37 research outputs found
Comparative study of AR versus video tutorials for minor maintenance operations
[EN] Augmented Reality (AR) has become a mainstream technology in the development of solutions for repair and maintenance operations. Although most of the AR solutions are still limited to specific contexts in industry, some consumer electronics companies have started to offer pre-packaged AR solutions as alternative to video-based tutorials (VT) for minor maintenance operations. In this paper, we present a comparative study of the acquired knowledge and user perception achieved with AR and VT solutions in some maintenance tasks of IT equipment. The results indicate that both systems help users to acquire knowledge in various aspects of equipment maintenance. Although no statistically significant differences were found between AR and VT solutions, users scored higher on the AR version in all cases. Moreover, the users explicitly preferred the AR version when evaluating three different usability and satisfaction criteria. For the AR version, a strong and significant correlation was found between the satisfaction and the achieved knowledge. Since the AR solution achieved similar learning results with higher usability scores than the video-based tutorials, these results suggest that AR solutions are the most effective approach to substitute the typical paper-based instructions in consumer electronics.This work has been supported by Spanish MINECO and EU ERDF programs under grant RTI2018-098156-B-C55.Morillo, P.; García García, I.; Orduña, JM.; Fernández, M.; Juan, M. (2020). Comparative study of AR versus video tutorials for minor maintenance operations. Multimedia Tools and Applications. 79(11-12):7073-7100. https://doi.org/10.1007/s11042-019-08437-9S707371007911-12Ahn J, Williamson J, Gartrell M, Han R, Lv Q, Mishra S (2015) Supporting healthy grocery shopping via mobile augmented reality. 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Design Patterns for Situated Visualization in Augmented Reality
Situated visualization has become an increasingly popular research area in
the visualization community, fueled by advancements in augmented reality (AR)
technology and immersive analytics. Visualizing data in spatial proximity to
their physical referents affords new design opportunities and considerations
not present in traditional visualization, which researchers are now beginning
to explore. However, the AR research community has an extensive history of
designing graphics that are displayed in highly physical contexts. In this
work, we leverage the richness of AR research and apply it to situated
visualization. We derive design patterns which summarize common approaches of
visualizing data in situ. The design patterns are based on a survey of 293
papers published in the AR and visualization communities, as well as our own
expertise. We discuss design dimensions that help to describe both our patterns
and previous work in the literature. This discussion is accompanied by several
guidelines which explain how to apply the patterns given the constraints
imposed by the real world. We conclude by discussing future research directions
that will help establish a complete understanding of the design of situated
visualization, including the role of interactivity, tasks, and workflows.Comment: To appear in IEEE VIS 202
A study on virtual reality and developing the experience in a gaming simulation
A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Masters by ResearchVirtual Reality (VR) is an experience where a person is provided with the freedom of viewing and moving in a virtual world [1]. The experience is not constrained to a limited control. Here, it was triggered interactively according to the user’s physical movement [1] [2]. So the user feels as if they are seeing the real world; also, 3D technologies allow the viewer to experience the volume of the object and its prospection in the virtual world [1]. The human brain generates the depth when each eye receives the images in its point of view. For learning for and developing the project using the university’s facilities, some of the core parts of the research have been accomplished, such as designing the VR motion controller and VR HMD (Head Mount Display), using an open source microcontroller. The VR HMD with the VR controller gives an immersive feel and a complete VR system [2]. The motive was to demonstrate a working model to create a VR experience on a mobile platform. Particularly, the VR system uses a micro electro-mechanical system to track motion without a tracking camera. The VR experience has also been developed in a gaming simulation. To produce this, Maya, Unity, Motion Analysis System, MotionBuilder, Arduino and programming have been used. The lessons and codes taken or improvised from [33] [44] [25] and [45] have been studied and implemented
Advancing proxy-based haptic feedback in virtual reality
This thesis advances haptic feedback for Virtual Reality (VR). Our work is guided by Sutherland's 1965 vision of the ultimate display, which calls for VR systems to control the existence of matter. To push towards this vision, we build upon proxy-based haptic feedback, a technique characterized by the use of passive tangible props. The goal of this thesis is to tackle the central drawback of this approach, namely, its inflexibility, which yet hinders it to fulfill the vision of the ultimate display. Guided by four research questions, we first showcase the applicability of proxy-based VR haptics by employing the technique for data exploration. We then extend the VR system's control over users' haptic impressions in three steps. First, we contribute the class of Dynamic Passive Haptic Feedback (DPHF) alongside two novel concepts for conveying kinesthetic properties, like virtual weight and shape, through weight-shifting and drag-changing proxies. Conceptually orthogonal to this, we study how visual-haptic illusions can be leveraged to unnoticeably redirect the user's hand when reaching towards props. Here, we contribute a novel perception-inspired algorithm for Body Warping-based Hand Redirection (HR), an open-source framework for HR, and psychophysical insights. The thesis concludes by proving that the combination of DPHF and HR can outperform the individual techniques in terms of the achievable flexibility of the proxy-based haptic feedback.Diese Arbeit widmet sich haptischem Feedback für Virtual Reality (VR) und ist inspiriert von Sutherlands Vision des ultimativen Displays, welche VR-Systemen die Fähigkeit zuschreibt, Materie kontrollieren zu können. Um dieser Vision näher zu kommen, baut die Arbeit auf dem Konzept proxy-basierter Haptik auf, bei der haptische Eindrücke durch anfassbare Requisiten vermittelt werden. Ziel ist es, diesem Ansatz die für die Realisierung eines ultimativen Displays nötige Flexibilität zu verleihen. Dazu bearbeiten wir vier Forschungsfragen und zeigen zunächst die Anwendbarkeit proxy-basierter Haptik durch den Einsatz der Technik zur Datenexploration. Anschließend untersuchen wir in drei Schritten, wie VR-Systeme mehr Kontrolle über haptische Eindrücke von Nutzern erhalten können. Hierzu stellen wir Dynamic Passive Haptic Feedback (DPHF) vor, sowie zwei Verfahren, die kinästhetische Eindrücke wie virtuelles Gewicht und Form durch Gewichtsverlagerung und Veränderung des Luftwiderstandes von Requisiten vermitteln. Zusätzlich untersuchen wir, wie visuell-haptische Illusionen die Hand des Nutzers beim Greifen nach Requisiten unbemerkt umlenken können. Dabei stellen wir einen neuen Algorithmus zur Body Warping-based Hand Redirection (HR), ein Open-Source-Framework, sowie psychophysische Erkenntnisse vor. Abschließend zeigen wir, dass die Kombination von DPHF und HR proxy-basierte Haptik noch flexibler machen kann, als es die einzelnen Techniken alleine können
VR Lab: User Interaction in Virtual Environments using Space and Time Morphing
Virtual Reality (VR) allows exploring changes in space and time that would otherwise
be difficult to simulate in the real world. It becomes possible to transform the virtual
world by increasing or diminishing distances or playing with time delays. Analysing the
adaptability of users to different space-time conditions allows studying human perception
and finding the right combination of interaction paradigms.
Different methods have been proposed in the literature to offer users intuitive techniques
for navigating wide virtual spaces, even if restricted to small physical play areas.
Other studies investigate latency tolerance, suggesting humans’ inability to detect slight
discrepancies between visual and proprioceptive sensory information. These studies
contribute valuable insights for designing immersive virtual experiences and interaction
techniques suitable for each task.
This dissertation presents the design, implementation, and evaluation of a tangible
VR Lab where spatiotemporal morphing scenarios can be studied. As a case study, we
restricted the scope of the research to three spatial morphing scenarios and one temporal
morphing scenario. The spatial morphing scenarios compared Euclidean and hyperbolic
geometries, studied size discordance between physical and virtual objects, and the representation
of hands in VR. The temporal morphing scenario investigated from what
visual delay the task performance is affected. The users’ adaptability to the different
spatiotemporal conditions was assessed based on task completion time, questionnaires,
and observed behaviours.
The results revealed significant differences between Euclidean and hyperbolic spaces.
They also showed a preference for handling virtual and physical objects with concordant
sizes, without any virtual representation of the hands. Although task performance was
affected from 200 ms onwards, participants considered the ease of the task to be affected
only from 500 ms visual delay onwards.A Realidade Virtual (RV) permite explorar mudanças no espaço e no tempo que de outra
forma seriam difíceis de simular no mundo real. Torna-se possível transformar o mundo
virtual aumentando ou diminuindo as distâncias ou manipulando os atrasos no tempo.
A análise da adaptabilidade dos utilizadores a diferentes condições espaço-temporais
permite estudar a perceção humana e encontrar a combinação certa de paradigmas de
interação.
Diferentes métodos têm sido propostos na literatura para oferecer aos utilizadores
técnicas intuitivas de navegação em espaços virtuais amplos, mesmo que restritos a pequenas
áreas físicas de jogo. Outros estudos investigam a tolerância à latência, sugerindo
a incapacidade do ser humano de detetar ligeiras discrepâncias entre a informação sensorial
visual e propriocetiva. Estes estudos contribuem com valiosas informações para
conceber experiências virtuais imersivas e técnicas de interação adequadas a cada tarefa.
Esta dissertação apresenta o desenho, implementação e avaliação de um Laboratório
de RV tangível onde podem ser estudados cenários de distorção espaço-temporal. Como
estudo de caso, restringimos o âmbito da investigação a três cenários de distorção espacial
e um cenário de distorção temporal. Os cenários de distorção espacial compararam geometrias
Euclidianas e hiperbólicas, estudaram a discordância de tamanho entre objetos
físicos e virtuais, e a representação das mãos em RV. O cenário de distorção temporal investigou
a partir de que atraso visual o desempenho da tarefa é afetado. A adaptabilidade
dos utilizadores às diferentes condições espaço-temporais foi avaliada com base no tempo
de conclusão da tarefa, questionários, e comportamentos observados.
Os resultados revelaram diferenças significativas entre os espaços Euclidiano e hiperbólico.
Também mostraram a preferência pelo manuseamento de objetos virtuais e físicos
com tamanhos concordantes, sem qualquer representação virtual das mãos. Embora o desempenho
da tarefa tenha sido afetado a partir dos 200 ms, os participantes consideraram
que a facilidade da tarefa só foi afetada a partir dos 500 ms de atraso visual
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
A Framework for the Semantics-aware Modelling of Objects
The evolution of 3D visual content calls for innovative methods for modelling shapes based on their intended usage, function and role in a complex scenario. Even if different attempts have been done in this direction, shape modelling still mainly focuses on geometry. However, 3D models have a structure, given by the arrangement of salient parts, and shape and structure are deeply related to semantics and functionality.
Changing geometry without semantic clues may invalidate such functionalities or the meaning of objects or their parts.
We approach the problem by considering semantics as the formalised knowledge related to a category of objects; the geometry can vary provided that the semantics is preserved.
We represent the semantics and the variable geometry of a class of shapes through the parametric template: an annotated 3D model whose geometry can be deformed provided that some semantic constraints remain satisfied.
In this work, we design and develop a framework for the semantics-aware modelling of shapes, offering the user a single application environment where the whole workflow of defining the parametric template and applying semantics-aware deformations can take place.
In particular, the system provides tools for the selection and annotation of geometry based on a formalised contextual knowledge; shape analysis methods to derive new knowledge implicitly encoded in the geometry, and possibly enrich the given semantics; a set of constraints that the user can apply to salient parts and a deformation operation that takes into account the semantic constraints and provides an optimal solution. The framework is modular so that new tools can be continuously added.
While producing some innovative results in specific areas, the goal of this work is the development of a comprehensive framework combining state of the art techniques and new algorithms, thus enabling the user to conceptualise her/his knowledge and model geometric shapes.
The original contributions regard the formalisation of the concept of annotation, with attached properties, and of the relations between significant parts of objects; a new technique for guaranteeing the persistence of annotations after significant changes in shape's resolution; the exploitation of shape descriptors for the extraction of quantitative information and the assessment of shape variability within a class; and the extension of the popular cage-based deformation techniques to include constraints on the allowed displacement of vertices.
In this thesis, we report the design and development of the framework as well as results in two application scenarios, namely product design and archaeological reconstruction