scholarly journals Anforderungen sicherheitskritischer Dienste an Augmented Reality-Lösungen – Wassertiefenmessung in einem Seehafen

Author(s):  
Julia Bräker ◽  
Anna Osterbrink ◽  
Manuel Wiesche ◽  
Martin Semmann

ZusammenfassungAugmented Reality ist eine zunehmend weiter verbreitete Technologie. Die Potenziale in Bereichen außergewöhnlich hoher kognitiver Anforderungen in sicherheitskritischen Kontexten sind bisher allerdings wenig untersucht. Insbesondere Dienstleistungen, die umfassendes Fachwissen voraussetzen, sicherheitskritisch sind und parallel auszuführende Aufgaben erfordern, können durch den Einsatz von Augmented Reality in ihrer Ausführung unterstützt werden. In solchen Dienstleistungen ermöglicht Augmented Reality eine nahtlose Integration wesentlicher Informationen in das Sichtfeld der Nutzenden. Beim Einsatz von Head-Mounted Displays kann zudem eine freihändige Interaktion erfolgen. Diese Arbeit untersucht die nutzerzentrierten Anforderungen an Augmented Reality-Lösungen in einem sicherheitskritischen Bereich im Betrieb eines großen europäischen Seehafens. Konkret geht es um Wassertiefenmessung des gesamten Hafengebiets zur Instandhaltung der Hafeninfrastruktur. Basierend auf elf Think-Aloud-Sitzungen während der Messfahrten, zwei Experteninterviews und zwei Expertenworkshops, wurden fünf Anforderungen an Augmented Reality bei der Wassertiefenmessung abgeleitet, die eine Lösung zur Unterstützung der Dienstleistung erfüllen sollte. Unseres Wissens nach präsentieren wir damit die erste Studie zur Anwendbarkeit und Umsetzbarkeit von Augmented Reality in der maritimen Industrie und identifizieren Anforderungen, die sich auf die weitere Forschung zum Einsatz von Augmented Reality in sicherheitskritischen Umgebungen übertragen lassen.

Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2234
Author(s):  
Sebastian Kapp ◽  
Michael Barz ◽  
Sergey Mukhametov ◽  
Daniel Sonntag ◽  
Jochen Kuhn

Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (n=21). On average, we found that gaze estimates are reported with an angular accuracy of 0.83 degrees and a precision of 0.27 degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.


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.


2006 ◽  
Vol 5 (3) ◽  
pp. 33-39 ◽  
Author(s):  
Seokhee Jeon ◽  
Hyeongseop Shim ◽  
Gerard J. Kim

In this paper, we have investigated the comparative usability among three different viewing configurations of augmented reality (AR) system that uses a desktop monitor instead of a head mounted display. In many cases, due to operational or cost reasons, the use of head mounted displays may not be viable. Such a configuration is bound to cause usability problems because of the mismatch in the user's proprioception, scale, hand eye coordination, and the reduced 3D depth perception. We asked a pool of subjects to carry out an object manipulation task in three different desktop AR set ups. We measured the subject's task performance and surveyed for the perceived usability and preference. Our results indicated that placing a fixed camera in the back of the user was the best option for convenience and attaching a camera on the user�s head for task performance. The results should provide a valuable guide for designing desktop augmented reality systems without head mounted displays


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Pei-Luen Patrick Rau ◽  
Jian Zheng ◽  
Zhi Guo

Purpose This study aims to investigate “immersive reading,” which occurs when individuals read text while in a virtual reality (VR) or augmented reality (AR) environment. Design/methodology/approach In Experiment 1, 64 participants read text passages and answered multiple-choice questions in VR and AR head-mounted displays (HMDs) compared with doing the same task on liquid crystal display (LCD). In Experiment 2, 31 participants performed the same reading tasks but with two VR HMDs of different display quality. Findings Compared with reading on LCD as the baseline, participants reading in VR and AR HMDs got 82% (VR) and 88% (AR) of the information accurately. Participants tended to respond more accurately and faster, though not statistically significant, with the VR HMD of higher pixel density in the speed-reading task. Originality/value The authors observed the speed and accuracy of reading in VR and AR environments, compared with the reading speed and accuracy on an LCD monitor. The authors also compared the reading performance on two VR HMDs that differed in display quality but were otherwise similar in every way.


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):  
Gabriele Baldissone ◽  
Eleonora Pilone ◽  
Lorenzo Comberti ◽  
Vincenzo Tarsitano

In recent years augmented reality has begun to be a presence in various industrial sectors. In augmented reality the operator's perception of reality is enriched through virtual information useful to help him in his working activity. Augmented reality can be generated through various technical solutions. A first classification can be made based on how the equipment is used: head mounted displays, handheld displays, and spatial displays. Maintenance can benefit from the introduction of augmented reality as it can help operators in activities characterized by variability and in the risky activities. This is because augmented reality allows to remember the steps of the procedures and highlight the dangers if present. However, the use of augmented reality devices can bring new dangers including ergonomic problems or visual fatigue or information overload. This chapter presents an index methodology for assessing the risks introduced by augmented reality devices.


2019 ◽  
Vol 9 (23) ◽  
pp. 5123 ◽  
Author(s):  
Diego Vaquero-Melchor ◽  
Ana M. Bernardos

Nowadays, Augmented-Reality (AR) head-mounted displays (HMD) deliver a more immersive visualization of virtual contents, but the available means of interaction, mainly based on gesture and/or voice, are yet limited and obviously lack realism and expressivity when compared to traditional physical means. In this sense, the integration of haptics within AR may help to deliver an enriched experience, while facilitating the performance of specific actions, such as repositioning or resizing tasks, that are still dependent on the user’s skills. In this direction, this paper gathers the description of a flexible architecture designed to deploy haptically enabled AR applications both for mobile and wearable visualization devices. The haptic feedback may be generated through a variety of devices (e.g., wearable, graspable, or mid-air ones), and the architecture facilitates handling the specificity of each. For this reason, within the paper, it is discussed how to generate a haptic representation of a 3D digital object depending on the application and the target device. Additionally, the paper includes an analysis of practical, relevant issues that arise when setting up a system to work with specific devices like HMD (e.g., HoloLens) and mid-air haptic devices (e.g., Ultrahaptics), such as the alignment between the real world and the virtual one. The architecture applicability is demonstrated through the implementation of two applications: (a) Form Inspector and (b) Simon Game, built for HoloLens and iOS mobile phones for visualization and for UHK for mid-air haptics delivery. These applications have been used to explore with nine users the efficiency, meaningfulness, and usefulness of mid-air haptics for form perception, object resizing, and push interaction tasks. Results show that, although mobile interaction is preferred when this option is available, haptics turn out to be more meaningful in identifying shapes when compared to what users initially expect and in contributing to the execution of resizing tasks. Moreover, this preliminary user study reveals some design issues when working with haptic AR. For example, users may be expecting a tailored interface metaphor, not necessarily inspired in natural interaction. This has been the case of our proposal of virtual pressable buttons, built mimicking real buttons by using haptics, but differently interpreted by the study participants.


2013 ◽  
Vol 22 (2) ◽  
pp. 171-190 ◽  
Author(s):  
Michele Fiorentino ◽  
Saverio Debernardis ◽  
Antonio E. Uva ◽  
Giuseppe Monno

The application of augmented reality in industrial environments requires an effective visualization of text on a see-through head-mounted display (HMD). The main contribution of this work is an empirical study of text styles as viewed through a monocular optical see-through display on three real workshop backgrounds, examining four colors and four different text styles. We ran 2,520 test trials with 14 participants using a mixed design and evaluated completion time and error rates. We found that both presentation mode and background influence the readability of text, but there is no interaction effect between these two variables. Another interesting aspect is that the presentation mode differentially influences completion time and error rate. The present study allows us to draw some guidelines for an effective use of AR text visualization in industrial environments. We suggest maximum contrast when reading time is important, and the use of colors to reduce errors. We also recommend a colored billboard with transparent text where colors have a specific meaning.


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