scholarly journals An Exploration of Freehand Crossing Selection in Head-Mounted Augmented Reality

2021 ◽  
Vol 28 (5) ◽  
pp. 1-27
Author(s):  
Stephen Uzor ◽  
Per Ola Kristensson

Crossing, or goal crossing, has proven useful in various selection scenarios, including pen, mouse, touch, and virtual reality (VR). However, crossing has not been exploited for freehand selection using augmented reality head-mounted displays (AR HMDs). Using the HoloLens, we explore freehand crossing for selection and compare it to the state-of-the-art “gaze and commit” (head gaze) method. We report on three studies investigating freehand crossing in multiple use cases. The first study shows that crossing outperforms head gaze in selection scenarios of varying target arrangements. The second explores crossing, head gaze, and hand pointing in radial menu and dynamic interface scenarios. The third explores crossing as a function carrier for a variety of basic interaction functions in a drawing application. This work builds on existing knowledge on the goal-crossing paradigm by demonstrating its potential as a useful interaction method in 3D AR HMD interfaces.

2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


Author(s):  
Linda Ricci

This chapter explores the impact immersive technologies—augmented reality and virtual reality—will have on consumer branding and business in the near- and longer-term future. Weaving multiple use cases and examples throughout, the author discusses the next phase of experiential marketing: how immersive branding will develop as spatial computing becomes more mainstream, and how brands can start thinking about how they can leverage the technology. The author examines the rise of virtual influencers, how they will affect social media marketing—and how artificial intelligence will ultimately enable true one-to-one interaction with customers through virtual avatars. Finally, the author discusses risks, rules, and recommendations for how to successfully proceed as a brand curious about how to best harness the technologies.


1989 ◽  
Vol 28 (04) ◽  
pp. 270-272 ◽  
Author(s):  
O. Rienhoff

Abstract:The state of the art is summarized showing many efforts but only few results which can serve as demonstration examples for developing countries. Education in health informatics in developing countries is still mainly dealing with the type of health informatics known from the industrialized world. Educational tools or curricula geared to the matter of development are rarely to be found. Some WHO activities suggest that it is time for a collaboration network to derive tools and curricula within the next decade.


2015 ◽  
Vol 1 (1) ◽  
pp. 534-537 ◽  
Author(s):  
T. Mentler ◽  
C. Wolters ◽  
M. Herczeg

AbstractIn the healthcare domain, head-mounted displays (HMDs) with augmented reality (AR) modalities have been reconsidered for application as a result of commercially available products and the needs for using computers in mobile context. Within a user-centered design approach, interviews were conducted with physicians, nursing staff and members of emergency medical services. Additionally practitioners were involved in evaluating two different head-mounted displays. Based on these measures, use cases and usability considerations according to interaction design and information visualization were derived and are described in this contribution.


Author(s):  
Vladimir Kuts ◽  
Tauno Otto ◽  
Yevhen Bondarenko ◽  
Fei Yu

Abstract Industrial Digital Twins (DT) is the precise virtual representation of the manufacturing environment and mainly consists of the system-level simulation, which combines both manufacturing processes and parametric models of the product. As being one of the pillars of the Industry 4.0 paradigm, DT-s are widely integrated into the existing factories, enhancing the concept of the virtual factories. View from the research perspective is that experiments on the Internet of Things, data acquisition, cybersecurity, telemetry synchronization with physical factories, etc. are being executed in those virtual simulations. Moreover, new ways of interactions and interface to oversee, interact and learn are being developed via the assistance of Virtual Reality (VR) and Augmented Reality (AR) technologies, which are already widely spread on the consumer market. However, already, VR is being used widely in existing commercial software packages and toolboxes to provide students, teachers, operators, engineers, production managers, and researchers with an immersive way of interacting with the factory while the manufacturing simulation is running. This gives a better understanding and more in-depth knowledge of the actual manufacturing processes, not being directly accessing those. However, the virtual presence mentioned above experience is limited to a single person. It does not enable additional functionalities for the simulations, which can be re-planning or even re-programming of the physical factory in an online connection by using VR or AR interfaces. The main aim of the related research paper is to enhance already existing fully synchronized with physical world DT-s with multi-user experience, enabling factory operators to work with and re-program the real machinery from remote locations in a more intuitive way instead thinking about final aim than about the process itself. Moreover, being developed using real-time platform Unity3D, this multiplayer solution gives opportunities for training and educational purposes and is connecting people from remote locations of the world. Use-cases exploits industrial robots placed in the Industrial Virtual and Augmented Reality Laboratory environment of Tallinn University of Technology and a mobile robot solution developed based on a collaboration between the University of Southern Denmark and a Danish company. Experiments are being performed on the connection between Estonia and Denmark while performing reprogramming tasks of the physical heavy industrial robots. Furthermore, the mobile robot solution is demonstrated in a virtual warehouse environment. Developed methods and environments together with the collected data will enable us to widen the use-cases with non-manufacturing scenarios, i.e., smart city and smart healthcare domains, for the creation of a set of new interfaces and multiplayer experiences.


Author(s):  
Thiago D'Angelo ◽  
Saul Emanuel Delabrida Silva ◽  
Ricardo A. R. Oliveira ◽  
Antonio A. F. Loureiro

Virtual Reality and Augmented Reality Head-Mounted Displays (HMDs) have been emerging in the last years. These technologies sound like the new hot topic for the next years. Head-Mounted Displays have been developed for many different purposes. Users have the opportunity to enjoy these technologies for entertainment, work tasks, and many other daily activities. Despite the recent release of many AR and VR HMDs, two major problems are hindering the AR HMDs from reaching the mainstream market: the extremely high costs and the user experience issues. In order to minimize these problems, we have developed an AR HMD prototype based on a smartphone and on other low-cost materials. The prototype is capable of running Eye Tracking algorithms, which can be used to improve user interaction and user experience. To assess our AR HMD prototype, we choose a state-of-the-art method for eye center location found in the literature and evaluate its real-time performance in different development boards.


Author(s):  
Bintang Handayani ◽  
Maximiliano E. Korstanje

This study looks at some primary points in the discourse of virtual dark tourism (VDT) formation. Derived from the spectrum of sound branding (SB), virtual reality (VR), coupled with augmented reality (AR), the case is used as a tool to support the claims of VDT. Findings suggest viewpoints for making death sites exclusive, and offer valuable clues to the design of VDT formation as an option to include death sites as market offerings of dark tourism. Guided by social constructionist research philosophy, coupled with semiology and compositional interpretation, the analysis offers valuable clues to position sites built around the narratives of death. Not only does it verify elements of unique and emotional selling propositions in the typology of death sites, but it also signifies the emerging state of the art on the nexus between VDT and SB. Specifically, dark themed songs coupled AR are used as tourism drivers for designing Trunyan Cemetery, Bali. Overall, this review shows preliminary designs for prototype death sites. Several issues and directions for future research are discussed.


Author(s):  
Yongzhi Wang

The application of virtual reality (VR) in higher education has drawn attention. Understanding the state of the art for VR technologies helps educators identify appropriate applications and develop a high-quality engaging teaching-learning process. This chapter provides a comprehensive survey of current hardware and software supports on VR. Secondly, important technical metrics in VR technology are considered with comparisons of different VR devices using identified metrics. Third, there is a focus on software tools and an explore of various development frameworks, which facilitate the implementation of VR applications. With this information as a foundation, there is a VR use in higher education. Finally, there is a discussion of VR applications that can be potentially used in education.


2020 ◽  
Vol 34 (07) ◽  
pp. 11612-11619
Author(s):  
Qinying Liu ◽  
Zilei Wang

Temporal action detection is a challenging task due to vagueness of action boundaries. To tackle this issue, we propose an end-to-end progressive boundary refinement network (PBRNet) in this paper. PBRNet belongs to the family of one-stage detectors and is equipped with three cascaded detection modules for localizing action boundary more and more precisely. Specifically, PBRNet mainly consists of coarse pyramidal detection, refined pyramidal detection, and fine-grained detection. The first two modules build two feature pyramids to perform the anchor-based detection, and the third one explores the frame-level features to refine the boundaries of each action instance. In the fined-grained detection module, three frame-level classification branches are proposed to augment the frame-level features and update the confidence scores of action instances. Evidently, PBRNet integrates the anchor-based and frame-level methods. We experimentally evaluate the proposed PBRNet and comprehensively investigate the effect of the main components. The results show PBRNet achieves the state-of-the-art detection performances on two popular benchmarks: THUMOS'14 and ActivityNet, and meanwhile possesses a high inference speed.


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