HySAR: Hybrid Material Rendering by an Optical See-Through Head-Mounted Display with Spatial Augmented Reality Projection

2018 ◽  
Vol 24 (4) ◽  
pp. 1457-1466 ◽  
Author(s):  
Takumi Hamasaki ◽  
Yuta Itoh ◽  
Yuichi Hiroi ◽  
Daisuke Iwai ◽  
Maki Sugimoto
Author(s):  
Tim Bosch ◽  
Gu van Rhijn ◽  
Frank Krause ◽  
Reinier Könemann ◽  
Ellen S. Wilschut ◽  
...  

Author(s):  
Eugene Hayden ◽  
Kang Wang ◽  
Chengjie Wu ◽  
Shi Cao

This study explores the design, implementation, and evaluation of an Augmented Reality (AR) prototype that assists novice operators in performing procedural tasks in simulator environments. The prototype uses an optical see-through head-mounted display (OST HMD) in conjunction with a simulator display to supplement sequences of interactive visual and attention-guiding cues to the operator’s field of view. We used a 2x2 within-subject design to test two conditions: with/without AR-cues, each condition had a voice assistant and two procedural tasks (preflight and landing). An experiment examined twenty-six novice operators. The results demonstrated that augmented reality had benefits in terms of improved situation awareness and accuracy, however, it yielded longer task completion time by creating a speed-accuracy trade-off effect in favour of accuracy. No significant effect on mental workload is found. The results suggest that augmented reality systems have the potential to be used by a wider audience of operators.


2021 ◽  
Author(s):  
Nina Rohrbach ◽  
Joachim Hermsdörfer ◽  
Lisa-Marie Huber ◽  
Annika Thierfelder ◽  
Gavin Buckingham

AbstractAugmented reality, whereby computer-generated images are overlaid onto the physical environment, is becoming significant part of the world of education and training. Little is known, however, about how these external images are treated by the sensorimotor system of the user – are they fully integrated into the external environmental cues, or largely ignored by low-level perceptual and motor processes? Here, we examined this question in the context of the size–weight illusion (SWI). Thirty-two participants repeatedly lifted and reported the heaviness of two cubes of unequal volume but equal mass in alternation. Half of the participants saw semi-transparent equally sized holographic cubes superimposed onto the physical cubes through a head-mounted display. Fingertip force rates were measured prior to lift-off to determine how the holograms influenced sensorimotor prediction, while verbal reports of heaviness after each lift indicated how the holographic size cues influenced the SWI. As expected, participants who lifted without augmented visual cues lifted the large object at a higher rate of force than the small object on early lifts and experienced a robust SWI across all trials. In contrast, participants who lifted the (apparently equal-sized) augmented cubes used similar force rates for each object. Furthermore, they experienced no SWI during the first lifts of the objects, with a SWI developing over repeated trials. These results indicate that holographic cues initially dominate physical cues and cognitive knowledge, but are dismissed when conflicting with cues from other senses.


2021 ◽  
Author(s):  
Yi He ◽  
Xiaojie Zheng ◽  
Asuka Yagami ◽  
Yichen Peng ◽  
Shogo Yoshida ◽  
...  

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.


2014 ◽  
Vol 34 ◽  
pp. 241-248 ◽  
Author(s):  
Michael D. Coovert ◽  
Tiffany Lee ◽  
Ivan Shindev ◽  
Yu Sun

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