Anil Ufuk Batmaz, Xintian Sun, Dogu Taskiran, W. Stuerzlinger
Reaction time training systems are used to improve user performance. Until now, such setups use physical 2D flat surfaces, e.g., a 2D touch screen or buttons mounted on a wall. We designed and investigated a mid-air reaction time training system with an immersive virtual reality (VR) headset. 12 participants performed an eye-hand coordination reaction test in three conditions: both in mid-air with or without VR controller as well as with passive haptic feedback through hitting a soft-surface wall. We also altered target and cursor sizes and used a Fitts’ law task to analyze user performance. According to the results, subjects were slower and their throughput was lower when they hit a solid surface to interact with virtual targets. Our results show that Fitts’s model can be applied to these systems to measure and assess participant training.
{"title":"Hitting the Wall: Mid-Air Interaction for Eye-Hand Coordination","authors":"Anil Ufuk Batmaz, Xintian Sun, Dogu Taskiran, W. Stuerzlinger","doi":"10.1145/3359996.3364249","DOIUrl":"https://doi.org/10.1145/3359996.3364249","url":null,"abstract":"Reaction time training systems are used to improve user performance. Until now, such setups use physical 2D flat surfaces, e.g., a 2D touch screen or buttons mounted on a wall. We designed and investigated a mid-air reaction time training system with an immersive virtual reality (VR) headset. 12 participants performed an eye-hand coordination reaction test in three conditions: both in mid-air with or without VR controller as well as with passive haptic feedback through hitting a soft-surface wall. We also altered target and cursor sizes and used a Fitts’ law task to analyze user performance. According to the results, subjects were slower and their throughput was lower when they hit a solid surface to interact with virtual targets. Our results show that Fitts’s model can be applied to these systems to measure and assess participant training.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125847610","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The objective of this paper is to explore three different interaction methods in a confirmation task on a head-mounted Augmented Reality (AR) device with a population of children aged 9-11 years. The three interaction methods we look at are voice recognition, gesture recognition, and controller. We conducted a within-subjects study using a Fitts’ Law confirmation task performed by children with a Microsoft HoloLens. We measured elapsed time during the completion of the tasks. Also, we collected usability and fatigue measures using the System Usability Scale and the OMNI RPE (Ratings of Perceived Exertion) scale. We found significant differences between voice and controller for time, fatigue and usability. We also found significant differences between gesture and controller for time, fatigue and usability. We hope to apply the results of this study to improve augmented reality educational tools for children in the future.
{"title":"Augmented Reality for Children in a Confirmation Task: Time, Fatigue, and Usability","authors":"Brita Munsinger, J. Quarles","doi":"10.1145/3359996.3364274","DOIUrl":"https://doi.org/10.1145/3359996.3364274","url":null,"abstract":"The objective of this paper is to explore three different interaction methods in a confirmation task on a head-mounted Augmented Reality (AR) device with a population of children aged 9-11 years. The three interaction methods we look at are voice recognition, gesture recognition, and controller. We conducted a within-subjects study using a Fitts’ Law confirmation task performed by children with a Microsoft HoloLens. We measured elapsed time during the completion of the tasks. Also, we collected usability and fatigue measures using the System Usability Scale and the OMNI RPE (Ratings of Perceived Exertion) scale. We found significant differences between voice and controller for time, fatigue and usability. We also found significant differences between gesture and controller for time, fatigue and usability. We hope to apply the results of this study to improve augmented reality educational tools for children in the future.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123742980","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We present DexController, which is a hand-held controller leveraging grasp as an additional modality for virtual reality (VR) game. The pressure-sensitive surface of DexController was designed to recognize two different grasp-poses (i.e. precision grip and power grip) and detect grasp-force. Based on the results of two feasibility tests, a VR defense game was designed in which players could attack each enemy using the proper weapon with a proper level of force. A within-subject comparative study is conducted with a button-based controller which has the same physical form of DexController. The results indicated that DexController enhanced the perceived naturalness of the controller and game enjoyment, with having acceptable physical demand. This study clarifies the empirical effect of utilizing grasp-recognition on VR game controller to enhance interactivity. Also, we provide insight for the integration of VR game elements with the grasping modality of a controller.
{"title":"DexController : Designing a VR Controller with Grasp-Recognition for Enriching Natural Game Experience","authors":"Hyeon-Beom Yi, Jiwoo Hong, Hwan Kim, Woohun Lee","doi":"10.1145/3359996.3364263","DOIUrl":"https://doi.org/10.1145/3359996.3364263","url":null,"abstract":"We present DexController, which is a hand-held controller leveraging grasp as an additional modality for virtual reality (VR) game. The pressure-sensitive surface of DexController was designed to recognize two different grasp-poses (i.e. precision grip and power grip) and detect grasp-force. Based on the results of two feasibility tests, a VR defense game was designed in which players could attack each enemy using the proper weapon with a proper level of force. A within-subject comparative study is conducted with a button-based controller which has the same physical form of DexController. The results indicated that DexController enhanced the perceived naturalness of the controller and game enjoyment, with having acceptable physical demand. This study clarifies the empirical effect of utilizing grasp-recognition on VR game controller to enhance interactivity. Also, we provide insight for the integration of VR game elements with the grasping modality of a controller.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123855760","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Doil Kwon, Hyeonah Choi, H. Cho, Juyoung Lee, G. Kim
We demonstrate PillowVR, virtual reality framework that integrates the smartphone, magnifier and sensors into a pillow/cushion for immersive VR experience in bed. PillowVR is applied for presenting immersive bed time stories to children to help them go to sleep and therefore its interaction was designed to minimize excessive bodily movements – only simple back-of-the head pressure events are used to browse the content. PillowVR illustrates shows how VR can be more woven into our daily lives inexpensively and naturally by customizing the set up and interaction for the specific task and experience. The actual demonstration of PillowVR would be very simple (as intended). In this paper, we can watch 360° video because viewpoint can be switching in “Non Ready” state. Our team will place an exercise pad or long picnic chair (instead of an actual bed) in the demo area. The user will enact the whole process as if being at home from the very start – sit/lie on the chair, insert the smartphone, wear the PillowVR, browse the content, pretend as if fallen to sleep, and assess the experience from the beginning to the very end (when one wakes up in the morning).
{"title":"PillowVR: Virtual Reality in Bed","authors":"Doil Kwon, Hyeonah Choi, H. Cho, Juyoung Lee, G. Kim","doi":"10.1145/3359996.3365029","DOIUrl":"https://doi.org/10.1145/3359996.3365029","url":null,"abstract":"We demonstrate PillowVR, virtual reality framework that integrates the smartphone, magnifier and sensors into a pillow/cushion for immersive VR experience in bed. PillowVR is applied for presenting immersive bed time stories to children to help them go to sleep and therefore its interaction was designed to minimize excessive bodily movements – only simple back-of-the head pressure events are used to browse the content. PillowVR illustrates shows how VR can be more woven into our daily lives inexpensively and naturally by customizing the set up and interaction for the specific task and experience. The actual demonstration of PillowVR would be very simple (as intended). In this paper, we can watch 360° video because viewpoint can be switching in “Non Ready” state. Our team will place an exercise pad or long picnic chair (instead of an actual bed) in the demo area. The user will enact the whole process as if being at home from the very start – sit/lie on the chair, insert the smartphone, wear the PillowVR, browse the content, pretend as if fallen to sleep, and assess the experience from the beginning to the very end (when one wakes up in the morning).","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122141178","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Christian Sinnott, James Liu, Courtney Matera, Savannah Halow, Ann Jones, Matthew Moroz, J. Mulligan, M. Crognale, Eelke Folmer, P. MacNeilage
During terrestrial activities, sensation of pressure on the skin and tension in muscles and joints provides information about how the body is oriented relative to gravity and how the body is moving relative to the surrounding environment. In contrast, in aquatic environments when suspended in a state of neutral buoyancy, the weight of the body and limbs is offloaded, rendering these cues uninformative. It is not yet known how this altered sensory environment impacts virtual reality experiences. To investigate this question, we converted a full-face SCUBA mask into an underwater head-mounted display and developed software to simulate jetpack locomotion outside the International Space Station. Our goal was to emulate conditions experienced by astronauts during training at NASA's Neutral Buoyancy Lab. A user study was conducted to evaluate both sickness and presence when using virtual reality in this altered sensory environment. We observed an increase in nausea related symptoms underwater, but we cannot conclude that this is due to VR use. Other measures of sickness and presence underwater were comparable to measures taken above water. We conclude with suggestions for improved underwater VR systems and improved methods for evaluation of these systems based on our experience.
{"title":"Underwater Virtual Reality System for Neutral Buoyancy Training: Development and Evaluation","authors":"Christian Sinnott, James Liu, Courtney Matera, Savannah Halow, Ann Jones, Matthew Moroz, J. Mulligan, M. Crognale, Eelke Folmer, P. MacNeilage","doi":"10.1145/3359996.3364272","DOIUrl":"https://doi.org/10.1145/3359996.3364272","url":null,"abstract":"During terrestrial activities, sensation of pressure on the skin and tension in muscles and joints provides information about how the body is oriented relative to gravity and how the body is moving relative to the surrounding environment. In contrast, in aquatic environments when suspended in a state of neutral buoyancy, the weight of the body and limbs is offloaded, rendering these cues uninformative. It is not yet known how this altered sensory environment impacts virtual reality experiences. To investigate this question, we converted a full-face SCUBA mask into an underwater head-mounted display and developed software to simulate jetpack locomotion outside the International Space Station. Our goal was to emulate conditions experienced by astronauts during training at NASA's Neutral Buoyancy Lab. A user study was conducted to evaluate both sickness and presence when using virtual reality in this altered sensory environment. We observed an increase in nausea related symptoms underwater, but we cannot conclude that this is due to VR use. Other measures of sickness and presence underwater were comparable to measures taken above water. We conclude with suggestions for improved underwater VR systems and improved methods for evaluation of these systems based on our experience.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125474893","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Chronic pain is ongoing pain lasting for long periods of time after the initial injury or disease has healed. Chronic pain is difficult to treat and can affect the daily lives of patients. Distraction therapy is a proven way of relieving pain by redirecting the focus of patients’ attention. Virtual reality is an effective platform for distraction therapy as it immerses the user visually, aurally, and even somewhat physically in a virtual world detached from reality. There is little research done on the effects that physical interactions have on pain management. This project aims to evaluate different types of extended reality (XR) interactions, including full body movement, for chronic pain patients to determine which is the best for pain relief. We are building a prototype for participants to interact both mentally and physically and measuring the reduction in subjective pain ratings at various points of the XR experience.
{"title":"Extended Reality for Chronic Pain Relief","authors":"Jiaheng Wang, C. Anslow","doi":"10.1145/3359996.3365030","DOIUrl":"https://doi.org/10.1145/3359996.3365030","url":null,"abstract":"Chronic pain is ongoing pain lasting for long periods of time after the initial injury or disease has healed. Chronic pain is difficult to treat and can affect the daily lives of patients. Distraction therapy is a proven way of relieving pain by redirecting the focus of patients’ attention. Virtual reality is an effective platform for distraction therapy as it immerses the user visually, aurally, and even somewhat physically in a virtual world detached from reality. There is little research done on the effects that physical interactions have on pain management. This project aims to evaluate different types of extended reality (XR) interactions, including full body movement, for chronic pain patients to determine which is the best for pain relief. We are building a prototype for participants to interact both mentally and physically and measuring the reduction in subjective pain ratings at various points of the XR experience.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130082414","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We compared the cybersickness produced when a virtual environment (VE) was viewed binocularly and monocularly through an Oculus Rift CV1 head-mounted display (HMD). During each exposure to the VE participants made continuous yaw head movements in time with a computer-generated metronome. Across trials we also varied their head movement frequency (0.5 or 1.0 Hz) and motion-to-photon delays (from ∼5 - ∼212 ms). We found that: 1) cybersickness severity increased with added display lag; and 2) monocular viewing appeared to protect against these increases in cybersickness. We conclude that active binocular viewing with this HMD introduced artifacts that increased the likelihood of more severe sickness.
{"title":"Monocular Viewing Protects Against Cybersickness Produced by Head Movements in the Oculus Rift","authors":"S. Palmisano, Luke Szalla, Juno Kim","doi":"10.1145/3359996.3364699","DOIUrl":"https://doi.org/10.1145/3359996.3364699","url":null,"abstract":"We compared the cybersickness produced when a virtual environment (VE) was viewed binocularly and monocularly through an Oculus Rift CV1 head-mounted display (HMD). During each exposure to the VE participants made continuous yaw head movements in time with a computer-generated metronome. Across trials we also varied their head movement frequency (0.5 or 1.0 Hz) and motion-to-photon delays (from ∼5 - ∼212 ms). We found that: 1) cybersickness severity increased with added display lag; and 2) monocular viewing appeared to protect against these increases in cybersickness. We conclude that active binocular viewing with this HMD introduced artifacts that increased the likelihood of more severe sickness.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122622016","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this study, we evaluated the quantitative effectiveness of navigation operation in a virtual reality (VR) volumetric viewer, in order to confirm the effectiveness of VR in life sciences. The analytical work for biological data is a promising application of VR because users can manipulate 3D data intuitively in VR. However, few studies have focused on the quantitative evaluations of such applications. Therefore, we conducted an experiment to evaluate the speedup of navigation operation (sequences of translation, rotation, and scaling) in VR applications for 3D microscopy. We compared the task completion time between a non-VR visualization tool and a VR visualization tool. The speedup by the VR immersive visualizer was found to be 203% in the most effective case. The result showed that the VR immersive visualizer enables more efficient navigation than the conventional volumetric viewer.
{"title":"Evaluation of Navigation Operations in Immersive Microscopic Visualization","authors":"T. Takashina, Mitsuru Ito, Yuji Kokumai","doi":"10.1145/3359996.3364724","DOIUrl":"https://doi.org/10.1145/3359996.3364724","url":null,"abstract":"In this study, we evaluated the quantitative effectiveness of navigation operation in a virtual reality (VR) volumetric viewer, in order to confirm the effectiveness of VR in life sciences. The analytical work for biological data is a promising application of VR because users can manipulate 3D data intuitively in VR. However, few studies have focused on the quantitative evaluations of such applications. Therefore, we conducted an experiment to evaluate the speedup of navigation operation (sequences of translation, rotation, and scaling) in VR applications for 3D microscopy. We compared the task completion time between a non-VR visualization tool and a VR visualization tool. The speedup by the VR immersive visualizer was found to be 203% in the most effective case. The result showed that the VR immersive visualizer enables more efficient navigation than the conventional volumetric viewer.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114180116","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hubert Kloskowski, Daniel Medeiros, Johannes Schöning
In this paper, we present OORT, a cooling system for head-mounted displays (HMDs) that improves wearing comfort by decreasing skin temperatures of the facial areas covered by the headset. The integrated cooling system consists of an electronically controlled fan blower. The fan compartment is integrated into an hmd padding element with custom-designed air flow channels that provide cool air circulation around the covered facial regions. We report on the design and implementation of OORT as a viable way to provide thermal comfort during long-term virtual reality experiences.
{"title":"OORT: An Air-flow based Cooling System for Long-term Virtual Reality Sessions","authors":"Hubert Kloskowski, Daniel Medeiros, Johannes Schöning","doi":"10.1145/3359996.3365037","DOIUrl":"https://doi.org/10.1145/3359996.3365037","url":null,"abstract":"In this paper, we present OORT, a cooling system for head-mounted displays (HMDs) that improves wearing comfort by decreasing skin temperatures of the facial areas covered by the headset. The integrated cooling system consists of an electronically controlled fan blower. The fan compartment is integrated into an hmd padding element with custom-designed air flow channels that provide cool air circulation around the covered facial regions. We report on the design and implementation of OORT as a viable way to provide thermal comfort during long-term virtual reality experiences.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128608481","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Augmented Reality (AR) provides the capability to overlay virtual 3D information onto a 2D printed flat surface; for example, displaying a 3D model on a single flat card that accompanies with the diagram shown in a learning text-book. The student can zoom in and out, rotate, and perceive the animation of the figure in real-time. This will make the educational theory more attractive; hence, motivates students to learn. AR is a great tool; however, the setup and display are not straight-forward (there are many different AR markers with different encryption, decryption methods, and displaying flat-forms). In this paper, we proposed a portable browser-based platform which uses the advantages of AR along with scan-able QR Code on mobile phones to enhance instant 3D visualisation. The user only needs a smart-phone (Apple iPhone or Android) with Internet-enabled; no specific Apps are needed to install. The user scans the QR Code embedded in a colour image, the code will link to a public website, and the website will produce AR Experience right on top of the browser. As a result, it provides a stress-free, low-cost, portable, and promising solution for not only educational purposes but also many other fields such as gaming, property selling, e-commerce, reporting. The set up is convenient: the user uploads a picture (e.g. a racing car), and what actions to be related to it (a 3D model to display, or a movie to play). The system will add on the picture one small colour QR code (to redirect to an online URL) and a thin black border. The user also uploads the 3D model (GLTF files) that he wants to display on top of the card to finish the set-up. At the display, the user can print the AR card, point their smart-phone towards the card, and pre-setup AR models or actions will appear on it. To students, these 3D graphics or animations will allow them to learn and understand the lessons in a much more intuitive way.
{"title":"A Web-based Augmented Reality Plat-form using Pictorial QR Code for Educational Purposes and Beyond","authors":"M. Nguyen, Minh Phu Lai, H. Le, W. Yan","doi":"10.1145/3359996.3364793","DOIUrl":"https://doi.org/10.1145/3359996.3364793","url":null,"abstract":"Augmented Reality (AR) provides the capability to overlay virtual 3D information onto a 2D printed flat surface; for example, displaying a 3D model on a single flat card that accompanies with the diagram shown in a learning text-book. The student can zoom in and out, rotate, and perceive the animation of the figure in real-time. This will make the educational theory more attractive; hence, motivates students to learn. AR is a great tool; however, the setup and display are not straight-forward (there are many different AR markers with different encryption, decryption methods, and displaying flat-forms). In this paper, we proposed a portable browser-based platform which uses the advantages of AR along with scan-able QR Code on mobile phones to enhance instant 3D visualisation. The user only needs a smart-phone (Apple iPhone or Android) with Internet-enabled; no specific Apps are needed to install. The user scans the QR Code embedded in a colour image, the code will link to a public website, and the website will produce AR Experience right on top of the browser. As a result, it provides a stress-free, low-cost, portable, and promising solution for not only educational purposes but also many other fields such as gaming, property selling, e-commerce, reporting. The set up is convenient: the user uploads a picture (e.g. a racing car), and what actions to be related to it (a 3D model to display, or a movie to play). The system will add on the picture one small colour QR code (to redirect to an online URL) and a thin black border. The user also uploads the 3D model (GLTF files) that he wants to display on top of the card to finish the set-up. At the display, the user can print the AR card, point their smart-phone towards the card, and pre-setup AR models or actions will appear on it. To students, these 3D graphics or animations will allow them to learn and understand the lessons in a much more intuitive way.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123692293","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}