The effect of tracking technique on the quality of user experience for augmented reality mobile navigation

2017 ◽  
Vol 77 (10) ◽  
pp. 11635-11668 ◽  
Author(s):  
Yoones A. Sekhavat ◽  
Jeffrey Parsons
2016 ◽  
Vol 1140 ◽  
pp. 537-544 ◽  
Author(s):  
Jennifer Brade ◽  
Mario Lorenz ◽  
Philipp Klimant ◽  
Franziska Pürzel ◽  
Matthias Putz

Virtual and augmented reality are two big buzzwords in the industrial context and they are increasingly used. A main argument for the use of virtual techniques are their economic benefits, which are confirmed by pilot studies. However there is a research gap on how virtual techniques influence the user. This study addresses the impacts of virtual environments on presence, usability and user experience compared to a real environment. Therefore two groups of participants take part in a geocaching tour through the real or virtual city center of Chemnitz and rate the presence of the environment as well as the usability and user experience of a mobile navigation application. The results of 60 participants show that there are general differences between the environments and verify the strengths and weaknesses of virtual environments: Virtual techniques have a positive influence on the user, like a more engaging experience and a perceived higher hedonic quality of the product. Beside these benefits the negative effects have to be considered too, because they influence the ratings of the user. This study shows the potential of virtual techniques for the user and also the deficits, that need to be improved.


Author(s):  
Chih-Hsing Chu ◽  
Yi-An Chen ◽  
Ying-Yin Huang ◽  
Yun-Ju Lee

Abstract Virtual try-on technology (VTO) in virtual reality (VR) and augmented reality (AR) has been developed for years to create novel shopping experiences for users by allowing them to virtually wear fashion products. Compared to garments or facial accessories, fewer studies have focused on virtual footwear try-on, regardless of user study or technical development. Thus, it is necessary to examine the effectiveness of existing VTO applications on the user's affective responses. In this study, we compared the user experience of three different footwear try-on methods (real, VR, and AR) with both physiological and psychological measures. Subjects conducted a try-on experiment on different pairs of sneakers. Each subject's gaze trajectory was recorded using an eye tracker and analyzed to show his/her visual attention in each method. Afterward, the subjects completed questionnaires to assess the sense of presence, usability, and the user experience score for the try-on processes, and subsequently attended a think-aloud procedure to express their thoughts. The analysis results of the collected data showed that the user experience produced by the VR and AR try-on is not comparable to that of the real environment. The results also revealed factors that negatively affect the quality of the user's interaction with the processes. These findings may provide insights into further improvements in VTO technology.


2019 ◽  
Vol 31 (1) ◽  
pp. 139-146 ◽  
Author(s):  
Camilo A. Molina ◽  
Nicholas Theodore ◽  
A. Karim Ahmed ◽  
Erick M. Westbroek ◽  
Yigal Mirovsky ◽  
...  

OBJECTIVEAugmented reality (AR) is a novel technology that has the potential to increase the technical feasibility, accuracy, and safety of conventional manual and robotic computer-navigated pedicle insertion methods. Visual data are directly projected to the operator’s retina and overlaid onto the surgical field, thereby removing the requirement to shift attention to a remote display. The objective of this study was to assess the comparative accuracy of AR-assisted pedicle screw insertion in comparison to conventional pedicle screw insertion methods.METHODSFive cadaveric male torsos were instrumented bilaterally from T6 to L5 for a total of 120 inserted pedicle screws. Postprocedural CT scans were obtained, and screw insertion accuracy was graded by 2 independent neuroradiologists using both the Gertzbein scale (GS) and a combination of that scale and the Heary classification, referred to in this paper as the Heary-Gertzbein scale (HGS). Non-inferiority analysis was performed, comparing the accuracy to freehand, manual computer-navigated, and robotics-assisted computer-navigated insertion accuracy rates reported in the literature. User experience analysis was conducted via a user experience questionnaire filled out by operators after the procedures.RESULTSThe overall screw placement accuracy achieved with the AR system was 96.7% based on the HGS and 94.6% based on the GS. Insertion accuracy was non-inferior to accuracy reported for manual computer-navigated pedicle insertion based on both the GS and the HGS scores. When compared to accuracy reported for robotics-assisted computer-navigated insertion, accuracy achieved with the AR system was found to be non-inferior when assessed with the GS, but superior when assessed with the HGS. Last, accuracy results achieved with the AR system were found to be superior to results obtained with freehand insertion based on both the HGS and the GS scores. Accuracy results were not found to be inferior in any comparison. User experience analysis yielded “excellent” usability classification.CONCLUSIONSAR-assisted pedicle screw insertion is a technically feasible and accurate insertion method.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


Author(s):  
Anders Drachen ◽  
Pejman Mirza-Babaei ◽  
Lennart E. Nacke

This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Woon Kian Chong ◽  
Zhuang Ma

PurposeThis paper attempts to identify key factors (i.e., personalization, privacy awareness and social norms) that affect user experiences (UXs) of mobile recommendation systems according to the user involvement theory (push-based and pull-based) and their relationships.Design/methodology/approachThe study is based on an online survey with students from an international business school located in southwestern China. The sample population for the study included randomly selected 600 university students who are active mobile phone users. A total of 470 questionnaires were returned; 456 were valid (14 were invalid due to the incompleteness of their responses), providing a response rate of 65%.FindingsSocial norms have the largest impact on user experience quality, followed by personalization and privacy awareness. User involvement in mobile recommendation systems has mediating effects on the above relationships, with larger effects on pull-based systems than on push-based systems.Originality/valueThis study provides an integrated framework for researchers to measure the effects of social, personal and risk factors on the quality of user experience. The results enrich the literature on user involvement, mobile recommendation systems and UX. The findings provide significant implications for both retailers and developers of mobile recommendation systems.


Author(s):  
Anwar Rifa'i ◽  
Tri Ika Jaya Kusumawati ◽  
Mauridhi Hery Purnomo

Author(s):  
М.А. МАКОЛКИНА ◽  
А.С. БОРОДИН ◽  
Б.О. ПАНЬКОВ

Рассмотрено применение виртуальных ассистентов при реализации услуг дополненной реальности (ДР). Разработано приложение ДР с виртуальным ассистентом и проведена оценка качества восприятия с помощью субъективных и объективных методов. The article discusses the use of virtual assistants in the implementation of augmented reality services. An augmented reality application with a virtual assistant was developed and the quality of the experience was assessed using subjective and objective methods.


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