scholarly journals Press-n-Paste: Copy-and-Paste Operations with Pressure-sensitive Caret Navigation for Miniaturized Surface in Mobile Augmented Reality

2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-29
Author(s):  
Lik Hang Lee ◽  
Yiming Zhu ◽  
Yui-Pan Yau ◽  
Pan Hui ◽  
Susanna Pirttikangas

Copy-and-paste operations are the most popular features on computing devices such as desktop computers, smartphones and tablets. However, the copy-and-paste operations are not sufficiently addressed on the Augmented Reality (AR) smartglasses designated for real-time interaction with texts in physical environments. This paper proposes two system solutions, namely Granularity Scrolling (GS) and Two Ends (TE), for the copy-and-paste operations on AR smartglasses. By leveraging a thumb-size button on a touch-sensitive and pressure-sensitive surface, both the multi-step solutions can capture the target texts through indirect manipulation and subsequently enables the copy-and-paste operations. Based on the system solutions, we implemented an experimental prototype named Press-n-Paste (PnP). After the eight-session evaluation capturing 1,296 copy-and-paste operations, 18 participants with GS and TE achieve the peak performance of 17,574 ms and 13,951 ms per copy-and-paste operation, with 93.21% and 98.15% accuracy rates respectively, which are as good as the commercial solutions using direct manipulation on touchscreen devices. The user footprints also show that PnP has a distinctive feature of miniaturized interaction area within 12.65 mm * 14.48 mm. PnP not only proves the feasibility of copy-and-paste operations with the flexibility of various granularities on AR smartglasses, but also gives significant implications to the design space of pressure widgets as well as the input design on smart wearables.

1997 ◽  
Vol 6 (4) ◽  
pp. 386-398 ◽  
Author(s):  
Thad Starner ◽  
Steve Mann ◽  
Bradley Rhodes ◽  
Jeffrey Levine ◽  
Jennifer Healey ◽  
...  

Wearable computing moves computation from the desktop to the user. We are forming a community of networked, wearable-computer users to explore, over a long period, the augmented realities that these systems can provide. By adapting its behavior to the user's changing environment, a body-worn computer can assist the user more intelligently, consistently, and continuously than a desktop system. A text-based augmented reality, the Remembrance Agent, is presented to illustrate this approach. Video cameras are used both to warp the visual input (mediated reality) and to sense the user's world for graphical overlay. With a camera, the computer could track the user's finger to act as the system's mouse; perform face recognition; and detect passive objects to overlay 2.5D and 3D graphics onto the real world. Additional apparatus such as audio systems, infrared beacons for sensing location, and biosensors for learning about the wearer's affect are described. With the use of input from these interface devices and sensors, a long-term goal of this project is to model the user's actions, anticipate his or her needs, and perform a seamless interaction between the virtual and physical environments.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


2021 ◽  
Author(s):  
Teodor Herman

This research project examines the impact of Augmented Reality (AR) technology as a means to increase customer engagement. More specifically, it explores how the inclusion of AR in public spaces has the ability to promote positive customer experiences that lead to higher referrals and increased revenue while reducing acquisition costs. The research identifies that AR is defined as a medium through which pictures and information can be displayed over a screen. By way of this process, new virtual elements are created by overlaying and integrating them into the environment. Through a quantitative deductive analysis, this project sought to test whether the implementation of AR overlaid upon key aspects of a space has the ability to improve the perceived value of a customer’s experience in that environment.


Author(s):  
Guangchuan Li ◽  
David Rempel ◽  
Yue Liu ◽  
Carisa Harris-Adamson

Researchers have designed 3D (non-contacting) gestures for human-computer interaction (HCI) for desktop computers, automobiles, and augmented and virtual reality (AR/VR) to improve functionality, and experience. 3D gestures provide a method for HCI in clean and dirty environments and settings where both hands need to be free for other tasks such as warehouse work. However, long-term use of 3D gestures may pose a risk of musculoskeletal fatigue especially if the gestures require movement at larger joints such as the shoulder or elbow. Microgestures involve motions of just the fingers and hands thereby reducing muscle fatigue and distraction. Current microgesture lexicons are not well designed for VR or AR systems because of differences in interactive requirements of the commands and context for their use. The purpose of this study was to design microgestures for AR and VR that follow user experiences with existing gestures while considering application, user preference and hand/wrist postures.


2018 ◽  
Vol 10 (12) ◽  
pp. 4616 ◽  
Author(s):  
Antonio Martínez-Graña ◽  
José Ángel González-Delgado ◽  
Celia Ramos ◽  
Juan Carlos Gonzalo

This article presents the application of augmented reality through the use of devices in the valorisation of the geological heritage of six known geosites of the Jurassic or Cretaceous age, located in the South-East (SE) of the province of Burgos (Castilla y León, Spain). Using augmented reality techniques, geomatic resources have been developed that allow real-time interaction with different thematic layers (e.g., cartography, digital terrain model, etc.). Using these techniques, this paper proposes a virtual route in Google Earth and a Field Trip Guide with a detailed description of each site and suggested activities for educational use and one free geoapp. These geosites comprise three zones with deposits of dinosaur ichnites and three other sectors with marine fossils (Jurassic limestones), fossil trees, or singular karstic landscapes. The globalization of geodatabases allows the intelligent use of geo-resources and their use for tourism, didactic and scientific purposes.


2021 ◽  
Vol 2 ◽  
Author(s):  
Pornthep Preechayasomboon ◽  
Eric Rombokas

We introduce Haplets, a wearable, low-encumbrance, finger-worn, wireless haptic device that provides vibrotactile feedback for hand tracking applications in virtual and augmented reality. Haplets are small enough to fit on the back of the fingers and fingernails while leaving the fingertips free for interacting with real-world objects. Through robust physically-simulated hands and low-latency wireless communication, Haplets can render haptic feedback in the form of impacts and textures, and supplements the experience with pseudo-haptic illusions. When used in conjunction with handheld tools, such as a pen, Haplets provide haptic feedback for otherwise passive tools in virtual reality, such as for emulating friction and pressure-sensitivity. We present the design and engineering for the hardware for Haplets, as well as the software framework for haptic rendering. As an example use case, we present a user study in which Haplets are used to improve the line width accuracy of a pressure-sensitive pen in a virtual reality drawing task. We also demonstrate Haplets used during manipulation of objects and during a painting and sculpting scenario in virtual reality. Haplets, at the very least, can be used as a prototyping platform for haptic feedback in virtual reality.


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