Recent advancements in technology, particularly in miniaturization, have contributed to the increasing prevalence of connected smart devices performing various functions across different domains, like home automation, healthcare, wellness, transportation and public safety. These devices are not only able to interact with each other by exchanging information but also to react autonomously to events in the physical world and influence it by performing processes or actions. In parallel, this surge in technology, in conjunction with investments by large companies, has renewed interest in XR applications and devices, e.g. Microsoft HoloLens, Oculus Rift or Meta Quest, from both consumers and researchers. Initially seen as tools for entertainment, these devices have matured, finding applications in various sectors, such as healthcare, aerospace, automotive, retail, and manufacturing. While these technologies have opened up new perspectives, such applications need to effectively address the needs of each potential end-user, or class of end-users, in order to be further confirmed and developed. Depending on the context, managing the needs of users at the design level could be inefficient, and lead to overtime and cost. One possible solution, as happened for example in the publication of web content, is to actively involve end users, intended as domain experts without a programming background, in the development and editing process. By providing easy-to-use and usable tools, we can empower them to customize mixed-reality environments creating interactions that involve real and virtual objects.

EUD4XR: WP 1 - End-user development methodology

Manca M.;Santoro C.;Simeoli L.
Writing – Review & Editing
2024

Abstract

Recent advancements in technology, particularly in miniaturization, have contributed to the increasing prevalence of connected smart devices performing various functions across different domains, like home automation, healthcare, wellness, transportation and public safety. These devices are not only able to interact with each other by exchanging information but also to react autonomously to events in the physical world and influence it by performing processes or actions. In parallel, this surge in technology, in conjunction with investments by large companies, has renewed interest in XR applications and devices, e.g. Microsoft HoloLens, Oculus Rift or Meta Quest, from both consumers and researchers. Initially seen as tools for entertainment, these devices have matured, finding applications in various sectors, such as healthcare, aerospace, automotive, retail, and manufacturing. While these technologies have opened up new perspectives, such applications need to effectively address the needs of each potential end-user, or class of end-users, in order to be further confirmed and developed. Depending on the context, managing the needs of users at the design level could be inefficient, and lead to overtime and cost. One possible solution, as happened for example in the publication of web content, is to actively involve end users, intended as domain experts without a programming background, in the development and editing process. By providing easy-to-use and usable tools, we can empower them to customize mixed-reality environments creating interactions that involve real and virtual objects.
2024
Istituto di Scienza e Tecnologie dell'Informazione "Alessandro Faedo" - ISTI
Rapporto intermedio di progetto
EUD
End User Development
XR
Extended reality
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/509055
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