4 research outputs found

    The Effects of Object Shape, Fidelity, Color, and Luminance on Depth Perception in Handheld Mobile Augmented Reality

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    Depth perception of objects can greatly affect a user's experience of an augmented reality (AR) application. Many AR applications require depth matching of real and virtual objects and have the possibility to be influenced by depth cues. Color and luminance are depth cues that have been traditionally studied in two-dimensional (2D) objects. However, there is little research investigating how the properties of three-dimensional (3D) virtual objects interact with color and luminance to affect depth perception, despite the substantial use of 3D objects in visual applications. In this paper, we present the results of a paired comparison experiment that investigates the effects of object shape, fidelity, color, and luminance on depth perception of 3D objects in handheld mobile AR. The results of our study indicate that bright colors are perceived as nearer than dark colors for a high-fidelity, simple 3D object, regardless of hue. Additionally, bright red is perceived as nearer than any other color. These effects were not observed for a low-fidelity version of the simple object or for a more-complex 3D object. High-fidelity objects had more perceptual differences than low-fidelity objects, indicating that fidelity interacts with color and luminance to affect depth perception. These findings reveal how the properties of 3D models influence the effects of color and luminance on depth perception in handheld mobile AR and can help developers select colors for their applications.Comment: 9 pages, In proceedings of IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 202

    Distance mis-estimations can be reduced with specific shadow locations

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    Shadows in physical space are copious, yet the impact of specific shadow placement and their abundance is yet to be determined in virtual environments. This experiment aimed to identify whether a target’s shadow was used as a distance indicator in the presence of binocular distance cues. Six lighting conditions were created and presented in virtual reality for participants to perform a perceptual matching task. The task was repeated in a cluttered and sparse environment, where the number of cast shadows (and their placement) varied. Performance in this task was measured by the directional bias of distance estimates and variability of responses. No significant difference was found between the sparse and cluttered environments, however due to the large amount of variance, one explanation is that some participants utilised the clutter objects as anchors to aid them, while others found them distracting. Under-setting of distances was found in all conditions and environments, as predicted. Having an ambient light source produced the most variable and inaccurate estimates of distance, whereas lighting positioned above the target reduced the mis-estimation of distances perceived

    Perceived location of virtual content measurement method in optical see through augmented reality

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    An important research question for optical see through AR is, “how accurately and precisely can a virtual object’s perceived location be measured in three dimensional space?” Previously, a method was developed for measuring the perceived 3D location of virtual objects using Microsoft HoloLens1 display. This study found an unexplained rightward perceptual bias on horizontal plane; most participants were right eye dominant, and consistent with the hypothesis that perceived location is biased in eye dominance direction. In this thesis, a replication study is reported, which includes binocular and monocular viewing conditions, recruits an equal number of left and right eye dominant participants, uses Microsoft HoloLens2 display. This replication study examined whether the perceived location of virtual objects is biased in the direction of dominant eye. Results suggest that perceived location is not biased in the direction of dominant eye. Compared to previous study’s findings, overall perceptual accuracy increased, and precision was similar

    X-ray vision at action space distances: depth perception in context

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    Accurate and usable x-ray vision has long been a goal in augmented reality (AR) research and development. X-ray vision, or the ability to comprehend location and object information when such is viewed through an opaque barrier, would be imminently useful in a variety of contexts, including industrial, disaster reconnaissance, and tactical applications. In order for x-ray vision to be a useful tool for many of these applications, it would need to extend operators’ perceptual awareness of the task or environment. The effectiveness with which x-ray vision can do this is of significant research interest and is a determinant of its usefulness in an application context. In substance, then, it is crucial to evaluate the effectiveness of x-ray vision—how does information presented through x-ray vision compare to real-world information? This approach requires narrowing as x-ray vision suffers from inherent limitations, analogous to viewing an object through a window. In both cases, information is presented beyond the local context, exists past an apparently solid object, and is limited by certain conditions. Further, in both cases, the naturally suggestive use cases occur over action space distances. These distances range from 1.5 to 30 meters and represent the area in which observers might contemplate immediate visually directed actions. These actions, simple tasks with a visual antecedent, represent action potentials for x-ray vision; in effect, x-ray vision extends an operators’ awareness and ability to visualize these actions into a new context. Thus, this work seeks to answer the question “Can a real window be replaced with an AR window?” This evaluation focuses on perceived object location, investigated through a series of experiments using visually directed actions as experimental measures. This approach leverages established methodology to investigate this topic by experimentally analyzing each of several distinct variables on a continuum between real-world depth perception and fully realized x-ray vision. It was found that a real window could not be replaced with an AR window without some loss of depth perception acuity and accuracy. However, no significant difference was found between a target viewed through an opaque wall and a target viewed through a real window
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