1,721,236 research outputs found
How Space is Told: Linking Trajectory, Narrative, and Intent in Augmented Reality Storytelling for Cultural Heritage Sites
We report on a qualitative study in which 22 participants created Augmented Reality (AR) stories for outdoor cultural heritage sites. As storytelling is a crucial strategy for AR content aimed at providing meaningful experiences, the emphasis has been on what storytelling does, rather than how it is done, the end user's needs prioritized over the author's. To address this imbalance, we identify how recurring patterns in the spatial trajectories and narrative compositions of AR stories for cultural heritage sites are linked to the author's intent and creative process: While authors tend to bind story arcs tightly to confined trajectories for narrative delivery, the need for spatial exploration results in thematic content mapped loosely onto encompassing trajectories. Based on our analysis, we present design recommendations for site-specific AR storytelling tools that can support authors in delivering their intent while leveraging the placeness of cultural heritage sites as a creative resource
Investigating Display Position of a Head-Fixed Augmented Reality Notification for Dual-task
Providing additional information in the proper position of augmented reality (AR) head-mounted display (HMD) can help increase AR performance and usability for dual-task. Therefore, our study inves-tigated how to place notifications for the dual-task to address this. We compared eight display positions and two tasks (single and dual tasks) to identify the appropriate area for displaying notifications. We confirmed that the middle-right reduces response time and task load. In contrast, the top-left is the location, which should avoid providing any notification in AR dual-task. Our study contributes to designing AR notifications on HMDs to enhance everyday AR experiences
Augmented Human
Will Augmented Reality (AR) allow us to access digital information, experience others' stories, and thus explore alternate realities? AR has recently attracted attention again due to the rapid advances in related multimedia technologies as well as various glass-type AR display devices. However, in order to widely adopt AR in alternated realities, it is necessary to improve various core technologies and integrate them into an AR platform. Especially, there are several remaining technical challenges such as 1) real-time recognition and tracking of multiple objects while generating an environment map, 2) organic user interface with awareness of user's implicit needs, intentions or emotion as well as explicit requests, 3) immersive multimodal content augmentation and just-in-time information visualization, 4) multimodal interaction and collaboration during augmented telecommunication, etc. In addition, in order to encourage user engagement and enable an AR ecosystem, AR standards should be established that support creating AR content, capturing user experiences, and sharing the captured experiences
Exploring the Effects of Augmented Reality Notification Type and Placement in AR HMD while Walking
Augmented reality (AR) helps users easily accept information when they are walking by providing virtual information in front of their eyes. However, it remains unclear how to present AR notifications considering the expected user reaction to interruption. Therefore, we investigated to confirm appropriate placement methods for each type by dividing it into notification types that are handled immediately (high) or that are performed later (low). We compared two coordinate systems (display-fixed and body-fixed) and three positions (top, right, and bottom) for the notification placement. We found significant effects of notification type and placement on how notifications are perceived during the AR notification experience. Using a display-fixed coordinate system responded faster for high notification types, whereas using a body-fixed coordinate system resulted in quick walking speed for low ones. As for the position, the high types had a higher notification performance at the bottom position, but the low types had enhanced walking performance at the right position. Based on the finding of our experiment, we suggest some recommendations for the future design of AR notification while walking
Edge-Centric Space Rescaling with Redirected Walking for Dissimilar Physical-Virtual Space Registration
We propose a novel space-rescaling technique for registering dissimilar physical-virtual spaces by utilizing the effects of adjusting physical space with redirected walking. Achieving a seamless and immersive Virtual Reality (VR) experience requires overcoming the spatial heterogeneities between the physical and virtual spaces and accurately aligning the VR environment with the user's tracked physical space. However, existing space-matching algorithms that rely on one-to-one scale mapping are inadequate when dealing with highly dissimilar physical and virtual spaces, and redirected walking controllers could not utilize basic geometric information from physical space in the virtual space due to coordinate distortion. To address these issues, we apply relative translation gains to partitioned space grids based on the main interactable object's edge, which enables space-adaptive modification effects of physical space without coordinate distortion. Our evaluation results demonstrate the effectiveness of our algorithm in aligning the main object's edge, surface, and wall, as well as securing the largest registered area compared to alternative methods under all conditions. These findings can be used to create an immersive play area for VR content where users can receive passive feedback from the plane and edge in their physical environment
A formal characterization of vagueness and granularity for context-aware mobile and ubiquitous computing
In this article, a formal approach for modeling central concepts of context-awareness in ubiquitous and mobile computing is introduced. The focus is on an appropriate handling of issues of vagueness and granularity in ubiquitous computing environments. A formalization of perceptual and sensory uncertainty and a characterization of granularity axe applied for modeling three central aspects of context-awareness: context as retrieved from sensors, context for representing relevance, and context as unfocussed background information. The notions are developed and demonstrated with respect to the special case of spatial contexts, but are sufficiently general to also cover other types of context. Use of the characterized concepts is motivated with an example of ongoing work on ontology design for ubiquitous computing environments
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