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The Effect of an Occluder on the Accuracy of Depth Perception in Optical See-through Augmented Reality

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Release : 2014
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Book Synopsis The Effect of an Occluder on the Accuracy of Depth Perception in Optical See-through Augmented Reality by : Chunya Hua

Download or read book The Effect of an Occluder on the Accuracy of Depth Perception in Optical See-through Augmented Reality written by Chunya Hua. This book was released on 2014. Available in PDF, EPUB and Kindle. Book excerpt: Three experiments were conducted to study the effect of an occluder on the accuracy of near-field depth perception in optical-see-through augmented reality (AR). The first experiment was a duplicate experiment of the one in Edwards et al. [2004]. We found more accurate results than Edwards et al.'s work and did not find the occluder's main effect or its two-way interaction effect with distance on the accuracy of observers' depth matching. The second experiment was an updated version of the first one using a within-subject design and a more accurate calibration method. The results were that errors ranged from --5 to 3 mm when the occluder was present, --3 to 2 mm when the occluder was absent, and observers judged the virtual object to be closer after the presentation of the occluder. The third experiment was conducted on three subjects who were depth perception researchers. The result showed significant individual effects.

Near-field Depth Perception in Optical See-though Augmented Reality

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Author :
Release : 2013
Genre : Augmented reality
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Book Synopsis Near-field Depth Perception in Optical See-though Augmented Reality by :

Download or read book Near-field Depth Perception in Optical See-though Augmented Reality written by . This book was released on 2013. Available in PDF, EPUB and Kindle. Book excerpt: Augmented reality (AR) is a very promising display technology with many compelling industrial applications. However, before it can be used in actual settings, its fidelity needs to be investigated from a user-centric viewpoint. More specifically, how distance to the virtual objects is perceived in augmented reality is still an open question. To the best of our knowledge, there are only four previous studies that specifically studied distance perception in AR within reaching distances. Therefore, distance perception in augmented reality still remains a largely understudied phenomenon. This document presents research in depth perception in augmented reality in the near visual field. The specific goal of this research is to empirically study various measurement techniques for depth perception, and to study various factors that affect depth perception in augmented reality, specifically, eye accommodation, brightness, and participant age. This document discusses five experiments that have already been conducted. Experiment I aimed to determine if there are inherent difference between the perception of virtual and real objects by comparing depth judgments using two complementary distance judgment protocols: perceptual matching and blind reaching. This experiment found that real objects are perceived more accurately than virtual objects and matching is a relatively more accurate distance measure than reaching. Experiment II compared the two distance judgment protocols in the real world and augmented reality environments, with improved proprioceptive and visual feedback. This experiment found that reaching responses in the AR environment became more accurate with improved feedback. Experiment III studied the effect of different levels of accommodative demand (collimated, consistent, and midpoint) on distance judgments. This experiment found nearly accurate distance responses in the consistent and midpoint conditions, and a linear increase in error in the collimated condition. Experiment IV studied the effect of brightness of the target object on depth judgments. This experiment found that distance responses were shifted towards background for the dim AR target. Lastly, Experiment V studied the effect of participant age on depth judgments and found that older participants judged distance more accurately than younger participants. Taken together, these five experiments will help us understand how depth perception operates in augmented reality.

Egocentric Depth Perception in Optical See-through Augmented Reality

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Author :
Release : 2007
Genre : Augmented reality
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Book Synopsis Egocentric Depth Perception in Optical See-through Augmented Reality by : James Adam Jones

Download or read book Egocentric Depth Perception in Optical See-through Augmented Reality written by James Adam Jones. This book was released on 2007. Available in PDF, EPUB and Kindle. Book excerpt: Augmented Reality (AR) is a method of mixing computer-generated graphics with real-world environments. In AR, observers retain the ability to see their physical surroundings while additional (augmented) information is depicted as simulated graphical objects matched to the real-world view. In the following experiments, optical see-through head-mounted displays (HMDs) were used to present observers with both Augmented and Virtual Reality environments. Observers were presented with varied real, virtual, and combined stimuli with and without the addition of motion parallax. The apparent locations of the stimuli were then measured using quantitative methods of egocentric depth judgment. The data collected from these experiments were then used to determine how observers perceived egocentric depth with respect to both real-world and virtual objects.

Human Factors in Augmented Reality Environments

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Release : 2012-09-19
Genre : Computers
Kind : eBook
Book Rating : 052/5 ( reviews)

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Book Synopsis Human Factors in Augmented Reality Environments by : Weidong Huang

Download or read book Human Factors in Augmented Reality Environments written by Weidong Huang. This book was released on 2012-09-19. Available in PDF, EPUB and Kindle. Book excerpt: Advances in hardware and networking have made possible a wide use of augmented reality (AR) technologies. However, simply putting those hardware and technologies together does not make a “good” system for end users to use. New design principles and evaluation methods specific to this emerging area are urgently needed to keep up with the advance in technologies. Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems. Topics include surveys, case studies, evaluation methods and metrics, HCI theories and design principles, human factors and lessons learned and experience obtained from developing, deploying or evaluating AR systems. The contributors for this cutting-edge volume are well-established researchers from diverse disciplines including psychologists, artists, engineers and scientists. Human Factors in Augmented Reality Environments is designed for a professional audience composed of practitioners and researchers working in the field of AR and human-computer interaction. Advanced-level students in computer science and engineering will also find this book useful as a secondary text or reference.

Egocentric Depth Judgements in Optical, See-Through Augmented Reality

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Author :
Release : 2007
Genre :
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Book Synopsis Egocentric Depth Judgements in Optical, See-Through Augmented Reality by :

Download or read book Egocentric Depth Judgements in Optical, See-Through Augmented Reality written by . This book was released on 2007. Available in PDF, EPUB and Kindle. Book excerpt: A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where AR users are supposed to perceive graphics as being located behind opaque surfaces. This paper reviews and discusses protocols for measuring egocentric depth judgments in both virtual and augmented environments, and discusses the well-known problem of depth underestimation in virtual environments. It then describes two experiments that measured egocentric depth judgments in AR. Experiment I used a perceptual matching protocol to measure AR depth judgments at medium and far-field distances of 5 to 45 meters. The experiment studied the effects of upper versus lower visual field location, the x-ray vision condition, and practice on the task. The experimental findings include evidence for a switch in bias, from underestimating to overestimating the distance of AR-presented graphics, at 23 meters, as well as a quantification of how much more difficult the x-ray vision condition makes the task. Experiment II used blind walking and verbal report protocols to measure AR depth judgments at distances of 3 to 7 meters. The experiment examined real-world objects, real-world objects seen through the AR display, virtual objects, and combined real and virtual objects. The results give evidence that the egocentric depth of AR objects is underestimated at these distances, but to a lesser degree than has previously been found for most virtual reality environments.

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