ray-casting, virtual finger, and controller direct touch), the Trail Making Test in VR (TMT-VR), and a digital-literacy questionnaire. Age was associated with slower task times across modes, but controller direct touch carried the steepest relative age gradient yet remained among the fastest in absolute terms; technique altered relative age sensitivity without determining absolute efficiency. Higher digital literacy was associated with faster TMT-VR completion but not Fitts task times. A Fitts-derived speed score predicted TMT-VR performance beyond age and partly accounted for its age association, consistent with shared processing-speed variance; an exploratory full-battery extension confined the Fitts-score association to completion-time and error-adjusted-time indices and the digital-literacy association to error-adjusted-time indices, not wrong-target errors, mean selection distance, or relative Part B indices. Age-inclusive XR assessment should standardise interaction modality, evaluate rather than exclude mid-air direct selection, and interpret cognitive scores alongside digital literacy and psychomotor speed.

cs.HC

Virtual Heritage at iGrid 2000

As part of the iGrid Research Demonstration at INET 2000, we created two Virtual Cultural Heritage environments - "Virtual Harlem" and "Shared Miletus". The purpose of these applications was to explore possibilities in using the combination of high-speed international networks and virtual reality (VR) displays for cultural heritage education. Our ultimate goal is to enable the construction of tele-immersive museums and classes. In this paper we present an overview of the infrastructure used for these applications, and some details of their construction.

cs.HC

Creating Informal Learning and First Responder Training XR Experiences with the ImmersiveDeck

In recent years eXtended Reality (XR) technologies have matured and have become affordable, yet creating XR experiences for training and learning in many cases is still a time-consuming and costly process, hindering widespread adoption. One factor driving effort is that content and features commonly required by many applications get re-implemented for each experience, instead of sharing and reusing these resources by means of a common platform. In this paper we present two XR experiences in the context of informal learning and first responder training along with the shared platform they have been created with and the creation process. Furthermore, we have technically evaluated relevant parts of the platform for feasibility of use with experience requirements and confirmed applicability. Finally, we present an informal expert evaluation of the content creation process's user experience for the informal learning experience along with guidelines derived from the findings.

cs.HC