Abstract:Paper documents such as passports, visas and banknotes are frequently checked by inspection of security elements. In particular, optically variable devices such as holograms are important, but difficult to inspect. Augmented Reality can provide all relevant information on standard mobile devices. However, hologram verification on mobiles still takes long and provides lower accuracy than inspection by human individuals using appropriate reference information. We aim to address these drawbacks by automatic match… Show more
“…While performing usability studies in MAR-based educational research is promising, it can also be obsolete and seen as a complacent effort in research by focusing most studies within the education domain. While other domains, such as navigational MAR research, are catching up, the pair of MAR and usability research are still within infancy in other exploratory areas such as automotive [36], basic skills improvement [82], and AR technical research-such as works done in [44,52], gaming [38], and security [29]. As in the domains of medical health, architecture, construction, management, marketing and advertising, there have been much technical AR and applied research carried out, but has not include usability studies as one of the measured factors.…”
Section: Research Findings On Identified Gapsmentioning
confidence: 99%
“…Types of usability metrics category. 13,15,16,18,19,22,25-27,31-35,37,40,41,43,49-59,61,62,64-77,80,81,83] Combination of Both 20[14,17,20,21,23,24,29,38,39,42,[44][45][46][47][48]60,63,78,79,82] …”
The implementation of usability in mobile augmented reality (MAR) learning applications has been utilized in a myriad of standards, methodologies, and techniques. The usage and combination of techniques within research approaches are important in determining the quality of usability data collection. The purpose of this study is to identify, study, and analyze existing usability metrics, methods, techniques, and areas in MAR learning. This study adapts systematic literature review techniques by utilizing research questions and Boolean search strings to identify prospective studies from six established databases that are related to the research context area. Seventy-two articles, consisting of 45 journals, 25 conference proceedings, and two book chapters, were selected through a systematic process. All articles underwent a rigorous selection protocol to ensure content quality according to formulated research questions. Post-synthesis and analysis, the output of this article discusses significant factors in usability-based MAR learning applications. This paper presents five identified gaps in the domain of study, modes of contributions, issues within usability metrics, technique approaches, and hybrid technique combinations. This paper concludes five recommendations based on identified gaps concealing potential of usability-based MAR learning research domains, varieties of unexplored research types, validation of emerging usability metrics, potential of performance metrics, and untapped correlational areas to be discovered.
“…While performing usability studies in MAR-based educational research is promising, it can also be obsolete and seen as a complacent effort in research by focusing most studies within the education domain. While other domains, such as navigational MAR research, are catching up, the pair of MAR and usability research are still within infancy in other exploratory areas such as automotive [36], basic skills improvement [82], and AR technical research-such as works done in [44,52], gaming [38], and security [29]. As in the domains of medical health, architecture, construction, management, marketing and advertising, there have been much technical AR and applied research carried out, but has not include usability studies as one of the measured factors.…”
Section: Research Findings On Identified Gapsmentioning
confidence: 99%
“…Types of usability metrics category. 13,15,16,18,19,22,25-27,31-35,37,40,41,43,49-59,61,62,64-77,80,81,83] Combination of Both 20[14,17,20,21,23,24,29,38,39,42,[44][45][46][47][48]60,63,78,79,82] …”
The implementation of usability in mobile augmented reality (MAR) learning applications has been utilized in a myriad of standards, methodologies, and techniques. The usage and combination of techniques within research approaches are important in determining the quality of usability data collection. The purpose of this study is to identify, study, and analyze existing usability metrics, methods, techniques, and areas in MAR learning. This study adapts systematic literature review techniques by utilizing research questions and Boolean search strings to identify prospective studies from six established databases that are related to the research context area. Seventy-two articles, consisting of 45 journals, 25 conference proceedings, and two book chapters, were selected through a systematic process. All articles underwent a rigorous selection protocol to ensure content quality according to formulated research questions. Post-synthesis and analysis, the output of this article discusses significant factors in usability-based MAR learning applications. This paper presents five identified gaps in the domain of study, modes of contributions, issues within usability metrics, technique approaches, and hybrid technique combinations. This paper concludes five recommendations based on identified gaps concealing potential of usability-based MAR learning research domains, varieties of unexplored research types, validation of emerging usability metrics, potential of performance metrics, and untapped correlational areas to be discovered.
“…Camera control is challenging in handheld AR as the camera can be manipulated with 6 degrees of freedom but it is typically hard for users to accurately and precisely align the device with a specific pose. Approaches for supporting the user in this tasks encompass, e.g., attention funnels [5], iron sight visualizations [13,14] or freezing the camera view [24,8]. For object selection, applications often use a ray casting metaphor.…”
In gaming, customizing individual characters, can create personal bonds between players and their characters. Hence, character customization is a standard component in many games. While mobile Augmented Reality (AR) games become popular, to date, no 3D character editor for AR games exists. We investigate the feasibility of 3D character customization for smartphone-based AR in an iterative design process.Specifically, we present findings from creating AR prototypes in a handheld AR setting. In a first user study, we found that a tangible AR prototype resulted in higher hedonistic measures than a camerabased approach. In a follow up study, we compared the tangible AR prototype with a non-AR touchscreen version for selection, scaling, translation and rotation tasks in a 3D character customization setting. The tangible AR version resulted in significantly better results for stimulation and novelty measures than the non-AR version. At the same time, it maintained a proficient level in pragmatic measures such as accuracy and efficiency.
“…For instance, for the AR applications considered in [15], low-delay communications of the encoded video over a Bluetooth wireless personal area network were investigated, by using a combination of the dynamic packetisation of video slices together with the centralized and predictive rate control. Mobile AR and VR have been used and studied recently [16]- [19]. A. D. Hartl et al studied the verification of holograms by using mobile AR, where a re-parametrized user interface is proposed in [16].…”
Section: Introductionmentioning
confidence: 99%
“…Mobile AR and VR have been used and studied recently [16]- [19]. A. D. Hartl et al studied the verification of holograms by using mobile AR, where a re-parametrized user interface is proposed in [16]. The privacy preservation of cloth try-on was studied in [17], by using mobile AR.…”
Augmented and/or virtual reality (AR/VR) are emerging as one of the main applications in future fifth generation (5G) networks. To meet the requirements of lower latency and massive data transmission in AR/VR applications, a solution with software-defined networking (SDN) architecture is proposed for 5G small cell networks. On this basis, a multi-path cooperative route (MCR) scheme is proposed to facilitate the AR/VR wireless transmissions in 5G small cell networks, in which the delay of MCR scheme is analytically studied. Furthermore, a service effective energy optimal (SEEO) algorithm is developed for AR/VR wireless transmission in 5G small cell networks. Simulation results indicate that both the delay and service effective energy (SEE) of the proposed MCR scheme outperform the delay and SEE of the conventional single path route scheme in 5G small cell networks.
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