scholarly journals The Influence of the Device on User Performance in Handheld Augmented Reality

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.

Leonardo ◽  
2014 ◽  
Vol 47 (4) ◽  
pp. 325-336 ◽  
Author(s):  
Patrick Lichty

From ARToolkit’s emergence in the 1990s to the emergence of augmented reality (AR) as an art medium in the 2010s, AR has developed as a number of evidential sites. As an extension of virtual media, it merges real-time pattern recognition with goggles (finally realizing William Gibson’s sci-fi fantasy) or handheld devices. This creates a welding of real-time media and virtual reality, or an optically registered simulation overlaid upon an actual spatial environment. Commercial applications are numerous, including entertainment, sales, and navigation. Even though AR-based works can be traced back to the late 1990s, AR work requires some understanding of coding and tethered imaging equipment. It was not until marker-based AR, affording lower entries to usage, as well as geo-locational AR-based media, using handheld devices and tablets, that augmented reality as an art medium would propagate. While one can argue that AR-based art is a convergence of handheld device art and virtual reality, there are intrinsic gestures specific to augmented reality that make it unique. The author looks at some historical examples of AR as well as critical issues of AR-based gestures such as compounding the gaze, problematizing the retinal, and the representational issues of informatic overlays. This generates four gestural vectors, analogous to those defined in “The Translation of Art in Virtual Worlds,” which is examined through case studies. From this, a visual theory of augmentation will be proposed.


Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 15
Author(s):  
Filippo Aleotti ◽  
Giulio Zaccaroni ◽  
Luca Bartolomei ◽  
Matteo Poggi ◽  
Fabio Tosi ◽  
...  

Depth perception is paramount for tackling real-world problems, ranging from autonomous driving to consumer applications. For the latter, depth estimation from a single image would represent the most versatile solution since a standard camera is available on almost any handheld device. Nonetheless, two main issues limit the practical deployment of monocular depth estimation methods on such devices: (i) the low reliability when deployed in the wild and (ii) the resources needed to achieve real-time performance, often not compatible with low-power embedded systems. Therefore, in this paper, we deeply investigate all these issues, showing how they are both addressable by adopting appropriate network design and training strategies. Moreover, we also outline how to map the resulting networks on handheld devices to achieve real-time performance. Our thorough evaluation highlights the ability of such fast networks to generalize well to new environments, a crucial feature required to tackle the extremely varied contexts faced in real applications. Indeed, to further support this evidence, we report experimental results concerning real-time, depth-aware augmented reality and image blurring with smartphones in the wild.


2012 ◽  
Vol 134 (1) ◽  
Author(s):  
Zhi Huang ◽  
Xinsheng Zhang ◽  
Ming Zhou ◽  
Xiaoding Xu ◽  
Xianzheng Zhang ◽  
...  

Increasing functionality demands more heat dissipation from the skin of handheld devices. The maximum amount of heat that can be dissipated passively, prescribed by the natural convection and blackbody radiation theories, is becoming the bottleneck. In this letter, we propose a novel bio-inspirited technique that may overcome this passive cooling limit. It is made possible by using a biomimetic skin capable of perspiration on demand. The key component of the biomimetic skin is a thin layer of temperature sensitive hydro gel (TSHG). The TSHG layer can sweat the skin with moisture when the skin temperature is higher than the TSHG’s lower critical solution temperature (LCST), and thus boost the heat dissipation rate through evaporation. The TSHG layer can absorb moisture at low temperature to replenish. With this novel passive cooling technology, a handheld device can have nearly four times more power beyond the traditional passive cooling limit, and may be powerful enough to run a desktop operation system like a full functional personal computer.


Author(s):  
Prabha Selvaraj ◽  
Sumathi Doraikannan ◽  
Anantha Raman Rathinam ◽  
Balachandrudu K. E.

Today technology evolves in two different directions. The first one is to create a new technology for our requirement and solve the problem, and the second one is to do it with the existing technology. This chapter will discuss in detail augmented reality and its use in the real world and also its application domains like medicine, education, health, gaming, tourism, film and entertainment, architecture, and development. Many think that AR is only for smartphones, but there are different ways to enhance the insight of the world. Augmented realities can be presented on an extensive range of displays, monitors, screens, handheld devices, or glasses. This chapter will provide the information about the key components of AR devices. This chapter gives a view on different types of AR and also projects how the technology can be adapted for multiple purposes based on the required type of view.


2014 ◽  
Vol 1018 ◽  
pp. 39-46 ◽  
Author(s):  
Jens Lambrecht ◽  
Jörg Krüger

In this paper, we present a robot programming system taking into account natural communication and process integrated simulation as well as a unified robot control layer and an interface towards the Digital Factory for program transmission. We choose an integrative approach including markerless gesture recognition and a mobile Augmented Reality simulation on common handheld devices, e.g. smartphones or tablet-PCs. The user is enabled to draw poses and trajectories into the workspace of the robot supported with simultaneous visual feedback in Augmented Reality. In addition the user can adapt the robot program by gestural manipulation of poses and trajectories. Within a task-oriented implementation of the robot program a pick and place task was implemented through the programming by demonstration principle. With the help of a user study we evaluate programming duration, programming errors and subjective assessment compared with Teach-In and Offline Programming. The analysis of the results shows a significant reduction of programming duration as well as a reduction of programming errors compared with Teach-In. Furthermore, most participants favour the spatial programming system.


2021 ◽  
Vol 11 (2) ◽  
pp. 666
Author(s):  
Angelica Lucia Ritucci ◽  
Leonardo Frizziero ◽  
Alfredo Liverani

The work carried out has the purpose of improving and optimizing various industrial technical operations, such as preventive maintenance, taken here as an example of application, using the Design for Disassembly (DfD) technique. Therefore, through four metaheuristic methods that have been chosen among the most widespread in the field (described below) to make a comparison between them, the optimal disassembly sequence is sought, if it exists, in terms of time and then costs in order to extract a target component without damaging the other mechanical parts of the assembly. The hypothesis that has been tested throughout this case study is “a responsible application of DfD, not only from the design process of a product but also during the disassembly procedure, can bring substantial benefits to the company”. Interaction with a hypothetical operator in charge of the work to be performed is implemented with the use of augmented reality. In fact, through an application programmed for an Android device (in this case, a mobile phone, hence a handheld device), the operator can be instructed step-by-step on the disassembly sequence in dynamics as an animation. Finally, two virtual buttons were added in augmented reality with which the operator can start and pause/resume the animation at any time to facilitate the understanding of the different steps established by the sequence.


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