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BookDOI

Human Factors in Augmented Reality Environments

TL;DR: Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems.
Abstract: Advances in hardware and networking have made possible a wide use of augmented reality (AR) technologies. However, simply putting those hardware and technologies together does not make a good system for end users to use. New design principles and evaluation methods specific to this emerging area are urgently needed to keep up with the advance in technologies. Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems. Topics include surveys, case studies, evaluation methods and metrics, HCI theories and design principles, human factors and lessons learned and experience obtained from developing, deploying or evaluating AR systems. The contributors for this cutting-edge volume are well-established researchers from diverse disciplines including psychologists, artists, engineers and scientists. Human Factors in Augmented Reality Environments is designed for a professional audience composed of practitioners and researchers working in the field of AR and human-computer interaction. Advanced-level students in computer science and engineering will also find this book useful as a secondary text or reference.
Citations
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Journal ArticleDOI
TL;DR: One cannot, of course, expect that this translation of Hering's work will ever accomplish what Southall's translation of the "Handbook of Physiological Optics" did for the spreading of the Helmholtzian gospel within the English reading community of scientists.
Abstract: I could not help feeling a kind of elation when I first laid eyes on this volume. "Finally," I felt, "here it is, in English, in a handsome volume published by a famous University Press, in the translation of two eminent American scholars who themselves spent a lifetime studying vision, especially color vision. Here it is, in English, one of the classics of visual physiology by one of the greatest visual physiologists." And what a translation it is! Hering was, among many other things, a master of style, and none of the clarity and beauty of his style is lost in this translation. One cannot, of course, expect that this translation of Hering's work will ever accomplish what Southall's translation of the "Handbook of Physiological Optics" did for the spreading of the Helmholtzian gospel within the English reading community of scientists. But, at last and at least, Hering too will

309 citations

Journal ArticleDOI
TL;DR: Results suggest that the proposed principles contribute to ensuring high usability and performance of the MAR application as well as evoking positive feelings during user and system interactions.
Abstract: This research proposes a set of interaction design principles for the development of mobile augmented reality (MAR) applications The design recommendations adopt a user-centered perspective and, thus, they focus on the necessary actions to ensure high-quality MAR user experiences To formulate our propositions we relied on theoretical grounding and an evaluation of eight MAR applications that provide published records of their design properties The design principles have then been applied to guide the development of a MAR travel application We performed a field study with 33 tourists in order to elicit whether our design choices effectively lead to enhanced satisfaction and overall user experience Results suggest that the proposed principles contribute to ensuring high usability and performance of the MAR application as well as evoking positive feelings during user and system interactions Our prescriptions may be employed either as a guide during the initial stages of the design process (ex-ante usage) or as a benchmark to assess the performance (ex-post usage) of MAR applications

114 citations

Journal ArticleDOI
TL;DR: The main objective of the study is to provide an overview of broader research challenges and directions in XR, especially in spatial sciences, and to provide case studies with original results from their own studies in each section.
Abstract: This manuscript identifies and documents unsolved problems and research challenges in the extended reality (XR) domain (i.e., virtual (VR), augmented (AR), and mixed reality (MR)). The manuscript is structured to include technology, design, and human factor perspectives. The text is visualization/display-focused, that is, other modalities such as audio, haptic, smell, and touch, while important for XR, are beyond the scope of this paper. We further narrow our focus to mainly geospatial research, with necessary deviations to other domains where these technologies are widely researched. The main objective of the study is to provide an overview of broader research challenges and directions in XR, especially in spatial sciences. Aside from the research challenges identified based on a comprehensive literature review, we provide case studies with original results from our own studies in each section as examples to demonstrate the relevance of the challenges in the current research. We believe that this paper will be of relevance to anyone who has scientific interest in extended reality, and/or uses these systems in their research.

112 citations

Journal ArticleDOI
TL;DR: HandsIn3D, a system that has been developed for the purpose of the proof of concept of a Mixed Reality multimodal system that improves on previous 2D systems by introducing 3D real-time capturing and rendering of both the remote workspace and the helping hands and by creating a 3D shared visual space.
Abstract: Distributed collaborations between two or more participants on a task involving tangible artifacts (e.g., a machine, a patient, a tool) have become increasingly common in recent years due to rapid development in information and communication technologies. In this paper we focus on a specific type of remote-collaboration system where a remote helper guides a local worker using audio communication and hand gestures to perform a repair or a maintenance task. An established ICT approach to supporting this type of collaboration is to provide a shared visual space and some forms of remote gesture. The shared space typically consists of a video capture of the remote workspace which is then displayed on a 2D screen. However, this type of approach has its limitations. Firstly, it does not provide the helper with sufficient understanding of the spatial relationships between objects in the remote workspace. Secondly, it does not allow the helper to gesture in 3D. In an attempt to address these issues, we propose a Mixed Reality multimodal system that improves on previous 2D systems by introducing 3D real-time capturing and rendering of both the remote workspace and the helping hands and by creating a 3D shared visual space as a result of co-locating the remote workspace with the helping hands. In this system, we explore the possibility of increasing the feeling of immersion and co-presence by using head tracking, stereoscopic rendering, inter-occlusion handling and virtual shadowing. In this paper, we introduce HandsIn3D, a system that has been developed for the purpose of the proof of concept. We also present the results of experiments to verify the feasibility of our approach.

54 citations


Cites background from "Human Factors in Augmented Reality ..."

  • ...Human factors, social and cultural factors also have a role in remote collaboration [27]....

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Dissertation
03 Sep 2010
TL;DR: The experiment shows that it is possible to implement and use gesturebased interaction in augmented reality and a repertoire of manipulations was used to implement a demonstrator application running on a mobile phone.
Abstract: Augmented reality can provide a new experience to users by adding virtual objects where they are relevant in the real world. The new generation of mobile phones o ers a platform to develop augmented reality application for industry as well as for the general public. Although some applications are reaching commercial viability, the technology is still limited. The main problem designers have to face when building an augmented reality application is to implement an interaction method. Interacting through the mobile's keyboard can prevent the user from looking on the screen. Normally, mobile devices have small keyboards, which are di cult to use without looking at them. Displaying a virtual keyboard on the screen is not a good solution either as the small screen is used to display the augmented real world. This thesis proposes a gesture-based interaction approach for this kind of applications. The idea is that by holding and moving the mobile phone in di erent ways, users are able to interact with virtual content. This approach combines the use of input devices as keyboards or joysticks and the detection of gestures performed with the body into one scenario: the detection of the phone's movements performed by users. Based on an investigation of people's own preferred gestures, a repertoire of manipulations was de ned and used to implement a demonstrator application running on a mobile phone. This demo was tested to evaluate the gesture-based interaction within an augmented reality application. The experiment shows that it is possible to implement and use gesturebased interaction in augmented reality. Gestures can be designed to solve the limitations of augmented reality and o er a natural and easy to learn interaction to the user.

50 citations

References
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01 Jan 1989
TL;DR: Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage.

40,975 citations

Book
01 Jan 1993
TL;DR: This guide to the methods of usability engineering provides cost-effective methods that will help developers improve their user interfaces immediately and shows you how to avoid the four most frequently listed reasons for delay in software projects.
Abstract: From the Publisher: Written by the author of the best-selling HyperText & HyperMedia, this book provides an excellent guide to the methods of usability engineering. Special features: emphasizes cost-effective methods that will help developers improve their user interfaces immediately, shows you how to avoid the four most frequently listed reasons for delay in software projects, provides step-by-step information about which methods to use at various stages during the development life cycle, and offers information on the unique issues relating to informational usability. You do not need to have previous knowledge of usability to implement the methods provided, yet all of the latest research is covered.

11,929 citations

Book ChapterDOI
TL;DR: In this article, the results of a multi-year research program to identify the factors associated with variations in subjective workload within and between different types of tasks are reviewed, including task-, behavior-, and subject-related correlates of subjective workload experiences.
Abstract: The results of a multi-year research program to identify the factors associated with variations in subjective workload within and between different types of tasks are reviewed. Subjective evaluations of 10 workload-related factors were obtained from 16 different experiments. The experimental tasks included simple cognitive and manual control tasks, complex laboratory and supervisory control tasks, and aircraft simulation. Task-, behavior-, and subject-related correlates of subjective workload experiences varied as a function of difficulty manipulations within experiments, different sources of workload between experiments, and individual differences in workload definition. A multi-dimensional rating scale is proposed in which information about the magnitude and sources of six workload-related factors are combined to derive a sensitive and reliable estimate of workload.

11,418 citations

Book ChapterDOI
11 Jun 1996
TL;DR: This chapter describes the System Usability Scale (SUS) a reliable, low-cost usability scale that can be used for global assessments of systems usability.
Abstract: Usability is not a quality that exists in any real or absolute sense. Perhaps it can be best summed up as being a general quality of the appropriateness to a purpose of any particular artefact. This notion is neatly summed up by Terry Pratchett in his novel Moving Pictures:In just the same way, the usability of any tool or system has to be viewed in terms of the context in which it is used, and its appropriateness to that context. With particular reference to information systems, this view of usability is reflected in the current draft international standard ISO 9241-11 and in the European Community ESPRIT project MUSiC (Measuring Usability of Systems in Context) (e.g. Bevan et al., 1991). In general, it is impossible to specify the usability of a system (i.e. its fitness for purpose) without first defining who are the intended users of the system, the tasks those users will perform with it, and the characteristics of the physical, organizational and social environment in which it will be used.

9,101 citations

Journal ArticleDOI
Ronald Azuma1
TL;DR: The characteristics of augmented reality systems are described, including a detailed discussion of the tradeoffs between optical and video blending approaches, and current efforts to overcome these problems are summarized.
Abstract: This paper surveys the field of augmented reality AR, in which 3D virtual objects are integrated into a 3D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment, and military applications that have been explored. This paper describes the characteristics of augmented reality systems, including a detailed discussion of the tradeoffs between optical and video blending approaches. Registration and sensing errors are two of the biggest problems in building effective augmented reality systems, so this paper summarizes current efforts to overcome these problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using augmented reality.

8,053 citations

Trending Questions (1)
What is the design principles for augmented reality applications?

The paper discusses the need for new design principles for augmented reality (AR) environments, but does not provide specific details about these principles.