scholarly journals Design of Interactions for Handheld Augmented Reality Devices Using Wearable Smart Textiles: Findings from a User Elicitation Study

2019 ◽  
Vol 9 (15) ◽  
pp. 3177 ◽  
Author(s):  
Vijayakumar Nanjappan ◽  
Rongkai Shi ◽  
Hai-Ning Liang ◽  
Haoru Xiao ◽  
Kim King-Tong Lau ◽  
...  

Advanced developments in handheld devices’ interactive 3D graphics capabilities, processing power, and cloud computing have provided great potential for handheld augmented reality (HAR) applications, which allow users to access digital information anytime, anywhere. Nevertheless, existing interaction methods are still confined to the touch display, device camera, and built-in sensors of these handheld devices, which suffer from obtrusive interactions with AR content. Wearable fabric-based interfaces promote subtle, natural, and eyes-free interactions which are needed when performing interactions in dynamic environments. Prior studies explored the possibilities of using fabric-based wearable interfaces for head-mounted AR display (HMD) devices. The interface metaphors of HMD AR devices are inadequate for handheld AR devices as a typical HAR application require users to use only one hand to perform interactions. In this paper, we aim to investigate the use of a fabric-based wearable device as an alternative interface option for performing interactions with HAR applications. We elicited user-preferred gestures which are socially acceptable and comfortable to use for HAR devices. We also derived an interaction vocabulary of the wrist and thumb-to-index touch gestures, and present broader design guidelines for fabric-based wearable interfaces for handheld augmented reality applications.


2019 ◽  
Vol 3 (2) ◽  
pp. 33 ◽  
Author(s):  
Vijayakumar Nanjappan ◽  
Rongkai Shi ◽  
Hai-Ning Liang ◽  
Kim King-Tong Lau ◽  
Yong Yue ◽  
...  

Textiles are a vital and indispensable part of our clothing that we use daily. They are very flexible, often lightweight, and have a variety of application uses. Today, with the rapid developments in small and flexible sensing materials, textiles can be enhanced and used as input devices for interactive systems. Clothing-based wearable interfaces are suitable for in-vehicle controls. They can combine various modalities to enable users to perform simple, natural, and efficient interactions while minimizing any negative effect on their driving. Research on clothing-based wearable in-vehicle interfaces is still underexplored. As such, there is a lack of understanding of how to use textile-based input for in-vehicle controls. As a first step towards filling this gap, we have conducted a user-elicitation study to involve users in the process of designing in-vehicle interactions via a fabric-based wearable device. We have been able to distill a taxonomy of wrist and touch gestures for in-vehicle interactions using a fabric-based wrist interface in a simulated driving setup. Our results help drive forward the investigation of the design space of clothing-based wearable interfaces for in-vehicle secondary interactions.



Pólemos ◽  
2016 ◽  
Vol 10 (1) ◽  
pp. 125-141
Author(s):  
Mara Logaldo

Abstract Augmented Reality (AR) is increasingly changing our perception of the world. The spreading of Quick Response (QR), Radio Frequency (RFID) and AR tags has provided ways to enrich physical items with digital information. By a process of alignment the codes can be read by the cameras contained in handheld devices or special equipment and add computer-generated contents – including 3-D imagery – to real objects in real time. As a result, we feel we belong to a multi-layered dimension, to a mixed environment where the real and the virtual partly overlap. Fashion has been among the most responsive domains to this new technology. Applications of AR in the field have already been numerous and diverse: from Magic Mirrors in department stores to 3-D features in fashion magazines; from augmented fashion shows, where models are covered with tags or transformed into walking holograms, to advertisements consisting exclusively of more or less magnified QR codes. Bodies are thus at the same time augmented and encrypted, offered to the eye of the digital camera to be transfigured and turned into a secret language which, among other functions, can also have that of becoming a powerful tool to bypass censorship.



2022 ◽  
Author(s):  
Tariq Masood ◽  
Johannes Egger

Industry 4.0 (or 4<sup>th</sup> industrial revolution) facilitates horizontal and vertical digital information flow along value chains up to the end-customer and is highly relevant in a broad variety of industries. Augmented reality (AR) is a key technology in Industry 4.0, which connects the virtual and real-world environments using such digital information flows. In doing so, the technology relies upon the systems that includes hardware and software components. Particularly, optics and photonics are of much importance in the display and processing of information in these systems. However, a particular challenge is that the AR-based systems have not been adopted in the industry as much as other technologies even after several decades of their existence. Based on review of academic literature, an industrial survey and experiments conducted in the industry, this article aims to identify success factors and challenges of AR systems and metrics of photonic components that can form the basis of an AR* framework for photonics-based system design for future research. @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"; mso-ansi-language:EN-US; mso-fareast-language:EN-US;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ansi-language:EN-US; mso-fareast-language:EN-US;}div.WordSection1 {page:WordSection1;}



2021 ◽  
Author(s):  
Maria Jesus Vinolo-Gil ◽  
Gloria Gonzalez-Medina ◽  
David Lucena-Anton ◽  
Veronica Perez-Cabezas ◽  
María Del Carmen Ruiz-Molinero ◽  
...  

BACKGROUND Augmented reality is a booming technology. It consists of generating new images from digital information in the real physical environment of a person, simulating an environment where the artificial and the real would be mixed. The use of augmented reality, in physiotherapy, has shown benefits in certain areas of patient health. However, these have not been studied as a whole. OBJECTIVE To determine the use of augmented reality as a complement in physiotherapy. METHODS A systematic review registered in PROSPERO was performed following PRISMA recommendations. The search was conducted from February to April 2020 in the PubMed, PEDro, Web of Science, Scopus, and Cochrane Library scientific databases, using the keywords “augmented reality,” “physiotherapy,” and “physical therapy.” The methodological quality was evaluated using the PEDro scale and the SIGN scale to determine the degree of recommendation. RESULTS Eight articles were included. Fifty percent obtained a high methodological quality and a degree of recommendation of evidence. CONCLUSIONS Augmented reality in combination with conventional therapy has been used for the treatment of balance and fall prevention in geriatrics, lower and upper limb functionality in stroke, and pain in phantom pain syndrome. Further clinical trials are needed using larger sample sizes and with greater homogeneity in terms of the device used and the frequency and intensity of interventions. In general, a promising future is foreseen for augmented reality used as an adjunct in physiotherapy.



Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.



Author(s):  
Prabha Selvaraj ◽  
Sumathi Doraikannan ◽  
Anantha Raman Rathinam ◽  
Balachandrudu K. E.

Today technology evolves in two different directions. The first one is to create a new technology for our requirement and solve the problem, and the second one is to do it with the existing technology. This chapter will discuss in detail augmented reality and its use in the real world and also its application domains like medicine, education, health, gaming, tourism, film and entertainment, architecture, and development. Many think that AR is only for smartphones, but there are different ways to enhance the insight of the world. Augmented realities can be presented on an extensive range of displays, monitors, screens, handheld devices, or glasses. This chapter will provide the information about the key components of AR devices. This chapter gives a view on different types of AR and also projects how the technology can be adapted for multiple purposes based on the required type of view.



2018 ◽  
pp. 804-825
Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.



2012 ◽  
pp. 60-76
Author(s):  
Han-Chieh Chao ◽  
Chi-Yuan Chang ◽  
Chi-Yuan Chen ◽  
Kai-Di Chang

The explosive development of Internet and wireless communication has made personal communication more convenient. People can use a handy wireless device to transfer different kinds of data such as voice data, text data, and multimedia data. Multimedia streaming, video conferencing, and on-line interactive 3D games are expected to attract an increasing number of users in the future. The bandwidth requirement would be high and the heterogeneous terminals would generally provide limited resource, such as low processing power, low battery life and limited data rate capabilities. These applications would be the major challenge for wireless networks. Although the traditional layered protocol stacks have been used for many years, they are not suitable for the next generation wireless networks and the mobile systems. Due to the time varying transmission of the wireless channel and the dynamic resource requirements of different application, the traditional layered approach to the mobile multimedia communication is full of challenges to meet the user requirement on performance and efficiency. Cross-layer design is an interesting research topic that actively exploits the dependence between different protocol layers to obtain performance gains. The authors performed a survey and introduced the cross-layer design principles and issues for different research topics, including QoS, mobility, security, application, and the next generation wireless communication.



Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.



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