Binocular function measures as predictors of user performance in stereoscopic augmented reality

Author(s):  
Tatjana Pladere ◽  
Artis Luguzis ◽  
Roberts Zabels ◽  
Rendijs Smukulis ◽  
Viktorija Barkovska ◽  
...  
Author(s):  
Jonathan Flittner* ◽  
John Luksas ◽  
Joseph L. Gabbard

This study determines how to apply existing image analysis measures of visual clutter to augmented reality user interfaces, in conjunction with other factors that may affect performance such as the percentage of virtual objects compared to real objects in an interface, and the type of object a user is searching for (real or virtual). Image analysis measures of clutter were specifically chosen as they can be applied to complex and naturalistic images as is common to experience while using an AR UI. The end goal of this research is to develop an algorithm capable of predicting user performance for a given AR UI. In this experiment, twelve participants performed a visual search task of locating a target object in an array of objects where some objects were virtual, and some were real. Participants completed this task under three different clutter levels (low, medium, high) against five different levels of virtual object percentage (0%, 25%, 50%, 75%, 100%) and two types of targets (real, virtual) with repetition. Task performance was measured through response time. Results show significant differences in response time between clutter levels and between virtual object percentage, but not target type. Participants consistently had more difficulty finding objects in more cluttered scenes, where clutter was determined through image analysis methods, and had more difficulty in finding objects when the virtual of objects was at 50% as opposed to other scenarios. Response time positively correlated to measures of combined clutter (virtual and real) arrays but not for measures of clutter taken of the individual array components (virtual or real), and positively correlated with the clutter scores of the target objects themselves.


Author(s):  
Yalda Ghasemi ◽  
Ankit Singh ◽  
Myunghee Kim ◽  
Andrew Johnson ◽  
Heejin Jeong

An augmented reality (AR) environment includes a set of digital elements with which the users interact while performing certain tasks. Recent AR head-mounted displays allow users to select how these elements are presented. However, few studies have been conducted to examine the effect of presenting augmented content on user performance and workload. This study aims to evaluate two methods of presenting augmented content — world-locked and head-locked modes in a data entry task. A total of eighteen participants performed the data entry task in this study. The effectiveness of each mode is evaluated in terms of task performance, muscle activity, perceived workload, and usability. The results show that the task completion time is shorter, and the typing speed is significantly faster in the head-locked mode while the world-locked mode achieved higher scores in terms of preference. The findings of this study can be applied to AR user interfaces to improve content presentation and enhance the user experience.


2006 ◽  
Vol 15 (1) ◽  
pp. 16-32 ◽  
Author(s):  
Joseph L. Gabbard ◽  
J. Edward Swan ◽  
Deborah Hix

A challenge in presenting augmenting information in outdoor augmented reality (AR) settings lies in the broad range of uncontrollable environmental conditions that may be present, specifically large-scale fluctuations in natural lighting and wide variations in likely backgrounds or objects in the scene. In this paper, we motivate the need for research on the effects of text drawing styles, outdoor background textures, and natural lighting on user performance in outdoor AR. We present a pilot study and a follow-on user-based study that examined the effects on user performance of outdoor background textures, changing outdoor illuminance values, and text drawing styles in a text identification task using an optical, see-through AR system. We report significant effects for all these variables, and discuss user interface design guidelines and ideas for future work.


2019 ◽  
Vol 10 (1) ◽  
pp. 1
Author(s):  
Silvio R. R. Sanches ◽  
Marcio A. Oizumi ◽  
Claiton Oliveira ◽  
Antonio C. Sementille ◽  
Cléber G. Corrêa

Augmented Reality applications, which were known to require sophisticated hardware, can now be run on handheld devices. Although such devices provide the required computer power, the size or weight of some of them may become a barrier to user performance, mainly when the interaction is by the touch on the screen. Inserted in this context, this research consists of applying a set of subjective experiments in which volunteers use an application that runs on devices with different sizes and weights. These experiments aim to measure how much the type of handheld device influences the performance of the user in Augmented Reality applications. The main contributions of this study are (i) we concluded by subjective experiments that users with previous knowledge of how to interact with a similar AR application or a game are able to improve their performance when the device is larger and (ii) we demonstrated the age of the participant was also a good indicator of the user performance in AR applications.


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


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