scholarly journals Sensory Extension of a Tangible Object for Physical User Interactions in Augmented Reality

Author(s):  
Dagny Döring ◽  
Robin Horst ◽  
Linda Rau ◽  
Ralf Dörner
2014 ◽  
Vol 513-517 ◽  
pp. 1135-1138
Author(s):  
Kai Jiang ◽  
Shan Hong Zhu

Augmented reality (AR) technology is one of the hot issues in the field of computer vision, There are many technologies for the development of online virtual display, Such as Flash, Java and Web3D technology. Web3D technology is an emerging network3D technology, in which VRML and Cult3D technologies are commonly used. This paper chooses a convenient interactive technologyCult3D, Cult3D Designer platform is given in a 3D virtual scene and product display of the implementation process, through a set of instructions to achieve user interactions with the product and the virtual museum roaming.


2021 ◽  
Vol 11 (10) ◽  
pp. 4379
Author(s):  
Boyang Liu ◽  
Jiro Tanaka

In marker-based augmented reality (AR) systems, markers are usually relatively independent and predefined by the system creator in advance. Users can only use these predefined markers to complete the construction of certain specified content. Such systems usually lack flexibility and cannot allow users to create content freely. In this paper, we propose a virtual marker technique to build a marker-based AR system framework, where multiple AR markers including virtual and physical markers work together. Information from multiple markers can be merged, and virtual markers are used to provide user-defined information. We conducted a pilot study to understand the multi-marker cooperation framework based on virtual markers. The pilot study shows that the virtual marker technique will not significantly increase the user’s time and operational burdens, while actively improving the user’s cognitive experience.


Author(s):  
Karan Jain ◽  
Young Mi Choi

AbstractThis paper discusses the issues involved with creating a Tangible Augmented Reality representation of a product so that it can be effectively and validly used to support the product design process. The development of a TAR representation entails building the physical model of the product, a digital model of the product, and developing interactions between the digital and physical representations. Different products have different user interactions, which makes developing TAR representation for products challenging since a new interaction needs to be mimicked. Challenges of developing TAR representations are discussed by investigating TAR representations of four consumer products: a space heater, a MP3 player, an electric can opener, and a seat assist cushion. The goal of TAR representations is to not only communicate the functionality of a product but also to improve the time efficiency of prototyping of physical products. Hence, having a good understanding of the user interactions that need to be developed and planning the representation for construction in the modeling software and AR software is crucial to making the process of developing a TAR representation efficient.


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.


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


2003 ◽  
Vol 15 (2) ◽  
pp. 141-156 ◽  
Author(s):  
eve Coste-Maniere ◽  
Louai Adhami ◽  
Fabien Mourgues ◽  
Alain Carpentier

2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document