A mirror metaphor interaction system: touching remote real objects in an augmented reality environment

Author(s):  
E. Hosoya ◽  
M. Kitabata ◽  
H. Sato ◽  
I. Harada ◽  
H. Nojima ◽  
...  
Electronics ◽  
2021 ◽  
Vol 10 (8) ◽  
pp. 900
Author(s):  
Hanseob Kim ◽  
Taehyung Kim ◽  
Myungho Lee ◽  
Gerard Jounghyun Kim ◽  
Jae-In Hwang

Augmented reality (AR) scenes often inadvertently contain real world objects that are not relevant to the main AR content, such as arbitrary passersby on the street. We refer to these real-world objects as content-irrelevant real objects (CIROs). CIROs may distract users from focusing on the AR content and bring about perceptual issues (e.g., depth distortion or physicality conflict). In a prior work, we carried out a comparative experiment investigating the effects on user perception of the AR content by the degree of the visual diminishment of such a CIRO. Our findings revealed that the diminished representation had positive impacts on human perception, such as reducing the distraction and increasing the presence of the AR objects in the real environment. However, in that work, the ground truth test was staged with perfect and artifact-free diminishment. In this work, we applied an actual real-time object diminishment algorithm on the handheld AR platform, which cannot be completely artifact-free in practice, and evaluated its performance both objectively and subjectively. We found that the imperfect diminishment and visual artifacts can negatively affect the subjective user experience.


Author(s):  
Rommel E. Balcita ◽  
◽  
Thelma D. Palaoag

In learning through experience there are so many techniques that can be used in order to learn and master skills. Strategies used for learning may be in the form of presentation, multimedia, simulation or hands-on. Others might prefer combination of strategies both being able to hear and/or see the actual or real object of machines, tools or equipment. There are advanced visual technologies available in the internet to choose from but most are not designed to the learning process in a school. Augmented reality is an emerging advance technology that shows a lot of use and opportunity as a tool for learning and enhancing experience. AR can simulate real objects into models that be used for education. This study aims to experiment on an AR engine created using the AR model framework to enhance the learning experiences of students in the different learning strategies used in this study. The experiment is focused to find the significant differences of not having and having an AR model into the learning/teaching strategy. To analyze the data frequency, statistical mode is used to find the most frequent response to interpret the nominal and ordinal categories of the variables. The results of using the AR model framework significantly improved the learning experiences of the participants.


2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


2019 ◽  
Vol 16 (3) ◽  
pp. 419-437
Author(s):  
Zorica Dodevska ◽  
Vladimir Kvrgic ◽  
Marko Mihic ◽  
Boris Delibasic

The use of robotic models with the main functionalities of real objects together with the implementation of innovative technologies, augmented reality (AR) in this case, is the focus of the paper. Therefore, the concept of a simplified robotic model (SRM) is presented. This concept is important because it is useful for achieving the goals of engineering projects, which is especially justified prior to the construction of the real objects. It improves presentation, development, and education capabilities that are unavoidable segments of the project strategy. Additionally, it is possible to transfer developed solutions to the final objects after certain modifications. Multidisciplinary building of the unique SRM of the 3-axis centrifuge for pilot training is described, where multi-attribute decisionmaking is used to conduct some experiments. The application includes the use of a physical model, built from LEGO elements, software for controlling and monitoring the physical model, and an AR mobile app.


Author(s):  
Alessandra Meschini ◽  
Daniele Rossi ◽  
Enrica Petrucci ◽  
Filippo Sicuranza

The purpose of this chapter is to investigate some of the opportunities offered by technological innovations, in particular referring the specific application areas of Augmented Reality and Augmented Virtuality. The contribution presents a series of applications based on effective tests of innovative communication, which are characterized by different levels of interactivity and immersion. The general subject of interest is the city of Ascoli Piceno considering both the city as a whole and particular places/buildings of value (case studies). The central aim is to construct an informational/educational approach to real objects in innovative terms, experimenting each time with the most useful ‘container' (communicational product) to enable the best knowledge of a determined heritage.


2009 ◽  
pp. 937-951
Author(s):  
Wayne Piekarski

This chapter presents a series of new augmented reality user interaction techniques to support the capture and creation of 3D geometry of large outdoor structures. Named construction at a distance, these techniques are based on the action at a distance concepts employed by other virtual environments researchers. These techniques address the problem of AR systems traditionally being consumers of information, rather than being used to create new content. By using information about the user’s physical presence along with hand and head gestures, AR systems can be used to capture and create the geometry of objects that are orders of magnitude larger than the user, with no prior information or assistance. While existing scanning techniques can only be used to capture existing physical objects, construction at a distance also allows the creation of new models that exist only in the mind of the user. Using a single AR interface, users can enter geometry and verify its accuracy in real-time. Construction at a distance is a collection of 3D modelling techniques based on the concept of AR working planes, landmark alignment, constructive solid geometry operations, and iterative refinement to form complex shapes. This chapter presents a number of different construction at a distance techniques, and are demonstrated with examples of real objects that have been modelled in the physical world.


2019 ◽  
Vol 16 (10) ◽  
pp. 4379-4388
Author(s):  
Bhanu Sharma ◽  
Archana Mantri

In modern times the research and technology in the education sector have revolutionized the teaching-learning environment. Traditional methodologies are being supported by tech-savvy practices. These practices demand young learners to be more advanced, and modern teachers to be more efficient. Under k-12 education program, Science, Technology, Engineering and Mathematics (STEM) are the desired domains to be learned and pursued as future professions today. It is, therefore, apparent to prepare young learners in these domains at an early stage. This situation requires an increased mental load on learners as well as on teachers. Modern technology comes to resolve this situation to some extent where computers, Augmented Reality (AR), Virtual reality (VR) gadgets, etc. help both the learners and the teachers in decreasing their mental load. The orchestration load of the teachers and cognitive load of the learners can further be decreased using AR applications. AR can overlay virtual 3D images on real objects and enhance learning in a fun way. This paper introduces the development of Augmented Reality Learning System (ARLS) followed by an Electronics Kit to make young learners understand the basic fundamentals of science such as electricity, current, electric circuits, working of light switch, thermister, light-dependent register (LDR) and capacitor-based circuits. This ARLS makes use of the markers overlaid on Tangible User Interface (TUI) and shows virtual functioning of these electrical/electronic circuits. The combination of TUI and ARLS results the formation of Augmented Reality Underpinned Design Kit (ARUID Kit). Students work individually on this ARUID kit to gain new learning experience of science fundamentals.


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