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1.
Artículo en Inglés | MEDLINE | ID: mdl-38529475

RESUMEN

As extended reality (XR) systems become increasingly available, XR-based remote instruction is being adopted for diverse purposes in professional settings such as surgery and field servicing. Hobbyists have been well-studied in HCI and may similarly benefit from remote skill-sharing. However, little is known about how XR technologies might support expert-novice collaboration for skilled hobby activities. This paper examines the potential and limitations of XR to connect experts and novices for one such activity: gardening. Through two studies involving 27 expert and novice gardeners, we designed prototypes to understand 1) practitioner perceptions of XR and remote skill-sharing in the garden and 2) what kinds of interactions can be supported in XR for expert-novice groups. We discuss design opportunities and challenges for XR systems in supporting informal connecting interactions and meaningful sensory interactions with a remote environment during skill-sharing.

2.
IEEE Trans Vis Comput Graph ; 25(11): 3178-3189, 2019 11.
Artículo en Inglés | MEDLINE | ID: mdl-31425035

RESUMEN

Spatial Augmented Reality (SAR) systems can be suitably combined with other existing Extended Reality (xR) technologies to support collaboration. In existing strategies, users unencumbered by a viewing technology, such as a tablet interface or a head-mounted display, must rely on the transmission of their collaborators' positioning through interpreting a first-person camera view. This design creates a seam between a user's experience of the augmented physical environment in SAR, and their collaborators' experience inside the virtual environment. To assist in development and evaluation of spatial cues to support spatial awareness in SAR environments, an egocentric spatial-communication taxonomy is presented given two determining dimensions, a cue's attachment (physical/virtual) and animation (local/world). We developed four egocentric cues which characterize the four independent dimensions of the matrix: arrow, path, glow, and radial, and a single exocentric world in miniature visualization. Our study shows that virtual attachment cues are preferred, providing the highest accuracy, highest performance when collaborators are occluded, and produce the least mental effort when used with a single virtual collaborator. For multiple collaborators however, the virtual attached, world animated radial cue produces significant increases in mental load and reductions in preference, demonstrating the impact of visual augmentation clutter. The single exocentric visualization produced higher levels of head movement, and poorer accuracy, however the novelty of the visualization produced positive qualitative results.


Asunto(s)
Gráficos por Computador , Señales (Psicología) , Realidad Virtual , Adulto , Femenino , Movimientos de la Cabeza/fisiología , Humanos , Masculino , Persona de Mediana Edad , Juegos de Video , Adulto Joven
3.
IEEE Trans Vis Comput Graph ; 23(11): 2378-2388, 2017 11.
Artículo en Inglés | MEDLINE | ID: mdl-28809700

RESUMEN

This paper presents the results of two cognitive load studies comparing three augmented reality display technologies: spatial augmented reality, the optical see-through Microsoft HoloLens, and the video see-through Samsung Gear VR. In particular, the two experiments focused on isolating the cognitive load cost of receiving instructions for a button-pressing procedural task. The studies employed a self-assessment cognitive load methodology, as well as an additional dual-task cognitive load methodology. The results showed that spatial augmented reality led to increased performance and reduced cognitive load. Additionally, it was discovered that a limited field of view can introduce increased cognitive load requirements. The findings suggest that some of the inherent restrictions of head-mounted displays materialize as increased user cognitive load.


Asunto(s)
Cognición/fisiología , Interfaz Usuario-Computador , Realidad Virtual , Adulto , Gráficos por Computador , Diseño de Equipo , Femenino , Humanos , Masculino , Persona de Mediana Edad , Tiempo de Reacción/fisiología , Adulto Joven
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