The Challenges of Evaluating the Usability of Augmented Reality (AR)

Author(s):  
Jessyca L. Derby ◽  
Barbara S. Chaparro

Augmented reality (AR) is a new and emerging technology that could benefit from evaluating its usability to better the user’s experience with the device or application. This is often done through usability testing and heuristic evaluations. However, AR technology presents some challenges when completing these usability evaluations. Practitioners need to keep in mind the hardware limitations of AR devices that may not be present with other computerized technology, consistency of the users’ environment plays a larger role in the AR experience, recognize that a novelty effect may occur and affect subjective scores, and choose heuristic sets that will best evaluate AR applications. Practitioners need to be aware of these challenges and overcome them to accurately assess the usability of these products to gain insights about what should be changed to make the overall experience with the product better.

Author(s):  
Mi Jeong Kim ◽  
Xiangyu Wang ◽  
Xingquan Zhu ◽  
Shih-Chung Kang

A growing body of research has shown that Augmented Reality (AR) has the potential to contribute to interaction and visualization for architecture and design. While this emerging technology has only been developed for the past decade, numerous journals and conferences in architecture and design have published articles related to AR. This chapter reviews 44 articles on AR especially related to the architecture and design area that were published from 2005 to 2011. Further, this chapter discusses the representative AR research works in terms of four aspects: AR concept, AR implementation, AR evaluation, and AR industry adoption. The chapter draws conclusions about major findings, research issues, and future research directions through the review results. This chapter will be a basis for future research of AR in architecture and design areas.


Author(s):  
Çelebi Uluyol ◽  
Sami Şahin

Augmented Reality (AR) is an emerging technology that bridges the gap between the computer-generated digital information and the reality in real time. Despite the use of AR in numerous disciplines such as architecture, e-learning system, entertainment, medicine, engineering, and e-commerce, it has also potential implications in education. Therefore, in this study, augmented reality use in education is considered in all aspects. After the advantages and disadvantages of AR use in education is explained detailed, the phases of augmented reality book development are discussed. As a result, researchers should work on experimental studies to investigate how AR applications can be applied in educational settings in the future.


Orthopedics ◽  
2014 ◽  
Vol 37 (11) ◽  
pp. 751-757 ◽  
Author(s):  
Bennie G.P. Lindeque ◽  
Brent A. Ponce ◽  
Mariano E. Menendez ◽  
Lasun O. Oladeji ◽  
Charles T. Fryberger ◽  
...  

2017 ◽  
Vol 34 (9) ◽  
pp. 1-5
Author(s):  
Peter Fernandez

Purpose This column aims to summarize developments in augmented reality and use those developments to help explain trends that influence the likelihood of mainstream adoption. Design/methodology/approach The idea of augmented reality also drives the development of many other related technologies, including wearables, haptic technologies and many others that have been featured in this column. Findings Developers invest in the future based on the idea that widespread use of augmented reality is just around the corner. Yet in many ways, it still appears to be a technology eternally on the cusp of mainstream adoption. Originality/value In 2014, this column looked at augmented reality as an important emerging technology. Nearly three years later, some libraries continue to use it in groundbreaking ways, and it has grown by leaps and bounds.


Author(s):  
Leidy Diana Díaz Nieto ◽  
Sonia Patricia Nieto Aguirre

Resumen El propósito de este documento es describir un campo de la realidad virtual, la realidad aumentada, término que hace referencia a una tecnología que está adquiriendo gran importancia en diferentes áreas por sus diversas aplicaciones y novedad. El objetivo de un sistema con realidad aumentada es combinar la imagen registrada por un usuario del mundo real a través de un dispositivo, con elementos tridimensionales procesados a través de una computadora. Esta característica permite a la tecnología de la realidad aumentada convertirse en un instrumento útil en áreas como educación, publicidad, desarrollo y comercialización en la industria, así como en entretenimiento, medicina y otras ciencias; se fundamenta en la combinación de otras tecnologías y es partícipe en la generación de técnicas de interacción hombre-máquina. Palabras ClaveEducación, multimedia, realidad aumentada, tecnología emergente.   Abstract The purpose of this paper is to describe a field of virtual reality, augmented reality, a term that refers to a technology that is gaining importance in different areas for various applications and novelty. The goal of an augmented reality system is to combine the image recorded by a real-world user through a device with three-dimensional elements processed through a computer. This feature allows the augmented reality technology into a useful tool in areas such as education, publicity, development and marketing in the industry as well as entertainment, medicine and other sciences, is based on a combination of other technologies and is participating techniques to generate human-machine interaction. KeywordsEducation, multimedia, augmented reality, emerging technology


2021 ◽  
Vol 8 (3) ◽  
pp. 557
Author(s):  
Togu Novriansyah Turnip ◽  
Lidya Pebrina Manurung ◽  
Marthin Halomoan Tampubolon ◽  
Ronaldo Sitanggang

<p>Universitas atau kampus merupakan institusi pendidikan tinggi dan penelitian yang memberikan gelar akademik dalam berbagai bidang. Kampus tentunya memiliki beberapa gedung yang dapat digunakan sebagai ruangan kelas, laboratorium, ruang dosen, dll. Pada waktu tertentu sebuah kampus tidak jarang dikunjungi oleh tamu, yang berkeliling kampus dan mengunjungi gedung-gedung di lingkungan kampus. Tidak hanya tamu, Kampus juga kedatangan mahasiswa baru setiap tahun ajaran baru. Setiap kegiatan tur kampus yang dilakukan tamu maupun mahasiswa baru, harus selalu dituntun oleh dosen maupun mahasiswa. Berdasarkan kasus tersebut, penelitian ini bertujuan untuk mengimplementasikan Teknologi <em>Augmented reality</em> (AR) dengan menggunakan metode <em>Marker</em>-<em>Based</em>. Aplikasi ini menjadi aplikasi yang dapat digunakan sebagai pengenalan gedung kampus. Setiap gedung akan mempunyai <em>marker</em> atau penanda unik khusus yang berbeda pada setiap gedung. Konsep dari pengimplementasian aplikasi ini adalah, dengan mengarahkan kamera yang dibuka melalui aplikasi ini dan mengarahkan kamera tersebut ke <em>marker</em> yang ditemui di gedung yang sedang dikunjungi. Kamera akan mengidentifikasi <em>marker</em>, jika <em>marker</em> dikenali maka objek 3D dari gedung tersebut akan muncul tepat diatas <em>marker</em> untuk memberikan pengguna bagaimana bentuk keseluruhan gedung. Tidak hanya objek 3D, aplikasi juga menyediakan informasi mengenai gedung tersebut dan juga gambar dari posisi <em>user</em> beserta dua gedung terdekat yang dapat dikunjungi pengguna setelahnya. Dengan menggunakan aplikasi ini, pengunjung tidak memerlukan seseorang untuk menuntunnya berkeliling di sekitaran kampus. Aplikasi ini sudah diuji dengan <em>usability testing </em>dan kepuasan pengguna mencapai 83,4 % yang berarti bahwa aplikasi dapat digunakan dan berfungsi bagi pengguna</p><p><strong><em>Abstract</em></strong></p><p><em>The university or campus is a higher education and research institution that provides academic degrees in various fields. The university certainly has several buildings that can be used as classrooms, laboratories, lecturers' rooms, etc. At a certain time, a university is not infrequently visited by guests, who tour the campus and visit buildings in the university environment. Not only guests, but the University also has new students every new school year. Every campus tour activity carried out by guests or new students, must always be guided by both lecturers and students. Based on these cases, this study aims to implement Augmented reality (AR) Technology using the Marker-Based method. This application is a building recognition application that can be used at a University. Each building will have a unique marker on each building. The concept of implementing this application is, by directing the camera opened through this application and directing the camera to the marker found in the building being visited. The camera will identify the marker, if the marker is recognized then the 3D object of the building will appear directly above the marker to give the user what the overall shape of the building looks like. Not only 3D objects, but the application also provides information about the building and also a picture of the user's position along with the two closest buildings that the user can visit afterward. By using this application, visitors do not need someone to guide them around the campus. This application has been tested with usability testing and user satisfaction reaches 83,4% which means that the application can be used and functioning for the user.</em></p>


2016 ◽  
pp. 834-844
Author(s):  
Linda M. Gallant ◽  
Gloria M. Boone ◽  
Christopher S. LaRoche

Context and the pervasive environment play a much greater role in mobile technology usage than stationary technology for which usability standards and methods were traditionally developed. The examination of mobile usability shows complex issues due to the ubiquitous and portable nature of mobile devices. This chapter presents the current state of mobile usability testing. More specially, topics covered are various usability testing methods, contextual complexity, audio interfaces, eye and hands-free interactions, augmented reality, and recommendation systems.


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