scholarly journals A Systematic Review of User Acceptance in Industrial Augmented Reality

2021 ◽  
Vol 6 ◽  
Author(s):  
Moritz Quandt ◽  
Michael Freitag

In the industrial work context, Augmented Reality (AR) can support work processes and employees’ cognitive relief through the location-specific and context-related superimposition of real objects with virtual information. The AR-based support of industrial work processes ranges over product development, manufacturing, assembly, maintenance, and training. In all these areas, numerous location-based AR support functions are being prototypically implemented, aiming to improve work efficiency, communication in mobile work situations, or employee qualification in the work process. In contrast to the increasing number of developed AR solutions in recent years, there is no widespread use of these solutions in industrial practice. AR systems’ successful introduction is closely related to user acceptance, which has not been comprehensively considered over the system development process. In addition to improving AR hardware ergonomic features, usability or user interface design play an essential role in user acceptance. Particularly in the context of employee qualification, increasing employee engagement can be named as a success factor. Previous user studies of industrial AR systems only include individual user acceptance aspects. The use of game elements has not been widely addressed in connection with manual tasks in production environments, including AR-based assistance systems. This paper aims to examine user acceptance of industrial AR systems and the relevant factors for investigating user acceptance, e.g., ease of use or enjoyment, based on a systematic literature review. An analysis of existing review articles on industrial AR systems elaborates the current state of the art and identifies the research gap. This review of 109 scientific articles from 2011 to 2020 provides an overview of the current state of research on the inclusion of user acceptance in industrial AR systems. The identified papers from the scientific databases, Scopus, Web of Science, IEEE Xplore Digital Library, ACM Digital Library, and Science Direct, are evaluated for their relevance and selected for further analysis based on inclusion and exclusion criteria, e.g., year of publication. This review presents the current challenges regarding user acceptance of industrial AR systems and future possibilities for the comprehensive integration of user acceptance factors into the development, evaluation, and implementation process.

2020 ◽  
Author(s):  
Hikari Takashina ◽  
Kengo Yokomitsu

There are thousands of mobile apps delivering information and offering support and intervention in situations of daily life. The aim of this study was to identify the current state of apps for depressive symptoms or prevention of depression within the official Android and iOS app stores in Japan. The 47 apps for depression available for download from the app stores were evaluated by the App Evaluation Model regarding background information, risk/ privacy and security, evidence, ease of use, and interoperability. Also, we evaluated their primary purpose, technology components, and cognitive-behavioral therapy components. The results suggest that in general few apps have been developed that are evidence-based, secure, and provide the services that users expect. In the future, it will be necessary to develop a framework for developing and disseminating more effective apps. This study is the first review of apps for depression available in Japan and seeks to help create a framework for such apps.


Author(s):  
Fabio A. Casari ◽  
Nassir Navab ◽  
Laura A. Hruby ◽  
Philipp Kriechling ◽  
Ricardo Nakamura ◽  
...  

Abstract Purpose of Review Augmented reality (AR) is becoming increasingly popular in modern-day medicine. Computer-driven tools are progressively integrated into clinical and surgical procedures. The purpose of this review was to provide a comprehensive overview of the current technology and its challenges based on recent literature mainly focusing on clinical, cadaver, and innovative sawbone studies in the field of orthopedic surgery. The most relevant literature was selected according to clinical and innovational relevance and is summarized. Recent Findings Augmented reality applications in orthopedic surgery are increasingly reported. In this review, we summarize basic principles of AR including data preparation, visualization, and registration/tracking and present recently published clinical applications in the area of spine, osteotomies, arthroplasty, trauma, and orthopedic oncology. Higher accuracy in surgical execution, reduction of radiation exposure, and decreased surgery time are major findings presented in the literature. Summary In light of the tremendous progress of technological developments in modern-day medicine and emerging numbers of research groups working on the implementation of AR in routine clinical procedures, we expect the AR technology soon to be implemented as standard devices in orthopedic surgery.


2021 ◽  
Vol 11 (13) ◽  
pp. 6047
Author(s):  
Soheil Rezaee ◽  
Abolghasem Sadeghi-Niaraki ◽  
Maryam Shakeri ◽  
Soo-Mi Choi

A lack of required data resources is one of the challenges of accepting the Augmented Reality (AR) to provide the right services to the users, whereas the amount of spatial information produced by people is increasing daily. This research aims to design a personalized AR that is based on a tourist system that retrieves the big data according to the users’ demographic contexts in order to enrich the AR data source in tourism. This research is conducted in two main steps. First, the type of the tourist attraction where the users interest is predicted according to the user demographic contexts, which include age, gender, and education level, by using a machine learning method. Second, the correct data for the user are extracted from the big data by considering time, distance, popularity, and the neighborhood of the tourist places, by using the VIKOR and SWAR decision making methods. By about 6%, the results show better performance of the decision tree by predicting the type of tourist attraction, when compared to the SVM method. In addition, the results of the user study of the system show the overall satisfaction of the participants in terms of the ease-of-use, which is about 55%, and in terms of the systems usefulness, about 56%.


2021 ◽  
Vol 14 (2) ◽  
pp. 1-20
Author(s):  
Néill O’dwyer ◽  
Emin Zerman ◽  
Gareth W. Young ◽  
Aljosa Smolic ◽  
Siobhán Dunne ◽  
...  

Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.


2012 ◽  
Vol 6 (1-2) ◽  
pp. 133-147 ◽  
Author(s):  
Krystyna K. Matusiak

This paper provides an overview of a case study research that investigated the use of Digital Library (DL) resources in two undergraduate classes and explored faculty and students' perceptions of educational digital libraries. This study found that students and faculty use academic DLs primarily for textual resources, but turn to the open Web for visual and multimedia resources. The study participants did not perceive academic libraries as a useful source of digital images and used search engines when searching for visual resources. The limited use of digital library resources for teaching and learning is associated with perceptions of usefulness and ease of use, especially if considered in a broader information landscape, in conjunction with other library information systems, and in the context of Web resources. The limited use of digital libraries is related to the following perceptions: 1) Library systems are not viewed as user-friendly, which in turn discourages potential users from trying DLs provided by academic libraries; 2) Academic libraries are perceived as places of primarily textual resources; perceptions of usefulness, especially in regard to relevance of content, coverage, and currency, seem to have a negative effect on user intention to use DLs, especially when searching for visual materials.


2021 ◽  
Vol 45 (4) ◽  
Author(s):  
Stefanie Jauk ◽  
Diether Kramer ◽  
Alexander Avian ◽  
Andrea Berghold ◽  
Werner Leodolter ◽  
...  

AbstractEarly identification of patients with life-threatening risks such as delirium is crucial in order to initiate preventive actions as quickly as possible. Despite intense research on machine learning for the prediction of clinical outcomes, the acceptance of the integration of such complex models in clinical routine remains unclear. The aim of this study was to evaluate user acceptance of an already implemented machine learning-based application predicting the risk of delirium for in-patients. We applied a mixed methods design to collect opinions and concerns from health care professionals including physicians and nurses who regularly used the application. The evaluation was framed by the Technology Acceptance Model assessing perceived ease of use, perceived usefulness, actual system use and output quality of the application. Questionnaire results from 47 nurses and physicians as well as qualitative results of four expert group meetings rated the overall usefulness of the delirium prediction positively. For healthcare professionals, the visualization and presented information was understandable, the application was easy to use and the additional information for delirium management was appreciated. The application did not increase their workload, but the actual system use was still low during the pilot study. Our study provides insights into the user acceptance of a machine learning-based application supporting delirium management in hospitals. In order to improve quality and safety in healthcare, computerized decision support should predict actionable events and be highly accepted by users.


2021 ◽  
Vol 17 (1) ◽  
pp. 247-255
Author(s):  
Konstantinos CHARISI ◽  
Andreas TSIGOPOULOS ◽  
Spyridon KINTZIOS ◽  
Vassilis PAPATAXIARHIS

Abstract. The paper aims to introduce the ARESIBO project to a greater but targeted audience and outline its main scope and achievements. ARESIBO stands for “Augmented Reality Enriched Situation awareness for Border security”. In the recent years, border security has become one of the highest political priorities in EU and needs the support of every Member State. ARESIBO project is developed under HORIZON 2020 EC Research and Innovation program and it is the joint effort of 20 participant entities from 11 countries. Scientific excellence and technological innovation are top priorities as ARESIBO enhances the current state-of-the-art through technological breakthroughs in Mobile Augmented Reality and Wearables, Robust and Secure Telecommunications, Robots swarming technique and Planning of Context-Aware Autonomous Missions, and Artificial Intelligence (AI), in order to implement user-friendly tools for border and coast guards. The system aims to improve the cognitive capabilities and the perception of border guards through intuitive user interfaces that will help them acquire an improved situation awareness by filtering the huge amount of available information from multiple sources. Ultimately, it will help them respond faster and more effectively when a critical situation occurs.


2018 ◽  
Vol 108 (04) ◽  
pp. 251-256
Author(s):  
U. Bracht ◽  
M. Schlegel

Augmented- und Virtual-Reality-Brillen haben signifikante Fortschritte in ihrer technischen Leistungsfähigkeit gemacht. In diesem Fachartikel wird der aktuelle Stand der Technik von AR- und VR-Brillen beschrieben, die bisherigen Hemmnisse für die Verwendung in der Fabrikplanung erörtert und Einsatzpotenziale aufgezeigt, die sich durch die verbesserte Hardware erschließen lassen.   Virtual and Augmented Reality Glasses have made significant progress. This paper shows the current state of technology as well as previous impediments in usage and points out applications for an efficient factory planning.


2018 ◽  
Vol 1 (2) ◽  
pp. 135
Author(s):  
Anij Taludhar

<p>The mobile industry in recent years has been growing at a speedy pace where the use of cell phone is no longer limited to conventional usage like the voice communication, but has enriched the customer experiences with mobile internet services and other value added services. Along with the growing mobile industry, technology behind it is also changing accordingly. However, the user acceptance of technology depends on various factors that lead to either user acceptance or rejection. This study thus aims to identify the major determining factors that influence the user to use the 3G mobile internet and examines the interrelation among the determinants along with effect of the demographic variable limited to Kathmandu Valley users. The conceptual framework of this study is based on the extended version of Davis (1989)’s technology acceptance model using variables social influence, price perception, perceived usefulness, perceived ease of use, attitude to use and behavior intention. The primary survey is conducted using a set of questionnaire, which produced 180 valid responses from the mobile users in Kathmandu Valley. The reliability of the data from questionnaire is verified with factor analysis and Cronbach’s alpha. The result shows that social influence has significant influence on perceived ease of use while it has no significant influence on perceived usefulness. Price perception, on the other hand, influences the perceived usefulness. Similarly, perceived usefulness and perceived ease of use influence the attitude of use, which finally influences the behavioral intention. Along with this, social influence is also found to be the extended factors that can influence the attitude of the users, which in turn affects the behavioral intention. Demographic variables, however in this study, have shown no significant influence on the behavioral intentions. On the whole, the usage of 3G mobile internet service is not seen to be satisfying from the study. The major reasons as surveyed from the users themselves for this lower utilization seems to be higher data costs, presence of cheaper alternatives for internet like Wi-Fi internet, quick drainage of battery and slow mobile internet service provided by the mobile service providers. Thus, for mobile service providers, internet service providers are their direct competitors for 3G mobile internet services. This paper enhances understanding of user acceptance of 3G mobile internet services.</p><p>Journal of Business and Social Sciences Research, Vol. 1, No. 2, pp. 135-152</p>


2021 ◽  
Vol 3 (1) ◽  
pp. 1-6
Author(s):  
Novia Sulistyowati ◽  
Rahmat Robi Waliyansyah ◽  
Febrian Murti Dewanto

A traditional house is a house that has a unique building characteristic in an area that describes the culture of the area itself. Traditional houses are also unique in terms of form, function and meaning of the building. As Indonesians, we must introduce one of the existing cultures so that it is not forgotten by the community, especially school children. Judging from the development of technology, we must make new things in introducing traditional houses. From the results of research conducted at SD IT BINA INSANI, the teachers there still use conventional media in the form of textbooks and thematic books for the learning process. Therefore, the authors created an application to introduce western Indonesian traditional houses using Augmented Reality called RA-IBB as an introduction medium. This application is based on Android so that teachers can easily explain material about traditional houses and can show traditional houses in 3D without having to come directly to the province. And for students to be able to study traditional houses wherever and whenever. The making of this application uses the waterfall method for the development stage. The RA-IBB application contains materials about western Indonesian traditional houses and their 3d objects and quiz questions that use random shuffle algorithm questions. The random shuffle algorithm is a randomized question from an array or record. Based on the User Acceptance Test (UAT) for teachers, the results obtained from several aspects, namely the design aspect yields a percentage of 91%, the application information aspect produces a percentage of 91.


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