1,319 research outputs found

    From Paper Manual to AR Manual: Do We Still Need Text?

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    Abstract In this work, we proposed a method to reduce text in technical documentation, aiming at Augmented Reality manuals, where text must be reduced as much as possible. In fact, most of technical information is conveyed through other means such as CAD models, graphic signs, images, etc.. The method classifies technical instructions into two categories: instructions that can be presented with graphic symbols and instructions that should be presented with text. It is based on the analysis of the action verbs used in the instruction, and makes use of ASD Simplified Technical English (STE) for remaining text instructions and let them easier to translate into other languages

    Evaluating the Microsoft HoloLens through an augmented reality assembly application

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    Industry and academia have repeatedly demonstrated the transformative potential of Augmented Reality (AR) guided assembly instructions. In the past, however, computational and hardware limitations often dictated that these systems were deployed on tablets or other cumbersome devices. Often, tablets impede worker progress by diverting a user\u27s hands and attention, forcing them to alternate between the instructions and the assembly process. Head Mounted Displays (HMDs) overcome those diversions by allowing users to view the instructions in a hands-free manner while simultaneously performing an assembly operation. Thanks to rapid technological advances, wireless commodity AR HMDs are becoming commercially available. Specifically, the pioneering Microsoft HoloLens, provides an opportunity to explore a hands-free HMD’s ability to deliver AR assembly instructions and what a user interface looks like for such an application. Such an exploration is necessary because it is not certain how previous research on user interfaces will transfer to the HoloLens or other new commodity HMDs. In addition, while new HMD technology is promising, its ability to deliver a robust AR assembly experience is still unknown. To assess the HoloLens’ potential for delivering AR assembly instructions, the cross-platform Unity 3D game engine was used to build a proof of concept application. Features focused upon when building the prototype were: user interfaces, dynamic 3D assembly instructions, and spatially registered content placement. The research showed that while the HoloLens is a promising system, there are still areas that require improvement, such as tracking accuracy, before the device is ready for deployment in a factory assembly setting

    Text Entry Performance and Situation Awareness of a Joint Optical See-Through Head-Mounted Display and Smartphone System

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    Optical see-through head-mounted displays (OST HMDs) are a popular output medium for mobile Augmented Reality (AR) applications. To date, they lack efficient text entry techniques. Smartphones are a major text entry medium in mobile contexts but attentional demands can contribute to accidents while typing on the go. Mobile multi-display ecologies, such as combined OST HMD-smartphone systems, promise performance and situation awareness benefits over single-device use. We study the joint performance of text entry on mobile phones with text output on optical see-through head-mounted displays. A series of five experiments with a total of 86 participants indicate that, as of today, the challenges in such a joint interactive system outweigh the potential benefits.Comment: To appear in IEEE Transactions on Visualization and Computer Graphics On page(s): 1-17 Print ISSN: 1077-2626 Online ISSN: 1077-262

    A Perceptual Color-Matching Method for Examining Color Blending in Augmented Reality Head-Up Display Graphics

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    Augmented reality (AR) offers new ways to visualize information on-the-go. As noted in related work, AR graphics presented via optical see-through AR displays are particularly prone to color blending, whereby intended graphic colors may be perceptually altered by real-world backgrounds, ultimately degrading usability. This work adds to this body of knowledge by presenting a methodology for assessing AR interface color robustness, as quantitatively measured via shifts in the CIE color space, and qualitatively assessed in terms of users’ perceived color name. We conducted a human factors study where twelve participants examined eight AR colors atop three real-world backgrounds as viewed through an in-vehicle AR head-up display (HUD); a type of optical see-through display used to project driving-related information atop the forward-looking road scene. Participants completed visual search tasks, matched the perceived AR HUD color against the WCS color palette, and verbally named the perceived color. We present analysis that suggests blue, green, and yellow AR colors are relatively robust, while red and brown are not, and discuss the impact of chromaticity shift and dispersion on outdoor AR interface design. While this work presents a case study in transportation, the methodology is applicable to a wide range of AR displays in many application domains and settings

    Virtual monitors vs. physical monitors: an empirical comparison for productivity work

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    Virtual monitors can display information through a head-worn display when a physical monitor is unavailable or provides insufficient space. Low resolution and restricted field of view are common issues of these displays. Such issues reduce readability and peripheral vision, leading to increased head movement when we increase the display size. This work evaluates the performance and user experience of a virtual monitor setup that combines software designed to minimize graphical transformations and a high-resolution virtual reality head-worn display. Participants performed productivity work across three approaches: Workstation, which is often used at office locations and consists of three side-by-side physical monitors; Laptop, which is often used in mobile locations and consists of a single physical monitor expanded with multiple desktops; and Virtual, our prototype with three side-by-side virtual monitors. Results show that participants deemed Virtual faster, easier to use, and more intuitive than Laptop, evidencing the advantages of head and eye glances over full content switches. They also confirm the existence of a gap between Workstation and Virtual, as Workstation achieved the highest user experience. We conclude with design guidelines obtained from the lessons learned in this study

    The Effects of Reference Frames on 3D Menus in Virtual Environments

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    The emergence of affordable Head Mounted Displays (HMD) means Virtual Reality (VR) systems are now available to wider audiences. Other than the key target audience, gamers, groups as diverse as oil and gas industries, medical, military, entertainment and education have created demand for effective Virtual Environments (VE). To be effective certain VEs need to properly convey textual information. This is done using 3D menus. It is very important these menus are displayed in an ergonomic manner and do not obstruct important content. The study collected measures of user experience, comfort and memory recall. The study found that reference frames for 3D menus presenting textual information do not influence user experience or memory recall. However, there was a significant difference in user behavior between the reference frames, which has implications for repeated stress injury

    Engineering of Augmented Reality-Based Information Systems - Design and Implementation for Intralogistics Services

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    The development of augmented reality glasses is still ongoing and faces barriers in diffusion and concerns about their impact on users, organizations and society. The study aims to find sufficient solutions for this struggling digital innovation and to provide guidance for the implementation of augmented reality glasses in design-oriented projects. During a 3-year consortium research, acceptance and privacy have been identified as major phenomena that influence the adoption of augmented reality glasses in the logistics domain. To forge ahead digital innovation research, the focus of the presented research lies on the diffusion of this technology with design knowledge for the development of augmented reality glasses-based systems. Evidence and artifacts contribute to the still limited knowledge of system design based on augmented reality glasses from a domain-specific instantiation and an implementation framework
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