This paper is an extended abstract of the doctoral thesis 1 which attempts to fill the knowledge gap between user understanding and available Augmented Reality (AR) technology, a result of the ...general lack of user studies in AR and high-pace technology-driven AR development. The thesis pursues this goal by: (i) reviewing perceptual issues that relate to handheld AR in order to identify usability issues; (ii) reviewing handheld AR system utility in order to propose utility improvements; (iii) conducting empirical user studies to explore identified usability issues; (iv) designing, building and evaluating solutions that will enhance handheld AR utility and usability.
This demonstration allows visitors to use AR applications for monocular optical see-through head-mounted displays with two forms of visualization. One is the device-perspective approach, in which the ...user sees the virtual content registered with the camera image at the display. The other is the user-perspective method, in which the display is used as a de facto optical see-through device and the virtual content is registered with the real world.
In handheld Augmented Reality (AR) the magic-lens paradigm is typically implemented by rendering the video stream captured by the back-facing camera onto the device's screen. Unfortunately, such ...implementations show the real world from the device's perspective rather than the user's perspective. This dual-perspective results in misaligned and incorrectly scaled imagery, a predominate cause for the dual-view problem with potential to distort user's spatial perception. This paper presents a user study that analyzes users' expectations, spatial-perception, and their ability to deal with the dual-view problem, by comparing device-perspective and fixed Point-of-View (POV) user-perspective rendering. The results confirm the existence of the dual-view perceptual issue and that the majority of participants expect user-perspective rendering irrespective of their previous AR experience. Participants also demonstrated significantly better spatial perception and preference of the user-perspective view.
Hand-held smart devices are equipped with powerful processing units, high resolution screens and cameras, that in combination makes them suitable for video see-through Augmented Reality. Many ...Augmented Reality applications require interaction, such as selection and 3D pose manipulation. One way to perform intuitive, high precision 3D pose manipulation is by direct or indirect mapping of device movement.
There are two approaches to device movement interaction; one fixes the virtual object to the device, which therefore becomes the pivot point for the object, thus makes it difficult to rotate without translate. The second approach avoids latter issue by considering rotation and translation separately, relative to the object's center point. The result of this is that the object instead moves out of view for yaw and pitch rotations.
In this paper we study these two techniques and compare them with a modification where user perspective rendering is used to solve the rotation issues. The study showed that the modification improves speed as well as both perceived control and intuitiveness among the subjects.