Using augmented reality smart glasses to design games for cognitive training

Author(s):  
Yao-Jen Chang ◽  
Hung-Huan Liu ◽  
Ya-shu Kang ◽  
Chia Chun Kao ◽  
Yao-Sheng Chang
2018 ◽  
pp. 1313-1337 ◽  
Author(s):  
Daniel W. E. Hein ◽  
Jennah L. Jodoin ◽  
Philipp A. Rauschnabel ◽  
Björn S. Ivens

Recent market research forecasts predict that a new form of wearable devices will soon influence the media landscape: Augmented Reality Smart Glasses. While prior research highlights numerous potentials in personal and professional settings of smart glasses, this technology has also triggered several controversies in public discussions, for example, the risk of violating privacy and copyright laws. Yet, little research addresses the questions of whether smart glasses are good or bad for societies, and if yes, why. This study conducts exploratory research to contribute to narrowing this gap. Based on a survey among consumers, the authors identify several societal benefits and risks that determine consumers' evaluation of the anticipated and desired success of smart glasses. These findings lead to numerous important implications for consumers, scholars, managers, and policy makers.


2019 ◽  
Vol 38 (5) ◽  
pp. 618-633 ◽  
Author(s):  
Dai-In Danny Han ◽  
M. Claudia Tom Dieck ◽  
Timothy Jung

Procedia CIRP ◽  
2020 ◽  
Vol 93 ◽  
pp. 1298-1303
Author(s):  
Oscar Danielsson ◽  
Magnus Holm ◽  
Anna Syberfeldt

2015 ◽  
Vol 1 (1) ◽  
pp. 196-197 ◽  
Author(s):  
Stefan Maas ◽  
Marvin Ingler ◽  
Heinrich Martin Overhoff

AbstractUltrasound has been established as a diagnostic tool in a wide range of applications. Especially for beginners, the alignment of sectional images to patient’s spatial anatomy can be cumbersome. A direct view onto the patient’s anatomy while regarding ultrasound images may help to overcome unergonomic examination.To solve these issues an affordable augmented reality system using smart glasses was created, that displays a (virtual) ultrasound image beneath a (real) ultrasound transducer.


2017 ◽  
Vol 19 (suppl_3) ◽  
pp. iii43-iii44 ◽  
Author(s):  
K. Maruyama ◽  
E. Watanabe ◽  
K. Saito ◽  
K. Sato ◽  
H. Yoshida ◽  
...  

2021 ◽  
Author(s):  
Bo Zhang ◽  
Nigel Robb

BACKGROUND In recent years, augmented reality (AR), especially markerless augmented reality (MAR), has been used more prevalently to create training games in an attempt to improve humans' cognitive functions. This has been driven by studies claiming that MAR provides users with more immersive experiences that are situated in the real world. Currently, no studies have scientifically investigated the immersion experience of users in a MAR cognitive training game. Moreover, there is an observed lack of instruments on measuring immersion in MAR cognitive training games. OBJECTIVE This study, using two existing immersion questionnaires, investigates students’ immersion experiences in a novel MAR n-back game. METHODS The n-back task is a continuous performance task that taps working memory (WM) capacity. We compared two versions of n-back training. One was presented in a traditional 2D format, while the second version used MAR. There were 2 experiments conducted in this study that coordinated with 2 types of immersion questionnaires: the modified Immersive Experiences Questionnaire (IEQ) and the Augmented Reality Immersion (ARI) questionnaire. Two groups of students from two universities in China joined the study, with 60 participants for the first experiment (a randomized controlled experiment) and 51 participants for the second. RESULTS Both groups of students experienced immersion in the MAR n-back game. However, the MAR n-back training group did not experience stronger immersion than the traditional (2D) n-back control group in the first experiment. The results of the second experiment showed that males felt deeply involved with the AR environment, which resulted in obtaining higher levels of immersion than females in the MAR n-back game. CONCLUSIONS Both groups of students experienced immersion in the MAR n-back game. Moreover, both the modified IEQ and ARI have the potential to be used as instruments to measure immersion in MAR game settings. CLINICALTRIAL UMIN Clinical Trials Registry UMIN000045314; https://upload.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000051725


Author(s):  
Yang Zhao ◽  
Samuel J. Steven ◽  
Greg Schmidt ◽  
Julie L. Bentley ◽  
Duncan T. Moore

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