Billinghurst and Duh 1 Designing Augmented Reality Experiences Mark Billinghurst University of Canterbury Christchurch, New Zealand Henry B.L. Duh National University of Singapore Singapore, Singapore [email protected]http://chi2013.acm.org/ Copyright is held by Billinghurst & Duh CHI 2013, April 27–May 2, 2013, Paris, France. ACM 13/04
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Billinghurst and Duh 1
Designing Augmented Reality Experiences Mark Billinghurst
University of Canterbury Christchurch, New Zealand
Copyright is held by Billinghurst & Duh CHI 2013, April 27–May 2, 2013, Paris, France. ACM 13/04
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Introduction
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Instructors
Mark Billinghurst • Director of HIT Lab NZ, University of Canterbury • Degrees in Electrical Engineering, Applied Mathematics • Research on collaborative AR, mobile AR, AR usability • More than 250 papers in AR, VR, interface design
Henry Duh • Co-director Keio-NUS Joint International Research (CUTE) Center • Degrees in Psychology, Industrial design and Engineering • Research on interaction design and AR applications • More than 80 papers in HCI, AR and Design
Introduction
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How Would You Design This?
Put nice AR Picture here – and video
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Or This?
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How to design effective AR experiences Understanding AR interaction design possibilities Hardware and software tools for rapid prototyping of AR applications Effective evaluation methods for AR applications Current areas of AR research that will contribute to future AR experiences Hands on experiences with AR applications Resources for your own research
What You Will Learn
Introduction
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Introduction [Mark] AR and the Interaction Design Process [Mark] Design Guidelines and Interaction Metaphors for AR [Mark] AR Development/Prototyping Tools [Mark] Afternoon Tea – Demos [Mark and Henry] AR Evaluation Methods [Henry] AR Design Case Studies [Henry] AR Research Directions [Mark]
Course Agenda
Introduction
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Course Demos AR Authoring
BuildAR, Metaio Creator
AR Browers • Junaio, Layar, Wikitude
AR Gaming • Elite CommandAR, Transformers, etc..
Marker Based Handheld AR • NASA and CCDU
Outdoor AR • CityViewAR
Displays • Vuzix, Google Glass
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Course Motivation
AR Needs Good Interaction Design AR increasingly popular but ergonomics, design and social
issues need to be addressed There is a need for deeper understanding of how to uncover,
design build and evaluate effective AR experiences AR authoring tools are making it easier than ever before to build
an AR experience, but there are few design guidelines Many AR applications are being developed, but there is little
formal evaluation being conducted AR experiences are being delivered without an understanding of
the interaction design/experience design process
Introduction
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What is Augmented Reality?
Defining Characteristics (Azuma 97) • Combines Real and Virtual Images
– Both can be seen at the same time • Interactive in real-time
– The virtual content can be interacted with • Registered in 3D
– Virtual objects appear fixed in space
Introduction
Azuma, R., A Survey of Augmented Reality, Presence, Vol. 6, No. 4, August 1997, pp. 355-385.
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From Science Fiction to Fact
1977 – Star Wars
2008 – CNN
Introduction
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AR Part of MR Continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real Environment
Augmented Reality (AR)
Augmented Virtuality (AV)
Virtual Environment
"...anywhere between the extrema of the virtuality continuum."
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
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AR History
1960’s – 80’s: Early Experimentation • Military, Academic labs
1980’s – 90’s: Basic Research • Tracking, Displays
1995 – 2005: Tools/Applications • Interaction, Usability, Theory
2005 - : Commercial Applications • Games, Medical, Industry, Mobile
Introduction
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Core Technologies
Combining Real and Virtual Images • Display technologies
Interactive in Real-Time • Input and interactive technologies
Registered in 3D • Viewpoint tracking technologies
Introduction
Display
Processing
Input Tracking
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Display Technologies
Types (Bimber/Raskar 2003) Head attached
• Head mounted display/projector Body attached
• Handheld display/projector Spatial
• Spatially aligned projector/monitor
HMD Optical vs. Video see-through Optical: Direct view of real world -> safer, simpler Video: Video overlay -> more image registration options
Introduction
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Display Taxonomy
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Input Technologies
Tangible objects • Tracked items
Touch (HHD) • Glove, touch
Gesture • Glove, free-hand
Speech/Multimodal Device motion
• HHD + sensors
Introduction
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Tracking Technologies
Active • Mechanical, Magnetic, Ultrasonic • GPS, Wifi, cell location
Total Immersion (http://www.t-immersion.com/) • Marketing, Theme Parks, AR Experiences
Qualcomm (http://developer.qualcomm.com/dev/augmented-reality) • Mobile AR, Vuforia SDK
Many small start-ups (String, Ogmento, etc)
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The Interaction Design Process
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“The product is no longer the basis of value. The
experience is.”
Venkat Ramaswamy The Future of Competition.
Interaction Design
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experiences
services
products
components
Valu
e
Gilmore + Pine: Experience Economy
Function
Emotion
Interaction Design
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experiences
applications
tools
components
Designing AR Experiences
Tracking, Display
Authoring
Interaction
Usability
Interaction Design
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The Value of Good User Experience
20c
50c
$3.50
Interaction Design
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Good Experience Design
Reactrix • Top down projection • Camera based input • Reactive Graphics • No instructions • No training
Interaction Design
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Apple: The Value of Good Design
Good Experience Design Dominates Markets
iPod Sales 2002-2007
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Nokia N-Gage
Great idea – bad experience design See - http://www.sidetalkin.com
Good: Handheld Gaming + Phone Bad: Look like a dork using it
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Interaction Design
Answering three questions: • What do you do? - How do you affect the world? • What do you feel? – What do you sense of the world? • What do you know? – What do you learn?
The Design of User Experience with Technology
“Designing interactive products to support people in their everyday and working lives”
Preece, J., (2002). Interaction Design
Interaction Design
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Interaction Design is All About You
Users should be involved throughout the Design Process
Consider all the needs of the user • Especially context of use
Gabbard, J.L.; Swan, J.E.; , "Usability Engineering for Augmented Reality: Employing User-Based Studies to Inform Design,” Visualization and Computer Graphics, IEEE Transactions on, vol.14, no.3, pp.513-525, May-June 2008
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Gabbard Model in Context
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Design Guidelines for AR
Design Guidelines
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The Interaction Design Process
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AR Interaction Design
Designing AR System = Interface Design • Using different input and output technologies
Objective is a high quality of user experience • Ease of use and learning • Performance and satisfaction
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Design Considerations
Combining Real and Virtual Images • Perceptual issues
Interactive in Real-Time • Interaction issues
Registered in 3D • Technology issues
Introduction
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Interface Components • Physical components • Display elements
– Visual/audio • Interaction metaphors
Physical Elements
Display Elements Interaction
Metaphor Input Output
AR Design Elements
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AR UI Design
Consider your user Follow good HCI principles Adapt HCI guidelines for AR Design to device constraints Using Design Patterns to Inform Design Design for you interface metaphor Design for evaluation
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Consider Your User
Consider context of user • Physical, social, emotional, cognitive, etc
Mobile Phone AR User • Probably Mobile • One hand interaction • Short application use • Need to be able to multitask • Use in outdoor or indoor environment • Want to enhance interaction with real world
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Good HCI Principles
Affordance Reducing cognitive overload Low physical effort Learnability User satisfaction Flexibility in use Responsiveness and feedback Error tolerance
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Norman’s Principles of Good Practice • Ensure a high degree of visibility
– allow the user to work out the current state of the system and the range of actions possible.
• Provide feedback – continuous, clear information about the results of actions.
• Present a good conceptual model – allow the user to build up a picture of the way the system
holds together, the relationships between its different parts and how to move from one state to the next.
• Offer good mappings – aim for clear, natural relationships between actions the
user performs and the results they achieve.
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Adapting Existing Guidelines
Mobile Phone AR • Phone HCI Guidelines • Mobile HCI Guidelines
HMD Based AR • 3D User Interface Guidelines • VR Interface Guidelines
Desktop AR • Desktop UI Guidelines
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iPhone Guidelines
Make it obvious how to use your content. Avoid clutter, unused blank space, and busy
backgrounds. Minimize required user input. Express essential information succinctly. Provide a fingertip-sized target area for all links
and controls. Avoid unnecessary interactivity. Provide feedback when necessary
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Applying Principles to Mobile AR
Clean Large Video View Large Icons Text Overlay Feedback
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AR vs. Non AR Design
Design Guidelines • Design for 3D graphics + Interaction • Consider elements of physical world • Support implicit interaction
Characteristics Non-AR Interfaces AR Interfaces Object Graphics Mainly 2D Mainly 3D
Object Types Mainly virtual objects Both virtual and physical objects
Object behaviors Mainly passive objects Both passive and active objects
Communication Mainly simple Mainly complex
HCI methods Mainly explicit Both explicit and implicit
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Maps vs. Junaio
Google Maps • 2D, mouse driven, text/image heavy, exocentric
Understand the platforms used and design for limitations • Hardware, software platforms
Eg Handheld AR game with visual tracking • Use large screen icons • Consider screen reflectivity • Support one-hand interaction • Consider the natural viewing angle • Do not tire users out physically • Do not encourage fast actions • Keep at least one tracking surface in view
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Art of Defense Game
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Handheld AR Constraints/Affordances Camera and screen are linked
• Fast motions a problem when looking at screen • Intuitive “navigation”
Phone in hand • Two handed activities: awkward or intuitive • Extended periods of holding phone tiring • Awareness of surrounding environment
Small screen • Extended periods of looking at screen tiring • In general, small awkward platform
Vibration, sound • Can provide feedback when looking elsewhere
Networking - Bluetooth, 802.11 • Collaboration possible
Guaranteed minimum collection of buttons Sensors often available
• GPS, camera, accelerometer, compass, etc
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Design Patterns
“Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem in such a way that you can use this solution a million times over, without ever doing it the same way twice.”
– Christopher Alexander et al.
Use Design Patterns to Address Reoccurring Problems
C.A. Alexander, A Pattern Language, Oxford Univ. Press, New York, 1977.
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Handheld AR Design Patterns Title Meaning Embodied Skills Device Metaphors Using metaphor to suggest available player
actions Body A&S Naïve physics
Control Mapping Intuitive mapping between physical and digital objects
Body A&S Naïve physics
Seamful Design Making sense of and integrating the technological seams through game design
Body A&S
World Consistency Whether the laws and rules in physical world hold in digital world
Naïve physics Environmental A&S
Landmarks Reinforcing the connection between digital-physical space through landmarks
Environmental A&S
Personal Presence The way that a player is represented in the game decides how much they feel like living in the digital game world
Environmental A&S Naïve physics
Living Creatures Game characters that are responsive to physical, social events that mimic behaviours of living beings
Social A&S Body A&S
Body constraints Movement of one’s body position constrains another player’s action
Body A&S Social A&S
Hidden information The information that can be hidden and revealed can foster emergent social play
Social A&S Body A&S
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Example: Seamless Design
Design to reduce seams in the user experience • Eg: AR tracking failure, change in interaction mode
Paparazzi Game • Change between AR tracking to accelerometer input
Yan Xu , et.al. , Pre-patterns for designing embodied interactions in handheld augmented reality games, Proceedings of the 2011 IEEE International Symposium on Mixed and Augmented Reality--Arts, Media, and Humanities, p.19-28, October 26-29, 2011
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Example: Living Creatures
Virtual creatures should respond to real world events • eg. Player motion, wind, light, etc • Creates illusion creatures are alive in the real world
Sony EyePet • Responds to player blowing on creature
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Physical Elements
Design Guidelines
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AR Design Space
Reality Virtual Reality
Augmented Reality
Physical Design Virtual Design
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Design of Objects
Objects • Purposely built – affordances • “Found” – repurposed • Existing – already at use in marketplace
Affordance • The quality of an object allowing an action-
relationship with an actor • An attribute of an object that allows people to
know how to use it – e.g. a door handle affords pulling
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Norman on Affordances
"...the term affordance refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used. [...] Affordances provide strong clues to the operations of things. Plates are for pushing. Knobs are for turning. Slots are for inserting things into. Balls are for throwing .. " (Norman, The Psychology of Everyday Things 1988, p.9)
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Physical vs. Virtual Affordances
Physical affordances - Physical and material aspects of real object
Virtual affordance - Visual and perceived aspects of digital objects
AR is mixture of physical and virtual affordances • Physical
– Tangible controllers and objects • Virtual
– Virtual graphics and audio
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Affordance Framework
William W. Gaver. 1991. Technology affordances. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '91), Scott P. Robertson, Gary M. Olson, and Judith S. Olson (Eds.). ACM, New York, NY, USA, 79-84.
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Affordance Led Design
Make affordances perceivable • Provide visual, haptic, tactile, auditory cues
Affordance Led Usability • Give feedback • Provide constraints • Use natural mapping • Use good cognitive model
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Example: AR Chemistry
Tangible AR chemistry education (Fjeld) Fjeld, M., Juchli, P., and Voegtli, B. M. 2003. Chemistry education: A tangible
interaction approach. Proceedings of INTERACT 2003, September 1st -5th 2003, Zurich, Switzerland.
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Input Devices
Form informs function and use
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Picking up an Atom
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AR Interaction Metaphors
Design Guidelines
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Interface Components • Physical components • Display elements
– Visual/audio • Interaction metaphors
Physical Elements
Display Elements Interaction
Metaphor Input Output
AR Design Principles
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Interaction Tasks
2D (from [Foley]): • Selection, Text Entry, Quantify, Position
3D (from [Bowman]): • Navigation (Travel/Wayfinding) • Selection • Manipulation • System Control/Data Input
AR: 2D + 3D Tasks and.. more specific tasks?
[Foley] The Human Factors of Computer Graphics Interaction Techniques Foley, J. D., V. Wallace & P. Chan. IEEE Computer Graphics and Applications (Nov.): 13-48. 1984. [Bowman]: 3D User Interfaces: Theory and Practice D. Bowman, E. Kruijff, J. Laviola, I. Poupyrev Addison Wesley 2005
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AR Interaction Metaphors
Viewpoint Control Information Browsing
• establish shared meaning
3D AR Interfaces • establish shared meaning
Augmented Surfaces • serve as cognitive artifacts
Tangible AR • serve as cognitive artifacts
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1. Viewpoint Control
2D/3D virtual objects are registered in 3D • “VR in Real World”
Interaction • 2D/3D virtual viewpoint control
Applications • Visualization, training
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2. Information Browsering
Information is registered to real-world context • Hand held AR displays
Interaction • Manipulation of a window
into information space Applications
• Context-aware information displays
Rekimoto, et al. 1997
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3. 3D AR Interfaces
Virtual objects displayed in 3D physical space and manipulated • HMDs and 6DOF head-tracking • 6DOF hand trackers for input
Interaction • Viewpoint control • Traditional 3D user interface
interaction: manipulation, selection, etc.
Kiyokawa, et al. 2000
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4. Augmented Surfaces
Basic principles • Virtual objects are projected on a surface • Physical objects are used as controls for
virtual objects • Support for collaboration
Rekimoto, et al. 1998 • Front projection • Marker-based tracking • Multiple projection surfaces
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5. Tangible User Interfaces
Create digital shadows for physical objects
Foreground • graspable UI
Background • ambient interfaces
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Lessons from Tangible Interfaces
Physical objects make us smart • Norman’s “Things that Make Us Smart” • encode affordances, constraints
Objects aid collaboration • establish shared meaning
Objects increase understanding • serve as cognitive artifacts
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TUI Limitations
Difficult to change object properties • Can’t tell state of digital data
Separation between object and display • Augmented Surfaces
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Tangible AR Metaphor
AR overcomes limitation of TUIs • enhance display possibilities • merge task/display space • provide public and private views
TUI + AR = Tangible AR • Apply TUI methods to AR interface design
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Space-multiplexed • Many devices each with one function
– Quicker to use, more intuitive, clutter – Real Toolbox
Time-multiplexed • One device with many functions
– Space efficient – mouse
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Tangible AR: Tiles (Space Multiplexed)
Tiles semantics • data tiles • operation tiles
Operation on tiles • proximity • spatial arrangements • space-multiplexed
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Tangible AR: Time-multiplexed Interaction
Use of natural physical object manipulations to control virtual objects
VOMAR Demo • Catalog book:
– Turn over the page • Paddle operation:
– Push, shake, incline, hit, scoop
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Object Based Interaction: MagicCup
Intuitive Virtual Object Manipulation on a Table-Top Workspace
• Time multiplexed • Multiple Markers
– Robust Tracking • Tangible User Interface
– Intuitive Manipulation • Stereo Display
– Good Presence
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Tangible AR Design Principles
Tangible AR Interfaces use TUI principles • Physical controllers for moving virtual content • Support for spatial 3D interaction techniques • Time and space multiplexed interaction • Support for multi-handed interaction • Match object affordances to task requirements • Support parallel activity with multiple objects • Allow collaboration between multiple users
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Interaction with Handheld AR
Embodied Interaction • Focuses on the device itself
• Direct manipulation of known objects • Tracking objects
Egocentric vs. Exocentric Interaction • Egocentric – inside out (eg outdoor AR browsing) • Exocentric – outside in (eg marker based AR)
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Handheld AR Metaphors
HandHeld AR Wearable AR
Output: Display
Input
Input & Output
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Handheld Interface Metaphors
Tangible AR Lens Viewing • Look through screen into AR scene • Interact with screen to interact with
AR content – Eg Invisible Train
Tangible AR Lens Manipulation • Select AR object and attach to device • Use the motion of the device as input
– Eg AR Lego
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Case Study 1: 3D AR Lens
Goal: Develop a lens based AR interface
MagicLenses • Developed at Xerox PARC in 1993 • View a region of the workspace differently to the rest • Overlap MagicLenses to create composite effects
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3D MagicLenses
MagicLenses extended to 3D (Veiga et. al. 96) Volumetric and flat lenses
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AR Lens Design Principles
Physical Components • Lens handle
– Virtual lens attached to real object Display Elements
• Lens view – Reveal layers in dataset
Interaction Metaphor • Physically holding lens
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Case Study 2: LevelHead
Physical Components • Real blocks
Display Elements • Virtual person and rooms
Interaction Metaphor • Blocks are rooms
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AR Perceptual + Cognitive Issues
Design Guidelines
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AR and Perception
Creating the illusion that virtual images are seamlessly part of the real world • Must match real and virtual cues
• Depth, occlusion, lighting, shadows..
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AR as Perception Problem
Goal of AR to fool human senses – create illusion that real and virtual are merged
Central goal of AR systems is to fool the human perceptual system
Display Modes • Direct View • Stereo Video • Stereo graphics
Multi-modal display • Different objects with different display modes • Potential for depth cue conflict
Perceptual Issues
D. Drascic and P. Milgram. Perceptual issues in augmented reality. In M. T. Bolas, S. S. Fisher, and J. O. Merritt, editors, SPIE Volume 2653: Stereoscopic Displays and Virtual Reality Systems III, pages 123-134, January/February 1996.
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Perceptual Issues
Combining multiple display modes • Direct View, Stereo Video View, Graphics View
Conflict between display modes • Mismatch between depth cues
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Perceptual Issues
Static and Dynamic registration mismatch Restricted Field of View Mismatch of Resolution and Image clarity Luminance mismatch Contrast mismatch Size and distance mismatch Limited depth resolution Vertical alignment mismatches Viewpoint dependency mismatch
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Types of Perceptual Issues
Environment: Issues related to the environment itself. Capturing: Issues related to digitizing the environment Augmentation: Issues related to the design, layout, and
registration or AR content Display device: Technical issues associated with the
display device. User: Issues associated with user perceiving content.
E. Kruijff, J. E. Swan, and S. Feiner. Perceptual issues in augmented reality revisited. 9th IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2010, pp. 3--12.
Three categories of issues • Information Presentation – displaying virtual
information on the real world • Physical Interaction – content creation,
manipulation and navigation in AR • Shared Experience – collaboration and
supporting common experiences in AR
Li, Nai, and Henry Been-Lirn Duh. "Cognitive Issues in Mobile Augmented Reality: An Embodied Perspective." Human Factors in Augmented Reality Environments. Springer New York, 2013. 109-135.
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Information Presentation
Information Presentation • Amount of information
• Clutter, complexity • Representation of information
• Navigation cues, POI representation • Placement of information
• Head, body, world stabilized • View combination
• Multiple views
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Twitter 360
www.twitter-360.com iPhone application See geo-located tweets in real world Twitter.com supports geo tagging
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Wikitude – www.mobilizy.com
Blah
Blah
Blah Blah Blah
Blah Blah
Blah
Blah Blah Blah
Blah Blah
Blah
Blah Blah
Blah
Blah Blah
Blah
Blah Blah
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Information Filtering
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Information Filtering
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Physical Interaction
Physical Interaction • Navigation • Direct Manipulation
• Embodied vs. Tangible • Multimodal interaction • Content creation
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Outdoor AR: Limited FOV
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Possible solutions
Overview + Detail • spatial separation; two views
Focus + Context • merges both views into one view
Zooming • temporal separation
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TU Graz – HIT Lab NZ - collaboration • Zooming panorama • Zooming Map
Zooming Views
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Gesture Based Interaction
HMD-based AR frees the users hands • Natural hand based interaction • Intuitive manipulation – low cognitive load
Example • Tinmith-Hand Two hand manipulation of 3D models
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Shared Experiences
Shared Experience • Social context • Bodily configuration • Artifact manipulation • Display space
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TAT Augmented ID
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Designing for Children
Development Psychology Factors • Motor Abilities • Spatial Abilities • Logic Abilities • Attention Abilities
Radu, Iulian, and Blair MacIntyre. "Using children's developmental psychology to guide augmented-reality design and usability." Mixed and Augmented Reality (ISMAR), 2012 IEEE International Symposium on. IEEE, 2012.
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Motor Abilities
Skill Type Challenging AR Interaction Multiple hand coordination Holding phone in one hand and
using another hand to move marker
Hand-eye coordination Using a marker to intercept a moving object
Fine motor skills Moving a marker on a specified path
Gross motor skills and endurance Turning body around to look at a panorama
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Spatial Abilities
Skill Type Challenging AR Interaction Spatial memory Remembering the configuration of a large
virtual space while handheld screen shows a limited view
Spatial Perception Understanding when a virtual item is on top of a physical item
Spatial Visualization Predict when virtual objects are visible by other people or virtual characters
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Attention and Logic
Skill Type Challenging AR Interaction Divided attention Playing an AR game, and making sure to
keep marker in view so tracking is not lost
Selective and executive attention
Playing an AR game while moving outdoors
Skill Type Challenging AR Interaction Remembering and reversing Remembering how to recover from tracking
loss
Abstract over concrete thinking
Understanding that virtual objects are computer generated, and they do not need to obey physical laws
Sensation, Perception & Cognition • How is virtual content perceived ? • What perceptual cues are most important ? • How to visualize augmented/overlay information on real environment? • Visual search/attention/salience issues of human performance
Interaction • How can users interact with virtual content ? • Which interaction techniques are most efficient in certain context ?
Collaboration & Social issues • How is collaboration in AR interface different ? • Which collaborative cues can be conveyed best ? • Privacy and security issues of AR interface
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Types of AR User Studies
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Summary
Over last 10 years • Most user studies focused on user performance • Fewest user studies on collaboration
– MobileAR was not popular before 2009 • Objective performance measures most used • Qualitative and usability measures least used
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Sample Size
… the more the better • for quantitative analysis:
• rule of thumb approx. 15-20 or more (for cognitive and lab type of experiment)
• absolute minimum of 8-10 per cell
Ideal sample size can be calculated - power analysis • Power (1- beta) => the chance to reject the null hypothesis
when the null hypothesis is false • Power is the probability of observing a difference when it really
exists • Power increases with sample size • Power decreases with variance
Large effects can be detected with smaller samples • e.g. to discriminate mean speed between turtles and a rabbits
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Data Collection and Analysis
The choice of a method is dependent on the type of data that needs to be collected
In order to test a hypothesis the data has to be analysed using a statistical method
The choice of a statistical method depends on the type of collected data
All the decisions about an experiment should be made before it is carried out
A measurement is a recorded observation Objective metrics Subjective metrics
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Typical objective metrics
task completion time errors (number, percent,…) percent of task completed ratio of successes to failures number of repetitions number of commands used number of failed commands physiological data (heart rate,…) …
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Typical subjective metrics
user satisfaction subjective performance ratings ease of use intuitiveness judgments …
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Data Types
Subjective • Subjective survey
– Likert Scale, condition rankings
• Observations – Think Aloud
• Interview responses
Objective • Performance measures
– Time, accuracy, errors
• Process measures – Video/audio analysis
How easy was the task
1 2 3 4 5 Not very easy Very easy
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Experimental Measures Measure What does it tell us? How is it
measured? Timings Performance Via a stopwatch, or
automatically by the device. Errors Performance, Particular sticking
points in a task By success in completing the task correctly. Through experimenter observation, examining the route walked.
Perceived Workload Effort invested. User satisfaction Through NASA TLX scales and other questionnaires.
Distance traveled and route taken
Depending on the application, these can be used to pinpoint errors and to indicate performance
Using a pedometer, GPS or other location-sensing system. By experimenter observation.
Percentage preferred walking speed
Performance By finding average walking speed, which is compared with normal walking speed.
Comfort User satisfaction. Device acceptability
Comfort Rating Scale and other questionnaires.
User comments and preferences
User satisfaction and preferences. Particular sticking points in a task.
Through questionnaires, interviews and think-alouds.
Experimenter observations
Different aspects, depending on the experimenter and on the observations
Through observation and note-taking
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Statistical Analysis
Once data is collected statistics can be used for analysis Typical Statistical Techniques
• Comparing between two results – Unpaired T-Test (for between subjects – assumes normal distribution) – Paired T-Test (for within subjects – assumes normal distribution) – Mann–Whitney U (independent samples)
• Comparing between > two results – Followed by post-hoc analysis – Bonferroni Test – Analysis of Variance – ANOVA – Kruskal–Wallis (does not assume normal distribution)
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Case Study: A Wearable Information Space
Head Stabilized Body Stabilized
An AR interface provides spatial audio and visual cues Does a spatial interface aid performance?
– Task time / accuracy
M. Billinghurst, J. Bowskill, Nick Dyer, Jason Morphett (1998). An Evaluation of Wearable Information Spaces. Proc. Virtual Reality Annual International Symposium.
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Task Performance
Task • find target icons on 8 pages • remember information space
Conditions A - head-stabilized pages B - cylindrical display with trackball C - cylindrical display with head tracking
Subjects • Within subjects (need fewer subjects) • 12 subjects used
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Experimental Measures
Objective • spatial ability (pre-test) • time to perform task • information recall • workload (NASA TLX)
For each of these conditions please answer: 1) How easy was it to find the target? 1 2 3 4 5 6 7 1=not very easy 7=very easy
For the head stabilised condition (A): For the cylindrical condition with mouse input (B): For the head tracked condition (C):
Rank all the conditions in order on a scale of one to three 1) Which condition was easiest to find target (1 = easiest, 3 = hardest)
A: B: C:
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Results
Body Stabilization Improved Performance • search times significantly faster (One factor ANOVA)
Head Tracking Improved Information recall • no difference between trackball and stack case
Head tracking involved more physical work
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Subjective Impressions
Subjects Felt Spatialized Conditions (ANOVA): • More enjoyable • Easier to find target
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Subjective Impressions
Subject Rankings (Kruskal-Wallis) • Spatialized easier to use than head stabilized • Body stabilized gave better understanding • Head tracking most intuitive
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AR Evaluation Field, Field, Field –
• Field studies vs. Lab studies • Contextual design and evaluation
Combined methods (qualitative and quantitative studies) • Weakness of each method should be considered
New/modified evaluation methods may need to be developed
Seek for more new evaluation case studies in AR
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AR Design Case Study
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“The Jackson Plan” An Educational Location-based Handheld AR Game
Learning while in travel
Mobile AR Entertainment for Children
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The Jackson Plan
Overview
‘The Jackson Plan’ is an educational discovery Mobile Augmented Reality game that is set on the historical urban plan of the same name (also known as the “Plan of the Town of Singapore”)
Using multi-modality features on an Apple iPad2, players collaboratively experience this location-based Mobile Augmented Reality game around the several important historical sites and events that revolve around Sir Thomas Stamford Raffles and his founding of the island of Singapore in 1819.
The Jackson Plan 1822, is on display at the Singapore History Gallery, National Museum of Singapore
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Learning Goals/Objectives
Unit Learning objectives
Jackson Plan
【Knowledge】 1. To acquire a better understanding of the key developments of the Raffles’s arrival, its early settlers and Raffle’s town plan.
【Skills】 1. To explains the reasons for the founding of Singapore (1819). 2. To explain the importance of trade to Singapore. 3. To describe the contributions of key personalities and immigrants to the growth and development of Singapore.
【Values & Attitudes】 1. To develop an interest in the past. 2. To appreciate culture heritage as well as to instill a sense of courage, diligence and perseverance to Singapore.
History Syllabus for Lower Secondary, Year of Implementation: 2006. ISBN 981-05-1669-X. Source: Curriculum Planning and Development Division, Ministry of Education, Singapore
Learning Content
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Consideration
How can a new technology help new learning experience in cultural heritage?
Interdisciplinary research (Design, Technology, Education and Learning)
System building, a single application or Recognition in each field Real deployment in schools
194
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Theoretical Framework
“Situated cognition via scaffolding mechanisms
([Vygotsky, 1978])”
Distinct HAR technology pairings available in a game, (0=No, 1=Yes), resulting in four possible eHAR game types and play styles, each with an implementation process.
Y.-N. Chang, R. K. C. Koh, and H. B.-L. Duh, "Handheld AR games - A triarchic conceptual design framework," in Mixed and Augmented Reality - Arts, Media, and Humanities (ISMAR-AMH), 2011 IEEE International Symposium On, Basel, Switzerland, 2011, pp. 29-36.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
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Triarchic conceptual design framework
• GPS navigation: Location-based implementation for Cultural & Historical (contextual) explorations
• Visual identification of past and present imagery
• History comes to life by exploiting location-dependent contexts
• Backend confirmation with server connectivity (‘Wizard of Oz’ possibility) for dynamic situational exchanges, i.e. messages, images, induce player-behaviors, etc
• Promote Contextual Inquiry & Collaboration
(Learning Strategies)
Theoretical Framework
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The Jackson Plan
Textbook: SINGAPORE: FROM SETTLEMENT TO NATION - PRE-1819 TO 1971 (Marshall Cavendish Education) Theme: Chapter 3 - What Part Did the Different Immigrant Communities Play in Singapore’s Development?
The
Jack
son
Pla
n
Prior Knowledge:
The settlement of Singapore
-Why Raffles chose Singapore
Singapore’s central location
Central location
Excellent port
Good supply of drinking water
The Dutch had not occupied the island
Immigrants
Why immigrants came
Singapore’s town plan
Lieutenant Philip Jackson,1822
Improve the haphazard
building plan
Segregated population groups
Populations from trading goods /
countries
Chinese
Coolies
Samsui women
Indians
Labourers
Coolies
Malays Shipbuilders
Europeans Merchants
Arabs Traders
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• Ideation: Use of Historical Illustrations / Images in Situated Augmented Views
• Panoramic / Still - Visual Imageries of the Past + GPS
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Game Features, Mechanisms & Platform - Ideations
• ‘Civic District Trail’ - A tourist’s DIY exploration experience promoted by the Singapore Tourism Board
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Virtual & physical interaction
Manipulate knowledge-collect trading materials
(i.e. spices)
Geo-Tagging the “right” locations
Taking pictures (Wizard of Oz) Blended casual
mini-games with physical interaction and collaboration
Game Features, Mechanisms & Platform
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Game Features, Mechanisms & Platform
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Chinese: Chinatown
Indians
Europeans &
Rich Asians
Malays & Muslims
“Plan of the town of Singapore” by Lieutenant Phillip Jackson,1822
Commercial Square
Game Features, Mechanisms & Platform
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Phase Learning Objectives Learning Task(s) Time
1 Understanding of activities
To understand the Gameplay and manipulation of iPad2 devices
- Introduction to Gameplay - Game introduction / Mission Briefing
15 min
2 Constructing Knowledge
To understand the background of Singapore settlement
- Information Collection: Know who these immigrants are
15 min
3 Mastering
To analyze how did the immigrants contribute to Singapore as a trading centre
- Experience the entrepot trade
20 min
4 Knowledge Application
To make comparisons and organize information of the different contributions of immigrants
- Make an accusation by evidence (Gain a summative feedback)
15 min
The Jackson Plan: Planned Gaming Activities
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The Trail
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Game Design
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Game Design
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The Jackson Plan - Features
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Evaluation
• 72 students (36 pairs) took part in the evaluation
• Secondary One classes (~12-13 years old)
• They were equally divided into 2 main groups, Location-based and Digital Book versions
Digital Book Location-based AR
Platform Apple iPad2 Apple iPad2 Collaboration Yes Yes Interaction Type Non-AR Location-based AR
Play Space Indoors Outdoors
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The structure of knowledge
Evaluation
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The Jackson Plan
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The Jackson Plan
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The Jackson Plan
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The Jackson Plan
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The Jackson Plan
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The Jackson Plan
Theory into Practice: Domain-Centric Handheld Augmented Reality Game Design Study 3 - Co-creativity fusions in interdisciplinary AR game developments
Interactive Environments with Open-Source Software: 3D Walkthroughs and Augmented Reality for Architects with Blender 2.43, DART 3.0 and ARToolKit 2.72 by Wolfgang Höhl
A Hitchhikers Guide to Virtual Reality by Karen McMenemy and Stuart Ferguson
Bimber, Raskar. Spatial Augmented Reality (2005)
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Books Mobile Interaction Design Matt Jones and Gary Marsden Designing for Small Screens Studio 7.5 Handheld Usability Scott Weiss Designing the Mobile User Experience Barbara Ballard
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Publication venues Conference
• IEEE/ACM International Symposium in Mixed and Augmented Reality (IEEE/ACM ISMAR) (ismar.net)
Journal • IEEE Transaction on Visualization and Computer Graphics (IEEE) • Computer & Graphics (Elsevier) • PRESENCE (MIT Press)
Papers • Zhou, F., Duh, H.B.L., and Billinghurst, M. (2008). Trends in Augmented Reality Tracking,
Interaction and Display: A Review of Ten Years of ISMAR. in IEEE International Symposium on Mixed and Augmented Reality (IEEE/ACM ISMAR) 193-202
• Azuma, R., Baillot, Behringer, R., Feiner, S., Julier, S., MacIntyre, B., (2001). Recent Advances in Augmented Reality, IEEE Computer Graphics and Applications, 34-47
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More Papers
E. Kruijff, J. E. Swan, and S. Feiner. Perceptual issues in augmented reality revisited. 9th IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2010, pp. 3--12.
D. Drascic and P. Milgram. Perceptual issues in augmented reality. In M. T. Bolas, S. S. Fisher, and J. O. Merritt, editors, SPIE Volume 2653: Stereoscopic Displays and Virtual Reality Systems III, pages 123-134, January/February 1996.