972 research outputs found

    Visual Interference with a Transparent Head Mounted Display

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    Potential perceptual problems that may occur with monocular wearable displays are binocular rivalry and visual interference. We report the results from an experiment with a monocular wearable showing that text becomes increasingly difficult to read as the background becomes more complex. Indeed subjects adopted strategies to avoid the visually complex backgrounds and thereby minimize the interference

    WAPA: A wearable framework for aerobatic pilot aid

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    Disorientation induced by G-forces during aerobatic flight generates difficulties for the pilots to perfectly align their aerobatic maneuver. This paper presents a modular wearable system for enhancing training of aerobatic pilots. A combination of accelerometers and a gyroscope is used to detect possible deviations compared to the optimum trajectory. The wearable system informs the user in real time about the corrections to apply via vibrotactile actuators and speech synthesis. This publication presents a work in progress in order to validate the system in simulation

    Rivalry and interference with a head-mounted display

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    Perceptual factors that affect monocular, transparent (a.k.a see-thru ) head-mounted displays include binocular rivalry, visual interference, and depth of focus. We report the results of an experiment designed to evaluate the effects of these factors on user performance in a table look-up task. Two backgrounds were used. A dynamic moving background was provided by a large screen TV and an untidy bookshelf was used to provide a complex static background. With the TV background large effects were found attributable to both rivalry and visual interference. These two effects were roughly additive. Smaller effects were found with the bookshelf. In conclusion we suggest that monocular transparent HMDs may be unsuitable for use in visually dynamic environments. However when backgrounds are relatively static, having a transparent display may be preferable to having an opaque display

    An evaluation of the Microsoft HoloLens for a manufacturing-guided assembly task

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    Many studies have confirmed the benefits of using Augmented Reality (AR) work instructions over traditional digital or paper instructions, but few have compared the effects of different AR hardware for complex assembly tasks. For this research, previously published data using Desktop Model Based Instructions (MBI), Tablet MBI, and Tablet AR instructions were compared to new assembly data collected using AR instructions on the Microsoft HoloLens Head Mounted Display (HMD). Participants completed a mock wing assembly task, and measures like completion time, error count, Net Promoter Score, and qualitative feedback were recorded. The HoloLens condition yielded faster completion times than all other conditions. HoloLens users also had lower error rates than those who used the non-AR conditions. Despite the performance benefits of the HoloLens AR instructions, users of this condition reported lower net promoter scores than users of the Tablet AR instructions. The qualitative data showed that some users thought the HoloLens device was uncomfortable and that the tracking was not always exact. Although the user feedback favored the Tablet AR condition, the HoloLens condition resulted in significantly faster assembly times. As a result, it is recommended to use the HoloLens for complex guided assembly instructions with minor changes, such as allowing the user to toggle the AR instructions on and off at will. The results of this paper can help manufacturing stakeholders better understand the benefits of different AR technology for manual assembly tasks

    From Industry to Practice: Can Users Tackle Domain Tasks with Augmented Reality?

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    Augmented Reality (AR) is a cutting-edge interactive technology. While Virtual Reality (VR) is based on completely virtual and immersive environments, AR superimposes virtual objects onto the real world. The value of AR has been demonstrated and applied within numerous industrial application areas due to its capability of providing interactive interfaces of visualized digital content. AR can provide functional tools that support users in undertaking domain-related tasks, especially facilitating them in data visualization and interaction by jointly augmenting physical space and user perception. Making effective use of the advantages of AR, especially the ability which augment human vision to help users perform different domain-related tasks is the central part of my PhD research.Industrial process tomography (IPT), as a non-intrusive and commonly-used imaging technique, has been effectively harnessed in many manufacturing components for inspections, monitoring, product quality control, and safety issues. IPT underpins and facilitates the extraction of qualitative and quantitative data regarding the related industrial processes, which is usually visualized in various ways for users to understand its nature, measure the critical process characteristics, and implement process control in a complete feedback network. The adoption of AR in benefiting IPT and its related fields is currently still scarce, resulting in a gap between AR technique and industrial applications. This thesis establishes a bridge between AR practitioners and IPT users by accomplishing four stages. First of these is a need-finding study of how IPT users can harness AR technique was developed. Second, a conceptualized AR framework, together with the implemented mobile AR application developed in an optical see-through (OST) head-mounted display (HMD) was proposed. Third, the complete approach for IPT users interacting with tomographic visualizations as well as the user study was investigated.Based on the shared technologies from industry, we propose and examine an AR approach for visual search tasks providing visual hints, audio hints, and gaze-assisted instant post-task feedback as the fourth stage. The target case was a book-searching task, in which we aimed to explore the effect of the hints and the feedback with two hypotheses: that both visual and audio hints can positively affect AR search tasks whilst the combination outperforms the individuals; that instant post-task feedback can positively affect AR search tasks. The proof-of-concept was demonstrated by an AR app in an HMD with a two-stage user evaluation. The first one was a pilot study (n=8) where the impact of the visual hint in benefiting search task performance was identified. The second was a comprehensive user study (n=96) consisting of two sub-studies, Study I (n=48) and Study II (n=48). Following quantitative and qualitative analysis, our results partially verified the first hypothesis and completely verified the second, enabling us to conclude that the synthesis of visual and audio hints conditionally improves AR search task efficiency when coupled with task feedback

    Augmented reality in support of intelligent manufacturing – A systematic literature review

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    Industry increasingly moves towards digitally enabled ‘smart factories’ that utilise the internet of things (IoT) to realise intelligent manufacturing concepts like predictive maintenance or extensive machine to machine communication. A core technology to facilitate human integration in such a system is augmented reality (AR), which provides people with an interface to interact with the digital world of a smart factory. While AR is not ready yet for industrial deployment in some areas, it is already used in others. To provide an overview of research activities concerning AR in certain shop floor operations, a total of 96 relevant papers from 2011 to 2018 are reviewed. This paper presents the state of the art, the current challenges, and future directions of manufacturing related AR research through a systematic literature review and a citation network analysis. The results of this review indicate that the context of research concerning AR gets increasingly broader, especially by addressing challenges when implementing AR solutions.No funding was received

    Human factors in instructional augmented reality for intravehicular spaceflight activities and How gravity influences the setup of interfaces operated by direct object selection

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    In human spaceflight, advanced user interfaces are becoming an interesting mean to facilitate human-machine interaction, enhancing and guaranteeing the sequences of intravehicular space operations. The efforts made to ease such operations have shown strong interests in novel human-computer interaction like Augmented Reality (AR). The work presented in this thesis is directed towards a user-driven design for AR-assisted space operations, iteratively solving issues arisen from the problem space, which also includes the consideration of the effect of altered gravity on handling such interfaces.Auch in der bemannten Raumfahrt steigt das Interesse an neuartigen Benutzerschnittstellen, um nicht nur die Mensch-Maschine-Interaktion effektiver zu gestalten, sondern auch um einen korrekten Arbeitsablauf sicherzustellen. In der Vergangenheit wurden wiederholt Anstrengungen unternommen, Innenbordarbeiten mit Hilfe von Augmented Reality (AR) zu erleichtern. Diese Arbeit konzentriert sich auf einen nutzerorientierten AR-Ansatz, welcher zum Ziel hat, die Probleme schrittweise in einem iterativen Designprozess zu lösen. Dies erfordert auch die BerĂŒcksichtigung verĂ€nderter Schwerkraftbedingungen

    Design Principles of Mobile Information Systems in the Digital Transformation of the Workplace - Utilization of Smartwatch-based Information Systems in the Corporate Context

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    During the last decades, smartwatches emerged as an innovative and promising technology and hit the consumer market due to the accessibility of affordable devices and predominant acceptance caused by the considerable similarity to common wristwatches. With the unique characteristics of permanent availability, unobtrusiveness, and hands-free operation, they can provide additional value in the corporate context. Thus, this thesis analyzes use cases for smartwatches in companies, elaborates on the design of smartwatch-based information systems, and covers the usability of smartwatch applications during the development of smartwatch-based information systems. It is composed of three research complexes. The first research complex focuses on the digital assistance of (mobile) employees who have to execute manual work and have been excluded so far from the benefits of the digitalization since they cannot operate hand-held devices. The objective is to design smartwatch-based information systems to support workflows in the corporate context, facilitate the daily work of numerous employees, and make processes more efficient for companies. During a design science research approach, smartwatch-based software artifacts are designed and evaluated in use cases of production, support, security service, as well as logistics, and a nascent design theory is proposed to complement theory according to mobile information system research. The evaluation shows that, on the one hand, smartwatches have enormous potential to assist employees with a fast and ubiquitous exchange of information, instant notifications, collaboration, and workflow guidance while they can be operated incidentally during manual work. On the other hand, the design of smartwatch-based information systems is a crucial factor for successful long-term deployment in companies, and especially limitations according to the small form-factor, general conditions, acceptance of the employees, and legal regulations have to be addressed appropriately. The second research complex addresses smartwatch-based information systems at the office workplace. This broadens and complements the view on the utilization of smartwatches in the corporate context in addition to the mobile context described in the first research complex. Though smartwatches are devices constructed for mobile use, the utilization in low mobile or stationary scenarios also has benefits due they exhibit the characteristic of a wearable computer and are directly connected to the employee’s body. Various sensors can perceive employee-, environment- and therefore context-related information and demand the employees’ attention with proactive notifications that are accompanied by a vibration. Thus, a smartwatch-based and gamified information system for health promotion at the office workplace is designed and evaluated. Research complex three provides a closer look at the topic of usability concerning applications running on smartwatches since it is a crucial factor during the development cycle. As a supporting element for the studies within the first and second research complex, a framework for the usability analysis of smartwatch applications is developed. For research, this thesis contributes a systemization of the state-of-the-art of smartwatch utilization in the corporate context, enabling and inhibiting influence factors of the smartwatch adoption in companies, and design principles as well as a nascent design theory for smartwatch-based information systems to support mobile employees executing manual work. For practice, this thesis contributes possible use cases for smartwatches in companies, assistance in decision-making for the introduction of smartwatch-based information systems in the corporate context with the Smartwatch Applicability Framework, situated implementations of a smartwatch-based information system for typical use cases, design recommendations for smartwatch-based information systems, an implementation of a smartwatch-based information system for the support of mobile employees executing manual work, and a usability-framework for smartwatches to automatically access usability of existing applications providing suggestions for usability improvement
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