How unit 5 is examined
This unit covers how AR interfaces, content and applications are designed, adopted and used; no topic has been asked recently, so learn each definition and its key points.
User interfaces
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Definition. <mark>An AR user interface is the means by which a user views, selects and manipulates virtual content that is registered onto the real world.</mark>
Key points.
- Output is mostly visual through a head-mounted display, handheld screen or projector, and it may be supported by audio and haptic feedback.
- Input can be touch on a handheld screen, gesture, voice, gaze, or a tangible object such as a marker card.
- Tangible interfaces let the user hold a real object to control a virtual one, which feels natural and needs no training.
- A good AR interface keeps the virtual content aligned with the real scene and does not clutter the user's view.
- Common AR interface types are tangible (real objects as controls), collaborative (several users share one augmented scene), hybrid (several input methods combined) and multimodal (speech plus gesture together).
- Handheld touch interfaces are the easiest to deploy because every smartphone already has a camera and a screen, but they keep one hand occupied.
- Usability rules for AR are to give instant feedback, to keep labels short and readable against a changing background, and to avoid making the user hold a pose for long.
Avoiding physical contacts
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Definition. <mark>Avoiding physical contact means designing AR interaction so that the user controls the system without touching shared devices or surfaces.</mark>
Key points.
- Touchless input uses hand gestures, voice commands and gaze, so the user need not touch a screen, button or controller.
- It reduces the spread of germs on shared devices and is useful in hospitals, public kiosks and factories.
- It also keeps hands free for the real task, for example a surgeon or mechanic wearing an HMD.
- Its limits are gesture-recognition errors, noisy places for voice input, and user fatigue from mid-air gestures.
- Gaze input selects an item when the user looks at it for a moment (dwell time), which is quick but can trigger by accident, so a short confirmation is added.
- Sensors such as depth cameras or infrared trackers follow the hand, so the system must be tuned to the room lighting and the distance of the user.
- Voice and gesture are often combined, because each covers the weakness of the other.
Practical experiences with head- mounted displays
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Definition. <mark>A head-mounted display (HMD) is a display worn on the head that shows virtual content in front of the eyes, either through optical see-through or video see-through.</mark>
Key points.
- Optical see-through HMDs let the user see the real world directly through transparent glass and add virtual images on top, so the real view has no delay.
- Video see-through HMDs show a camera view of the real world combined with graphics, which allows easy blending but adds latency.
- Practical problems are heavy weight, limited field of view, short battery life and eye strain after long use.
- Misregistration and lag between head movement and the image can cause discomfort and motion sickness.
- Comparison of the two see-through types is given below.
| Point | Optical see-through | Video see-through |
|---|---|---|
| Real view | Seen directly through glass | Seen as a camera image |
| Delay of real view | None | Present, from camera and processing |
| Blending | Virtual image is semi-transparent | Full control over every pixel |
| Registration | Harder to align | Easier, as both are in one image |
| Example | Microsoft HoloLens | Camera-based headset or phone in a viewer |
- Comfort improves with a light frame, a balanced weight, adjustable lenses and a frame rate high enough to avoid lag.
Authoring and dynamic content
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Definition. <mark>Authoring is the creation of the virtual content and its behaviour for an AR application, and dynamic content is content that changes with time, user actions or live data.</mark>
Key points.
- Authoring tools let designers create and place 3D models, text and animation without heavy programming, for example Unity with an AR plugin.
- Static content stays fixed once made, while dynamic content is updated at run time from a server, sensors or user input.
- Content is linked to a marker, image or location so that it appears at the right place in the real scene.
- Keeping content separate from the application code lets it be updated without releasing a new application.
- Content formats such as glTF or OBJ models with textures, and behaviour written in scripts, define what appears and how it reacts.
- Dynamic examples are live data on a machine, a moving scoreboard, weather or a shared scene changed by several users.
- Good authoring keeps models light in polygons so that the device can draw them at a smooth frame rate.
AR applications and future visions
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Definition. <mark>AR applications overlay useful virtual information on the real world, and the future vision is everyday, always-on AR through lightweight wearable devices.</mark>
Key points.
- Current applications include navigation, maintenance guidance, medical visualisation, education, games and shopping.
- The future vision is lightweight AR glasses that replace the phone and show information all day.
- Advances in tracking, 5G networks, cloud processing and artificial intelligence will make AR more accurate and context aware.
- Open challenges are battery life, privacy, social acceptance and safety while the user is moving.
- Further future ideas are shared AR spaces where many people see the same virtual objects, and AR that recognises the surroundings and offers help without being asked.
- Applications in maintenance show a worker the next repair step on the machine itself, cutting errors and training time.
- Medical applications show the scanned organ inside the patient's body view, helping surgeons plan cuts.
How to design an AR application
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Definition. <mark>Designing an AR application is a step-by-step process of defining the user need, choosing hardware and tracking, creating content and testing with users.</mark>
Steps.
Step 1: Define the purpose, target users and where AR adds value.
Step 2: Choose the platform (phone, tablet or HMD) and the tracking method (marker, markerless or sensors).
Step 3: Design the interface and interaction, keeping it simple.
Step 4: Create and author the 3D content.
Step 5: Implement, then test with real users and improve.
Key points.
- The design starts from a real user need, since AR should be used only where it gives an advantage over a normal screen.
- Tracking must be chosen to suit the place of use, such as markers indoors and GPS outdoors.
- Usability testing catches problems like fatigue and clutter early.
- Content should be small and simple, since heavy models slow the frame rate on mobile hardware.
- Safety must be designed in, so that virtual objects never hide real hazards such as traffic or stairs.
- The steps form a loop, because test results send the designer back to the interface or content.
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Technology adoption and acceptance
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Definition. <mark>Technology adoption is the decision of users to start using a new technology, and acceptance is how willingly they continue to use it.</mark>
Key points.
- In the Technology Acceptance Model, acceptance depends mainly on perceived usefulness and perceived ease of use.
- Cost of devices, comfort of wearing them and quality of content strongly affect adoption of AR.
- Privacy worries and social awkwardness of wearing HMDs in public lower acceptance.
- Adoption grows when the application solves a clear problem and is easy to try on a device users already own.
- Other factors are social influence, meaning that friends and colleagues who use it persuade others, and trust in how personal data is handled.
- Organisations adopt AR when the cost is justified by savings, for example fewer errors, shorter training and less travel.
- Acceptance is measured by surveys on usefulness, ease, enjoyment and intention to use again.
Where to use augmented reality
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Definition. <mark>AR should be used where overlaying digital information on the real view helps a user to see, understand or do something better than without it.</mark>
Key points.
- In education and training, AR shows 3D models and step-by-step procedures on real objects.
- In medicine, it overlays scans on the patient during surgery, and in industry it guides assembly and repair.
- In retail and marketing, it lets a customer try furniture or clothes virtually, and in tourism it shows information about landmarks.
- In games and entertainment it mixes virtual characters with the real surroundings, as in Pokemon Go.
- In architecture and interior design, a building or room plan is placed at true size on the site, so clients understand it before construction.
- In navigation, arrows are shown on the real road or in the corridor, and in the military, soldiers see maps and targets in the view.
- AR is a poor choice where a plain screen or a printed sheet does the job equally well, since it adds cost and complexity.
Last-minute revision
- AR UI output is visual (HMD, handheld, projector); input is touch, gesture, voice, gaze or tangible objects.
- Touchless interaction uses gesture, voice and gaze to avoid touching shared devices.
- Optical see-through shows the real world directly; video see-through shows it through a camera.
- HMD problems are weight, narrow field of view, battery life, lag and eye strain.
- Authoring creates content; dynamic content changes at run time from data or user action.
- Design steps run purpose, platform and tracking, interface, content, test.
- The Technology Acceptance Model rests on perceived usefulness and perceived ease of use.
- AR is used in education, medicine, industry, retail, tourism and games.
- Future AR is lightweight glasses supported by 5G, cloud and AI.
Memory hooks
- Touchless means GVG: Gesture, Voice, Gaze.
- Optical looks Out through glass; Video looks at a camera Vision.
- TAM equals U and E: Usefulness and Ease.
- Design flow: Purpose, Platform, Prototype, Produce content, Prove by testing.
Coverage checklist
- User interfaces: definition and key points, no past questions.
- Avoiding physical contacts: definition and key points, no past questions.
- Practical experiences with head- mounted displays: definition and key points, no past questions.
- Authoring and dynamic content: definition and key points, no past questions.
- AR applications and future visions: definition and key points, no past questions.
- How to design an AR application: definition, steps and key points, no past questions.
- Technology adoption and acceptance: definition and key points, no past questions.
- Where to use augmented reality: definition and key points, no past questions.