88,128 research outputs found

    A Comparison of Quantitative and Qualitative Data from a Formative Usability Evaluation of an Augmented Reality Learning Scenario

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    The proliferation of augmented reality (AR) technologies creates opportunities for the devel-opment of new learning scenarios. More recently, the advances in the design and implementation of desktop AR systems make it possible the deployment of such scenarios in primary and secondary schools. Usability evaluation is a precondition for the pedagogical effectiveness of these new technologies and requires a systematic approach for finding and fixing usability problems. In this paper we present an approach to a formative usability evaluation based on heuristic evaluation and user testing. The basic idea is to compare and integrate quantitative and qualitative measures in order to increase confidence in results and enhance the descriptive power of the usability evaluation report.augmented reality, multimodal interaction, e-learning, formative usability evaluation, user testing, heuristic evaluation

    Designing mobile augmented reality art applications:addressing the views of the galleries and the artists

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    The utilization of mobile augmented reality to display gallery artworks or museum content in novel ways is a well-established concept in the augmented reality research community. However, the focus of these systems is generally technologically driven or only addresses the end user and not the views of the gallery or the original artist. In this paper we discuss the design and development of the mobile application ?Taking the Artwork Home?, which allows people to digitally curate their own augmented reality art exhibitions in their own homes by digitally ?replacing? the pictures they have on their walls with content from the Peter Scott Gallery in Lancaster. In particular, we present the insights gained from a research through design methodology that allowed us to consider how the views of the gallery and artists impacted on the system design and therefore the user experience. Thus the final artifact is the result of an iterative evaluation process with over 100 users representing a broad range of demographics and continues to be evaluated/enhanced by observing its operation ?in the wild?. Further, we consider the effect the project has had on gallery practices to enable both augmented reality designers, and galleries and museums to maximize the potential application of the technology when working together on such project

    Image Retrieval within Augmented Reality

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    Die vorliegende Arbeit untersucht das Potenzial von Augmented Reality zur Verbesserung von Image Retrieval Prozessen. Herausforderungen in Design und Gebrauchstauglichkeit wurden fĂŒr beide Forschungsbereiche dargelegt und genutzt, um Designziele fĂŒr Konzepte zu entwerfen. Eine Taxonomie fĂŒr Image Retrieval in Augmented Reality wurde basierend auf der Forschungsarbeit entworfen und eingesetzt, um verwandte Arbeiten und generelle Ideen fĂŒr Interaktionsmöglichkeiten zu strukturieren. Basierend auf der Taxonomie wurden Anwendungsszenarien als weitere Anforderungen fĂŒr Konzepte formuliert. Mit Hilfe der generellen Ideen und Anforderungen wurden zwei umfassende Konzepte fĂŒr Image Retrieval in Augmented Reality ausgearbeitet. Eins der Konzepte wurde auf einer Microsoft HoloLens umgesetzt und in einer Nutzerstudie evaluiert. Die Studie zeigt, dass das Konzept grundsĂ€tzlich positiv aufgenommen wurde und bietet Erkenntnisse ĂŒber unterschiedliches Verhalten im Raum und verschiedene Suchstrategien bei der DurchfĂŒhrung von Image Retrieval in der erweiterten RealitĂ€t.:1 Introduction 1.1 Motivation and Problem Statement 1.1.1 Augmented Reality and Head-Mounted Displays 1.1.2 Image Retrieval 1.1.3 Image Retrieval within Augmented Reality 1.2 Thesis Structure 2 Foundations of Image Retrieval and Augmented Reality 2.1 Foundations of Image Retrieval 2.1.1 DeïŹnition of Image Retrieval 2.1.2 ClassiïŹcation of Image Retrieval Systems 2.1.3 Design and Usability in Image Retrieval 2.2 Foundations of Augmented Reality 2.2.1 DeïŹnition of Augmented Reality 2.2.2 Augmented Reality Design and Usability 2.3 Taxonomy for Image Retrieval within Augmented Reality 2.3.1 Session Parameters 2.3.2 Interaction Process 2.3.3 Summary of the Taxonomy 3 Concepts for Image Retrieval within Augmented Reality 3.1 Related Work 3.1.1 Natural Query SpeciïŹcation 3.1.2 Situated Result Visualization 3.1.3 3D Result Interaction 3.1.4 Summary of Related Work 3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality 3.2.1 Natural Query SpeciïŹcation 3.2.2 Situated Result Visualization 3.2.3 3D Result Interaction 3.3 Requirements for Comprehensive Concepts 3.3.1 Design Goals 3.3.2 Application Scenarios 3.4 Comprehensive Concepts 3.4.1 Tangible Query Workbench 3.4.2 Situated Photograph Queries 3.4.3 Conformance of Concept Requirements 4 Prototypic Implementation of Situated Photograph Queries 4.1 Implementation Design 4.1.1 Implementation Process 4.1.2 Structure of the Implementation 4.2 Developer and User Manual 4.2.1 Setup of the Prototype 4.2.2 Usage of the Prototype 4.3 Discussion of the Prototype 5 Evaluation of Prototype and Concept by User Study 5.1 Design of the User Study 5.1.1 Usability Testing 5.1.2 Questionnaire 5.2 Results 5.2.1 Logging of User Behavior 5.2.2 Rating through Likert Scales 5.2.3 Free Text Answers and Remarks during the Study 5.2.4 Observations during the Study 5.2.5 Discussion of Results 6 Conclusion 6.1 Summary of the Present Work 6.2 Outlook on Further WorkThe present work investigates the potential of augmented reality for improving the image retrieval process. Design and usability challenges were identiïŹed for both ïŹelds of research in order to formulate design goals for the development of concepts. A taxonomy for image retrieval within augmented reality was elaborated based on research work and used to structure related work and basic ideas for interaction. Based on the taxonomy, application scenarios were formulated as further requirements for concepts. Using the basic interaction ideas and the requirements, two comprehensive concepts for image retrieval within augmented reality were elaborated. One of the concepts was implemented using a Microsoft HoloLens and evaluated in a user study. The study showed that the concept was rated generally positive by the users and provided insight in different spatial behavior and search strategies when practicing image retrieval in augmented reality.:1 Introduction 1.1 Motivation and Problem Statement 1.1.1 Augmented Reality and Head-Mounted Displays 1.1.2 Image Retrieval 1.1.3 Image Retrieval within Augmented Reality 1.2 Thesis Structure 2 Foundations of Image Retrieval and Augmented Reality 2.1 Foundations of Image Retrieval 2.1.1 DeïŹnition of Image Retrieval 2.1.2 ClassiïŹcation of Image Retrieval Systems 2.1.3 Design and Usability in Image Retrieval 2.2 Foundations of Augmented Reality 2.2.1 DeïŹnition of Augmented Reality 2.2.2 Augmented Reality Design and Usability 2.3 Taxonomy for Image Retrieval within Augmented Reality 2.3.1 Session Parameters 2.3.2 Interaction Process 2.3.3 Summary of the Taxonomy 3 Concepts for Image Retrieval within Augmented Reality 3.1 Related Work 3.1.1 Natural Query SpeciïŹcation 3.1.2 Situated Result Visualization 3.1.3 3D Result Interaction 3.1.4 Summary of Related Work 3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality 3.2.1 Natural Query SpeciïŹcation 3.2.2 Situated Result Visualization 3.2.3 3D Result Interaction 3.3 Requirements for Comprehensive Concepts 3.3.1 Design Goals 3.3.2 Application Scenarios 3.4 Comprehensive Concepts 3.4.1 Tangible Query Workbench 3.4.2 Situated Photograph Queries 3.4.3 Conformance of Concept Requirements 4 Prototypic Implementation of Situated Photograph Queries 4.1 Implementation Design 4.1.1 Implementation Process 4.1.2 Structure of the Implementation 4.2 Developer and User Manual 4.2.1 Setup of the Prototype 4.2.2 Usage of the Prototype 4.3 Discussion of the Prototype 5 Evaluation of Prototype and Concept by User Study 5.1 Design of the User Study 5.1.1 Usability Testing 5.1.2 Questionnaire 5.2 Results 5.2.1 Logging of User Behavior 5.2.2 Rating through Likert Scales 5.2.3 Free Text Answers and Remarks during the Study 5.2.4 Observations during the Study 5.2.5 Discussion of Results 6 Conclusion 6.1 Summary of the Present Work 6.2 Outlook on Further Wor

    Protecting Visual Information in Augmented Reality from Malicious Application Developers

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    abstract: Visual applications – those that use camera frames as part of the application – provide a rich, context-aware experience. The continued development of mixed and augmented reality (MR/AR) computing environments furthers the richness of this experience by providing applications a continuous vision experience, where visual information continuously provides context for applications and the real world is augmented by the virtual. To understand user privacy concerns in continuous vision computing environments, this work studies three MR/AR applications (augmented markers, augmented faces, and text capture) to show that in a modern mobile system, the typical user is exposed to potential mass collection of sensitive information, posing privacy and security deficiencies to be addressed in future systems. To address such deficiencies, a development framework is proposed that provides resource isolation between user information contained in camera frames and application access to the network. The design is implemented using existing system utilities as a proof of concept on the Android operating system and demonstrates its viability with a modern state-of-the-art augmented reality library and several augmented reality applications. Evaluation is conducted on the design on a Samsung Galaxy S8 phone by comparing the applications from the case study with modified versions which better protect user privacy. Early results show that the new design efficiently protects users against data collection in MR/AR applications with less than 0.7% performance overhead.Dissertation/ThesisMasters Thesis Computer Engineering 201

    Ontology-based user modeling in an augmented audio reality system for museums

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    Ubiquitous computing is a challenging area that allows us to further our understanding and techniques of context-aware and adaptive systems. Among the challenges is the general problem of capturing the larger context in interaction from the perspective of user modeling and human–computer interaction (HCI). The imperative to address this issue is great considering the emergence of ubiquitous and mobile computing environments. This paper provides an account of our addressing the specific problem of supporting functionality as well as the experience design issues related to museum visits through user modeling in combination with an audio augmented reality and tangible user interface system. This paper details our deployment and evaluation of ec(h)o – an augmented audio reality system for museums. We explore the possibility of supporting a context-aware adaptive system by linking environment, interaction object and users at an abstract semantic level instead of at the content level. From the user modeling perspective ec(h)o is a knowledge based recommender system. In this paper we present our findings from user testing and how our approach works well with an audio and tangible user interface within a ubiquitous computing system. We conclude by showing where further research is needed

    An innovative system to assist the mobility of people with motor disabilities

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    International audiencePeople with motor disabilities require assistance for navigating form one location to another. In order to improve the integration of wheelchair users into their daily life and work, we propose a real time adaptive planning algorithm for routing the user through an obstacle free optimal path. Our application is based on an augmented reality system for the assistance of wheelchair people (ARSAWP) and uses augmented reality (AR) smart glasses. The main goal is to support the development of indoor and outdoor navigation systems devoted to wheelchair users. In this paper we detail the design, the implementation and the evaluation of the proposed application, which was implemented in java for the Android operational system. Two types of database are used (local database and remote database). The information about navigation is displayed on AR glasses which give the user the possibility to interact with the system according to the external environment. The prototype is designed for use within the University of Lille campus

    Towards Context-aware Process Guidance in Cyber-Physical Systems with Augmented Reality

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    Assembly, configuration, maintenance, and repair processes in cyber-physical systems (e.g., a press line in a plant) comprise a multitude of complex tasks, whose execution needs to be controlled, coordinated and monitored. Amongst others, a process-centric guidance of users (e.g. service operators) is required, taking the high variability in the assembly of cyber-physical systems (e.g. press line variability) into account. Moreover, the tasks to be performed along these processes may be related to physical components, sensors and actuators, which need to be properly recognized, integrated and operated. In order to digitize cyber-physical processes as well as to guide users in a process-centric way, therefore, we suggest integrating process management technology, sensor/actuator interfaces, and augmented reality techniques. The paper discusses fundamental requirements for such an integration and presents an approach for process-centric user guidance that combines context and process management with augmented reality enhanced tasks. For evaluation purposes, we analyzed the cyber-physical processes of pharmaceutical packaging machines and implemented selected ones based on the approach. Overall, we are able to demonstrate the usefulness of context-aware process management for the flexible support of cyber-physical processes in the Industrial Internet of Things

    Entwicklung eines Patternkatalogs fĂŒr Augmented Reality Interfaces in der Industrie

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    FĂŒr die Gestaltung eines User Interfaces fĂŒr ein Augmented Reality-System im industriellen Kontext gibt es gegenwĂ€rtig keine Vorgaben oder Richtlinien. Dabei gelten in diesem Be-reich besondere Anforderungen fĂŒr das Wahrnehmen und Erkennen von Inhalten, die durch die Rahmenbedingungen der industriellen Umgebung, die Mensch-Technik-Interaktion und die Arbeitsaufgabe gegeben sind. Die vorliegende Dissertation befasst sich mit dieser For-schungs-lĂŒcke. Auf Basis der Anforderungsanalyse wurde mit Hilfe des modifizierten Usability Engineering Lifecycle nach Mayhew ein Designkonzept entwickelt. Dieses konzentriert sich auf die Wahr-nehmung von Informationen in Augmented Reality-Systemen. Eine Evaluation mit ExpertIn-nen untersuchte die SĂ€ttigung von Grau- und Farbwerten, in Bezug auf die Wahrnehmung und Erkennbarkeit bei minimal und maximal zulĂ€ssiger Leuchtdichte des industriellen Umfeldes. Als Ergebnis wurde deutlich, dass sich Grauwerte fĂŒr dauerhafte Textdarstellungen eignen und Farben bei Hervorhebungen oder Grafiken von Vorteil sind. Ein weiteres Hauptaugen-merk der Dissertation befasste sich mit dem Layout und Interaktionsmöglichkeiten des User-Interfaces des Augmented Reality-Systems. Basisinteraktionen und de-facto Standards wur-den spezifisch bezĂŒglich der generischen Aufgaben untersucht. Daraus entstand ein Prototyp, der in einer ausfĂŒhrlichen Untersuchung getestet wurde. Die vier generischen Aufgaben „AuswĂ€hlen aus dem HauptmenĂŒâ€œ, „Navigieren in Dokumenten“ „Vertiefen von Objektin-formation“ und „AuswĂ€hlen aus der Funktionsleiste“ wurden auf ihre NĂŒtzlichkeit und Nut-zerfreundlichkeit hin evaluiert. Es wurde deutlich, dass bei der Gestaltung der Layout-Elemente demDer NutzerIn die Möglichkeit gegeben werden sollte, die Darstellung nach eigenen Erfahrungen anzupassen und bestehende Lösungen zu ĂŒbernehmen. Im Ergebnis entstand ein Patternkatalog mit elf Layout- und 18 Interaktionsvarianten. Dieser kann bei der Entwicklung eines industriellen Augmented Reality-Systems in Hinblick auf eine nutzerorientierte Darstellung des Interfaces unterstĂŒtzend wirken.Currently, there are no guidelines or specifications for the design of a user interface for an augmented reality system in an industrial context. Special requirements such as the (DIN Norm) in fluency the perception and recognition of information in industrial environment. The conditions in turn impact the human-machine-interaction as well as the job assignment. The present dissertation explores on this research gap. Based on a Usability Engineering Lifecycle model according to Mayhew, a design concept was developed, which deals with perception in augmented reality systems. An evaluation with experts examines the saturation of gray and color values, in terms of perception and recog-nizability at minimum and maximum permissible luminance of the industrial environment. The results indicate that gray values are suitable for permanent text display and colors are more suitable for highlighting or graphics. Another focus of the dissertation concerns the concept of the user interface for the augmented reality system. Basic interactions and de-facto standards were examined for the generic tasks of the industrial context. This resulted in a prototype, which was tested in a detailed evaluation. The four generic tasks “select from the main menu”, “navigate in documents”, “deepen object information” and “select from the function bar” were evaluated for their usefulness and usability. As a result, it became clear that when designing the layout elements, the users must be given the opportunity to adapt the presentation according to their own experience and existing solutions should be adopted. The result of the dissertation is a pattern catalog with eleven layouts and eighteen interac-tion alternatives. These design solutions can support the development of user-oriented inter-faces for industrial augmented reality systems.FĂŒr die Gestaltung eines User-Interfaces fĂŒr ein AR-System im industriellen Kontext gelten besondere Anforderungen fĂŒr das Wahrnehmen und Erkennen von Inhalten, die durch die Rahmenbedingungen der industriellen Umgebung, die Mensch-Technik-Interaktion und die Arbeitsaufgabe gegeben sind. Die Dissertation befasst sich nĂ€her mit der Gestaltung des Interface. Eine Studie konzentriert sich auf die Wahrnehmung von Informationen in AR-Systemen. Eine Evaluation mit ExpertInnen untersuchte die SĂ€ttigung von Grau- und Farbwerten in Bezug auf die Wahrnehmung und Erkennbarkeit bei minimal und maximal zulĂ€ssiger Leuchtdichte des industriellen Umfeldes. Ein weiteres Hauptaugenmerk der Dissertation befasste sich mit dem Layout und Interaktionsmöglichkeiten des User-Interfaces des AR-Systems. Basisinteraktionen und de facto Standards wurden bezĂŒglich der generischen Aufgaben untersucht. Daraus entstand ein Prototyp, der in einer ausfĂŒhrlichen nutzerorientierten Untersuchung getestet wurde. Im Ergebnis entstand ein Patternkatalog, der bei der Entwicklung eines industriellen AR-Systems in Hinblick auf eine nutzerorientierte Darstellung des Interfaces unterstĂŒtzend kann
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