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AD-803 (B) · Augmented & Virtual Reality/Quick Revision Short Notes

Augmented & Virtual Reality (AD-803 (B)) - Unit 5 Short Notes

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.

  1. Output is mostly visual through a head-mounted display, handheld screen or projector, and it may be supported by audio and haptic feedback.
  2. Input can be touch on a handheld screen, gesture, voice, gaze, or a tangible object such as a marker card.
  3. Tangible interfaces let the user hold a real object to control a virtual one, which feels natural and needs no training.
  4. A good AR interface keeps the virtual content aligned with the real scene and does not clutter the user's view.
  5. 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).
  6. Handheld touch interfaces are the easiest to deploy because every smartphone already has a camera and a screen, but they keep one hand occupied.
  7. 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

<span style="display:inline-block;padding:.16em .6em;border:1.5px solid currentColor;border-radius:999px;font-size:.68em;font-weight:700;letter-spacing:.06em;text-transform:uppercase;opacity:.75">Not asked since 2022</span>

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.

  1. Touchless input uses hand gestures, voice commands and gaze, so the user need not touch a screen, button or controller.
  2. It reduces the spread of germs on shared devices and is useful in hospitals, public kiosks and factories.
  3. It also keeps hands free for the real task, for example a surgeon or mechanic wearing an HMD.
  4. Its limits are gesture-recognition errors, noisy places for voice input, and user fatigue from mid-air gestures.
  5. 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.
  6. 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.
  7. Voice and gesture are often combined, because each covers the weakness of the other.

Practical experiences with head- mounted displays

<span style="display:inline-block;padding:.16em .6em;border:1.5px solid currentColor;border-radius:999px;font-size:.68em;font-weight:700;letter-spacing:.06em;text-transform:uppercase;opacity:.75">Not asked since 2022</span>

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.

  1. 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.
  2. Video see-through HMDs show a camera view of the real world combined with graphics, which allows easy blending but adds latency.
  3. Practical problems are heavy weight, limited field of view, short battery life and eye strain after long use.
  4. Misregistration and lag between head movement and the image can cause discomfort and motion sickness.
  5. 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
  1. Comfort improves with a light frame, a balanced weight, adjustable lenses and a frame rate high enough to avoid lag.

Authoring and dynamic content

<span style="display:inline-block;padding:.16em .6em;border:1.5px solid currentColor;border-radius:999px;font-size:.68em;font-weight:700;letter-spacing:.06em;text-transform:uppercase;opacity:.75">Not asked since 2022</span>

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.

  1. Authoring tools let designers create and place 3D models, text and animation without heavy programming, for example Unity with an AR plugin.
  2. Static content stays fixed once made, while dynamic content is updated at run time from a server, sensors or user input.
  3. Content is linked to a marker, image or location so that it appears at the right place in the real scene.
  4. Keeping content separate from the application code lets it be updated without releasing a new application.
  5. Content formats such as glTF or OBJ models with textures, and behaviour written in scripts, define what appears and how it reacts.
  6. Dynamic examples are live data on a machine, a moving scoreboard, weather or a shared scene changed by several users.
  7. Good authoring keeps models light in polygons so that the device can draw them at a smooth frame rate.

AR applications and future visions

<span style="display:inline-block;padding:.16em .6em;border:1.5px solid currentColor;border-radius:999px;font-size:.68em;font-weight:700;letter-spacing:.06em;text-transform:uppercase;opacity:.75">Not asked since 2022</span>

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.

  1. Current applications include navigation, maintenance guidance, medical visualisation, education, games and shopping.
  2. The future vision is lightweight AR glasses that replace the phone and show information all day.
  3. Advances in tracking, 5G networks, cloud processing and artificial intelligence will make AR more accurate and context aware.
  4. Open challenges are battery life, privacy, social acceptance and safety while the user is moving.
  5. 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.
  6. Applications in maintenance show a worker the next repair step on the machine itself, cutting errors and training time.
  7. Medical applications show the scanned organ inside the patient's body view, helping surgeons plan cuts.

How to design an AR application

<span style="display:inline-block;padding:.16em .6em;border:1.5px solid currentColor;border-radius:999px;font-size:.68em;font-weight:700;letter-spacing:.06em;text-transform:uppercase;opacity:.75">Not asked since 2022</span>

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.

  1. The design starts from a real user need, since AR should be used only where it gives an advantage over a normal screen.
  2. Tracking must be chosen to suit the place of use, such as markers indoors and GPS outdoors.
  3. Usability testing catches problems like fatigue and clutter early.
  4. Content should be small and simple, since heavy models slow the frame rate on mobile hardware.
  5. Safety must be designed in, so that virtual objects never hide real hazards such as traffic or stairs.
  6. 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

<span style="display:inline-block;padding:.16em .6em;border:1.5px solid currentColor;border-radius:999px;font-size:.68em;font-weight:700;letter-spacing:.06em;text-transform:uppercase;opacity:.75">Not asked since 2022</span>

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.

  1. In the Technology Acceptance Model, acceptance depends mainly on perceived usefulness and perceived ease of use.
  2. Cost of devices, comfort of wearing them and quality of content strongly affect adoption of AR.
  3. Privacy worries and social awkwardness of wearing HMDs in public lower acceptance.
  4. Adoption grows when the application solves a clear problem and is easy to try on a device users already own.
  5. Other factors are social influence, meaning that friends and colleagues who use it persuade others, and trust in how personal data is handled.
  6. Organisations adopt AR when the cost is justified by savings, for example fewer errors, shorter training and less travel.
  7. Acceptance is measured by surveys on usefulness, ease, enjoyment and intention to use again.

Where to use augmented reality

<span style="display:inline-block;padding:.16em .6em;border:1.5px solid currentColor;border-radius:999px;font-size:.68em;font-weight:700;letter-spacing:.06em;text-transform:uppercase;opacity:.75">Not asked since 2022</span>

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.

  1. In education and training, AR shows 3D models and step-by-step procedures on real objects.
  2. In medicine, it overlays scans on the patient during surgery, and in industry it guides assembly and repair.
  3. In retail and marketing, it lets a customer try furniture or clothes virtually, and in tourism it shows information about landmarks.
  4. In games and entertainment it mixes virtual characters with the real surroundings, as in Pokemon Go.
  5. In architecture and interior design, a building or room plan is placed at true size on the site, so clients understand it before construction.
  6. 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.
  7. 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.
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