Traditional Chinese Medical Face Diagnosis System Visualized by Augmented Reality Interface Design

Author(s):  
Jia-Ming Day ◽  
Der-Lor Way ◽  
Wei Day ◽  
Hio-Leng Lo ◽  
Ching-Ying Chang
2013 ◽  
Vol 845 ◽  
pp. 703-707 ◽  
Author(s):  
Abd Majid Nazatul Aini ◽  
Haslina Arshad

Mobile Augmented Reality (AR), which mixes the real world and the virtual world on hand-held devices, is a growing area of the manufacturing industry. Since mobile AR can be used to augment a users view of an industry plant, it provides alternative solutions for design, quality control, monitoring and control, service, and maintenance in complex process industries, such as the aluminium smelting industry. The objective of this paper is to discuss the integration of mobile AR within an aluminium industrial plant, in order to achieve effective fault detection and diagnosis. The possible integration of mobile AR within an aluminium fault detection and diagnosis system is shown with regard to four main functions, namely (1) plant information system, (2) fault history, (3) interactive troubleshooting, and (4) statistical analysis results. This paper opens up possible future works, where the potential use of mobile AR can be explored as an additional user interface component, for increasing the effectiveness of process monitoring within the aluminium smelting process.


Author(s):  
Ika Devi Perwitasari

This study aims to learn the technique of Marker Based Tracking Augmented Reality which is implemented for Visualization of Anatomy of Human Body Organs. Augmented Reality Visualization Applications Anatomy of the Human Body Organ is built on the Android mobile platform device. In the analysis of the application interface design using the approach of User Center Design. Testing the application using Usability Test. Based on the results of implementation and testing, Marker Based AR technique successfully applied in making Visualization Applications Anatomy Human Body Organs on Android Platform. Applications use markers to display digital content 2D images of the brain, eyes, heart, and lungs. The results of the Usability Test show users can see organ anatomy information very clearly and users are very interested in using the applications created because it provides a different experience in learning.Keywords : Augmented Reality, Marker Based Tracking, Human Organs, User Center Design


1997 ◽  
Vol 6 (6) ◽  
pp. 687-700 ◽  
Author(s):  
Véronique Normand ◽  
Didier Pernel ◽  
Béatrice Bacconnet

The Thomson-CSF Corporate Research Laboratories are investigating the issues of user-interface design, spoken and multimodal interaction design and realization in virtual environments. This paper describes our technical approach to speech-enabled multimodal virtual environments, based on our past achievements in the multimodal interaction domain, and presents our main supporting projects in this area. These projects involve augmented reality for maintenance, military situation building and assessment, and collaborative virtual environments.


2018 ◽  
Vol 24 (11) ◽  
pp. 2875-2885 ◽  
Author(s):  
Coleman Merenda ◽  
Hyungil Kim ◽  
Kyle Tanous ◽  
Joseph L. Gabbard ◽  
Blake Feichtl ◽  
...  

2021 ◽  
Vol 11 (14) ◽  
pp. 6375
Author(s):  
Guangchuan Li ◽  
David Rempel ◽  
Yue Liu ◽  
Weitao Song ◽  
Carisa Harris Adamson

Virtual and augmented reality (VR, AR) systems present 3D images that users can interact with using controllers or gestures. The design of the user input process is crucial and determines the interactive efficiency, comfort, and adoption. Gesture-based input provides a device-free interaction that may improve safety and creativity compared to using a hand controller while allowing the hands to perform other tasks. Microgestures with small finger and hand motions may have an advantage over the larger forearm and upper arm gestures by reducing distraction, reducing fatigue, and increasing privacy during the interaction. The design of microgestures should consider user experience, ergonomic principles, and interface design to optimize productivity and comfort while minimizing errors. Forty VR/AR or smart device users evaluated a set of 33 microgestures, designed by ergonomists, and linked them to 20 common AR/VR commands based on usability, comfort, and preference. Based primarily on preference, a set of microgestures linked to specific commands is proposed for VR or AR systems. The proposed microgesture set will likely minimize fatigue and optimize usability. Furthermore, the methodology presented for selecting microgestures and assigning them to commands can be applied to the design of other gesture sets.


2020 ◽  
Vol 8 (6) ◽  
pp. 4667-4673

Virtual Reality, Augmented Reality and other such immersive environments have gained popularity with the increase in technological trends in the past decade. As they became widely used, the human computer interface design and the designing criteria emerges as a challenging task. Virtual and Augmented Reality provide a wide range of applications ranging from a primitive level like improving learning, education experiences to complex industrial and medical operations. Virtual reality is a viable alternative that can be focussed on, in the future interface design development because it can remove existing generic and complex physical interfaces and replace them with an alternative sensory relayed input form. It provides a natural and efficient mode of interaction, that the users can work with.Virtual and Augmented reality eradicates the need for development of different acceptable standards for user interfaces as it can provide a whole and generic interface to accommodate the work setting.In this paper, we investigated various prospects of applications for user interaction in Virtual and Augemnted realities and the limitations in the respective domains. The paper provides an outline on how the new era of human computer interaction leading to cognition-based communications, and how Virtual and Augmented realities can tailor the user needs and address the future demands which replaces the need for command-based interaction between the humans and computers.


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