Glanceable AR, or Glanceable Augmented Reality, is an interaction paradigm for accessing information in AR head-worn displays.
In Glanceable AR, secondary information resides at the periphery of vision to stay unobtrusive and can be accessed by a quick glance whenever needed.
This approach is designed to minimize distractions, but still allows for easy access to digital information.
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.
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
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