scholarly journals Interocular conflict from a monocular augmented reality display: Impact of visual characteristics on performance

PLoS ONE ◽  
2021 ◽  
Vol 16 (9) ◽  
pp. e0256766
Author(s):  
Elodie Bayle ◽  
Sylvain Hourlier ◽  
Sylvie Lelandais ◽  
Charles-Antoine Salasc ◽  
Laure Leroy ◽  
...  

In monocular see-through augmented reality systems, each eye is stimulated differently by a monocular image that is superimposed on the binocular background. This can impair binocular fusion, due to interocular conflict. As a function of visual characteristics, the latter can have a greater or lesser impact on user comfort and performance. This study tested several visual characteristics of a binocular background and a monocular element during an exposure that reproduced the interocular conflict induced by a monocular see-through near-eye display. The aim was to identify which factors impact the user’s performance. Performance was measured as target tracking and event detection, identification, fixation time, and latency. Our results demonstrate that performance is a function of the binocular background. Furthermore, exogenous attentional stimulation, in the form of a pulse with different levels of contrast applied to the monocular display, appears to preserve performance in most background conditions.

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

Author(s):  
Nina Ferreri ◽  
Christopher B. Mayhorn

As digital technology develops, users create expectations for performance that may be violated when malfunctions occur. This project examined how priming expectations of technology performance (high v. low v. no) and experiences of technology malfunction (present v. not present) can influence feelings of frustration and performance on a task. A preliminary sample of 42 undergraduate participants completed a QR code scavenger hunt using the augmented reality mobile app, ARIS. Following the task, participants reported what they found for each scavenger hunt clue, their responses to failures in digital technology, and technology acceptance attitudes. Several factorial ANOVAs revealed a main effect for expectation on adaptive items of the RFDT scale and a main effect for malfunction on performance level. This suggests a potential contradiction between attitudes and behaviors when considering a common scenario involving technology.


2014 ◽  
Vol 12 (2) ◽  
pp. 245-265 ◽  
Author(s):  
Renaldas Vilkancas

There is little literature considering effects that the loss-gain threshold used for dividing good and bad outcomes by all downside (upside) risk measures has on portfolio optimization and performance. The purpose of this study is to assess the performance of portfolios optimized with respect to the Omega function developed by Keating and Shadwick at different levels of the threshold returns. The most common choices of the threshold values used in various Omega studies cover the risk-free rate and the average market return or simply a zero return, even though the inventors of this measure for risk warn that “using the values of the Omega function at particular points can be critically misleading” and that “only the entire Omega function contains information on distribution”. The obtained results demonstrate the importance of the selected values of the threshold return on portfolio performance – higher levels of the threshold lead to an increase in portfolio returns, albeit at the expense of a higher risk. In fact, within a certain threshold interval, Omega-optimized portfolios achieved the highest net return, compared with all other strategies for portfolio optimization using three different test datasets. However, beyond a certain limit, high threshold values will actually start hurting portfolio performance while meta-heuristic optimizers typically are able to produce a solution at any level of the threshold, and the obtained results would most likely be financially meaningless.


2018 ◽  
Vol 2 (3-2) ◽  
pp. 188
Author(s):  
Oo Yew Beng Keat ◽  
Noorhaniza Wahid ◽  
Norhanifah Murli ◽  
Rahayu A. Hamid

Augmented reality (AR) is a technology that overlay the computer generated image on real world object. AR has been implemented in various fields and one of the fields is edutainment-based game. Edutainment-based game is a game designed to make the learning process become more fun. Among the edutainment gameplay genre such as tile-matching, action puzzles, traditional puzzle games, and hidden object. However, there are still a lack of edutainment gameplay that utilizes AR technology for hidden object game genre. The hidden object game in the market today does not use 3D scene as their background. Therefore, the objective of this project is to develop an AR edutainment game in 3D scene view by using hidden object puzzle genre. This edutainment game can be used as an alternative edutainment teaching aids in kindergarten and primary school. Player’s enjoyment is measured based on the evaluation of user acceptance level towards the gameplay, functionality and performance level. Results of user testing shows that 67% of the total respondents strongly agreed that this game is enjoying to be played. In addition, there are 53% of the respondents agreed that the game is stable when being played in a mobile device. Next, there are 67% of the respondents agreed that the presentation of the information and instruction are clear.


Author(s):  
Peer Hasselmeyer ◽  
Gregory Katsaros ◽  
Bastian Koller ◽  
Philipp Wieder

The management of the entire service landscape comprising a Cloud environment is a complex and challenging venture. There, one task of utmost importance, is the generation and processing of information about the state, health, and performance of the various services and IT components, something which is generally referred to as monitoring. Such information is the foundation for proper assessment and management of the whole Cloud. This chapter pursues two objectives: first, to provide an overview of monitoring in Cloud environments and, second, to propose a solution for interoperable and vendor-independent Cloud monitoring. Along the way, the authors motivate the necessity of monitoring at the different levels of Cloud infrastructures, introduce selected state-of-the-art, and extract requirements for Cloud monitoring. Based on these requirements, the following sections depict a Cloud monitoring solution and describe current developments towards interoperable, open, and extensible Cloud monitoring frameworks.


Author(s):  
Guoliang Fan ◽  
Yi Ding

Semantic event detection is an active and interesting research topic in the field of video mining. The major challenge is the semantic gap between low-level features and high-level semantics. In this chapter, we will advance a new sports video mining framework where a hybrid generative-discriminative approach is used for event detection. Specifically, we propose a three-layer semantic space by which event detection is converted into two inter-related statistical inference procedures that involve semantic analysis at different levels. The first is to infer the mid-level semantic structures from the low-level visual features via generative models, which can serve as building blocks of high-level semantic analysis. The second is to detect high-level semantics from mid-level semantic structures using discriminative models, which are of direct interests to users. In this framework we can explicitly represent and detect semantics at different levels. The use of generative and discriminative approaches in two different stages is proved to be effective and appropriate for event detection in sports video. The experimental results from a set of American football video data demonstrate that the proposed framework offers promising results compared with traditional approaches.


Author(s):  
Alessandra Meschini ◽  
Daniele Rossi ◽  
Enrica Petrucci ◽  
Filippo Sicuranza

The purpose of this chapter is to investigate some of the opportunities offered by technological innovations, in particular referring the specific application areas of Augmented Reality and Augmented Virtuality. The contribution presents a series of applications based on effective tests of innovative communication, which are characterized by different levels of interactivity and immersion. The general subject of interest is the city of Ascoli Piceno considering both the city as a whole and particular places/buildings of value (case studies). The central aim is to construct an informational/educational approach to real objects in innovative terms, experimenting each time with the most useful ‘container' (communicational product) to enable the best knowledge of a determined heritage.


2020 ◽  
Vol 12 (7) ◽  
pp. 2766 ◽  
Author(s):  
Beatriz Andres ◽  
Vicente Javier Blanes

This paper proposes a negotiation approach to support the strategies alignment (SA) collaborative process. The negotiation approach is presented as a complementary mechanism to deal with the SA process. The strategies alignment negotiation approach (SA-NA) considers three different levels of collaboration, which differ by the accurateness of information and amount of data exchanged among the collaborative enterprises. Accordingly, three negotiation processes are proposed, equivalent to the three collaboration levels identified. This paper describes from a conceptual and mathematical point of views the phases of the SA-NA to carry out at each collaboration level. The SA-NA enables users to identify aligned strategies to be activated by the collaborative network (CN) partners. The main aim of the SA-NA is to identify those aligned strategies that satisfy all the CN enterprises, allowing users to achieve the objectives and performance levels required at the enterprises’ level while the network performance is maximized. The SA-NA enables CN partners to negotiate and achieve a suitable solution for all the CN enterprises, promoting sustainable collaboration among the partners participating in the CN through the activation of aligned strategies.


2020 ◽  
Vol 2020 ◽  
pp. 1-11
Author(s):  
Shoushuo Wang ◽  
Zhigang Du ◽  
Fangtong Jiao ◽  
Libo Yang ◽  
Yudan Ni

This study aims to investigate the impact of the urban undersea tunnel longitudinal slope on the visual characteristics of drivers. 20 drivers were enrolled to conduct the real vehicle test of the urban undersea tunnel. First, the data of average fixation time and visual lobe were collected by an eye tracker. The differential significance was tested using the one-way repeated measures analysis of variance (ANOVA). Then, the difference between the up-and-down slope (direction) factor and the longitudinal slope (percent) factor on the two indexes were analyzed using the two-way repeated measures ANOVA. Second, by constructing a Lorentz model, the impact of the longitudinal slope on the average fixation time and the visual lobe were analyzed. Besides, a three-dimensional model of the longitudinal slope, average fixation time, and visual lobe was quantified. The results showed that the average fixation time and visual lobe under different longitudinal slopes markedly differed when driving on the uphill and downhill sections. The average fixation time and visual lobe under two factors were markedly different. Moreover, with an increase in the longitudinal slope, the average fixation time exhibited a trend of increasing first then decreasing; the visual lobe exhibited a trend of decreasing first and then increasing. The average fixation time reached the minimum and maximum value when the slope was 2.15% and 4.0%, whereas the visual lobe reached the maximum and minimum value when the slope was 2.88% and 4.0%. Overall, the longitudinal slope exerted a great impact on the visual load of the driver.


2020 ◽  
Vol 142 (3) ◽  
Author(s):  
R. M. Patterson ◽  
N. Hershberger ◽  
E. Balyakina ◽  
W. Capell ◽  
A. Mirochnitchenko ◽  
...  

Abstract Ballet dancers have finite careers due to the demands placed upon their bodies throughout years of training, study, and performance. The average age a dancer retires is 34 due to persistent stress on their joints and injuries due to mechanical overload or overuse. Proper form is crucial to prevent injury. The aim of this study was to establish benchmarks for normal movement patterns among professional dancers. Ten professional ballerinas were studied. Reflective markers were placed on the pelvis, left and right anterior superior iliac spine (ASIS), and posterior iliac spine (PSIS) to evaluate motion during Barre movements: plié, grand battement, and développé. Pelvis flexion/extension, mediolateral rotation, and torsion were analyzed. These motions test different skills. The plié is a controlled coordinated motion using both legs. The grand battement and développé both require leg extension, one with a quick motion that creates momentum and one using controlled motion that requires strength. Each requires core and pelvis stability to perform accurately and with less injury. Dancers' motions were consistent. Maximum pelvis range of motion for the plié, grand battement, and développé were 8.0, 42, and 50 deg, respectively. This represents usable benchmarks with which other dancers may be compared, for example, those who are at different levels of training, injured, predisposed to injury, or recovering from injury. Early recognition of pathologic movement patterns could benefit professional and amateur dancers by helping to prevent injuries, and potentially improve the quality and length of their careers.


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