A Mirror-in-the-Sky Navigation Aid: Summary of Qualitative Feedback from Soldier and Civilian Users

Author(s):  
Holland M. Vasquez ◽  
Adam J. Reiner ◽  
Greg A. Jamieson ◽  
Justin G. Hollands

We tested the efficacy of a novel augmented reality navigation aid, called SkyMap, which presents survey navigation information in the sky, above the user. Soldier and civilian users completed a route following task using Mirror-in-the-Sky (a virtual reality prototype of the SkyMap concept), a north-up map, and a track-up map. In this paper, we analyzed and presented a summary of qualitative user feedback and compare feedback from soldier and civilian users. Specifically we used affinity diagrams to categorize verbal qualitative feedback, which led us to identify six themes: 1) an interest in MitS as an innovative navigation display, 2) challenges with identifying turns and orienting, 3) learning MitS over time, 4) the position of MitS in the field of view, 5) customizability and flexibility and 6) ) use in the context of a military operation. We discuss these themes and highlight areas for design improvements.

2019 ◽  
Vol 290 ◽  
pp. 01010
Author(s):  
Marius Leonard Olar ◽  
Marius-Nicolae Risteiu ◽  
Monica Leba

This paper addresses the themes of the interfaces for the devices usable in the virtual reality projects, respectively augmented reality. Smart goggles are typically used to implement these. Today’s device interfaces are designed for use on flat screens, such as monitors, TVs, or smart phone screens. These screens are located some distance away from the eyes of the user, while the lenses of the smart glasses will be just a few millimeters away. Intelligent eyeglass interfaces will have several patterns, some framed in the user’s field of view, others will require sliding on their surface. Everyone’s field of view is unique, and this will require a calibration of the device so that the graphics can be readable.


Reality is shaped differently in software environments through Virtual Reality VR and augmented Reality AR, it has a remarkable position and an important background with its role of ensuring contact between the software environment and the user. It was popular in the entertainment sector, in particularly industry, but over time, it becomes apparent that there would be a much greater need for VR/AR technologies in different areas dealing with tasks/issues in the real world. In This article we provide an overview of virtual and augmented reality systems and their principal domains of applications.


Author(s):  
Ozlem Kulak ◽  
Anastasia Drobysheva ◽  
Neda Wick ◽  
Simone Arvisais-Anhalt ◽  
Sharon Koorse Germans ◽  
...  

Context.— Smart glasses are a wearable technology that enable hands-free data acquisition and entry. Objective.— To develop a surgical pathology grossing application on a smart glass platform. Design.— An existing logistics software for the Google Glass Enterprise smart glass platform was used to create surgical pathology grossing protocols. The 2 grossing protocols were developed to simulate grossing a complex (heart) and a simple (kidney) specimen. For both protocols, users were visually prompted by the smart glass device to perform each task, record measurements, or document the field of view. In addition to measuring the total time of the protocol performance, each substep within the protocol was automatically recorded. Subsequently, a report was generated that contained the dictation, images, voice recordings, and the timing of each step. The application was tested by 3 users using the 2 grossing protocols. The users were tracked across 3 grossing procedures for each protocol. Results.— For the complex specimen grossing the average time across repeated procedures was not significantly different between users (P = .999). However, when grossing times of the complex specimen were compared for repeated performances of the same user, a significant reduction in grossing times was observed with each repetition (P = .002). For the simple specimen, the average grossing time across multiple attempts was different among users (P = .03); however, no improvement in grossing time was observed with repeated performance (P = .499). Conclusions.— Augmented reality based grossing applications can provide automated data collection to track the changes in grossing performance over time.


2021 ◽  
Vol 12 ◽  
Author(s):  
Michael DiBenigno ◽  
Mehmet Kosa ◽  
Mina C. Johnson-Glenberg

Covid-19 has prompted a surge of data visualizations that have been published for public consumption, yet, many have not had broad appeal or may have not been well-understood by laypeople. A data storytelling platform called Flow Immersive has been created to successfully engage both laypeople and experts in understanding complex information. This tool integrates emerging technologies [e.g., augmented reality (AR) and virtual reality (VR)] with a multiplatform, multiuser publishing approach. From October 2020 to December 2020, Flow’s Covid-19 AR videos captured 9 million (9,000,000) views, and have been used in multiple professional presentations. This paper documents the journey from development to deployment, and some user feedback which all led to breakthroughs in scalability and higher levels of engagement.


Author(s):  
B.S. Goryachkin ◽  
M.D. Kaurov

Currently, scientists identify such a basic human need as information hunger. This means that a person strives to obtain a certain amount of information every day. However, it should not just be the volume of any information, it also has various requirements, such as: volume, reliability, saturation, openness, value and timeliness. In order to ensure the need for rapid access to information, the trend towards the development of digital technologies is becoming increasingly evident in the modern world. The development of information access technologies has led to the creation of many ways to provide a person with the information they requested quickly and efficiently, but the most modern means include virtual reality (VR) and augmented reality (AR) technologies. While virtual reality technologies provide a potentially larger amount of information, augmented reality technologies are more in demand in everyday life, because, unlike VR technologies, they allow the user to observe the real world with the addition of the information he needs. When developing this technology, the goal has always been to most effectively recognize objects in the information field and bring them into the field of view of the operator. The hardware part of the implementation of this technology must have a camera and a monitor. The most common and affordable digital device is a smartphone that fully meets the requirements of this technology. The article discusses the current state of AR technology, primarily the means of developing AR applications for Android. To write any applications, in particular, AR applications for Android, you must use a set of development tools (Softaware Development Kit), otherwise the SDK.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


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