scholarly journals Effects of Shared Gaze Parameters on Visual Target Identification Task Performance in Augmented Reality

Author(s):  
Nahal Norouzi* ◽  
Austin Erickson* ◽  
Kangsoo Kim ◽  
Ryan Schubert ◽  
Joseph LaViola ◽  
...  
2020 ◽  
Vol 26 (5) ◽  
pp. 1934-1944
Author(s):  
Austin Erickson ◽  
Nahal Norouzi ◽  
Kangsoo Kim ◽  
Joseph J. LaViola ◽  
Gerd Bruder ◽  
...  

2020 ◽  
Vol 14 (4) ◽  
pp. 353-371 ◽  
Author(s):  
Austin Erickson ◽  
Nahal Norouzi ◽  
Kangsoo Kim ◽  
Ryan Schubert ◽  
Jonathan Jules ◽  
...  

2021 ◽  
Vol 5 (5) ◽  
pp. 22
Author(s):  
Henrik Detjen ◽  
Robert Niklas Degenhart ◽  
Stefan Schneegass ◽  
Stefan Geisler

Misconceptions of vehicle automation functionalities lead to either non-use or dangerous misuse of assistant systems, harming the users’ experience by reducing potential comfort or compromise safety. Thus, users must understand how and when to use an assistant system. In a preliminary online survey, we examined the use, trust, and the perceived understanding of modern vehicle assistant systems. Despite remaining incomprehensibility (36–64%), experienced misunderstandings (up to 9%), and the need for training (around 30%), users reported high trust in the systems. In the following study with first-time users, we examine the effect of different User Onboarding approaches for an automated parking assistant system in a Tesla and compare the traditional text-based manual with a multimodal augmented reality (AR) smartphone application in means of user acceptance, UX, trust, understanding, and task performance. While the User Onboarding experience for both approaches shows high pragmatic quality, the hedonic quality was perceived significantly higher in AR. For the automated parking process, reported hedonic and pragmatic user experience, trust, automation understanding, and acceptance do not differ, yet the observed task performance was higher in the AR condition. Overall, AR might help motivate proper User Onboarding and better communicate how to operate the system for inexperienced users.


2006 ◽  
Vol 5 (3) ◽  
pp. 33-39 ◽  
Author(s):  
Seokhee Jeon ◽  
Hyeongseop Shim ◽  
Gerard J. Kim

In this paper, we have investigated the comparative usability among three different viewing configurations of augmented reality (AR) system that uses a desktop monitor instead of a head mounted display. In many cases, due to operational or cost reasons, the use of head mounted displays may not be viable. Such a configuration is bound to cause usability problems because of the mismatch in the user's proprioception, scale, hand eye coordination, and the reduced 3D depth perception. We asked a pool of subjects to carry out an object manipulation task in three different desktop AR set ups. We measured the subject's task performance and surveyed for the perceived usability and preference. Our results indicated that placing a fixed camera in the back of the user was the best option for convenience and attaching a camera on the user�s head for task performance. The results should provide a valuable guide for designing desktop augmented reality systems without head mounted displays


Author(s):  
Khalaeb Richardson ◽  
Anne Collins McLaughlin ◽  
Mitchell McDonald ◽  
Aaron Crowson

Many environments contain visual and auditory distractions. Cognitive aids help limit these distractions, support attention, and improve task performance. One way this is done is by adding information to the environment via Augmented Reality (AR). Attention may also be supported by removing distractors using Diminished Reality (DR), a form of AR that computationally erases, de-emphasizes, or otherwise diminishes external stimuli. However, there was no research investigating the design of the control and display system for DR technology and the question of how to redirect or gain someone’s attention when their environment is diminished had not been addressed. This study explored the acceptability and effectiveness of notifications with varying attributes and fills that gap in research. Results indicated that low specificity notifications in a diminished environment are rated as being subjectively better than notifications of other formats; low specificity messages were also recalled at a greater rate.


Author(s):  
Shan G. Lakhmani ◽  
Julia L. Wright ◽  
Michael R. Schwartz ◽  
Daniel Barber

Human-robot interaction requires communication, however what form this communication should take to facilitate effective team performance is still undetermined. One notion is that effective human-agent communications can be achieved by combining transparent information-sharing techniques with specific communication patterns. This study examines how transparency and a robot’s communication patterns interact to affect human performance in a human-robot teaming task. Participants’ performance in a target identification task was affected by the robot’s communication pattern. Participants missed identifying more targets when they worked with a bidirectionally communicating robot than when they were working with a unidirectionally communicating one. Furthermore, working with a bidirectionally communicating robot led to fewer correct identifications than working with a unidirectionally communicating robot, but only when the robot provided less transparency information. The implications these findings have for future robot interface designs are discussed.


2009 ◽  
Vol 21 (1) ◽  
pp. 37-58 ◽  
Author(s):  
Stephanie Bryant ◽  
Uday Murthy ◽  
Patrick Wheeler

ABSTRACT: To facilitate the task of evaluating the internal control environment, auditors typically use internal control questionnaires (ICQ) to identify and document audit information. One drawback of structured ICQs is that beginning auditors charged with their completion could use them mechanistically, overlooking important cues that do not match ICQ prompts. We investigate the effects of cognitive style and feedback type on auditors' ability to identify internal control cues using ICQs. Student participants, proxying for beginning staff auditors with no experience, were classified as possessing either a sensor or an intuitive cognitive style. In an experiment, participants used an ICQ to identify internal control cues for one accounting cycle. After receiving varying kinds of feedback, participants repeated the internal control cue identification task using an ICQ for a second accounting cycle. Contrary to expectations, cognitive style did not significantly affect performance in the absence of feedback. As expected, significant associations between cognitive style and post-feedback task performance were found, with the combination of cognitive style and outcome feedback yielding positive performance improvements.


2010 ◽  
Vol 137 (3) ◽  
pp. 239-255 ◽  
Author(s):  
Stephen Rice ◽  
David Keller ◽  
David Trafimow ◽  
Joshua Sandry

Author(s):  
Chiara Höhler ◽  
Nils David Rasamoel ◽  
Nina Rohrbach ◽  
John Paulin Hansen ◽  
Klaus Jahn ◽  
...  

Abstract Background Augmented Reality (AR)-based interventions are applied in neurorehabilitation with increasing frequency. Depth perception is required for the intended interaction within AR environments. Until now, however, it is unclear whether patients after stroke with impaired visuospatial perception (VSP) are able to perceive depth in the AR environment. Methods Different aspects of VSP (stereovision and spatial localization/visuoconstruction) were assessed in 20 patients after stroke (mean age: 64 ± 14 years) and 20 healthy subjects (HS, mean age: 28 ± 8 years) using clinical tests. The group of HS was recruited to assess the validity of the developed AR tasks in testing stereovision. To measure perception of holographic objects, three distance judgment tasks and one three-dimensionality task were designed. The effect of impaired stereovision on performance in each AR task was analyzed. AR task performance was modeled by aspects of VSP using separate regression analyses for HS and for patients. Results In HS, stereovision had a significant effect on the performance in all AR distance judgment tasks (p = 0.021, p = 0.002, p = 0.046) and in the three-dimensionality task (p = 0.003). Individual quality of stereovision significantly predicted the accuracy in each distance judgment task and was highly related to the ability to perceive holograms as three-dimensional (p = 0.001). In stroke-survivors, impaired stereovision had a specific deterioration effect on only one distance judgment task (p = 0.042), whereas the three-dimensionality task was unaffected (p = 0.317). Regression analyses confirmed a lacking impact of patients’ quality of stereovision on AR task performance, while spatial localization/visuoconstruction significantly prognosticated the accuracy in distance estimation of geometric objects in two AR tasks. Conclusion Impairments in VSP reduce the ability to estimate distance and to perceive three-dimensionality in an AR environment. While stereovision is key for task performance in HS, spatial localization/visuoconstruction is predominant in patients. Since impairments in VSP are present after stroke, these findings might be crucial when AR is applied for neurorehabilitative treatment. In order to maximize the therapy outcome, the design of AR games should be adapted to patients’ impaired VSP.  Trial registration: The trial was not registered, as it was an observational study.


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