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1.
IEEE Trans Vis Comput Graph ; 28(5): 2014-2025, 2022 05.
Artigo em Inglês | MEDLINE | ID: mdl-35167470

RESUMO

In optical see-through augmented reality (AR), information is often distributed between real and virtual contexts, and often appears at different distances from the user. To integrate information, users must repeatedly switch context and change focal distance. If the user's task is conducted under time pressure, they may attempt to integrate information while their eye is still changing focal distance, a phenomenon we term transient focal blur. Previously, Gabbard, Mehra, and Swan (2018) examined these issues, using a text-based visual search task on a one-eye optical see-through AR display. This paper reports an experiment that partially replicates and extends this task on a custom-built AR Haploscope. The experiment examined the effects of context switching, focal switching distance, binocular and monocular viewing, and transient focal blur on task performance and eye fatigue. Context switching increased eye fatigue but did not decrease performance. Increasing focal switching distance increased eye fatigue and decreased performance. Monocular viewing also increased eye fatigue and decreased performance. The transient focal blur effect resulted in additional performance decrements, and is an addition to knowledge about AR user interface design issues.


Assuntos
Astenopia , Realidade Aumentada , Gráficos por Computador , Humanos , Análise e Desempenho de Tarefas
2.
IEEE Trans Vis Comput Graph ; 26(2): 1385-1398, 2020 02.
Artigo em Inglês | MEDLINE | ID: mdl-30222576

RESUMO

Many augmented reality (AR) applications operate within near-field reaching distances, and require matching the depth of a virtual object with a real object. The accuracy of this matching was measured in three experiments, which examined the effect of focal distance, age, and brightness, within distances of 33.3 to 50 cm, using a custom-built AR haploscope. Experiment I examined the effect of focal demand, at the levels of collimated (infinite focal distance), consistent with other depth cues, and at the midpoint of reaching distance. Observers were too young to exhibit age-related reductions in accommodative ability. The depth matches of collimated targets were increasingly overestimated with increasing distance, consistent targets were slightly underestimated, and midpoint targets were accurately estimated. Experiment II replicated Experiment I, with older observers. Results were similar to Experiment I. Experiment III replicated Experiment I with dimmer targets, using young observers. Results were again consistent with Experiment I, except that both consistent and midpoint targets were accurately estimated. In all cases, collimated results were explained by a model, where the collimation biases the eyes' vergence angle outwards by a constant amount. Focal demand and brightness affect near-field AR depth matching, while age-related reductions in accommodative ability have no effect.


Assuntos
Realidade Aumentada , Percepção de Profundidade/fisiologia , Iluminação , Adulto , Fatores Etários , Idoso , Idoso de 80 Anos ou mais , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Psicofísica , Adulto Jovem
3.
IEEE Trans Vis Comput Graph ; 25(6): 2228-2241, 2019 06.
Artigo em Inglês | MEDLINE | ID: mdl-29994003

RESUMO

In augmented reality (AR) environments, information is often distributed between real world and virtual contexts, and often appears at different distances from the user. Therefore, to integrate the information, users must repeatedly switch context and refocus the eyes. To focus at different distances, the user's eyes must accommodate, which when done repeatedly can cause eyestrain and degrade task performance. An experiment was conducted that examined switching context and focal distance between a real and an AR environment, using a text-based visual search task and a monocular optical see-through AR display. Both context switching and focal distance switching resulted in significantly reduced performance. In addition, repeatedly performing the task caused visual fatigue to steadily increase. Performance was particularly poor for virtual text presented at optical infinity, and for target letters that participants tried to read before their eyes had completely accommodated to a new focal distance. The results show that context switching and focal distance switching are important AR user interface design issues.


Assuntos
Acomodação Ocular/fisiologia , Realidade Aumentada , Fixação Ocular/fisiologia , Interface Usuário-Computador , Adulto , Astenopia/fisiopatologia , Gráficos por Computador , Ergonomia , Feminino , Humanos , Masculino , Multimídia , Análise e Desempenho de Tarefas , Adulto Jovem
4.
IEEE Trans Vis Comput Graph ; 24(9): 2649-2662, 2018 09.
Artigo em Inglês | MEDLINE | ID: mdl-28961115

RESUMO

Optical see-through head-mounted displays (OST HMDs) are a major output medium for Augmented Reality, which have seen significant growth in popularity and usage among the general public due to the growing release of consumer-oriented models, such as the Microsoft Hololens. Unlike Virtual Reality headsets, OST HMDs inherently support the addition of computer-generated graphics directly into the light path between a user's eyes and their view of the physical world. As with most Augmented and Virtual Reality systems, the physical position of an OST HMD is typically determined by an external or embedded 6-Degree-of-Freedom tracking system. However, in order to properly render virtual objects, which are perceived as spatially aligned with the physical environment, it is also necessary to accurately measure the position of the user's eyes within the tracking system's coordinate frame. For over 20 years, researchers have proposed various calibration methods to determine this needed eye position. However, to date, there has not been a comprehensive overview of these procedures and their requirements. Hence, this paper surveys the field of calibration methods for OST HMDs. Specifically, it provides insights into the fundamentals of calibration techniques, and presents an overview of both manual and automatic approaches, as well as evaluation methods and metrics. Finally, it also identifies opportunities for future research.

5.
Front Robot AI ; 5: 37, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-33500923

RESUMO

Augmented Reality (AR) interfaces have been studied extensively over the last few decades, with a growing number of user-based experiments. In this paper, we systematically review 10 years of the most influential AR user studies, from 2005 to 2014. A total of 291 papers with 369 individual user studies have been reviewed and classified based on their application areas. The primary contribution of the review is to present the broad landscape of user-based AR research, and to provide a high-level view of how that landscape has changed. We summarize the high-level contributions from each category of papers, and present examples of the most influential user studies. We also identify areas where there have been few user studies, and opportunities for future research. Among other things, we find that there is a growing trend toward handheld AR user studies, and that most studies are conducted in laboratory settings and do not involve pilot testing. This research will be useful for AR researchers who want to follow best practices in designing their own AR user studies.

6.
IEEE Trans Vis Comput Graph ; 21(4): 491-500, 2015 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-26357099

RESUMO

With the growing availability of optical see-through (OST) head-mounted displays (HMDs) there is a present need for robust, uncomplicated, and automatic calibration methods suited for non-expert users. This work presents the results of a user study which both objectively and subjectively examines registration accuracy produced by three OST HMD calibration methods: (1) SPAAM, (2) Degraded SPAAM, and (3) Recycled INDICA, a recently developed semi-automatic calibration method. Accuracy metrics used for evaluation include subject provided quality values and error between perceived and absolute registration coordinates. Our results show all three calibration methods produce very accurate registration in the horizontal direction but caused subjects to perceive the distance of virtual objects to be closer than intended. Surprisingly, the semi-automatic calibration method produced more accurate registration vertically and in perceived object distance overall. User assessed quality values were also the highest for Recycled INDICA, particularly when objects were shown at distance. The results of this study confirm that Recycled INDICA is capable of producing equal or superior on-screen registration compared to common OST HMD calibration methods. We also identify a potential hazard in using reprojection error as a quantitative analysis technique to predict registration accuracy. We conclude with discussing the further need for examining INDICA calibration in binocular HMD systems, and the present possibility for creation of a closed-loop continuous calibration method for OST Augmented Reality.


Assuntos
Gráficos por Computador/instrumentação , Movimentos Oculares/fisiologia , Interface Usuário-Computador , Adulto , Algoritmos , Análise de Variância , Calibragem , Desenho de Equipamento , Feminino , Humanos , Masculino , Adulto Jovem
7.
IEEE Trans Vis Comput Graph ; 21(11): 1289-98, 2015 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-26340777

RESUMO

Many compelling augmented reality (AR) applications require users to correctly perceive the location of virtual objects, some with accuracies as tight as 1 mm. However, measuring the perceived depth of AR objects at these accuracies has not yet been demonstrated. In this paper, we address this challenge by employing two different depth judgment methods, perceptual matching and blind reaching, in a series of three experiments, where observers judged the depth of real and AR target objects presented at reaching distances. Our experiments found that observers can accurately match the distance of a real target, but when viewing an AR target through collimating optics, their matches systematically overestimate the distance by 0.5 to 4.0 cm. However, these results can be explained by a model where the collimation causes the eyes' vergence angle to rotate outward by a constant angular amount. These findings give error bounds for using collimating AR displays at reaching distances, and suggest that for these applications, AR displays need to provide an adjustable focus. Our experiments further found that observers initially reach ∼4 cm too short, but reaching accuracy improves with both consistent proprioception and corrective visual feedback, and eventually becomes nearly as accurate as matching.

9.
IEEE Trans Vis Comput Graph ; 19(4): 701-10, 2013 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-23428455

RESUMO

The following series of experiments explore the effect of static peripheral stimulation on the perception of distance and spatial scale in a typical head-mounted virtual environment. It was found that applying constant white light in an observer's far periphery enabled the observer to more accurately judge distances using blind walking. An effect of similar magnitude was also found when observers estimated the size of a virtual space using a visual scale task. The presence of the effect across multiple psychophysical tasks provided confidence that a perceptual change was, in fact, being invoked by the addition of the peripheral stimulation. These results were also compared to observer performance in a very large field of view virtual environment and in the real world. The subsequent findings raise the possibility that distance judgments in virtual environments might be considerably more similar to those in the real world than previous work has suggested.


Assuntos
Inteligência Artificial , Sinais (Psicologia) , Interpretação de Imagem Assistida por Computador/métodos , Imageamento Tridimensional/métodos , Estimulação Luminosa/métodos , Interface Usuário-Computador , Percepção Visual/fisiologia , Adulto , Algoritmos , Feminino , Humanos , Aumento da Imagem/métodos
10.
IEEE Trans Vis Comput Graph ; 18(5): 783-96, 2012 May.
Artigo em Inglês | MEDLINE | ID: mdl-21690646

RESUMO

This paper presents a 2D flow visualization user study that we conducted using new methodologies to increase the objectiveness. We evaluated grid-based variable-size arrows, evenly spaced streamlines, and line integral convolution (LIC) variants (basic, oriented, and enhanced versions) coupled with a colorwheel and/or rainbow color map, which are representative of many geometry-based and texture-based techniques. To reduce data-related bias, template-based explicit flow synthesis was used to create a wide variety of symmetric flows with similar topological complexity. To suppress task-related bias, pattern-based implicit task design was employed, addressing critical point recognition, critical point classification, and symmetric pattern categorization. In addition, variable-duration and fixed-duration measurement schemes were utilized for lightweight precision-critical and heavyweight judgment intensive flow analysis tasks, respectively, to record visualization effectiveness. We eliminated outliers and used the Ryan REGWQ post-hoc homogeneous subset tests in statistical analysis to obtain reliable findings. Our study shows that a texture-based dense representation with accentuated flow streaks, such as enhanced LIC, enables intuitive perception of the flow, while a geometry-based integral representation with uniform density control, such as evenly spaced streamlines, may exploit visual interpolation to facilitate mental reconstruction of the flow. It is also shown that inappropriate color mapping (e.g., colorwheel) may add distractions to a flow representation.

11.
IEEE Trans Vis Comput Graph ; 14(3): 513-25, 2008.
Artigo em Inglês | MEDLINE | ID: mdl-18369261

RESUMO

A major challenge, and thus opportunity, in the field of human-computer interaction and specifically usability engineering is designing effective user interfaces for emerging technologies that have no established design guidelines or interaction metaphors or introduce completely new ways for users to perceive and interact with technology and the world around them. Clearly, augmented reality is one such emerging technology. We propose a usability engineering approach that employs user-based studies to inform design, by iteratively inserting a series of user-based studies into a traditional usability engineering lifecycle to better inform initial user interface designs. We present an exemplar user-based study conducted to gain insight into how users perceive text in outdoor augmented reality settings and to derive implications for design in outdoor augmented reality. We also describe lessons learned from our experiences conducting user-based studies as part of the design process.


Assuntos
Engenharia Biomédica/métodos , Gráficos por Computador , Apresentação de Dados , Ergonomia/métodos , Imageamento Tridimensional/instrumentação , Sistemas Homem-Máquina , Interface Usuário-Computador , Algoritmos , Desenho Assistido por Computador , Desenho de Equipamento/métodos , Análise de Falha de Equipamento , Aumento da Imagem/métodos , Interpretação de Imagem Assistida por Computador/instrumentação , Interpretação de Imagem Assistida por Computador/métodos , Imageamento Tridimensional/métodos , Análise Numérica Assistida por Computador , Processamento de Sinais Assistido por Computador
12.
IEEE Trans Vis Comput Graph ; 13(3): 429-42, 2007.
Artigo em Inglês | MEDLINE | ID: mdl-17356211

RESUMO

Abstract-A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where AR users are supposed to perceive graphics as being located behind opaque surfaces. This paper reviews and discusses protocols for measuring egocentric depth judgments in both virtual and augmented environments, and discusses the well-known problem of depth underestimation in virtual environments. It then describes two experiments that measured egocentric depth judgments in AR. Experiment I used a perceptual matching protocol to measure AR depth judgments at medium and far-field distances of 5 to 45 meters. The experiment studied the effects of upper versus lower visual field location, the x-ray vision condition, and practice on the task. The experimental findings include evidence for a switch in bias, from underestimating to overestimating the distance of AR-presented graphics, at approximately 23 meters, as well as a quantification of how much more difficult the x-ray vision condition makes the task. Experiment II used blind walking and verbal report protocols to measure AR depth judgments at distances of 3 to 7 meters. The experiment examined real-world objects, real-world objects seen through the AR display, virtual objects, and combined real and virtual objects. The results give evidence that the egocentric depth of AR objects is underestimated at these distances, but to a lesser degree than has previously been found for most virtual reality environments. The results are consistent with previous studies that have implicated a restricted field-of-view, combined with an inability for observers to scan the ground plane in a near-to-far direction, as explanations for the observed depth underestimation.


Assuntos
Percepção de Profundidade/fisiologia , Interface Usuário-Computador , Gráficos por Computador , Humanos
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