scholarly journals The Opportunities and Limitations of Human Computer Interaction in Virtual and Augmented Reality

2020 ◽  
Vol 8 (6) ◽  
pp. 4667-4673

Virtual Reality, Augmented Reality and other such immersive environments have gained popularity with the increase in technological trends in the past decade. As they became widely used, the human computer interface design and the designing criteria emerges as a challenging task. Virtual and Augmented Reality provide a wide range of applications ranging from a primitive level like improving learning, education experiences to complex industrial and medical operations. Virtual reality is a viable alternative that can be focussed on, in the future interface design development because it can remove existing generic and complex physical interfaces and replace them with an alternative sensory relayed input form. It provides a natural and efficient mode of interaction, that the users can work with.Virtual and Augmented reality eradicates the need for development of different acceptable standards for user interfaces as it can provide a whole and generic interface to accommodate the work setting.In this paper, we investigated various prospects of applications for user interaction in Virtual and Augemnted realities and the limitations in the respective domains. The paper provides an outline on how the new era of human computer interaction leading to cognition-based communications, and how Virtual and Augmented realities can tailor the user needs and address the future demands which replaces the need for command-based interaction between the humans and computers.

Author(s):  
Guangchuan Li ◽  
David Rempel ◽  
Yue Liu ◽  
Carisa Harris-Adamson

Researchers have designed 3D (non-contacting) gestures for human-computer interaction (HCI) for desktop computers, automobiles, and augmented and virtual reality (AR/VR) to improve functionality, and experience. 3D gestures provide a method for HCI in clean and dirty environments and settings where both hands need to be free for other tasks such as warehouse work. However, long-term use of 3D gestures may pose a risk of musculoskeletal fatigue especially if the gestures require movement at larger joints such as the shoulder or elbow. Microgestures involve motions of just the fingers and hands thereby reducing muscle fatigue and distraction. Current microgesture lexicons are not well designed for VR or AR systems because of differences in interactive requirements of the commands and context for their use. The purpose of this study was to design microgestures for AR and VR that follow user experiences with existing gestures while considering application, user preference and hand/wrist postures.


Author(s):  
Zeenat S. AlKassim ◽  
Nader Mohamed

In this chapter, the authors discuss a unique technology known as the Sixth Sense Technology, highlighting the future opportunities of such technology in integrating the digital world with the real world. Challenges in implementing such technologies are also discussed along with a review of the different possible implementation approaches. This review is performed by exploring the different inventions in areas similar to the Sixth Sense Technology, namely augmented reality (AR), computer vision, image processing, gesture recognition, and artificial intelligence and then categorizing and comparing between them. Lastly, recommendations are discussed for improving such a unique technology that has the potential to create a new trend in human-computer interaction (HCI) in the coming years.


2017 ◽  
Vol 1 (2) ◽  
pp. 18-41
Author(s):  
Zeenat AlKassim ◽  
Nader Mohamed

This paper discusses recent and unique inventions in Human Computer Interaction (HCI). To that end, firstly the authors discuss the Sixth Sense Technology. This technology allows users to interact with virtual objects in the real world in a unique manner. It has a number of applications which are further discussed. Then the opportunities and challenges are discussed. Most importantly, a list of inventions in fields of Augmented Reality (AR) and Virtual Reality (VR) in the recent years are discussed, grouped and compared. These include the smart eye glasses, VR headsets, smart watches, and more. Future implications of all those technologies are brought into light considering the new advancements in software and hardware designs. Recommendations are highlighted for future inventions.


Author(s):  
S. Graceline Jasmine ◽  
L. Jani Anbarasi ◽  
Modigari Narendra ◽  
Benson Edwin Raj

Augmented reality (AR) overlies manually made materials directly over the real-world materials. This chapter addresses the technological and design frameworks required to create realistic motion tracking environments, realistic audio, 3D graphical interactions, multimodal sensory integration, and user interfaces and games using virtual reality to augmented reality. Similarly, the portfolio required to build a personal VR or AR application is detailed. Virtual and augmented reality industry committed innovative technologies that can be explored in the field of entertainment, education, training, medical and industrial innovation, and the development are explored. Augmented reality (AR) allows the physical world to be enhanced by incorporating digital knowledge in real time created by virtual machine. Few applications that have used augmented and virtual reality in real-world applications are discussed.


2020 ◽  
Vol 20 (4) ◽  
pp. 74-89
Author(s):  
Venkat Mukthineni ◽  
Rahul Mukthineni ◽  
Onkar Sharma ◽  
Swathi Jamjala Narayanan

AbstractHand gesture detection and recognition is a cutting-edge technology that is getting progressively applicable in several applications, including the recent trends namely Virtual Reality and Augmented Reality. It is a key part of Human-Computer Interaction which gives an approach to two-way interaction between the computer and the user. Currently, this technology is limited to expensive and highly specialized equipment and gadgets such as Kinect and the Oculus Rift. In this paper, various technologies and methodologies of implementing a gesture detection and recognition system are discussed. The paper also includes the implementation of a face recognition module using the Viola-Jones Algorithm for authentication of the system followed by hand gesture recognition using CNN to perform basic operations on the laptop. Any type of user can use gesture control as an alternative and interesting way to control their laptop. Furthermore, this can be used as a prototype for future implementations in the field of virtual reality as well as augmented reality.


1987 ◽  
Vol 16 (224) ◽  
Author(s):  
Susanne Bødker

<p>This dissertation discusses human-computer interaction, and the role of user interfaces in use and design from the point-of-view of human activity theory. Human-computer interaction conducted in purposeful human work is in focus. The main idea is that a computer application, from the user's perspective, is not something that the user operates on but something that the user operates through on other objects or subjects.</p><p>The contents of the report is the following: Danish Summary; Introduction; Human Activity and Human-Computer Interaction; User Interface Design -- the Empirical Cases; User Interfaces; Methods for User Interface Design; User Interface Design -- Advice to the Designer.</p>


2021 ◽  
Vol 11 (7) ◽  
pp. 3253
Author(s):  
Umile Giuseppe Longo ◽  
Sergio De Salvatore ◽  
Vincenzo Candela ◽  
Giuliano Zollo ◽  
Giovanni Calabrese ◽  
...  

Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.


Author(s):  
Paul Green

An HFES Task Force is considering if, when, and which, HFES research publications should require the citation of relevant standards, policies, and practices to help translate research into practice. To support the Task Force activities, papers and reports are being written about how to find relevant standards produced by various organizations (e.g., the International Standards Organization, ISO) and the content of those standards. This paper describes the human-computer interaction standards being produced by ISO/IEC Joint Technical Committee 1 (Information Technology). Subcommittees 7 (Software and Systems Engineering) and 35 (User Interfaces), and Technical Committee 159, Subcommittee 4 (Ergonomics of Human-System Interaction), in particular, the contents of the ISO 9241 series and the ISO 2506x series. Also included are instructions on how to find standards using the ISO Browsing Tool and Technical Committee listings, and references to other materials on finding standards and standards-related teaching materials.


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