9,260 research outputs found
Directing Attention in an Augmented Reality Environment: An Attentional Tunneling Evaluation
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
© 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
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
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
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
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
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Perception of perspective in augmented reality head-up displays
Augmented Reality (AR) is emerging fast with a wide range of applications, including automotive AR Head-Up Displays (AR HUD). As a result, there is a growing need to understand human perception of depth in AR. Here, we discuss two user studies on depth perception, in particular the perspective cue. The fi rst experiment compares the perception of the perspective depth cue (1) in the physical world, (2) on a at-screen, and (3) on an AR HUD. Our AR HUD setup provided a two-dimensional vertically oriented virtual image projected at a fi xed distance. In each setting, participants were asked to estimate the size of a perspective angle. We found that the perception of angle sizes on AR HUD differs from perception in the physical world, but not from a at-screen. The
underestimation of the physical world's angle size compared to the AR HUD and screen setup might explain the egocentric depth underestimation phenomenon in virtual environments. In the second experiment, we compared perception for different graphical representations of angles that are relevant for practical
applications. Graphical alterations of angles displayed on a screen resulted in more variation between individuals' angle size estimations. Furthermore, the majority of the participants tends to underestimate the observed angle size in most conditions. Our results suggest that perspective angles on a vertically oriented fixed-depth AR HUD display mimics more accurately the perception of a screen, rather than the perception of the 3D environment. On-screen graphical alteration does not help to improve the underestimation in the majority of cases
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