scholarly journals Effects of Transparency and Controller Type on Performance in A Multi-Layer Display

Author(s):  
Sarah C. Leibner ◽  
Alexandra Proaps ◽  
James P. Bliss

Augmented reality application development faces the challenge of balancing key information visualization with user’s cognitive constraints. Virtual Reality Rehab, Inc. is developing an application blending augmented reality (AR) with synthetic vision for use in complex, time-sensitive military operations. This study investigated the effects of controller use and transparency on marker placement speed and accuracy. Method: Participants were required to mark targets by placing icons on the synthetic environment using either a mouse, speech recognition, or Xbox One controller. They were also asked to recall AR building labels. For each scenario, the display was set to 100%, 25%, 50%, or 75% transparency. Results: The 50% transparency condition resulted in the lowest speed and accuracy, while 25% and 75% were not significantly different. Participants performed the best while using the Xbox One controller. Discussion: Findings suggest that transparency should be investigated within the context of task, controller type, and interface design.

2020 ◽  
Vol 6 (1) ◽  
pp. 29
Author(s):  
Muhammad Dimas Septiandi ◽  
Harya Bima Dirgantara

The purpose of this research is to develop an Augmented reality applications that was used to visualize the structure of the bacteria cell and bacteria forms in 3 dimensions. An application developed in this research were dedicated to the Android smartphone users are studying or teaching others about the bacteria cell structure and bacteria forms. Software development methods used in the research and application development is incremental. The incremental amounts required in performing this application development amounted to 4 incremental. At each incremental done the analysis, design, coding, and testing phase. 3Ds Max 2018 is used to doing the design of 3-dimensional form of the bacteria. Unity 3D version 5.6.0 f3 and Vuforia library version 6 is used to doing the development of application. The results of this research is the Android-based Augmented reality application for visualization of bacteria cell structure and bacteria forms.


2021 ◽  
Vol 9 (4) ◽  
pp. 475
Author(s):  
Agus Wisnawa ◽  
I Gede Arta Wibawa

The world is being hit by a pandemic due to the COVID-19 virus outbreak. The changes brought by this virus are huge, one of which is school activities that are transformed into online learning. Online learning causes students to not do their own classroom learning. This causes students to become un familiar with their school properly, such as the layout of classrooms and school facilities. By using Augmented Reality the problem can be solved. Augmented Reality (AR) is the merging of real and virtual objects in a real environment with interactive results and presented in real time. AR can be used to modeling the entire shape of the school, making it easier for users to get information about the building from the school instead of walking manually. Users only need to install the app on their smarthphone and scan the specified QR code in order to be able to bring up the building object along with the information. The result of this research is an AR application which can provide information about the rooms and buildings at SDN 1 Padangsambian.


In the past ten years, technology and research in augmented reality (AR) have rapidly evolved in various fields, which led to a significant advancement in AR technology and application development. However, most of the recent development in AR are mainly focusing on how to overcome hardware and software issues. It is undeniable that overcoming technical problems are crucial in AR development and rapid development for technology advancement; however, it neglects the end user. This study presents learning performance assessment using mobile-based augmented reality application for Malaysian preschool in rural areas. This study used non probability sampling and a paired t-test to compare the data collected from the sample test. The students showed a significant interest in learning using augmented reality technology


2019 ◽  
Vol 1 (1) ◽  
pp. 243-250
Author(s):  
Radu Emanuil Petruse ◽  
Alexandru Matei ◽  
Marco Kayser ◽  
Michael Maier ◽  
Saša Ćuković

AbstractDue to our previous experience in AR development, with this research project we propose to study how Augmented Reality (AR) can be adopted by an industrial partner and which are the major outcomes from which a company may benefit. For this purpose, we partnered with a forward-looking company willing to embrace the idea of implementing new technologies for industrial purposes. In this research we identified that the most significant impact which AR may have for our industrial partner is in providing remote assistance and for product exploitation and marketing purposes. For the latest we developed a customized AR application which is currently available on Apple’s App Store. By analysing the app analytics data, we found out that this application is a success in terms of marketing and not only. For the remote assistance AR app, we chose to use a commercial solution that can be adapted to fit our industrial partner’s needs. We also tested this application and found out that it greatly improves the communication between remote users thus dismissing the required assistance time.


2021 ◽  
pp. 237-245
Author(s):  
Shinta Puspasari ◽  
Nazori Suhandi ◽  
Jaya Nur Iman

This paper presents the evaluation of Augmented Reality Application development for the educational purpose of Palembang cultural artefacts in Sultan Mahmud Badaruddin II (SMB II) Museum. The method applied in this study effectively developed an AR application to visualize the 3D object of SMB II Museum collections and created new digital 3D objects of Palembang cultural artefact which no longer exist. The digitization of the collection is an innovation that provides new culture learning experiences utilizing AR technology and also contributes to the preservation of Palembang cultural artefacts. Users can interact directly with these artefacts virtually which cannot be performed in the real environment but AR enabling it. In term of effectiveness and efficiency, some testing scenarios were performed. The results showed that the application could run its functionality as designed with time responsiveness for detecting marker was 0.599 seconds on average. App usability was also evaluated using the SUS method. The SUS survey score of 78.3 showed that the developed AR of the SMB II museum was acceptable by two variations of the millennial user. The augmented reality (AR) application is proposed as a medium to support the services of SMB II museum for education that effective improving users knowledge by 28.5% after using the App. The use of AR in the SMB II Museum leads to an enhanced interactive learning experience that promotes cultural heritage preservation in Palembang Indonesia.


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