Examining Effectiveness and User Experiences in 3D Mobile based Augmented Reality for MSU Virtual Tour

Author(s):  
Chairil Andri ◽  
Mohammed Hazim Alkawaz ◽  
Safa Riyadh Waheed
Author(s):  
Aphile Kondlo ◽  
Andre Henney ◽  
Antoine Bagula ◽  
Olasupo Ajayi ◽  
Laurenda Van Breda

2017 ◽  
Vol 26 (1) ◽  
pp. 16-41 ◽  
Author(s):  
Jonny Collins ◽  
Holger Regenbrecht ◽  
Tobias Langlotz

Virtual and augmented reality, and other forms of mixed reality (MR), have become a focus of attention for companies and researchers. Before they can become successful in the market and in society, those MR systems must be able to deliver a convincing, novel experience for the users. By definition, the experience of mixed reality relies on the perceptually successful blending of reality and virtuality. Any MR system has to provide a sensory, in particular visually coherent, set of stimuli. Therefore, issues with visual coherence, that is, a discontinued experience of a MR environment, must be avoided. While it is very easy for a user to detect issues with visual coherence, it is very difficult to design and implement a system for coherence. This article presents a framework and exemplary implementation of a systematic enquiry into issues with visual coherence and possible solutions to address those issues. The focus is set on head-mounted display-based systems, notwithstanding its applicability to other types of MR systems. Our framework, together with a systematic discussion of tangible issues and solutions for visual coherence, aims at guiding developers of mixed reality systems for better and more effective user experiences.


2018 ◽  
Vol 2018 ◽  
pp. 1-17 ◽  
Author(s):  
Thitirat Siriborvornratanakul

As smartphones, tablet computers, and other mobile devices have continued to dominate our digital world ecosystem, there are many industries using mobile or wearable devices to perform Augmented Reality (AR) functions in their workplaces in order to increase productivity and decrease unnecessary workloads. Mobile-based AR can basically be divided into three main types: phone-based AR, wearable AR, and projector-based AR. Among these, projector-based AR or Spatial Augmented Reality (SAR) is the most immature and least recognized type of AR for end users. This is because there are a small number of commercial products providing projector-based AR functionalities in a mobile manner. Also, prices of mobile projectors are still relatively high. Moreover, there are still many technical problems regarding projector-based AR that have been left unsolved. Nevertheless, it is projector-based AR that has potential to solve a fundamental problem shared by most mobile-based AR systems. Also the always-visible nature of projector-based AR is one good answer for solving current user experience issues of phone-based AR and wearable AR systems. Hence, in this paper, we analyze what are the user experience issues and technical issues regarding common mobile-based AR systems, recently widespread phone-based AR systems, and rising wearable AR systems. Then for each issue, we propose and explain a new solution of how using projector-based AR can solve the problems and/or help enhance its user experiences. Our proposed framework includes hardware designs and architectures as well as a software computing paradigm towards mobile projector-based AR systems. The proposed design is evaluated by three experts using qualitative and semiquantitative research approaches.


2017 ◽  
Vol 3 (4) ◽  
pp. 57-63
Author(s):  
Myeong-Hyeon Heo ◽  
Jaewoon Lee ◽  
Van Thanh Tran ◽  
Eun-Young Lee ◽  
Minsang Kim ◽  
...  

2017 ◽  
Vol 3 (4) ◽  
pp. 57-63
Author(s):  
Myeong-Hyeon Heo ◽  
Jaewoon Lee ◽  
Van Thanh Tran ◽  
Eun-Young Lee ◽  
Minsang Kim ◽  
...  

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