探索沉浸式AR指令的程序任务:深度,运动和体积表示的作用

S. Baldassi, Grace T. Cheng, Jonathan Chan, Moqian Tian, Tim Christie, Matthew T. Short
{"title":"探索沉浸式AR指令的程序任务:深度,运动和体积表示的作用","authors":"S. Baldassi, Grace T. Cheng, Jonathan Chan, Moqian Tian, Tim Christie, Matthew T. Short","doi":"10.1109/ISMAR-Adjunct.2016.0101","DOIUrl":null,"url":null,"abstract":"Wearable Augmented Reality (W-AR) is based on getting a computer as intimate as possible with the wearers' bodies and senses. We need to understand the cognitive and perceptual mechanisms leveraged by this technology and use them for designing AR applications. In this study we explored the potential benefit of W-AR to guide a procedural task of assembling a LEGO™ compared to traditional paper instructions. We measured the time used to complete each step and the subjective perception of helpfulness and effectiveness of the instructions along with the perceived time spent doing the task. The results show that adding motion cues to an AR stereo visualization of the instructions (Dynamic 3D) improved performance compared to both the paper instructions and an AR version with stereo only but no motion (Static 3D). Interestingly, performance for the Static 3D condition was the slowest of the three. Subjective reports did not show any difference across different instruction types, suggesting that advantage of Dynamic 3D instructions are not accessible by covert awareness of the participants. The results provide support to the idea that principles of neurosciences may have direct implications for the product development in Wearable Augmented Reality.","PeriodicalId":171967,"journal":{"name":"2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct)","volume":"59 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":"{\"title\":\"Exploring Immersive AR Instructions for Procedural Tasks: The Role of Depth, Motion, and Volumetric Representations\",\"authors\":\"S. Baldassi, Grace T. Cheng, Jonathan Chan, Moqian Tian, Tim Christie, Matthew T. Short\",\"doi\":\"10.1109/ISMAR-Adjunct.2016.0101\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Wearable Augmented Reality (W-AR) is based on getting a computer as intimate as possible with the wearers' bodies and senses. We need to understand the cognitive and perceptual mechanisms leveraged by this technology and use them for designing AR applications. In this study we explored the potential benefit of W-AR to guide a procedural task of assembling a LEGO™ compared to traditional paper instructions. We measured the time used to complete each step and the subjective perception of helpfulness and effectiveness of the instructions along with the perceived time spent doing the task. The results show that adding motion cues to an AR stereo visualization of the instructions (Dynamic 3D) improved performance compared to both the paper instructions and an AR version with stereo only but no motion (Static 3D). Interestingly, performance for the Static 3D condition was the slowest of the three. Subjective reports did not show any difference across different instruction types, suggesting that advantage of Dynamic 3D instructions are not accessible by covert awareness of the participants. The results provide support to the idea that principles of neurosciences may have direct implications for the product development in Wearable Augmented Reality.\",\"PeriodicalId\":171967,\"journal\":{\"name\":\"2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct)\",\"volume\":\"59 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"10\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISMAR-Adjunct.2016.0101\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISMAR-Adjunct.2016.0101","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 10

摘要

可穿戴增强现实技术(W-AR)的基础是让电脑尽可能地贴近佩戴者的身体和感官。我们需要了解这项技术所利用的认知和感知机制,并将其用于设计AR应用程序。在这项研究中,我们探索了与传统的纸质说明相比,W-AR在指导组装乐高™的程序性任务方面的潜在好处。我们测量了完成每一步所需的时间,以及对指导的有用性和有效性的主观感知,以及完成任务所花费的感知时间。结果表明,与纸质指令和只有立体声但没有运动的AR版本(静态3D)相比,在指令的AR立体可视化(动态3D)中添加运动线索提高了性能。有趣的是,静态3D条件下的性能是三者中最慢的。主观报告没有显示出不同指令类型之间的任何差异,这表明动态3D指令的优势不是由参与者的隐蔽意识所获得的。研究结果支持了神经科学原理可能对可穿戴增强现实产品开发有直接影响的观点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring Immersive AR Instructions for Procedural Tasks: The Role of Depth, Motion, and Volumetric Representations
Wearable Augmented Reality (W-AR) is based on getting a computer as intimate as possible with the wearers' bodies and senses. We need to understand the cognitive and perceptual mechanisms leveraged by this technology and use them for designing AR applications. In this study we explored the potential benefit of W-AR to guide a procedural task of assembling a LEGO™ compared to traditional paper instructions. We measured the time used to complete each step and the subjective perception of helpfulness and effectiveness of the instructions along with the perceived time spent doing the task. The results show that adding motion cues to an AR stereo visualization of the instructions (Dynamic 3D) improved performance compared to both the paper instructions and an AR version with stereo only but no motion (Static 3D). Interestingly, performance for the Static 3D condition was the slowest of the three. Subjective reports did not show any difference across different instruction types, suggesting that advantage of Dynamic 3D instructions are not accessible by covert awareness of the participants. The results provide support to the idea that principles of neurosciences may have direct implications for the product development in Wearable Augmented Reality.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信