scholarly journals WozARd: A Wizard of Oz Method for Wearable Augmented Reality Interaction—A Pilot Study

2015 ◽  
Vol 2015 ◽  
pp. 1-10 ◽  
Author(s):  
Günter Alce ◽  
Mattias Wallergård ◽  
Klas Hermodsson

Head-mounted displays and other wearable devices open up for innovative types of interaction for wearable augmented reality (AR). However, to design and evaluate these new types of AR user interfaces, it is essential to quickly simulate undeveloped components of the system and collect feedback from potential users early in the design process. One way of doing this is the wizard of Oz (WOZ) method. The basic idea behind WOZ is to create the illusion of a working system by having a human operator, performing some or all of the system’s functions. WozARd is a WOZ method developed for wearable AR interaction. The presented pilot study was an initial investigation of the capability of the WozARd method to simulate an AR city tour. Qualitative and quantitative data were collected from 21 participants performing a simulated AR city tour. The data analysis focused on seven categories that can have an impact on how the WozARd method is perceived by participants: precision, relevance, responsiveness, technical stability, visual fidelity, general user-experience, and human-operator performance. Overall, the results indicate that the participants perceived the simulated AR city tour as a relatively realistic experience despite a certain degree of technical instability and human-operator mistakes.

2017 ◽  
Vol 57 (5) ◽  
pp. 597-611 ◽  
Author(s):  
Iis P. Tussyadiah ◽  
Timothy Hyungsoo Jung ◽  
M. Claudia tom Dieck

The increasing use of wearable devices for tourism purposes sets the stage for a critical discussion on technological mediation in tourism experiences. This article provides a theoretical reflection on the phenomenon of embodiment relation in technological mediation and then assesses the embodiment of wearable augmented reality technology in a tourism attraction. The findings suggest that technology embodiment is a multidimensional construct consisting of ownership, location, and agency. These support the concept of technology withdrawal, where technology disappears as it becomes part of human actions, and contest the interplay of subjectivity and intentionality between humans and technology in situated experiences such as tourism. It was also found that technology embodiment affects enjoyment and enhances experience with tourism attractions.


Electronics ◽  
2019 ◽  
Vol 8 (10) ◽  
pp. 1178 ◽  
Author(s):  
Sara Condino ◽  
Giuseppe Turini ◽  
Rosanna Viglialoro ◽  
Marco Gesi ◽  
Vincenzo Ferrari

Augmented reality (AR) technology is gaining popularity and scholarly interest in the rehabilitation sector because of the possibility to generate controlled, user-specific environmental and perceptual stimuli which motivate the patient, while still preserving the possibility to interact with the real environment and other subjects, including the rehabilitation specialist. The paper presents the first wearable AR application for shoulder rehabilitation, based on Microsoft HoloLens, with real-time markerless tracking of the user’s hand. Potentialities and current limits of commercial head-mounted displays (HMDs) are described for the target medical field, and details of the proposed application are reported. A serious game was designed starting from the analysis of a traditional rehabilitation exercise, taking into account HoloLens specifications to maximize user comfort during the AR rehabilitation session. The AR application implemented consistently meets the recommended target frame rate for immersive applications with HoloLens device: 60 fps. Moreover, the ergonomics and the motivational value of the proposed application were positively evaluated by a group of five rehabilitation specialists and 20 healthy subjects. Even if a larger study, including real patients, is necessary for a clinical validation of the proposed application, the results obtained encourage further investigations and the integration of additional technical features for the proposed AR application.


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.


Information ◽  
2019 ◽  
Vol 10 (10) ◽  
pp. 289
Author(s):  
Sanna ◽  
Manuri ◽  
De Pace

Until some years ago, there was a lack of affordable devices that allowed for research in order to design and implement augmented and mixed reality applications. Thanks to technology improvements, it is now possible to find several wearable devices on the market that greatly improve the synergy between the real and virtual world, thus allowing users to be part of an immersive experience in which they can easily interact with 3D assets and real objects at the same time. Thus, the number of augmented reality and mixed reality (AR/MR) applications is greatly increased, from educational or cultural heritage applications to industry ones, such as maintenance-assembly-repair processes or product inspection and building monitoring. Indeed, several improvements have been made in order to enhance this technology, but some issues still need to be tackled, namely: limited field-of-view, tracking stability, the effectiveness of user interfaces to interact with 3D contents, and many others.


Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2234
Author(s):  
Sebastian Kapp ◽  
Michael Barz ◽  
Sergey Mukhametov ◽  
Daniel Sonntag ◽  
Jochen Kuhn

Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (n=21). On average, we found that gaze estimates are reported with an angular accuracy of 0.83 degrees and a precision of 0.27 degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.


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