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On the Interplay between Data Overlay and Real-World Context using See-through Displays

Published: 28 September 2015 Publication History

Abstract

The recent availability of affordable see-through wearable displays has fostered the development of several new interfaces and applications. Some of them take the augmented reality path, by seeking the blending of physical objects with overlaid 3D models or textual information. Some, on the other hand, are much simpler and follow a rather basic paradigm where the spatial integration between real world and data overlay is dropped. This is the case, for instance, with most applications based on Google Glass hardware, where textual data and images partially share the field of view of the user, but are not pinpointed to physical features. This is a rather important difference, since it marks the shift from a cooperative see-through mode, that characterizes proper augmented reality, to a competitive overlay, where the user attention is actually contended between real objects and displayed data. To this end, the user focus must continuously shift from one context to the other, possibly leading to both reduced productivity and usage strain. With this paper we are addressing exactly this issue. Specifically, we are assessing the role of different properties of the overlay, including the level of occlusion, the depth of the data layer, the position of the view frustum and the impact of stereo vision. Such study has been implemented by mean of a real-world evaluation which has been performed using a general purpose see-through device in a practical application scenario.

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Cited By

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  • (2023)Designing Critical and Secondary Information in Augmented Reality Headsets for Situational AwarenessJournal of Engineering Research and Sciences10.55708/js02030012:3(1-15)Online publication date: Mar-2023
  • (2023)Designing Textual Information in AR Headsets to Aid in Adults’ and Children's Task PerformanceProceedings of the 22nd Annual ACM Interaction Design and Children Conference10.1145/3585088.3589373(27-39)Online publication date: 19-Jun-2023
  • (2023)Analytic Review of Using Augmented Reality for Situational AwarenessIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.314158529:4(2166-2183)Online publication date: 1-Apr-2023
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cover image ACM Other conferences
CHItaly '15: Proceedings of the 11th Biannual Conference of the Italian SIGCHI Chapter
September 2015
195 pages
ISBN:9781450336840
DOI:10.1145/2808435
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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  • Sapienza: Sapienza University of Rome

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 September 2015

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Author Tags

  1. Augmented Reality
  2. Information overlay
  3. See-through display
  4. User focus

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CHItaly 2015

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CHItaly '15 Paper Acceptance Rate 31 of 59 submissions, 53%;
Overall Acceptance Rate 109 of 242 submissions, 45%

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Cited By

View all
  • (2023)Designing Critical and Secondary Information in Augmented Reality Headsets for Situational AwarenessJournal of Engineering Research and Sciences10.55708/js02030012:3(1-15)Online publication date: Mar-2023
  • (2023)Designing Textual Information in AR Headsets to Aid in Adults’ and Children's Task PerformanceProceedings of the 22nd Annual ACM Interaction Design and Children Conference10.1145/3585088.3589373(27-39)Online publication date: 19-Jun-2023
  • (2023)Analytic Review of Using Augmented Reality for Situational AwarenessIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.314158529:4(2166-2183)Online publication date: 1-Apr-2023
  • (2021)The bodily challenges of augmented vision applied to firefighting activityLes enjeux corporels d’une vision augmentée appliquée à l’activité des sapeurs‑pompiersActivites10.4000/activites.5931Online publication date: 15-Apr-2021
  • (2021)Les enjeux corporels d’une vision augmentée appliquée à l’activité des sapeurs‑pompiersThe bodily challenges of augmented vision applied to firefighting activityActivites10.4000/activites.5869Online publication date: 15-Apr-2021
  • (2021)Investigating the Impact of Real-World Environments on the Perception of 2D Visualizations in Augmented RealityProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445330(1-15)Online publication date: 6-May-2021
  • (2020)Exploring the Effects of Scale and Color Differences on Users’ Perception for Everyday Mixed Reality (MR) Experience: Toward Comparative Analysis Using MR DevicesElectronics10.3390/electronics91016239:10(1623)Online publication date: 2-Oct-2020
  • (2020)Examining the Presentation of Information in Augmented Reality Headsets for Situational AwarenessProceedings of the 2020 International Conference on Advanced Visual Interfaces10.1145/3399715.3399846(1-5)Online publication date: 28-Sep-2020
  • (2020)Joint effects of depth-aiding augmentations and viewing positions on the quality of experience in augmented telepresenceQuality and User Experience10.1007/s41233-020-0031-75:1Online publication date: 10-Feb-2020
  • (2017)Cognitive Cost of Using Augmented Reality DisplaysIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2017.273509823:11(2378-2388)Online publication date: 28-Sep-2017

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