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Proceedings of the 2020 4th International Conference on Virtual and Augmented Reality Simulations最新文献

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Guidelines for the Interface Design of AR Systems for Manual Assembly 人工装配AR系统界面设计指南
Nor Farzana Syaza Jeffri, D. R. A. Rambli
Augmented Reality (AR) allows for the augmentation of relevant in-situ information in real-time, making it an effective assistive tool to support and enhance task performance. Manual assembly is a promising area in which AR can be used to assist users. Findings from various user studies evaluating the use of AR-based support systems for manual assembly have shown that it is able to reduce mental workload and improve task performance, and that its usability is greatly influenced by user interface (UI) design. Many prototypes have been developed to identify the optimal information presentation, with each study implementing its own interface design approach. The challenge lies in determining a generalized and standardized approach to interface design: what information should be present and how should they be presented? The paper reviews the types of visual features that have been implemented in existing systems and how it had assisted users in performing tasks. The questions of what information should be available and how to present them, guides the discussion from which a set of guidelines is formulated, aided by theories from cognitive science. This paper proposes the following guidelines for the interface design of AR systems for manual assembly: to include information which are present in traditional paper-based instructions; to use exogenous cues for the tasks of identifying, locating and picking parts; to use endogenous cues to guide in assembling parts. The paper contributes to the design AR systems for manual assembly by proposing a standardized approach to interface design.
增强现实(AR)允许实时增强相关的原位信息,使其成为支持和增强任务性能的有效辅助工具。人工装配是一个很有前途的领域,AR可以用来帮助用户。各种用户研究评估了基于ar的人工装配支持系统的使用情况,结果表明,它能够减少脑力工作量并提高任务性能,并且其可用性受到用户界面(UI)设计的极大影响。已经开发了许多原型来确定最佳的信息表示,每个研究都实现了自己的界面设计方法。挑战在于确定一种通用和标准化的界面设计方法:应该呈现哪些信息以及如何呈现?本文回顾了在现有系统中实现的视觉特征类型,以及它如何帮助用户执行任务。应该提供哪些信息以及如何呈现这些信息,这些问题引导了讨论,并在认知科学理论的帮助下制定了一套指导方针。本文为人工装配AR系统的界面设计提出了以下指导方针:包括传统纸质指令中存在的信息;在识别、定位和挑选零件的任务中使用外源性线索;在装配零件时使用内源性线索进行引导。本文通过提出一种标准化的界面设计方法,为人工装配的AR系统设计做出了贡献。
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引用次数: 6
Augmented Reality in Retail-A Case Study: Technology implications to Utilitarian, Aesthetic and Enjoyment values 零售中的增强现实——案例研究:技术对实用、审美和享受价值的影响
Nageswaran Vaidyanathan
The emergence of Augmented Reality (AR) in retail to enhance online and offline shopping customer experiences is fueling different opportunities. Mastercard Labs, with ODG and Qualcomm, implemented an AR smart glass with iris authentication and digital wallet integration proof of concept in Saks Fifth Avenue retail stores. The purpose was to understand customers' perceived ease of use of the set up for utilitarian and hedonic values. A qualitative case study was conducted using the Technology Acceptance Model as the theoretical basis combining utilitarian and hedonistic values associated with the perceived usefulness of this technology. The outcomes demonstrated a place for AR in retail in-store however the technology needs to mature to enable frictionless functional integration of capabilities, improved usability of smartglasses, more battery life, better heat absorption and improved network bandwidth.
增强现实技术(AR)在零售业的出现,增强了线上和线下购物的客户体验,带来了不同的机会。万事达卡实验室(Mastercard Labs)与ODG和高通(Qualcomm)合作,在萨克斯第五大道(Saks Fifth Avenue)的零售店实现了一款具有虹膜认证和数字钱包集成概念验证的AR智能眼镜。目的是了解客户对实用性和享乐价值设置的易用性的感知。采用技术接受模型作为理论基础,结合与该技术感知有用性相关的功利主义和享乐主义价值观,进行了定性案例研究。结果表明,AR在零售店内占有一席之地,但技术需要成熟,才能实现无摩擦的功能集成,提高智能眼镜的可用性,延长电池寿命,更好的吸热性和提高网络带宽。
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引用次数: 3
Factors Affecting Acceptance of a Mobile Augmented Reality Application for Cybersecurity Awareness 影响网络安全意识的移动增强现实应用接受度的因素
Hamed Alqahtani, Manolya Kavakli-Thorne
Human behavior is considered to be the weakest link in the field of cybersecurity. Despite the development of a wide range of Augmented Reality (AR) applications in various domains, no AR application is available to educate users and increase their awareness of cybersecurity issues. Thus, we developed a game based on AR techniques as an Android app called CybAR. Since there have been few acceptance studies in the field of AR, it was particularly important to identify the factors that affect user acceptance of AR technology. Technology acceptance studies typically predict behavioral adoption by investigating the relationship between attitudes and intentions, even though intention may not be the best predictor of actual behavior. Personality constructs and dimensions of cultural difference have recently been found to explain even more variance in behavior and provide insights into user behavior. The objective of this study is to identify the personality traits that affect users' acceptance of CybAR and increase their cybersecurity awareness. The study also aims to identify cultural factors that influence acceptance of CybAR by comparing Saudi Arabian and Australian users according to Hofstede's cultural value dimensions. Thus the potential predictors of CybAR app usage were derived from the extended unified theory of acceptance and usage of technology (UTAUT2), personality traits, and cultural moderators.
人的行为被认为是网络安全领域最薄弱的环节。尽管在各个领域开发了广泛的增强现实(AR)应用程序,但没有AR应用程序可用于教育用户并提高他们对网络安全问题的认识。因此,我们开发了一款基于AR技术的游戏作为Android应用程序CybAR。由于AR领域的接受度研究很少,因此确定影响用户接受AR技术的因素就显得尤为重要。技术接受研究通常通过调查态度和意图之间的关系来预测行为采用,尽管意图可能不是实际行为的最佳预测器。人格结构和文化差异的维度最近被发现可以解释更多的行为差异,并为用户行为提供见解。本研究的目的是确定影响用户接受CybAR并提高其网络安全意识的人格特征。该研究还旨在根据Hofstede的文化价值维度,通过比较沙特阿拉伯和澳大利亚的用户来确定影响CybAR接受度的文化因素。因此,CybAR应用使用的潜在预测因素来自于技术接受和使用的扩展统一理论(UTAUT2)、人格特质和文化调节因素。
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引用次数: 4
Virtual Falls: Application of VR in Fall Detection 虚拟跌倒:VR在跌倒检测中的应用
Vinh T. Bui, Minh Bui
In this paper, we present an innovative application of Virtual Reality in human fall detection. Fall detection is a challenging problem in the public healthcare domain. Despite significant efforts into developing reliable and effective fall detection algorithms and devices by researchers and engineers, minimal success has been seen. The lack of recorded fall data and the data quality have been identified as a major obstacle. To address this issue, we are proposing a framework for generating fall data in virtual environments. Our initial results have indicated that the virtual fall data generated using the proposed framework are of sufficient quality and could be used to improve fall detection algorithms. Although the approach proposed is to be used for fall detection, it is fully applicable to other domains that require training data.
在本文中,我们提出了虚拟现实技术在人体跌倒检测中的创新应用。跌倒检测是公共医疗保健领域的一个具有挑战性的问题。尽管研究人员和工程师在开发可靠有效的跌倒检测算法和设备方面做出了巨大努力,但收效甚微。缺乏记录的坠落数据和数据质量已被确定为主要障碍。为了解决这个问题,我们提出了一个在虚拟环境中生成秋季数据的框架。我们的初步结果表明,使用所提出的框架生成的虚拟跌倒数据具有足够的质量,可用于改进跌倒检测算法。虽然提出的方法是用于跌倒检测,但它完全适用于需要训练数据的其他领域。
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引用次数: 0
Interaction in Augmented Reality: Challenges to Enhance User Experience 增强现实中的交互:增强用户体验的挑战
Yahya Ghazwani, Shamus P. Smith
Augmented reality (AR) is an emerging technology that has yet to be a mature consumer product. Given that user experience plays a significant role in the success of new technologies, the development of appropriate AR user interfaces needed. As such, defining the challenges to current AR user interfaces is a steppingstone to enhancing user experience. There are three principal components of interaction in AR systems: the user, the user interface and the virtual content. Examples from the literature are provided to identify the challenges to each interaction component. Both the layout of the AR interaction component and the identified challenges aim to help and inform researchers and AR software developers to choose the AR interaction aspects that best serves their purpose, while also contributing to the enhancement of user experience.
增强现实(AR)是一项新兴技术,尚未成为成熟的消费产品。鉴于用户体验在新技术的成功中起着重要作用,因此需要开发适当的AR用户界面。因此,定义当前AR用户界面的挑战是增强用户体验的踏脚石。AR系统中的交互有三个主要组成部分:用户、用户界面和虚拟内容。从文献中提供的例子来确定每个交互组件的挑战。AR交互组件的布局和确定的挑战都旨在帮助和告知研究人员和AR软件开发人员选择最适合他们目的的AR交互方面,同时也有助于增强用户体验。
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引用次数: 15
An Evaluation of the Effectiveness of Virtual Reality in Air Traffic Control 虚拟现实技术在空中交通管制中的有效性评价
Yemon Lee, S. Marks, A. Connor
This research is an exploratory study that evaluates the potential for using a three-dimensional (3D) virtual reality headset in air traffic control scenarios by considering whether they offer advantages in identifying potential in-flight collisions in comparison to traditional 2-dimensional (2D) displays. Presenting large volumes of data on 2D displays may limit speed and efficiency of air traffic control work. By comparison, virtual reality (VR) allows users to experience immersion within a virtual environment which facilitates different modes of interaction with large and complex datasets. Fifteen participants were involved in this explorative study, none of whom were trained air traffic controllers. Each participant observed a number of simulated flight scenarios using both a 2D display and a 3D VR headset. A combination of quantitative and qualitative data was collected using simulation event logs and post-observation questionnaires. The quantitative data from the simulation logs generally shows that potential collisions are detected more quickly using VR. Despite this, participants did not feel as able to detect potential collisions using virtual reality.
本研究是一项探索性研究,评估了在空中交通管制场景中使用三维(3D)虚拟现实耳机的潜力,考虑了与传统的二维(2D)显示器相比,三维(3D)虚拟现实耳机在识别潜在的飞行碰撞方面是否具有优势。在二维显示器上显示大量数据可能会限制空中交通管制工作的速度和效率。相比之下,虚拟现实(VR)允许用户在虚拟环境中体验沉浸感,这有助于与大型复杂数据集进行不同模式的交互。15名参与者参与了这项探索性研究,他们都没有受过训练的空中交通管制员。每个参与者都使用2D显示器和3D VR耳机观察了许多模拟飞行场景。通过模拟事件日志和观察后问卷调查收集定量和定性数据。仿真日志的定量数据一般表明,使用VR可以更快地检测到潜在的碰撞。尽管如此,参与者并不觉得使用虚拟现实技术能够检测到潜在的碰撞。
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引用次数: 5
Exploring the Vulnerabilities and Advantages of SWIPE or Pattern authentication in Virtual Reality (VR) 虚拟现实(VR)中滑动或模式认证的漏洞与优势探讨
Ilesanmi Olade, Hai-Ning Liang, Charles Fleming, Christopher Champion
Virtual reality applications are carving out a new niche within the entertainment and business user-sphere, therefore reliable security and usability are essential to achieving consumer confidence. In this paper, we are exploring (1) the suitability of porting the popular SWIPE mobile device authentication system for use within virtual reality (VR) by observing the advantages and vulnerabilities. (2) The effects of the interaction devices such as the hand-held-controller (HHC), the LeapMotion sensor, EyeTracker and the head-mounted-display (HMD). Our study is in three-folds, a web study (N=219) to collect and analyze possible SWIPE password patterns, then a mobile device study (N=15) and a VR study (N = 15) to evaluate the speed, login errors, usability of the SWIPE authentication system in both environment for comparison. We are also interested in the effectiveness of shoulder-surfing within VR as it is known to be a weakness in mobile devices.
虚拟现实应用程序在娱乐和商业用户领域开辟了一个新的利基市场,因此可靠的安全性和可用性对于获得消费者信心至关重要。在本文中,我们正在探索(1)通过观察优势和漏洞,将流行的SWIPE移动设备认证系统移植到虚拟现实(VR)中使用的适用性。(2)手持控制器(HHC)、LeapMotion传感器、EyeTracker和头戴式显示器(HMD)等交互设备的效果。我们的研究分为三部分,一项网络研究(N=219)收集和分析可能的SWIPE密码模式,然后是一项移动设备研究(N=15)和一项VR研究(N=15),以评估两种环境中SWIPE认证系统的速度,登录错误,可用性进行比较。我们也对VR中的肩部冲浪的有效性感兴趣,因为它是众所周知的移动设备的弱点。
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引用次数: 24
Multi-Device Collaboration in Virtual Environments 虚拟环境中的多设备协作
S. Marks, David White
We present a multi-device collaboration principle for virtual environments, using a combination of virtual and augmented reality (VR/AR) technology, used in the context of two educational applications, a virtual nasal cavity, and a visualisation of earthquake data. A head-mounted display (HMD) and a 3D-tracked tablet create two views of a shared virtual space. This allows two users to collaborate, utilising the strengths of each of the two technologies, e.g., intuitive spatial navigation and interaction in VR, and touch control of the visualisation parameters via the AR tablet. Touch gestures on the tablet are translated into a pointer ray in VR, so the users can easily indicate spatial features. The underlying networking infrastructure allows for an extension of this application to more than two users and across different rendering platforms.
我们提出了一种虚拟环境的多设备协作原则,使用虚拟和增强现实(VR/AR)技术的组合,用于两个教育应用程序,虚拟鼻腔和地震数据可视化。头戴式显示器(HMD)和3d跟踪平板电脑创建共享虚拟空间的两种视图。这允许两个用户协作,利用两种技术的优势,例如,直观的空间导航和VR交互,以及通过AR平板电脑触摸控制可视化参数。平板电脑上的触摸手势在VR中被转换成指针射线,因此用户可以轻松地指示空间特征。底层网络基础设施允许将此应用程序扩展到两个以上的用户,并跨不同的呈现平台。
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引用次数: 6
Mixed Reality Guidance System for Motherboard Assembly Using Tangible Augmented Reality 使用有形增强现实的主板组件混合现实引导系统
Arvin Christopher C. Reyes, N. P. Del Gallego, J. A. Deja
We developed a mixed reality guidance system (MRGS) for motherboard assembly with purpose of exploring the usability and viability of using mixed reality and tangible augmented reality (TAR) for simulating hands-on manual assembly tasks. TAR was used to remove the need for real-world parts as well as to provide a natural interaction medium for our system. To evaluate our system, we conducted two usability studies involving 25 (10 experienced and 15 naive) participants. For the first study, participants were tasked to rate only the proposed interaction technique. Both experienced and naive participants gave acceptable scores, with experienced users giving significantly higher ratings. In the second study, participants were tasked to partially assemble the motherboard using the MRGS. Participants who utilized the MRGS were able to properly determine the correct orientation and location of the motherboard parts, in contrast to the control group. Observations of users while performing the tasks as well as user feedback through survey questionnaires and interviews are presented and discussed in this paper.
我们开发了一个用于主板组装的混合现实指导系统(MRGS),目的是探索使用混合现实和有形增强现实(TAR)模拟动手手动组装任务的可用性和可行性。TAR用于消除对现实世界部件的需求,并为我们的系统提供自然的交互媒介。为了评估我们的系统,我们进行了两个可用性研究,涉及25个参与者(10个有经验的和15个没有经验的)。在第一项研究中,参与者被要求只对提议的互动技术进行评分。经验丰富和幼稚的参与者都给出了可接受的分数,经验丰富的用户给出了明显更高的评分。在第二项研究中,参与者的任务是使用MRGS部分组装主板。与对照组相比,使用MRGS的参与者能够正确确定主板部件的正确方向和位置。本文介绍并讨论了用户在执行任务时的观察,以及通过调查问卷和访谈获得的用户反馈。
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引用次数: 14
Indoor Navigation Using Augmented Reality 使用增强现实的室内导航
Prashant Verma, Kushal Agrawal, V. Sarasvathi
Navigation System are very much essential for en-route assistance, indoor positioning etc. For outdoor environment navigation is still better as compared to complex indoor environment. In this research work, we have focused on building an indoor navigation application which uses augmented reality to assist people in navigating at complex buildings and also making a cloud platform (Content Management System) from where the administrator of a particular building can be able to modify and manage the navigation path. We have used Unity 3d framework to develop the AR based mobile application. The application can be run on smartphones. It has been seen that this augmented reality-based application provides better interface and experience than the traditional 2D maps or the paper maps that are displayed outside buildings to help in the navigation. To evaluate the concept proposed in the research, technical evaluations were performed at a hospital building.
导航系统在航路辅助、室内定位等方面是非常重要的。相对于复杂的室内环境,室外环境的导航效果更好。在这项研究工作中,我们专注于构建一个室内导航应用程序,该应用程序使用增强现实技术来帮助人们在复杂的建筑物中导航,并且还制作了一个云平台(内容管理系统),从该平台中,特定建筑物的管理员可以修改和管理导航路径。我们使用Unity 3d框架来开发基于AR的移动应用程序。该应用程序可以在智能手机上运行。据了解,这种基于增强现实的应用程序提供了更好的界面和体验,而不是传统的2D地图或显示在建筑物外的纸质地图,以帮助导航。为了评估研究中提出的概念,在一家医院大楼进行了技术评估。
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引用次数: 24
期刊
Proceedings of the 2020 4th International Conference on Virtual and Augmented Reality Simulations
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