Search results for "Augmented reality"
showing 10 items of 208 documents
Multisensory Experiences in Virtual Reality and Augmented Reality Interaction Paradigms
2020
Multisensory stimuli can be integrated in systems that make use of different paradigms, such as Virtual Reality (VR), Augmented Reality (AR) or, in a wider sense, Mixed Reality (MR), enhancing user experiences within the virtual content. However, despite the many technological solutions that exist (both hardware and software), only visual and sonic stimuli can be considered as highly integrated in consumer-grade applications. This chapter addresses the current state of the art in multisensory experiences, taking also in consideration the aforementioned interaction paradigms, and brings the benefits and challenges. As an example, authors introduce ROMOT, a RObotic 3D-MOvie Theatre, that supp…
A taxonomy of augmented reality annotations
2020
Developing hand-worn input and haptic support for real-world target finding
2019
Locating places in cities is typically facilitated by handheld mobile devices, which draw the visual attention of the user on the screen of the device instead of the surroundings. In this research, we aim at strengthening the connection between people and their surroundings through enabling mid-air gestural interaction with real-world landmarks and delivering information through audio to retain users' visual attention on the scene. Recent research on gesture-based and haptic techniques for such purposes has mainly considered handheld devices that eventually direct users' attention back to the devices. We contribute a hand-worn, mid-air gestural interaction design with directional vibrotacti…
CultReal—A Rapid Development Platform for AR Cultural Spaces, with Fused Localization
2021
Virtual and augmented reality technologies have known an impressive market evolution due to their potential to provide immersive experiences. However, they still have significant difficulties to enable fully fledged, consumer-ready applications that can handle complex tasks such as multi-user collaboration or time-persistent experiences. In this context, CultReal is a rapid creation and deployment platform for augmented reality (AR), aiming to revitalize cultural spaces. The platform’s content management system stores a representation of the environment, together with a database of multimedia objects that can be associated with a location. The localization component fuses data from beacons …
Comparative assessment of spatial perception in augmented reality depending on the consistency of depth cues
2021
Discrepancies between depth cues (accommodation and vergence) is one of the major issues caused in a stereoscopic augmented reality at close viewing distances. It adversely affects not only user comfort but also spatial judgements. Images with consonant cues at different distances have become available due to the implementation of multifocal architecture in the head-mounted displays, although its effect on spatial perception has remained unknown. In this psychophysical study, we investigated the effects of consonant and conflicting depth cues on perceptual distance matching in the stereoscopic environment of augmented reality using a head-mounted display that was driven in two modes: multif…
Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games
2021
This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…
Augmented Reality Visualisation Concepts to Support Intraoperative Distance Estimation
2019
The estimation of distances and spatial relations between surgical instruments and surrounding anatomical structures is a challenging task for clinicians in image-guided surgery. Using augmented reality (AR), navigation aids can be displayed directly at the intervention site to support the assessment of distances and reduce the risk of damage to healthy tissue. To this end, four distance-encoding visualisation concepts were developed using a head-mounted optical see-through AR setup and evaluated by conducting a comparison study. Results suggest the general advantage of the proposed methods compared to a blank visualisation providing no additional information. Using a Distance Sensor concep…
Optical See-Through Head-Mounted Displays With Short Focal Distance: Conditions for Mitigating Parallax-Related Registration Error
2020
Optical see-through (OST) augmented reality head-mounted displays are quickly emerging as a key asset in several application fields but their ability to profitably assist high precision activities in the peripersonal space is still sub-optimal due to the calibration procedure required to properly model the user's viewpoint through the see-through display. In this work, we demonstrate the beneficial impact, on the parallax-related AR misregistration, of the use of optical see-through displays whose optical engines collimate the computer-generated image at a depth close to the fixation point of the user in the peripersonal space. To estimate the projection parameters of the OST display for a …
Blending in Hybrid Games: Understanding Hybrid Games Through Experience
2016
The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.
Multimodal and Agent-Based Human–Computer Interaction in Cultural Heritage Applications: an Overview
2010
One of the most recent and interesting applications of human–computer interaction technologies is the provision of advanced information services within public places, such as cultural heritage sites or schools and university campuses. In such contexts, concurrent technologies used in smart mobile devices can be used to satisfy the mobility need of users allowing them to access relevant resources in a context-dependent manner. Of course, most of the constraints to be taken into account when designing a pervasive information providing system are given by the actual domain where they are deployed.