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Augmented reality

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Full-Text Articles in Graphics and Human Computer Interfaces

Spatial Future Ahead! Augmented Reality And Anticipated Life Consequences, Sergio Barta, Reto Felix, Chris Hinsch, Mahdokht Kalantari, Nina Krey, Philipp A. Rauschnabel Apr 2026

Spatial Future Ahead! Augmented Reality And Anticipated Life Consequences, Sergio Barta, Reto Felix, Chris Hinsch, Mahdokht Kalantari, Nina Krey, Philipp A. Rauschnabel

Marketing Faculty Publications

Purpose: This study explores how initial exposure to immersive spatial computing experiences using AR headsets generates lasting inspiration and shapes consumers expected long-term life consequences (i.e., enhancement of reality, perceived substitutability and social impact).

Design/methodology/approach: The study uses a time-lagged research design based on 148 first-time users of spatial computing devices (AR headsets). Respondents were interviewed once shortly after being exposed to AR and a few days later. Data is analyzed using partial least squares structural equation modeling (PLS-SEM).

Findings: Users' immediate “inspired-by” experiences predict increased “inspired-to” intentions days later. Such inspiration translates into anticipated consequences such as virtually customizing …


“I Can Run At Night!”: Using Augmented Reality To Support Nighttime Guided Running For Low-Vision Runners, Yuki Abe, Keisuke Matsushima, Kotaro Hara, Daisuke Sakamoto, Tetsuo Ono May 2025

“I Can Run At Night!”: Using Augmented Reality To Support Nighttime Guided Running For Low-Vision Runners, Yuki Abe, Keisuke Matsushima, Kotaro Hara, Daisuke Sakamoto, Tetsuo Ono

Research Collection School Of Computing and Information Systems

Dark environment challenges low-vision (LV) individuals to engage in running by following sighted guide—a Caller-style guided running—due to insufficient illumination, because it prevents them from using their residual vision to follow the guide and be aware about their environment. We design, develop, and evaluate RunSight, an augmented reality (AR)-based assistive tool to support LV individuals to run at night. RunSight combines see-through HMD and image processing to enhance one’s visual awareness of the surrounding environment (e.g., potential hazard) and visualize the guide’s position with AR-based visualization. To demonstrate RunSight’s efficacy, we conducted a user study with 8 LV runners. The …


Dashar: An Implementation Of Augmented Reality Technology For Automotive Applications, Trevor D. Brown Jan 2025

Dashar: An Implementation Of Augmented Reality Technology For Automotive Applications, Trevor D. Brown

Masters Theses & Specialist Projects

Since the advent of the modern automobile, manufacturers have provided means of tracking various critical data points associated with automobile operation, with the most prominent and standardized method being the instrument cluster. These data points include, but are not limited to, automobile speed, engine speed, fuel level, oil temperature, radiator (water) temperature, and battery charge. While this data is updated in real-time as the automobile is running, traditional instrument clusters cannot be modified or adjusted to the automobile driver’s needs, unless extensive after-market modifications are made. These modifications can be expensive, and require great understanding of the automobile’s assembly.

Alongside …


Integrating Authentication Schemes In Augmented And Virtual Reality Classrooms, Naheem Noah Aug 2024

Integrating Authentication Schemes In Augmented And Virtual Reality Classrooms, Naheem Noah

Electronic Theses and Dissertations

Augmented Reality and Virtual Reality (AR/VR) technologies are revolutionizing educational experiences, but their widespread adoption hinges on addressing critical security and usability challenges, particularly in the domain of user authentication. This research presents an investigation into the security landscape of AR/VR and explores a graphical authentication scheme called “Things” that enhances both security and usability in immersive learning environments. Through a systematic evaluation of popular AR/VR devices and applications, potential vulnerabilities and limitations were identified, such as high usage of pin/passwords which are susceptible to shoulder-surfing attacks, lack of multi-factor authentication, and unclear data-sharing practices. A review of existing knowledge-based …


Clueless: Revolutionizing Sustainable Fashion And Combating Overconsumption, Tanya Ravichandran Dec 2023

Clueless: Revolutionizing Sustainable Fashion And Combating Overconsumption, Tanya Ravichandran

Graphic Communication

“Clueless” revolutionizes sustainable fashion by combating wardrobe overconsumption and the industry’s carbon footprint, using AI to suggest personalized outfits from existing wardrobes tailored to weather and wear history. It enhances user engagement through features like outfit ‘shuffle’ and provides insights into wardrobe utilization and carbon impact.

It’s more than an app; it’s a step towards a greener wardrobe and a healthier planet.


Anatoview: Using Interactive 3d Visualizations With Augmented Reality Support For Laypersons’ Medical Education In Informed Consent Processes, Michelle Chen Aug 2023

Anatoview: Using Interactive 3d Visualizations With Augmented Reality Support For Laypersons’ Medical Education In Informed Consent Processes, Michelle Chen

Dartmouth College Master’s Theses

AnatoView is an interactive multimedia educational application that visualizes medical procedures in three-dimensional (3D), augmented reality (AR) space. By providing visual and spatial information of medical procedures, AnatoView acts as a learning supplement for laypersons/patients in informed consent (IC) processes — wherein instructional content is traditionally limited to purely spoken explanations that lead to poor patient comprehension. We design a mixed study and conduct a randomized, controlled trial with 15 laypersons as participants: administering a traditional IC process to a control group, and an IC process supplemented by the use of AnatoView to experimental groups. As a primary outcome, medical …


Expressive Marks: Art In The Age Of Augmented Reality, Carson G. Levine May 2023

Expressive Marks: Art In The Age Of Augmented Reality, Carson G. Levine

Dartmouth College Master’s Theses

Augmented reality (AR) and non-fungible tokens (NFTs) introduce new considerations for the long-standing debate of what it means for digital art to be “real.” However, the ability to create AR experiences is limited to those who are technically skilled or who can afford to consult someone else. This paper addresses the need for an accessible tool that enables artists of all technical backgrounds to expressively create marks in AR. The solution includes a mobile application called CrayonAR. The system was designed to be modular, minimal, and physically engaging, and was developed in Unity using ARFoundation and Firebase Storage and Realtime …


Augmented & Virtual Reality: Advancement Of Technology And Its Impacts On Medicine, Education, And Other Industries, Yassine Chahid May 2023

Augmented & Virtual Reality: Advancement Of Technology And Its Impacts On Medicine, Education, And Other Industries, Yassine Chahid

Publications and Research

Throughout the early 2000s, the ways in which the World Wide Web was used would undergo major changes. The introduction of these changes around this time period would be collectively known as Web 2.0. With Web 2.0, accessibility and distribution of applications became more simplified. During the 2000s, much has evolved from hard capabilities to the internet and its widespread usage amongst companies and general consumers. In contemporary times, multiple technologies, both hardware and digital are becoming more advanced, with general consumers either rejecting or accepting these gradual shifts in what may become everyday technology. Web 3.0, the theoretical advancement …


Digital Transformation, Applications, And Vulnerabilities In Maritime And Shipbuilding Ecosystems, Rafael Diaz, Katherine Smith Jan 2023

Digital Transformation, Applications, And Vulnerabilities In Maritime And Shipbuilding Ecosystems, Rafael Diaz, Katherine Smith

VMASC Publications

The evolution of maritime and shipbuilding supply chains toward digital ecosystems increases operational complexity and needs reliable communication and coordination. As labor and suppliers shift to digital platforms, interconnection, information transparency, and decentralized choices become ubiquitous. In this sense, Industry 4.0 enables "smart digitalization" in these environments. Many applications exist in two distinct but interrelated areas related to shipbuilding design and shipyard operational performance. New digital tools, such as virtual prototypes and augmented reality, begin to be used in the design phases, during the commissioning/quality control activities, and for training workers and crews. An application relates to using Virtual Prototypes …


Augmented Reality Fonts With Enhanced Out-Of-Focus Text Legibility, Mohammed Safayet Arefin Dec 2022

Augmented Reality Fonts With Enhanced Out-Of-Focus Text Legibility, Mohammed Safayet Arefin

Theses and Dissertations

In augmented reality, information is often distributed between real and virtual contexts, and often appears at different distances from the viewer. This raises the issues of (1) context switching, when attention is switched between real and virtual contexts, (2) focal distance switching, when the eye accommodates to see information in sharp focus at a new distance, and (3) transient focal blur, when information is seen out of focus, during the time interval of focal distance switching. This dissertation research has quantified the impact of context switching, focal distance switching, and transient focal blur on human performance and eye fatigue in …


Ar Fantasia: An Augmented Reality Musical Experience, Joe Geigel, Yunn-Shan Ma, Juilee Decker Apr 2022

Ar Fantasia: An Augmented Reality Musical Experience, Joe Geigel, Yunn-Shan Ma, Juilee Decker

Frameless

In 1940, Walt Disney Pictures released their third full length animated feature film, the classic film Fantasia. The concept and challenge behind Fantasia was simple: To merge music and visuals, using the media of animation, to provide an integrated backdrop for, and interpretation of, classical music. The complete film consisted of eight such animated sequences, each providing a visual landscape as a setting for a classical musical piece (Granata 2002).


Use Of Ar To Bring Medical Simulation To Life, Zhenhua Yu, Richard L. Doolittle, Caroline J. Easton Apr 2022

Use Of Ar To Bring Medical Simulation To Life, Zhenhua Yu, Richard L. Doolittle, Caroline J. Easton

Frameless

Use of simulation facilities and equipment in medical training has become the fabric of curricula across nearly all professions, most notably medical school, nursing, and related medical sciences programs. The gold standard for simulators is SimMan3G, Laerdal Inc., which offers a static electronic mannequin that affords the opportunity to create disease states, signs/symptoms, and real physiological/vital sign data complemented by voice interactions between faculty (within the control room) and student. All sessions are videotaped and, through a 15-30 minute debriefing, students exchange thoughts and impressions with faculty and engage in a deep reflective learning experience. The other option for medical …


Warehouse And Logistics: Smart Picking With Vuzix Smart Glasses, Elise Hemink Apr 2022

Warehouse And Logistics: Smart Picking With Vuzix Smart Glasses, Elise Hemink

Frameless

Vuzix is an industry leader in augmented reality (AR) technology. We provide innovative products to an array of industries, a few being defense, security, enterprise, and consumers. Our AR technology provides a perfect balance of engagement in the digital and real worlds thanks to their innovative optics, AI apps and 5G capability.


A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci Apr 2022

A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci

Frameless

This talk will review the literature and examine existing physical spaces using virtual reality (VR) and augmented reality (AR), often referred together as extended reality (XR), to teach learners in an academic setting. Attendees will better understand best practices and ways of addressing potential challenges when designing a physical XR classroom space for higher education. A physical XR classroom provides institutions with a dedicated space for educational courses and workshops, which utilize XR for both one- off sessions and an entire semester (Pirker, Holly, and Gütl 2020). The talk will help answer the question, why a dedicated XR classroom?


Real Time Evaluation Of Boom And Drogue Occlusion With Aar, Xiaoyang Wu Mar 2022

Real Time Evaluation Of Boom And Drogue Occlusion With Aar, Xiaoyang Wu

Theses and Dissertations

In recent years, Unmanned Aerial Vehicles (UAV) have seen a rise in popularity. Various navigational algorithms have been developed as a solution to estimate a UAV’s pose relative to the refueler aircraft. The result can be used to safely automate aerial refueling (AAR) to improve UAVs’ time-on-station and ensure the success of military operations. This research aims to reach real-time performance using a GPU accelerated approach. It also conducts various experiments to quantify the effects of refueling boom/drogue occlusion and image exposure on the pose estimation pipeline in a lab setting.


The Impact Of Visual Feedback And Control Configuration On Pilot-Aircraft Interface Using Head Tracking Technology, Christopher M. Arnold Mar 2022

The Impact Of Visual Feedback And Control Configuration On Pilot-Aircraft Interface Using Head Tracking Technology, Christopher M. Arnold

Theses and Dissertations

Traditional control mechanisms restrict human input on the displays in 5th generation aircraft. This research explored methods for enhancing pilot interaction with large, information dense cockpit displays; specifically, the effects of visual feedback and control button configuration when augmenting cursor control with head tracking technology. Previous studies demonstrated that head tracking can be combined with traditional cursor control to decrease selection times but can increase pilot mental and physical workload. A human subject experiment was performed to evaluate two control button configurations and three visual feedback conditions. A Fitts Law analysis was performed to create predictive models of selection time …


Augmented Reality Integrated Welder Training For Mechanical Engineering Technology, Aditya Akundi, Hamid Eisazadeh, Mona Torabizadeh Jan 2022

Augmented Reality Integrated Welder Training For Mechanical Engineering Technology, Aditya Akundi, Hamid Eisazadeh, Mona Torabizadeh

Engineering Technology Faculty Publications

The shortage of welders is well documented and projected to become more severe for various industries such as shipbuilding in coming years. It is mainly because welding training is a critical and often costly endeavor. This study examines the training potential using augmented reality technology as a critical part of welder training for mechanical engineering technology students. This study assessed the performance of two groups of MET students trained with two different methods. One group received training with the traditional method in three sessions. The second group acquired training initially with an augmented reality welding system for three sessions. Then, …


Utilization Of Virtual Reality For General Education Purposes, Amit Lal Jan 2022

Utilization Of Virtual Reality For General Education Purposes, Amit Lal

University of the Pacific Theses and Dissertations

The use of Virtual Reality (VR) in a variety of professional, military, governmental, and educational fields has continued to expand over the past several decades, and the recent Covid-19 pandemic has brought attention to this field. This study surveys 154 college students over 23 questions that include various demographics that can be used to look for discriminators, multiple-choice VR-related questions, as well as a few free-form questions about use of VR in learning environments. The students’ experience with, interest in, and thoughts on how to best use VR vary considerably. The Covid-19 pandemic is found to have limited impact thus …


Pandemic Pivot: Designing A Participatory Simulation To Support Social Distancing And Remote Learning, K. K. Lamberty, Paul Friederichsen, Audrey Le Meur, Joseph Moonan Walbran Jun 2021

Pandemic Pivot: Designing A Participatory Simulation To Support Social Distancing And Remote Learning, K. K. Lamberty, Paul Friederichsen, Audrey Le Meur, Joseph Moonan Walbran

Computer Science Publications

Participatory simulations usually aim to bring simulations off screen into a shared physical space with people acting as agents in the simulation. In this paper, we describe considerations and design decisions related to creating a participatory simulation for use in learning settings with restrictions imposed due to the COVID-19 pandemic where typical classroom interactions were no longer allowed. We describe how our design decisions might help children both “dive in” and “step out” to understand more about pollinators and the prairie in spite of various restrictions on how exactly they can interact with each other. Our simulation, Buzz About, uses …


Effect Of Augmented Reality On Consumer Behavior In E-Commerce, Chibuke Uzoechina, Fiona Fui-Hoon Nah May 2021

Effect Of Augmented Reality On Consumer Behavior In E-Commerce, Chibuke Uzoechina, Fiona Fui-Hoon Nah

Research Collection School Of Computing and Information Systems

AR technology has been referred to as the future of e-commerce. In this paper, we propose to investigate the effect of AR on consumer behavior in e-commerce. Based on the theory of telepresence, we generated a set of hypotheses on their relationships. An experimental study is proposed to test the hypotheses. Our findings will be of interest to e-commerce companies that are looking at incorporating AR into their e-commerce platforms.


Sound In Color, Amber Rhodes Apr 2021

Sound In Color, Amber Rhodes

Honors Scholars Collaborative Projects

“Sound in Color” is an interactive audio-visual experience designed to explore the relationship between sound, color, and emotions. Taking place on the Massey Concert Hall stage, the project is inspired by synesthesia and incorporates research on color psychology. Participants are invited to select an emotion and color. As the user hums into a microphone, they hear their emotions expressed through sound in their headphones and watch as the lights on stage respond to their vocal cues.


Integrating The First Person View And The Third Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh, Kwanghee Lee, Myunghoon Oh Jan 2021

Integrating The First Person View And The Third Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh, Kwanghee Lee, Myunghoon Oh

Journal of Aviation/Aerospace Education & Research

Virtual reality (VR)-based flight simulator provides pilots the enhanced reality from the first-person view. Mixed reality (MR) technology generates effective 3D graphics. The users who wear the MR headset can walk around the 3D graphics to see all its 360 degrees of vertical and horizontal aspects maintaining the consciousness of real space. A VR flight simulator and an MR application were connected to create the capability of both first-person view and third-person view for a comprehensive pilot training system. This system provided users the capability to monitor the aircraft progress along the planned path from the third-person view as well …


Assistance For Target Selection In Mobile Augmented Reality, Vinod Asokan, Scott Bateman, Anthony Tang May 2020

Assistance For Target Selection In Mobile Augmented Reality, Vinod Asokan, Scott Bateman, Anthony Tang

Research Collection School Of Computing and Information Systems

Mobile augmented reality - where a mobile device is used to view and interact with virtual objects displayed in the real world - is becoming more common. Target selection is the main method of interaction in mobile AR, but is particularly difficult because targets in AR can have challenging characteristics such as being moving or occluded (by digital or real world objects). Because target selection is particularly difficult and error prone in mobile AR, we conduct a comparative study of target assistance techniques. We compared four different cursor-based selection techniques against the standard touch-to-select interaction, finding that a newly adapted …


Remembering The City: An Augmented Reality Reconstruction Of Memory, Power, And Identity In Ho Chi Minh City Through Cartography & Architecture, Thuy Dinh Jan 2020

Remembering The City: An Augmented Reality Reconstruction Of Memory, Power, And Identity In Ho Chi Minh City Through Cartography & Architecture, Thuy Dinh

Senior Independent Study Theses

Cartography and architecture are official channels that facilitate remembrance in Ho Chi Minh City. Maps and buildings serve as sites for actors of memory to manipulate the city's narratives and shape its collective identity. Power enables the production of space and knowledge through sites of memory. The ruling regimes of Ho Chi Minh City have leveraged control over the natural environment and the local population to create new forms of materials that propagate their ideologies and ideals for the city. Alterations to the natural and built environments in the city legitimize the authorities' official narratives for its history and future …


Revisiting Collaboration Through Mixed Reality: The Evolution Of Groupware, Barrett Ens, Joel Lanir, Anthony Tang, Scott Bateman, Gun Lee, Thammathip Piumsomboon, Mark Billinghurst Nov 2019

Revisiting Collaboration Through Mixed Reality: The Evolution Of Groupware, Barrett Ens, Joel Lanir, Anthony Tang, Scott Bateman, Gun Lee, Thammathip Piumsomboon, Mark Billinghurst

Research Collection School Of Computing and Information Systems

Collaborative Mixed Reality (MR) systems are at a critical point in time as they are soon to become more commonplace. However, MR technology has only recently matured to the point where researchers can focus deeply on the nuances of supporting collaboration, rather than needing to focus on creating the enabling technology. In parallel, but largely independently, the field of Computer Supported Cooperative Work (CSCW) has focused on the fundamental concerns that underlie human communication and collaboration over the past 30-plus years. Since MR research is now on the brink of moving into the real world, we reflect on three decades …


Collecting Virtual And Augmented Reality In The Twenty-First Century Library, Matthew Hannah, Sarah Huber, Sorin Adam Matei Mar 2019

Collecting Virtual And Augmented Reality In The Twenty-First Century Library, Matthew Hannah, Sarah Huber, Sorin Adam Matei

Matei Interdisciplinary Research Collaboratory

In this paper, we discuss possible pedagogical applications for virtual and augmented reality (VR and AR), within a humanities/social sciences curriculum, articulating a critical need for academic libraries to collect and curate 3D objects. We contend that building infrastructure is critical to keep pace with innovative pedagogies and scholarship. We offer theoretical avenues for libraries to build a repository 3D object files to be used in VR and AR tools and sketch some anticipated challenges. To build an infrastructure to support VR/AR collections, we have collaborated with College of Liberal Arts to pilot a program in which Libraries and CLA …


Scale Impacts Elicited Gestures For Manipulating Holograms: Implications For Ar Gesture Design, Tran Pham, Jo Vermeulen, Anthony Tang, Lindsay Macdonald Jun 2018

Scale Impacts Elicited Gestures For Manipulating Holograms: Implications For Ar Gesture Design, Tran Pham, Jo Vermeulen, Anthony Tang, Lindsay Macdonald

Research Collection School Of Computing and Information Systems

Because gesture design for augmented reality (AR) remains idiosyncratic, people cannot necessarily use gestures learned in one AR application in another. To design discoverable gestures, we need to understand what gestures people expect to use. We explore how the scale of AR affects the gestures people expect to use to interact with 3D holograms. Using an elicitation study, we asked participants to generate gestures in response to holographic task referents, where we varied the scale of holograms from desktop-scale to room-scale objects. We found that the scale of objects and scenes in the AR experience moderates the generated gestures. Most …


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 Apr 2018

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

Research Collection School Of Computing and Information Systems

Based on an analysis of 49 popular contemporary video games, we develop a descriptive framework of visual interaction cues in video games. These cues are used to inform players what can be interacted with, where to look, and where to go within the game world. These cues vary along three dimensions: the purpose of the cue, the visual design of the cue, and the circumstances under which the cue is shown. We demonstrate that this framework can also be used to describe interaction cues for augmented reality applications. Beyond this, we show how the framework can be used to generatively …


Choice Of Human–Computer Interaction Mode In Stroke Rehabilitation, Hossein Mousavi Hondori, Maryam Khademi, Lucy Dodakian, Alison Mackenzie, Cristina V. Lopes, Steven C. Cramer Jan 2015

Choice Of Human–Computer Interaction Mode In Stroke Rehabilitation, Hossein Mousavi Hondori, Maryam Khademi, Lucy Dodakian, Alison Mackenzie, Cristina V. Lopes, Steven C. Cramer

Physical Therapy Faculty Articles and Research

Background and Objective. Advances in technology are providing new forms of human–computer interaction. The current study examined one form of human–computer interaction, augmented reality (AR), whereby subjects train in the real-world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human–computer interaction, that is, a personal computer (PC) with a mouse. Methods. Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The 2 versions required the same arm movements to control the game but had different cognitive demands. With …


Tourguide: Augmented Reality Based On Structure Recognition, Michael Jipping Aug 2013

Tourguide: Augmented Reality Based On Structure Recognition, Michael Jipping

Faculty Presentations

TourGuide is software for Android phones and tablets that allows users to use augmented reality to see the world. TourGuide uses realtime video to search for images that match those in its database. When these images are found, TourGuide overlays the image with a number of options – from URLs/Web to video viewing – that are used to access more information about the image by touching the screen.

The software is designed so that configuring it is easy. In addition to the viewer, there is also a TourGuide Editor that allows configuration on a tablet or phone.