scholarly journals Viewpoint Usability for Desktop Augmented Reality

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

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.


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.


Author(s):  
Chiara Höhler ◽  
Nils David Rasamoel ◽  
Nina Rohrbach ◽  
John Paulin Hansen ◽  
Klaus Jahn ◽  
...  

Abstract Background Augmented Reality (AR)-based interventions are applied in neurorehabilitation with increasing frequency. Depth perception is required for the intended interaction within AR environments. Until now, however, it is unclear whether patients after stroke with impaired visuospatial perception (VSP) are able to perceive depth in the AR environment. Methods Different aspects of VSP (stereovision and spatial localization/visuoconstruction) were assessed in 20 patients after stroke (mean age: 64 ± 14 years) and 20 healthy subjects (HS, mean age: 28 ± 8 years) using clinical tests. The group of HS was recruited to assess the validity of the developed AR tasks in testing stereovision. To measure perception of holographic objects, three distance judgment tasks and one three-dimensionality task were designed. The effect of impaired stereovision on performance in each AR task was analyzed. AR task performance was modeled by aspects of VSP using separate regression analyses for HS and for patients. Results In HS, stereovision had a significant effect on the performance in all AR distance judgment tasks (p = 0.021, p = 0.002, p = 0.046) and in the three-dimensionality task (p = 0.003). Individual quality of stereovision significantly predicted the accuracy in each distance judgment task and was highly related to the ability to perceive holograms as three-dimensional (p = 0.001). In stroke-survivors, impaired stereovision had a specific deterioration effect on only one distance judgment task (p = 0.042), whereas the three-dimensionality task was unaffected (p = 0.317). Regression analyses confirmed a lacking impact of patients’ quality of stereovision on AR task performance, while spatial localization/visuoconstruction significantly prognosticated the accuracy in distance estimation of geometric objects in two AR tasks. Conclusion Impairments in VSP reduce the ability to estimate distance and to perceive three-dimensionality in an AR environment. While stereovision is key for task performance in HS, spatial localization/visuoconstruction is predominant in patients. Since impairments in VSP are present after stroke, these findings might be crucial when AR is applied for neurorehabilitative treatment. In order to maximize the therapy outcome, the design of AR games should be adapted to patients’ impaired VSP.  Trial registration: The trial was not registered, as it was an observational study.


1998 ◽  
Vol 7 (3) ◽  
pp. 262-277 ◽  
Author(s):  
Frank A. Biocca ◽  
J.P. Rolland

Among the most critical issues in the design of immersive virtual environments are those that deal with the problem of technologically induced intersensory conflict and one of the results, sensorimotor adaptation. An experiment was conducted to support the design of a prototype see-through, head-mounted display (HMD). When wearing video see-through HMDs in augmented reality systems, subjects see the world around them through a pair of head-mounted video cameras. The study looked at the effects of sensory rearrangement caused by a HMD design that displaced the user's “virtual” eye position forward (165 mm) and above (62 mm) toward the spatial position of the cameras. The position of the cameras creates images of the world that are slightly downward and inward from normal. Measures of hand-eye coordination and speed on a manual pegboard task revealed substantial perceptual costs of the eye displacement initially, but also evidence of adaptation. Upon first wearing the video see-through HMD, subjects' pointing errors increased significantly along the spatial dimensions displaced (the y dimension, above-below the target, and z dimension, in front-behind the target). Speed of performance on the pegboard task decreased by 43% compared to baseline performance. Pointing accuracy improved by approximately 33% as subjects adapted to the sensory rearrangement, but it did not reach baseline performance. When subjects removed the see-through HMD, there was evidence that their hand-eye coordination had been altered. Negative aftereffects were observed in the form of greater errors in pointing accuracy compared to baseline. Although these aftereffects are temporary, the results may have serious practical implications for the use of video see-through HMDs by users (e.g., surgeons) who depend on very accurate hand-eye coordination.


2021 ◽  
Author(s):  
Chiara Höhler ◽  
Nils David Rasamoel ◽  
Nina Rohrbach ◽  
John Paulin Hansen ◽  
Klaus Jahn ◽  
...  

Abstract Background Augmented Reality (AR)-based interventions are applied in neurorehabilitation with increasing frequency. Depth perception is required for the intended interaction within AR environments. Until now, however, it is unclear whether patients after stroke with impaired visuospatial perception (VSP) are able to perceive depth in the AR environment.Methods Different aspects of VSP (stereovision and spatial localization / visuoconstruction) were assessed in 20 patients after stroke (mean age: 64 ± 14 years) and 20 healthy subjects (HS, mean age: 28 ± 8 years) using clinical tests. The group of HS was recruited to assess the validity of the developed AR tasks in testing stereovision. To measure perception of holographic objects, three distance judgment tasks and one three-dimensionality task were designed. The effect of impaired stereovision on performance in each AR task was analyzed. AR task performance was modeled by aspects of VSP using separate regression analyses for HS and for patients.Results In HS, stereovision had a significant effect on the performance in all AR distance judgment tasks (p = .021, p = .002, p = .046) and in the three-dimensionality task (p = .003). Individual quality of stereovision significantly predicted the accuracy in each distance judgment task and was highly related to the ability to perceive holograms as three-dimensional (p = .001). In stroke-survivors, impaired stereovision had a specific deterioration effect on only one distance judgment task (p = .042), whereas the three-dimensionality task was unaffected (p = .317). Regression analyses confirmed a lacking impact of patients’ quality of stereovision on AR task performance, while spatial localization / visuoconstruction significantly prognosticated the accuracy in distance estimation of geometric objects in two AR tasks.Conclusion Impairments in VSP reduce the ability to estimate distance and to perceive three-dimensionality in an AR environment. While stereovision is key for task performance in HS, spatial localization / visuoconstruction is predominant in patients. Since impairments in VSP are present after stroke, these findings might be crucial when AR is applied for neurorehabilitative treatment. In order to maximize the therapy outcome, the design of AR games should be adapted to patients’ impaired VSP.Trial registration The trial was not registered, as it was an observational study.


Author(s):  
Yalda Ghasemi ◽  
Ankit Singh ◽  
Myunghee Kim ◽  
Andrew Johnson ◽  
Heejin Jeong

An augmented reality (AR) environment includes a set of digital elements with which the users interact while performing certain tasks. Recent AR head-mounted displays allow users to select how these elements are presented. However, few studies have been conducted to examine the effect of presenting augmented content on user performance and workload. This study aims to evaluate two methods of presenting augmented content — world-locked and head-locked modes in a data entry task. A total of eighteen participants performed the data entry task in this study. The effectiveness of each mode is evaluated in terms of task performance, muscle activity, perceived workload, and usability. The results show that the task completion time is shorter, and the typing speed is significantly faster in the head-locked mode while the world-locked mode achieved higher scores in terms of preference. The findings of this study can be applied to AR user interfaces to improve content presentation and enhance the user experience.


2019 ◽  
Author(s):  
Paul Linton

Near distances are overestimated in virtual reality, and far distances are underestimated, but an explanation for these distortions remains elusive. One potential concern is that whilst the eye rotates to look at the virtual scene, the virtual cameras remain static. Could using eye-tracking to change the perspective of the virtual cameras as the eye rotates improve depth perception in virtual reality? This paper identifies 14 distinct perspective distortions that could in theory occur from keeping the virtual cameras fixed whilst the eye rotates in the context of near-eye displays. However, the impact of eye movements on the displayed image depends on the optical, rather than physical, distance of the display. Since the optical distance of most head-mounted displays is over 1m, most of these distortions will have only a negligible effect. The exception are ‘gaze-contingent disparities’, which will leave near virtual objects looking displaced from physical objects that are meant to be at the same distance in augmented reality.


2018 ◽  
pp. 698-719
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.


2012 ◽  
Vol 60 (S 01) ◽  
Author(s):  
M Arsalan ◽  
A Van Linden ◽  
M Tackenberg ◽  
J Blumenstein ◽  
T Ziegelhöffer ◽  
...  

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