Prototyping Methods for Augmented Reality Interaction (original) (raw)

A Prototyping Method to Simulate Wearable Augmented Reality Interaction in a Virtual Environment - A Pilot Study

International Journal of Virtual World and Human Computer Interaction, 2015

Recently, we have seen an intensified development of head mounted displays (HMD). Some observers believe that the HMD form factor facilitates Augmented Reality (AR) technology, a technology that mixes virtual content with the users' view of the world around them. One of many interesting use cases that illustrate this is a smart home in which a user can interact with consumer electronic devices through a wearable AR system. Building prototypes of such wearable AR systems can be difficult and costly, since it involves a number of different devices and systems with varying technological readiness level. The ideal prototyping method for this should offer high fidelity at a relatively low cost and the ability to simulate a wide range of wearable AR use cases. This paper presents a proposed method, called IVAR (Immersive Virtual AR), for prototyping wearable AR interaction in a virtual environment (VE). IVAR was developed in an iterative design process that resulted in a testable setup in terms of hardware and software. Additionally, a basic pilot experiment was conducted to explore what it means to collect quantitative and qualitative data with the proposed prototyping method.

Interactive prototyping for ubiquitous augmented reality user interfaces

2006

User interfaces for ubiquitous augmented reality incorporate a wide variety of concepts such as multi-modal, multi-user, multi-device aspects and new input/output devices. In this paper we present a twofold approach that consists of an execution engine for ubiquitous augmented reality user interfaces and a runtime development environment that enables rapid prototyping and live system adaption for such advanced user interfaces.

A rapid prototyping software infrastructure for user interfaces in ubiquitous augmented reality

Personal and Ubiquitous Computing, 2005

Recent user interface concepts, such as multimedia, multimodal, wearable, ubiquitous, tangible, or augmented reality-based interfaces, each cover different approaches that are all needed to support complex human-computer interaction. Increasingly, an overarching approach towards building what we call Ubiquitous Augmented Reality user interfaces which include all of the just mentioned concepts will be required. To this end, we present a user interface architecture that can form a sound basis for combining several of these concepts into complex systems. We explain in this paper the fundamentals of DWARF's user interface framework, an implementation of this architecture. Finally we present several examples that show how the framework can form the basis of prototypical applications.

Augmented Reality Centered Rapid Prototyping

This paper discusses the potential of an updated version of IRIS, a rapid prototyping framework based on augmented reality technology. It extends a previous study conducted using a previous version of the system. Although the previous system performed as well as some other prototype methods, results gathered from the previous version led to the conclusion that the system suffered from key faults such as the insufficient resolution of the camera and the lack of connection between user and prototype device. Tests of the new version of the system showed that the increased resolution of the camera used in the new system gave a major benefit to the user interaction with overall increased performance ratings. The use of a blurry background also helped the users focus more on the prototype device and made them feel more connected during the tasks in comparison with the user experience of the previous study. The disadvantages of the new version were that users still claimed to feel distracted due to a minor lag on the video displayed on screen and the real movement of the hand. In addition, the representation of the prototype in 2D was a major factor for the users not to feel completely connected to it during testing.

A framework for rapid evaluation of prototypes with augmented reality

Proceedings of the ACM symposium on Virtual reality software and technology - VRST '00, 2000

In this paper we present a new framework in Augmented Reality context for rapid evaluation of prototypes before manufacture. The design of such prototypes is a time consuming process, leading to the need of previous evaluation in realistic interactive environments. We have extended the definition of modelling object geometry with modelling object behaviour being able to evaluate them in a mixed environment. Such enhancements allow the development of tools and methods to test object behaviour, and perform interactions between real virtual humans and complex real and virtual objects. We propose a framework for testing the design of objects in an augmented reality context, where a virtual human is able to perform evaluation tests with an object composed of real and virtual components. In this paper our framework is described and a case study is presented.

Developing a Generic Augmented-Reality Interface

Computer, 2002

the physical environment. The system facilitates seamless two-handed, three-dimensional interaction with both virtual and physical objects, without requiring any special-purpose input devices. Unlike some popular AR interfaces that constrain virtual objects to a 2D tabletop surface, 4 Tiles allows full 3D spatial interaction with virtual objects anywhere in the physical workspace. A tangible interface, it lets users work with combinations of digital and conventional tools so that, for example, they can use sticky notes to annotate both physical and virtual objects. Because our approach combines tangible interaction with a 3D AR display, we refer to it as tangible augmented reality.

IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, TVCGSI-0207-1204.R2 1 An Infrastructure for Realizing Custom-Tailored Augmented Reality User Interfaces

2008

— Augmented Reality (AR) technologies are rapidly expanding into new application areas. However, the development of AR user interfaces and appropriate interaction techniques remains a complex and time-consuming task. Starting from scratch is more common than building upon existing solutions. Furthermore, adaptation is difficult, often resulting in poor quality and limited flexibility regarding user requirements. In order to overcome these problems, we introduce an infrastructure for supporting the development of specific AR interaction techniques and their adaptation to individual user needs. Our approach is threefold: a flexible AR framework providing independence from particular input devices and rendering platforms, an interaction prototyping mechanism allowing for fast prototyping of new interaction techniques, and a high-level user interface description, extending user interface descriptions into the domain of AR. The general usability and applicability of the approach is demon...

Towards a development methodology for augmented reality user interfaces

2004

In this paper we describe why we believe that the development of Augmented Reality user interfaces requires special attention and cannot be efficiently handled with neither existing tools nor traditional development processes. A new methodology comprising both a new process and better tools might be the best action to take. A requirement analysis on issues regarding the process, the user groups involved, and the supportive tools for Augmented Reality user interface development is presented. This opens up a number of research challenges covering the tools, the process and the methodology as a whole. A new development process which is a first attempt to meet the newly found challenges is briefly outlined. This process relies on high parallelism and extends previously learned insights with usability evaluation matters. Following, our complementary proposed tool set gets introduced in detail. This set again profited mostly from new tools fitting in the usability engineering realm, which so far has been mostly ignored in the field of Augmented Reality. First steps towards a development methodology for the creation of Augmented Reality user interfaces, tackling the found requirements, are thereby made. Finally, our planed future steps are shown, meant to bring the development methodology further along, by solving important, but achievable, remaining challenges.