9,260 research outputs found

    Directing Attention in an Augmented Reality Environment: An Attentional Tunneling Evaluation

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    Augmented Reality applications use explicit cuing to support visual search. Explicit cues can help improve visual search performance but they can also cause perceptual issues such as attentional tunneling. An experiment was conducted to evaluate the relationship between directing attention and attentional tunneling, in a dual task structure. One task was tracking a target in motion and the other was detection of non-target elements. Three conditions were tested: baseline without cuing the target, cuing the target with the average scene color, and using a red cue. A different color for the cue was used to vary the attentional tunneling level. The results show that directing attention induced attentional tunneling only the in red condition and that effect is attributable to the color used for the cue

    Phenomenal regression to the real object in physical and virtual worlds

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    © 2014, Springer-Verlag London. In this paper, we investigate a new approach to comparing physical and virtual size and depth percepts that captures the involuntary responses of participants to different stimuli in their field of view, rather than relying on their skill at judging size, reaching or directed walking. We show, via an effect first observed in the 1930s, that participants asked to equate the perspective projections of disc objects at different distances make a systematic error that is both individual in its extent and comparable in the particular physical and virtual setting we have tested. Prior work has shown that this systematic error is difficult to correct, even when participants are knowledgeable of its likelihood of occurring. In fact, in the real world, the error only reduces as the available cues to depth are artificially reduced. This makes the effect we describe a potentially powerful, intrinsic measure of VE quality that ultimately may contribute to our understanding of VE depth compression phenomena

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    Design, Assembly, Calibration, and Measurement of an Augmented Reality Haploscope

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    A haploscope is an optical system which produces a carefully controlled virtual image. Since the development of Wheatstone's original stereoscope in 1838, haploscopes have been used to measure perceptual properties of human stereoscopic vision. This paper presents an augmented reality (AR) haploscope, which allows the viewing of virtual objects superimposed against the real world. Our lab has used generations of this device to make a careful series of perceptual measurements of AR phenomena, which have been described in publications over the previous 8 years. This paper systematically describes the design, assembly, calibration, and measurement of our AR haploscope. These methods have been developed and improved in our lab over the past 10 years. Despite the fact that 180 years have elapsed since the original report of Wheatstone's stereoscope, we have not previously found a paper that describes these kinds of details.Comment: Accepted and presented at the IEEE VR 2018 Workshop on Perceptual and Cognitive Issues in AR (PERCAR); pre-print versio

    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

    An Examination of Presentation Strategies for Textual Data in Augmented Reality

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    Videos with embedded text have been widely used in the past and the text in the videos usually contained valuable information. However, it was difficult for people to fully understand the text in videos displayed on smartphones due to obstructions such as color conflicts between letters and the moving background. Adjustments to texts that would support the human visual system, such as changes to brightness and color contrast, increased legibility of text, and taking into account the phantom illumination (PI) illusion (the optical illusion that increases the perception of brightness in a certain area), should be able to improve peoples’ ability to read text in augmented reality (AR) applications on smartphones. The researcher created a text presentation style implementing the PI illusion, using solid white text on a 50% transparent black billboard with a black-white shading PI illusion at the internal edge. An experiment was conducted to verify whether the text presentation style could improve reading performance. The experiment showed that the PI illusion was unable to improve legibility of text in AR applications on smartphones. However, the data suggested that, in some cases, certain participants, especially from some specific major groups, have difficulties text reading when the text is presented using the standard text presentation style without the enhancement of the PI illusion

    How Wrong Can You Be:Perception of Static Orientation Errors in Mixed Reality

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