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Visual vs Auditory Augmented Reality for Indoor Guidance

Andrés-Marcelo Calle-Bustos, Jaime Juan, Francisco Abad, Paulo Dias, Magdalena Méndez-López, M.-Carmen Juan
2021 Proceedings of the 16th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications   unpublished
Augmented Reality (AR) is a natural medium for presenting information in indoor navigation tools.  ...  This paper presents an AR app to support visual and auditory stimuli that we have developed for indoor guidance.  ...  We would like to thank the reviewers for their valuable suggestions.  ... 
doi:10.5220/0010317500850095 fatcat:uaunhsyudjdbrpjn4ma3zoshim

A design space of guidance techniques for large and dense physical environments

Hind Gacem, Gilles Bailly, James Eagan, Eric Lecolinet
2014 Proceedings of the 26th Conference on l'Interaction Homme-Machine - IHM '14  
Output modality can be visual, audio or tactile. Guidance information can be displayed using physical objects or virtual artifacts.  ...  We propose a design space that describes and compares existing guidance techniques according to four dimensions: output modality, physicality, granularity and spatial information.  ...  Together, these four dimensions serve to provide an abstract overview of augmented reality guidance techniques.  ... 
doi:10.1145/2670444.2670455 dblp:conf/ihm/GacemBEL14 fatcat:cjcxejn4qrblhjfdpk5vny7nnm

Augmented-Reality-Based Indoor Navigation: A Comparative Analysis of Handheld Devices Versus Google Glass

Umair Rehman, Shi Cao
2016 IEEE Transactions on Human-Machine Systems  
In this paper, we introduced an augmented reality-based indoor navigation application to assist people navigate in indoor environments.  ...  Navigation systems have been widely used in outdoor environments, but indoor navigation systems are still in early development stages.  ...  System Design The major function of the system is to assist people navigate in indoor environments using environment tracking technology and augmented reality instructions (both visual and auditory).  ... 
doi:10.1109/thms.2016.2620106 fatcat:vvnnlie4abgylop3lhmokzawca

Augmented visual, auditory, haptic, and multimodal feedback in motor learning: A review

Roland Sigrist, Georg Rauter, Robert Riener, Peter Wolf
2012 Psychonomic Bulletin & Review  
Accordingly, the design criteria for successful visual, auditory, haptic, and multimodal feedback are elaborated.  ...  The review addresses the reasons for the different impacts of feedback strategies within or between the visual, auditory, and haptic modalities and the challenges that need to be overcome to provide appropriate  ...  Nicole Wenderoth for enriching comments.  ... 
doi:10.3758/s13423-012-0333-8 pmid:23132605 fatcat:bbsw6yab2jbpjbekcd2tq44ifa


Spencer Russell, Gershon Dublon, Joseph A. Paradiso
2016 Proceedings of the 7th Augmented Human International Conference 2016 on - AH '16  
In this paper we present a vision for scalable indoor and outdoor auditory augmented reality (AAR), as well as HearThere, a wearable device and infrastructure demonstrating the feasibility of that vision  ...  To scale between indoor, urban, and natural environments, our system supports multi-scale location tracking, using finegrained (20-cm) Ultra-WideBand (UWB) radio tracking when in range of our infrastructure  ...  The third criterion is useful for separating Auditory Augmented Reality (AAR) from Location-Based Sound (LBS).  ... 
doi:10.1145/2875194.2875247 dblp:conf/aughuman/RussellDP16 fatcat:ziwqepzsrbezlaspjpk2y7bx64

A Visual Interaction Cue Framework from Video Game Environments for Augmented Reality

Kody R. Dillman, Terrance Tin Hoi Mok, Anthony Tang, Lora Oehlberg, Alex Mitchell
2018 Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18  
Finally, I suggest design considerations for the creation of visual interaction cues for augmented reality and examine how the framework might be employed in future work.  ...  I demonstrate that this framework can also be used to describe interaction cues for augmented reality applications.  ...  TQ2 (How can we learn from visual cues in video games to design new augmented reality tools for guidance in the real world?).  ... 
doi:10.1145/3173574.3173714 dblp:conf/chi/DillmanM0OM18 fatcat:uqtwoaegb5dolkvvxfr3rgrdgq

Rhythmic-based audio-haptic feedback for motoric tasks [article]

Justyna Maculewicz
2016 Ph.d.-serien for Det Teknisk-Naturvidenskabelige Fakultet, Aalborg Universitet  
[84] introduced Virtual Reality Augmented Cycling Kit (VRACK).  ...  Q1: What is the stage of a stationary bike usage in virtual reality, augmented reality and rehabilitation?  ... 
doi:10.5278/ fatcat:mlv4oordjfdnpilnxtbnyomadm

A Fuzzy Logic based system for Mixed Reality assistance of remote workforce

Anasol Pena-Rios, Hani Hagras, Michael Gardner, Gilbert Owusu
2016 2016 IEEE International Conference on Fuzzy Systems (FUZZ-IEEE)  
The recent years have witnessed an increase in the use of augmented and virtual reality systems, changing the way we interact with our environments.  ...  This paper presents an innovative Mixed Reality (MR) system to assist field workforce in remote locations.  ...  diverse metaphors (visual, auditory and haptic) not available in the physical world [10] .  ... 
doi:10.1109/fuzz-ieee.2016.7737716 dblp:conf/fuzzIEEE/Pena-RiosHGO16 fatcat:xwtnsubipjfrlmc4wpafoxuhlm

Evaluating Mixed and Augmented Reality: A Systematic Literature Review (2009-2019) [article]

Leonel Merino, Magdalena Schwarzl, Matthias Kraus, Michael Sedlmair, Dieter Schmalstieg, Daniel Weiskopf
2020 arXiv   pre-print
Our goal is to provide guidance for future evaluations of MR/AR approaches.  ...  We present a systematic review of 458 papers that report on evaluations in mixed and augmented reality (MR/AR) published in ISMAR, CHI, IEEE VR, and UIST over a span of 11 years (2009-2019).  ...  INTRODUCTION Across multiple domains, there is an increasing interest in investigating approaches that employ mixed reality (MR) and augmented reality (AR) technologies [100] .  ... 
arXiv:2010.05988v1 fatcat:sagdpgeqxjgshmnx3x7smticmi

Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game

Emmanouel Rovithis, Nikolaos Moustakas, Andreas Floros, Kostas Vogklis
2019 Multimodal Technologies and Interaction  
Augmented Reality Audio Games (ARAG) enrich the physical world with virtual sounds to express their content and mechanics.  ...  The results of the experiment provide evidence that players are easily accustomed to auditory navigation and that gestural sonic interaction is perceived as difficult, yet this does not affect negatively  ...  In the context of the above, the authors suggest that the conditions are met for merging AG with Augmented Reality (AR) towards the development of Augmented Reality Audio Games (ARAG).  ... 
doi:10.3390/mti3040073 fatcat:w4qztfdwbjemphqmrxjmqop25m

Closing the Gap

Manaswi Saha, Alexander J. Fiannaca, Melanie Kneisel, Edward Cutrell, Meredith Ringel Morris
2019 The 21st International ACM SIGACCESS Conference on Computers and Accessibility - ASSETS '19  
Despite the major role of Global Positioning Systems (GPS) as a navigation tool for people with visual impairments (VI), a crucial missing aspect of point-to-point navigation with these systems is the  ...  Based on these investigations, we articulate a design space for systems addressing this challenge, along with implications for future systems to support precise navigation for people with VI.  ...  Navigation Systems for the Blind Navigation systems for the blind is a well-studied field for both indoor and outdoor navigation.  ... 
doi:10.1145/3308561.3353776 dblp:conf/assets/SahaFKCM19 fatcat:cr5scskekfcx5nfrz3qxpjswfe

A Survey on Hardware and Software Solutions for Multimodal Wearable Assistive Devices Targeting the Visually Impaired

2016 Acta Polytechnica Hungarica  
For example, spatial signals can be easily designed in a congruent way between audio and haptic (e.g., left auditory/haptic feedback vs. right auditory/haptic feedback).  ...  In the case of visually impaired users, the ability to travel in both familiar and unfamiliar [1, 2] , as well as indoor and outdoor [3, 4] environments is crucial.  ... 
doi:10.12700/aph.13.5.2016.5.3 fatcat:c5s7ga243rbq3hi45l5ilbhjmm

Shaking the dead

David McGookin, Yolanda Vazquez-Alvarez, Stephen Brewster, Joanna Bergstrom-Lehtovirta
2012 Proceedings of the 7th Nordic Conference on Human-Computer Interaction Making Sense Through Design - NordiCHI '12  
From these, we determined key design implications around the importance of physical space, group work and interaction with the auditory data.  ...  Issues, including the influence of visual remains, were identified and compared with findings from a second study with eight users at a separate site.  ...  The authors would like to thank the pupils of Glendale Primary School, the members of the Kelvingrove Junior Archaeologists Club, Jim Devine and Historic Scotland for their assistance in this work.  ... 
doi:10.1145/2399016.2399048 dblp:conf/nordichi/McGookinVBB12 fatcat:i5bfqwrkjfdetfksua6iabycey

A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014

Arindam Dey, Mark Billinghurst, Robert W. Lindeman, J. Edward Swan
2018 Frontiers in Robotics and AI  
Augmented Reality (AR) interfaces have been studied extensively over the last few decades, with a growing number of user-based experiments.  ...  We also identify areas where there have been few user studies, and opportunities for future research.  ...  reality" AND "feedback" "Augmented reality" AND "experiment(s)" "Augmented reality" AND "pilot study" "Augmented reality" AND participant AND study "Augmented reality" AND participant AND experiment "  ... 
doi:10.3389/frobt.2018.00037 pmid:33500923 pmcid:PMC7805955 fatcat:ak33kqebzbgqtixnbcsoxt2cgq

Navigation Performance Effects of Render Method and Head-Turn Latency in Mobile Audio Augmented Reality [chapter]

Nicholas Mariette
2010 Lecture Notes in Computer Science  
This study extends existing indoors research on the effects of head-turn latency for seated listeners.  ...  This paper describes a pilot study and main experiment that assess user performance at navigating to spatialised sound sources using a mobile audio augmented reality system.  ...  The present pilot study investigated the same factor, but in augmented reality (that mixed synthetic spatial audio with real vision/motion).  ... 
doi:10.1007/978-3-642-12439-6_13 fatcat:v7dq7wtghbhjpnv5ed3z57cj44
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