2018 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2018
DOI: 10.1109/ismar.2018.00032
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Ensuring Safety in Augmented Reality from Trade-off Between Immersion and Situation Awareness

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Cited by 26 publications
(9 citation statements)
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“…In order to vary object distribution and achieve higher tracking fidelity of the objects in the study, we use VR to simulate the realworld object space and AR screen. Simulating an AR environment with VR is a common method to create a controlled environment in a user study [20], [21], [22].…”
Section: Ar Interface Implementationmentioning
confidence: 99%
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“…In order to vary object distribution and achieve higher tracking fidelity of the objects in the study, we use VR to simulate the realworld object space and AR screen. Simulating an AR environment with VR is a common method to create a controlled environment in a user study [20], [21], [22].…”
Section: Ar Interface Implementationmentioning
confidence: 99%
“…While we have followed the guidance and practice from previous work [20], [21], [22], simulating AR interactions in VR might not be fully representative of a real-world use scenario.…”
Section: Limitations Generalization and Future Workmentioning
confidence: 99%
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“…Studies also used subjective methods such as: (a) Paas 9-step mentaleffort Likert scale (Paas) [13,16,112], in which score indexes of metal effort go from "very, very low effort" (1) to "very, very high effort" (9); (b) Subjective Mental Effort Question (SMEQ) [69], in which participants indicate their mental effort using a scale that goes from "not at all hard to do" (0) to "tremendously hard to do" (150); and (c) NASA-TLX [51,90,102] that is the assessment of total workload divided into six subscales: mental demand, physical demand, temporal demand, performance effort, and frustration. Presence.…”
Section: Cognitive Aspectsmentioning
confidence: 99%
“…The methods are based on questionnaires that participants in a study are asked to fill to cover various aspects of presence e.g., co-presence, spatial presence, social presence, social richness, closeness, or connectedness. Other methods that can be used to complement the analysis of presence are: (a) Ad-Hoc Usability Questionnaire (AD3) [51] to analyze the awareness of participants in an immersive environment; (b) Body Representation Questionnaire (BRQ) [97] for the analysis of embodiment; (c) McKnight Trust Questionnaire (MTQ) [57] to assess whether participants trust in technology, e.g., reliability, helpfulness, functionality, and situational normality.…”
Section: Cognitive Aspectsmentioning
confidence: 99%