scholarly journals User Interactions for Augmented Reality Smart Glasses: A Comparative Evaluation of Visual Contexts and Interaction Gestures

2019 ◽  
Vol 9 (15) ◽  
pp. 3171 ◽  
Author(s):  
Minseok Kim ◽  
Sung Ho Choi ◽  
Kyeong-Beom Park ◽  
Jae Yeol Lee

Smart glasses for wearable augmented reality (AR) are widely used in various applications, such as training and task assistance. However, as the field of view (FOV) in the current AR smart glasses is narrow, it is difficult to visualize all the information on the AR display. Besides, only simple interactions are supported. This paper presents a comparative and substantial evaluation of user interactions for wearable AR concerning visual contexts and gesture interactions using AR smart glasses. Based on the evaluation, it suggests new guidelines for visual augmentation focused on task assistance. Three different types of visual contexts for wearable AR were implemented and evaluated: stereo rendering and direct augmentation, and non-stereo rendering and indirect augmentation with/without video background. Also, gesture interactions, such as multi-touch interaction and hand gesture-based interaction, were implemented and evaluated. We performed quantitative and qualitative analyses, including performance measurement and questionnaire evaluation. The experimental assessment proves that both FOV and visual registration between virtual and physical artifacts are important, and they can complement each other. Hand gesture-based interaction can be more intuitive and useful. Therefore, by analyzing the advantages and disadvantages of the visual context and gesture interaction in wearable AR, this study suggests more effective and user-centric guidance for task assistance.

2020 ◽  
Vol 63 ◽  
pp. 101887 ◽  
Author(s):  
Kyeong-Beom Park ◽  
Minseok Kim ◽  
Sung Ho Choi ◽  
Jae Yeol Lee

Author(s):  
Rafael Radkowski ◽  
Christian Stritzke

This paper presents a comparison between 2D and 3D interaction techniques for Augmented Reality (AR) applications. The interaction techniques are based on hand gestures and a computer vision-based hand gesture recognition system. We have compared 2D gestures and 3D gestures for interaction in AR application. The 3D recognition system is based on a video camera, which provides an additional depth image to each 2D color image. Thus, spatial interactions become possible. Our major question during this work was: Do depth images and 3D interaction techniques improve the interaction with AR applications, respectively with virtual 3D objects? Therefore, we have tested and compared the hand gesture recognition systems. The results show two things: First, they show that the depth images facilitate a more robust hand recognition and gesture identification. Second, the results are a strong indication that 3D hand gesture interactions techniques are more intuitive than 2D hand gesture interaction techniques. In summary the results emphasis, that depth images improve the hand gesture interaction for AR applications.


2020 ◽  
Vol 10 (2) ◽  
Author(s):  
Cik Suhaimi Yusof ◽  
Ajune Wanis Ismail

Augmented Reality (AR) manages to bring a virtual environment into a real-world environment seamlessly. As AR has been recognised as advancing technology, AR brings future changes to the learning process. The goal of this study is to use freehand gestures to create a virtual block game in AR. First of all, the stages of this study are to explore block games and freehand movements by using Leap Motion. Secondly, the design and development of Leap Motion virtual block games, and thirdly, the implementation of free-hand gesture interaction virtual block games. The paper explains about virtual blocks AR game using freehand gesture. AR tracking system with real hand gesture recognition system is merged to execute the freehand gesture. A prototype virtual block has been described in this paper. The paper ends with the conclusion and future works.


Trauma ◽  
2017 ◽  
Vol 20 (4) ◽  
pp. 281-288 ◽  
Author(s):  
Louise Schofield ◽  
Emma Welfare ◽  
Simon Mercer

‘In-situ’ simulation or simulation ‘in the original place’ is gaining popularity as an educational modality. This article discusses the advantages and disadvantages of performing simulation in the clinical workplace drawing on the authors’ experience, particularly for trauma teams and medical emergency teams. ‘In-situ’ simulation is a valuable tool for testing new guidelines and assessing for latent errors in the workplace.


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