6 research outputs found
Measuring the Discernability of Virtual Objects in Conventional and Stylized Augmented Reality
In augmented reality, virtual graphical objects are overlaid over the real environment of the observer. Conventional augmented reality systems normally use standard real-time rendering methods for generating the graphical representations of virtual objects. These renderings contain the typical artifacts of computer generated graphics, e.g., aliasing caused by the rasterization process and unrealistic, manually configured illumination models. Due to these artifacts, virtual objects look artifical and can easily be distinguished from the real environment. A different approach to generating augmented reality images is the basis of stylized augmented reality [FBS05c]. Here, similar types of artistic or illustrative stylization are applied to the virtual objects and the camera image of the real enviroment. Therefore, real and virtual image elements look significantly more similar and are less distinguishable from each other. In this paper, we present the results of a psychophysical study on the effectiveness of stylized augmented reality. In this study, a number of participants were asked to decide whether objects shown in images of augmented reality scenes are virtual or real. Conventionally rendered as well as stylized augmented reality images and short video clips were presented to the participants. The correctness of the participants' responses and their reaction times were recorded. The results of our study show that an equalized level of realism is achieved by using stylized augmented reality, i.e., that it is significantly more difficult to distinguish virtual objects from real objects
Video Manipulation Techniques for the Protection of Privacy in Remote Presence Systems
Systems that give control of a mobile robot to a remote user raise privacy
concerns about what the remote user can see and do through the robot. We aim to
preserve some of that privacy by manipulating the video data that the remote
user sees. Through two user studies, we explore the effectiveness of different
video manipulation techniques at providing different types of privacy. We
simultaneously examine task performance in the presence of privacy protection.
In the first study, participants were asked to watch a video captured by a
robot exploring an office environment and to complete a series of observational
tasks under differing video manipulation conditions. Our results show that
using manipulations of the video stream can lead to fewer privacy violations
for different privacy types. Through a second user study, it was demonstrated
that these privacy-protecting techniques were effective without diminishing the
task performance of the remote user.Comment: 14 pages, 8 figure
Augmented Reality, Virtual Reality and their effect on learning style in the creative design process
Research has shown that user characteristics such as preference for using an interface can result in effective use of the interface. Research has also suggested that there is a relationship between learner preference and creativity. This study uses the VARK learning styles inventory to assess students learning style then explores how this learning preference affect the use of Augmented Reality (AR) and Virtual Reality (VR) in the creative design process
Measuring the Discernability of Virtual Objects in Conventional and Stylized Augmented Reality
In augmented reality, virtual graphical objects are overlaid over the real environment of the observer. Conventional augmented reality systems normally use standard real-time rendering methods for generating the graphical representations of virtual objects. These renderings contain the typical artifacts of computer generated graphics, e.g., aliasing caused by the rasterization process and unrealistic, manually configured illumination models. Due to these artifacts, virtual objects look artifical and can easily be distinguished from the real environment. A different approach to generating augmented reality images is the basis of stylized augmented reality [FBS05c]. Here, similar types of artistic or illustrative stylization are applied to the virtual objects and the camera image of the real enviroment. Therefore, real and virtual image elements look significantly more similar and are less distinguishable from each other. In this paper, we present the results of a psychophysical study on the effectiveness of stylized augmented reality. In this study, a number of participants were asked to decide whether objects shown in images of augmented reality scenes are virtual or real. Conventionally rendered as well as stylized augmented reality images and short video clips were presented to the participants. The correctness of the participants ’ responses and their reaction times were recorded. The results of our study show that an equalized level of realism is achieved by using stylized augmented reality, i.e., that it is significantly more difficult to distinguish virtual objects from real objects. Categories and Subject Descriptors (according to ACM CCS): H.5.1 [Information Interfaces and Presentation]: Artificial, augmented, and virtual realities; I.3.3 [Computer Graphics]: Display algorithm
Avaliação de usabilidade de ambientes de realidade virtual e aumentada
Mestrado em Gestão da informaçãoEsta dissertação tem como principal objectivo verificar a possibilidade da
utilização de métodos e técnicas de avaliação de usabilidade criados para
ambientes 2D em ambientes de realidade virtual e aumentada. Para alcançar
tal objectivo foi realizada uma revisão bibliográfica dos principais conceitos e
características dos ambientes de realidade virtual e aumentada, dos princípios
e paradigmas que regem a usabilidade e das principais formas de avaliação da
mesma. Com base no levantamento bibliográfico foram desenvolvidas duas
experiências: a primeira consistiu numa experiência controlada com o objectivo
de comparar o desempenho dos utilizadores num jogo desenvolvido num
ambiente de realidade virtual e num ambiente desktop. A segunda permitiu
uma avaliação qualitativa que se baseou na opinião de vários utilizadores
depois dos mesmos visualizarem dados das suas áreas de aplicação num
ambiente de realidade aumentada e num desktop. Também foram observadas
as diferenças entre as formas de visualização, manipulação e orientação nos
vários ambientes utilizados. Apesar das características específicas que os
ambientes de realidade virtual e aumentada possuem, tais como manipulação
intuitiva, interacção natural, visualização em mais de duas dimensões e
utilização de diferentes dispositivos de entrada e saída, uma das principais
conclusões desta dissertação é a confirmação da possibilidade de utilização
dos métodos gerais de avaliação de usabilidade 2D em ambientes de
realidade virtual e aumentada.
ABSTRACT: The main objective of this work is to verify the possibility to apply usability
evaluation methods and techniques created for 2D environments in virtual and
augmented reality. To achieve this objective, a bibliographic review was made
to identify the main concepts and characteristics of virtual and augmented
reality, the usability paradigms and principles and the typical usability
evaluation methods. Based on this review, two different studies were
performed: the first one consisted in a controlled experiment meant to compare
users’ performances in a gaming scenario in a virtual reality environment and a
desktop. The second study was qualitative and some feedback was obtained
from domain experts who used an augmented reality set-up as well as a
desktop in different data visualization scenarios. During these studies, the
differences between the visualization, manipulation and orientation in both
environments were also observed. Despite the specific characteristics of virtual
and augmented reality environments, such as intuitive manipulation, natural
interaction, visualization in more than two dimensions and use of several input
and output devices, the overall conclusion is that it is possible to adapt and to
use the usability evaluation methods developed for 2D in virtual and
augmented reality environments