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Glanceable AR
An interaction paradigm
What is AR ?
• A technology that superimposes a
computer-generated image on a user's view
of the real world, thus providing a
composite view.
Display
techniques:
1. Head mounted
displays
2. Handheld displays
3. Spatial displays
1.Head mounted
displays / Head-
Worn Devices
(HWD)
• Small displays or projection technology integrated
into eyeglasses or mounted on a helmet or hat.
• e.g. Magic leap one.
Challenges
• When head-mounted displays get lighter and more powerful, they can
be worn on the head and always seen by the eyes, making the
displayed information always visible in the user’s field of view.
• virtual content might become intrusive and overwhelming, occlude
real-world objects of importance, and distract or disrupt users from
their real-world tasks
Glanceable AR
• An interface design for accessing
Information from an AR head mounted
display.
• Information display and interaction which
is unobtrusive, not distracting, and is
relevant and safe to use.
Interfaces
proposed
under the
paradigm
are:
Eye glance (HUD)
Gaze summon
Head glance
1.Eye
glance(HUD)
• Fixed to users head
• Resides at the edge of Fov
• Always visible to the user
2.Gaze-
summon
• Fixed to user's head
• Invisible initially
• virtual content is display
fixed and can be
summoned into the FoV by
gazing at the periphery for
0.5 seconds
3. Head-
glance
• Fixed to user's body
• Invisible initially
• virtual content is body-fixed
and invisible in the forward
direction, but can be
accessed through turning
one’s head to the periphery
Experiment
design
1. Primary task
Follow a virtual human, keep an ideal distance,
and avoid obstacles (long balloons) on the ground.
2. Secondary task
Either:
1.) Answer questions given by the program
regarding the virtual content
or
2.) monitor a virtual basketball scoreboard and
report lead changes
Evaluation
Metrics
1.Primary task performance :
a.) Distance keeping score
b.) Obstacles stepped on
2. Secondary task performance :
a.) Time took to answer questions/report lead
changes
Qualitative analysis:
a.) Video/Audio recording
b.) Reconstruct all working sessions in a playback system
Findings
Head-glance and eye-glance
interfaces could lead to faster
acquisition of information than gaze-
summon interfaces
Eye-glance interfaces was more
preferred when continuous attention is
required on the information
Head-glance and gaze-summon
interfaces are not suitable for frequent
usage over a short duration
THANK YOU

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Glanceable AR .pptx

  • 2. What is AR ? • A technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.
  • 3. Display techniques: 1. Head mounted displays 2. Handheld displays 3. Spatial displays
  • 4. 1.Head mounted displays / Head- Worn Devices (HWD) • Small displays or projection technology integrated into eyeglasses or mounted on a helmet or hat. • e.g. Magic leap one.
  • 5. Challenges • When head-mounted displays get lighter and more powerful, they can be worn on the head and always seen by the eyes, making the displayed information always visible in the user’s field of view. • virtual content might become intrusive and overwhelming, occlude real-world objects of importance, and distract or disrupt users from their real-world tasks
  • 6. Glanceable AR • An interface design for accessing Information from an AR head mounted display. • Information display and interaction which is unobtrusive, not distracting, and is relevant and safe to use.
  • 8. 1.Eye glance(HUD) • Fixed to users head • Resides at the edge of Fov • Always visible to the user
  • 9. 2.Gaze- summon • Fixed to user's head • Invisible initially • virtual content is display fixed and can be summoned into the FoV by gazing at the periphery for 0.5 seconds
  • 10. 3. Head- glance • Fixed to user's body • Invisible initially • virtual content is body-fixed and invisible in the forward direction, but can be accessed through turning one’s head to the periphery
  • 11. Experiment design 1. Primary task Follow a virtual human, keep an ideal distance, and avoid obstacles (long balloons) on the ground. 2. Secondary task Either: 1.) Answer questions given by the program regarding the virtual content or 2.) monitor a virtual basketball scoreboard and report lead changes
  • 12. Evaluation Metrics 1.Primary task performance : a.) Distance keeping score b.) Obstacles stepped on 2. Secondary task performance : a.) Time took to answer questions/report lead changes
  • 13. Qualitative analysis: a.) Video/Audio recording b.) Reconstruct all working sessions in a playback system
  • 14.
  • 15. Findings Head-glance and eye-glance interfaces could lead to faster acquisition of information than gaze- summon interfaces Eye-glance interfaces was more preferred when continuous attention is required on the information Head-glance and gaze-summon interfaces are not suitable for frequent usage over a short duration