<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>DIS | Evgeny Stemasov - HCI Research</title><link>https://stemasov.dev/tags/dis/</link><description>DIS — Evgeny Stemasov - HCI Research</description><language>en-ca</language><atom:link href="https://stemasov.dev/tags/dis/index.xml" rel="self" type="application/rss+xml"/><item><title>Immersive Sampling: Exploring Sampling for Future Creative Practices in Media-Rich, Immersive Spaces</title><link>https://stemasov.dev/research/immersive-sampling/</link><guid>https://stemasov.dev/research/immersive-sampling/</guid><pubDate>Mon, 10 Jul 2023 20:18:36 +0200</pubDate><description>&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;
&lt;p&gt;Creative practitioners rely on sampling to understand, explore, and construct problems; or gather resources for later use. Despite practitioners’ ability to experience immersive environments, sampling from them remains limited to primarily visual captures (e.g., screenshots, videos), which overlook the richness and variety of available media. To address these challenges, we describe “Immersive Sampling” as a new way to frame information gathering in the context of immersive environments. In the context of Immersive Sampling, practitioners engage in experiencing immersive environments while capturing, organizing, revisiting, and remixing found content. We situate this subset of tasks in literature and argue for their importance for emerging, future content creation domains. To further explore how Immersive Sampling might take place, we created VRicolage, a proof-of-concept prototype showcasing a set of interactions in Virtual Reality to sample, revisit, and remix captures. Given the democratization of immersive environments, Immersive Sampling provides practitioners with a means to collect, revisit, and remix digital materials.&lt;/p&gt;</description></item><item><title>Interactive Auditory Mediated Reality: Towards User-defined Personal Soundscapes</title><link>https://stemasov.dev/research/iamr-augmentedhearing/</link><guid>https://stemasov.dev/research/iamr-augmentedhearing/</guid><pubDate>Sat, 21 Mar 2020 20:18:36 +0200</pubDate><description>&lt;h2 id="abstract"&gt;Abstract&lt;/h2&gt;
&lt;p&gt;Many people utilize audio equipment to escape from noises around them, leading to the desired isolation but also dangerously reduced awareness. Mediation of sounds through smarter headphones (e.g., hearables) could address this by providing non-uniform interaction with sounds while retaining a comfortable, yet informative soundscape. In a week-long event sampling study (n = 12), we found that users mostly desire muting or a distinct &amp;ldquo;quiet-but-audible&amp;rdquo; volume for sound sources. A follow-up study (n = 12) compared a reduced interaction granularity with a continuous one in VR. Usability and workload did not differ significantly for the two granularities but a set of four states can be considered sufficient for most scenarios, namely: &amp;lsquo;&amp;lsquo;muted&amp;rsquo;&amp;rsquo;, &amp;lsquo;&amp;lsquo;quieter&amp;rsquo;&amp;rsquo;, &amp;lsquo;&amp;rsquo;louder&amp;rsquo;&amp;rsquo; and &amp;lsquo;&amp;lsquo;unchanged&amp;rsquo;&amp;rsquo;, allowing for smoother interaction flows. We provide implications for the design of interactive auditory mediated reality systems enabling users to be safe, comfortable and less isolated from their surroundings, while re-gaining agency over their sense of hearing.&lt;/p&gt;</description></item></channel></rss>