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Information Interpretation
Principles for Augmented
Reality and Wearable
Devices
OVERVIEW
-  Conducted HF research to fill in possible gaps
in current understanding of information density
with regards to augmented reality and wearable
technology.
-  Consulted 40+ scholarly journal articles.
-  Key Insights:
-  Posture/Walking
-  Plasticity of AR
-  Immersion versus Presence
-  Multimodality
INFORMATION DENSITY
-­‐  Focus:	
  Overload	
  vs	
  Over-­‐Reliance	
  
-­‐  How	
  can	
  the	
  system	
  be	
  informed	
  of	
  changes	
  
in	
  the	
  users	
  objec=ves	
  and	
  environment?	
  
-­‐  How	
  do	
  we	
  determine	
  the	
  correct	
  amount	
  
of	
  immersion	
  and	
  presence?	
  
-­‐  Should	
  the	
  user	
  be	
  able	
  to	
  request	
  specific	
  
tools	
  or	
  should	
  the	
  system	
  be	
  context	
  
aware?	
  
INFORMATION DENSITY
-­‐  Right	
  Amount	
  
-­‐  Right	
  Informa=on	
  
-­‐  Right	
  Time	
  	
  
-­‐  Right	
  Context	
  	
  
-­‐  Right	
  Tools	
  	
  
BUT HOW?
-­‐  Adap=ve	
  Augmenta=on	
  
-­‐  Hybrid	
  UI	
  
-­‐  Presence	
  
=	
  	
  	
  Higher	
  Cogni=ve	
  Performance	
  
	
  
ADAPTIVE AUGMENTATION
How can we allow the system to
seamlessly adapt when the user
changes environments?
PLASTICITY
-  Plasticity is based on the recognition of the context of
use. It computes the evolution of an interactive system
depending on the context changes. [10]
-  The system uses cues from the user to recognize a
change in the context or environment and enables the
users with the correct tools.
-  The factors considered in what follows are: scene
lighting, the position of the user estimated by his
distance to the target, and the ambient noise.
HUMAN FACTORS CUES
-  Movement
-  Posture
-  Location
MOVEMENT
-  Users attempted to control their walking while
simultaneously performing a task that was
shown on the HMD, their ability to perform both
tasks deteriorated. [7]
-  Both visual and motor aspects of walking
contributed to the decrease in performance. [7]
POSTURE
-  Considerations: HMD must have equal
weight distribution.
-  Posture can be used to measure fatigue,
discomfort, activation or valence.
	
  
	
  
NEW UI/UX PARADIGM
Interac=on	
  |	
  Engagement	
  	
  
Immersion	
  |	
  Presence	
  
INTERACTION
-­‐  Interac=on	
  includes	
  the	
  determining	
  the	
  selec=on,	
  
annota=on,	
  direct	
  manipula=on	
  of	
  physical	
  
objects,	
  adap=ng	
  to	
  changes	
  in	
  the	
  environment,	
  
and	
  realizing	
  the	
  presence	
  of	
  other	
  people	
  in	
  the	
  
environment.	
  
-­‐  Challenge:	
  	
  	
  What	
  tools	
  to	
  give	
  users?	
  
	
  
ENGAGEMENT
-  Allow users to control their level of reality and
control their position on the mixed reality
continuum by combining transitional interfaces
mixed reality and focused casual control. [5]
-  Should the users be the choosers? This is often
debated among researchers.
IMMERSION
What kind of functionality
provides the user with a
heightened awareness of
surroundings or sensory
capability?
PRESENCE
-  Presence is co-constructed through
the experience of real and virtual
elements and as such understanding
this relationship becomes critical. [8]
	
  
PRESENCE
-  How does this experience
compare to our everyday
reality?
-  Presence can be heightened by
the effective usage of hybrid
UI.
	
  
HOW TO IMPROVE
PERFORMANCE?
- Multimodal environments are associated
with faster mental processing times of
discrete stimulus events, potentially
because they provide the user with more
complete information about the
environment. [10]
MULTI-MODALITY (HYBRID UI)
- Synchronicity of Sensory
Functionality
- How can we use these to consume
information and make decisions
more effectively?
VISION
-  Ideal For: Reading Text
Input
-  Challenges: Ocular
Variants
READING INPUT
-  Maximum contrast when reading time is important, and
the use of colors to reduce errors.
-  Studies a colored billboard with transparent text
where colors have a specific meaning.
-  Only bright objects can overlap on the background. In
practice, dark colors appear as semi-transparent and
they mix in with the background.
-  The brightness of the background overcomes the
brightness of the display.
	
  
VISION (OCULAR VARIANTS)
-­‐  Refrac=ve	
  Error	
  (20%)	
  
-­‐  Contrasts	
  in	
  color	
  may	
  vary	
  
-­‐  Presbyopia	
  (Aging	
  Eye,	
  45+)	
  	
  
-­‐  Displays	
  designed	
  for	
  use	
  within	
  20”	
  may	
  be	
  
hard	
  to	
  see	
  
-­‐  Accommoda=ve/Convergence	
  Disorders	
  (5-­‐10%)	
  
-­‐  Prolonged	
  work	
  forcing	
  the	
  user	
  to	
  concentrate	
  
or	
  near	
  sight	
  can	
  cause	
  eye	
  strain	
  or	
  double	
  
vision	
  
	
  
HAPTICS
Best	
  For:	
  Typing	
  Input	
  
Challenges:	
  Tac=le	
  Feedback	
  
	
  
TYPING INPUT
-­‐  The	
  system	
  uses	
  immersive	
  3D	
  stereo	
  displays	
  to	
  
render	
  a	
  virtual	
  environment	
  and	
  a	
  virtual	
  
keyboard,	
  a	
  data	
  glove	
  to	
  track	
  finger	
  mo=ons,	
  and	
  
micro-­‐speakers	
  to	
  create	
  low-­‐frequency	
  (50	
  Hz)	
  
vibra=ons	
  for	
  realis=c	
  tac=le	
  hap=c	
  feedback	
  for	
  
each	
  finger.	
  When	
  the	
  users	
  press	
  a	
  virtual	
  key,	
  
realis=c	
  tac=le	
  feedback	
  can	
  be	
  provided	
  to	
  the	
  
users.	
  [9]	
  
INDUSTRY APPLICATIONS
-­‐  Medical	
  
-­‐  Manufacturing	
  
-­‐  Field	
  Work	
  
-­‐  Automo=ve	
  
-­‐  Robo=c	
  Teleopera=on	
  
MEDICAL
-­‐  Now:	
  Similar	
  to	
  maintenance	
  personnel,	
  roaming	
  
nurses	
  and	
  doctors	
  could	
  benefit	
  from	
  important	
  
informa=on	
  being	
  delivered	
  directly	
  to	
  their	
  glasses	
  
[8].	
  	
  
-­‐ 	
  Future:	
  	
  
-­‐  Lathroscopic	
  (non-­‐invasive)	
  surgery	
  
-­‐  Projected	
  X-­‐Rays	
  [2]	
  
	
  
ROBOTIC TELEOPERATION
-­‐  Mostly	
  applicable	
  for	
  drone	
  opera=ons.	
  
-­‐  Instead	
  of	
  controlling	
  the	
  robot	
  directly,	
  it	
  may	
  be	
  preferable	
  
to	
  instead	
  control	
  a	
  virtual	
  version	
  of	
  the	
  robot.	
  	
  
-­‐  The	
  user	
  plans	
  and	
  specifies	
  the	
  robot's	
  ac=ons	
  by	
  
manipula=ng	
  the	
  local	
  virtual	
  version,	
  in	
  real	
  =me.	
  	
  
-­‐  The	
  results	
  are	
  directly	
  displayed	
  on	
  the	
  real	
  world.	
  Once	
  the	
  
plan	
  is	
  tested	
  and	
  determined,	
  then	
  user	
  tells	
  the	
  real	
  robot	
  
to	
  execute	
  the	
  specified	
  plan.	
  [2]	
  	
  
	
  
FIELD WORK
-­‐  Allow	
  virtual	
  training	
  for	
  new	
  hires.	
  
-­‐  Scavenger	
  hunt-­‐like	
  workflow	
  with	
  tutorials	
  
and	
  remote	
  troubleshoo=ng	
  func=onality.	
  
-­‐  Collabora=on	
  
-­‐  Repair	
  
-­‐  Troubleshoo=ng	
  
FUTURE
-­‐  Affec=ve	
  Compu=ng	
  
-­‐  Sensory	
  Augmenta=on	
  
-­‐  Hap=c	
  Audio	
  
AFFECTIVE COMPUTING
Affec=ve	
  compu=ng	
  iden=fies	
  some	
  
challenges	
  in	
  making	
  computers	
  
more	
  aware	
  of	
  the	
  emo=onal	
  state	
  
of	
  their	
  users	
  and	
  able	
  to	
  adapt	
  
accordingly.	
  [8]	
  
	
  
SENSORY AUGMENTATION
Augmented	
  Mirror	
  Box:	
  	
  The	
  mirror	
  box	
  enabled	
  the	
  
researchers	
  to	
  project	
  an	
  image	
  of	
  the	
  healthy	
  limb	
  moving,	
  
thus	
  giving	
  the	
  visual	
  appearance	
  of	
  two	
  limbs	
  (bimanual	
  
coupling)	
  in	
  ac=on.	
  	
  
	
  
-­‐  It	
  was	
  hypothesized	
  that	
  this	
  form	
  of	
  virtual	
  movement	
  
could	
  be	
  used	
  to	
  engage	
  the	
  brain’s	
  processes	
  associated	
  
with	
  the	
  other	
  (impaired)	
  limb,	
  thereby	
  reducing	
  spa=al	
  and	
  
motor	
  impairments.	
  [11]	
  
	
  
HAPTIC AUDIO
-­‐  Hap=c	
  audio	
  refers	
  to	
  sound	
  that	
  is	
  felt	
  rather	
  than	
  
heard	
  and	
  is	
  already	
  applied	
  in	
  consumer	
  devices	
  
such	
  as	
  Turtle	
  Beach’s	
  Ear	
  Force5	
  headphones	
  to	
  
increase	
  the	
  sense	
  of	
  realism	
  and	
  impact,	
  but	
  also	
  
to	
  enhance	
  user	
  interfaces	
  of	
  e.g.	
  mobile	
  phones	
  
[11].	
  	
  
FUTURE ACCESSORIES
ECOSYSTEM
-­‐  Wearable	
  device	
  in	
  the	
  fitbit/fuel	
  band	
  
form	
  factor	
  	
  
-­‐  Naviga=on	
  (Gestures	
  or	
  Cursor)	
  
-­‐  Voice	
  	
  
-­‐  Camera	
  |	
  Scan	
  
-­‐  Olfactory	
  Receptor	
  (?)	
  
-­‐  Hap=c	
  Audio	
  
SUMMARY
-­‐  Big	
  Picture:	
  	
  To	
  drive	
  produc=vity	
  	
  
the	
  HUD	
  user	
  experience	
  must	
  be	
  
adap=ve	
  to	
  changes	
  in	
  the	
  users	
  
environment	
  by	
  altering	
  the	
  
users	
  sense	
  of	
  presence	
  and	
  
leveraging	
  the	
  mul=	
  modal	
  
affordances	
  of	
  the	
  device	
  to	
  
react.	
  
REFERENCES
[1]	
  Adap=ve	
  Augmented	
  Reality:	
  Plas=city	
  of	
  Augmenta=ons	
  
(Ghouaiel	
  et	
  all,	
  2014)	
  
[2]	
  Augmented	
  Reality	
  (Pandya	
  Aniket)	
  
[3]	
  Augmented	
  Reality	
  Text	
  Style	
  Readability	
  with	
  See-­‐Through	
  
Head	
  Mounted	
  Displays	
  in	
  Industrial	
  Senngs	
  (Fioren=no	
  et	
  al,	
  
2013)	
  
[4]	
  An	
  Informa=on	
  Presenta=on	
  Method	
  for	
  Head	
  Mounted	
  
Display	
  Considering	
  Surrounding	
  Environments	
  (Nakao	
  et	
  al,	
  
2014)	
  
[5]	
  A	
  Dose	
  of	
  Reality:	
  	
  Overcoming	
  Usability	
  Challenges	
  (McGill	
  
et	
  al)	
  
	
  
REFERENCES
[6]	
  The	
  Nexus	
  of	
  Human	
  Factors	
  in	
  Cyber-­‐Physical	
  Systems:	
  
Ergonomics	
  of	
  Eyewear	
  for	
  Industrial	
  Applica=ons	
  (Theis	
  &	
  
Wille,	
  2014)	
  	
  
[7[	
  Visual	
  Task	
  Performance	
  Using	
  a	
  Monocular	
  See-­‐Through	
  
Head-­‐Mounted	
  Display	
  (HMD)	
  While	
  Walking	
  	
  
	
  
	
  
THANK YOU

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Hmd ar presentation

  • 1. Information Interpretation Principles for Augmented Reality and Wearable Devices
  • 2. OVERVIEW -  Conducted HF research to fill in possible gaps in current understanding of information density with regards to augmented reality and wearable technology. -  Consulted 40+ scholarly journal articles. -  Key Insights: -  Posture/Walking -  Plasticity of AR -  Immersion versus Presence -  Multimodality
  • 3. INFORMATION DENSITY -­‐  Focus:  Overload  vs  Over-­‐Reliance   -­‐  How  can  the  system  be  informed  of  changes   in  the  users  objec=ves  and  environment?   -­‐  How  do  we  determine  the  correct  amount   of  immersion  and  presence?   -­‐  Should  the  user  be  able  to  request  specific   tools  or  should  the  system  be  context   aware?  
  • 4. INFORMATION DENSITY -­‐  Right  Amount   -­‐  Right  Informa=on   -­‐  Right  Time     -­‐  Right  Context     -­‐  Right  Tools    
  • 5. BUT HOW? -­‐  Adap=ve  Augmenta=on   -­‐  Hybrid  UI   -­‐  Presence   =      Higher  Cogni=ve  Performance    
  • 6. ADAPTIVE AUGMENTATION How can we allow the system to seamlessly adapt when the user changes environments?
  • 7. PLASTICITY -  Plasticity is based on the recognition of the context of use. It computes the evolution of an interactive system depending on the context changes. [10] -  The system uses cues from the user to recognize a change in the context or environment and enables the users with the correct tools. -  The factors considered in what follows are: scene lighting, the position of the user estimated by his distance to the target, and the ambient noise.
  • 8. HUMAN FACTORS CUES -  Movement -  Posture -  Location
  • 9. MOVEMENT -  Users attempted to control their walking while simultaneously performing a task that was shown on the HMD, their ability to perform both tasks deteriorated. [7] -  Both visual and motor aspects of walking contributed to the decrease in performance. [7]
  • 10. POSTURE -  Considerations: HMD must have equal weight distribution. -  Posture can be used to measure fatigue, discomfort, activation or valence.    
  • 11. NEW UI/UX PARADIGM Interac=on  |  Engagement     Immersion  |  Presence  
  • 12. INTERACTION -­‐  Interac=on  includes  the  determining  the  selec=on,   annota=on,  direct  manipula=on  of  physical   objects,  adap=ng  to  changes  in  the  environment,   and  realizing  the  presence  of  other  people  in  the   environment.   -­‐  Challenge:      What  tools  to  give  users?    
  • 13. ENGAGEMENT -  Allow users to control their level of reality and control their position on the mixed reality continuum by combining transitional interfaces mixed reality and focused casual control. [5] -  Should the users be the choosers? This is often debated among researchers.
  • 14. IMMERSION What kind of functionality provides the user with a heightened awareness of surroundings or sensory capability?
  • 15. PRESENCE -  Presence is co-constructed through the experience of real and virtual elements and as such understanding this relationship becomes critical. [8]  
  • 16. PRESENCE -  How does this experience compare to our everyday reality? -  Presence can be heightened by the effective usage of hybrid UI.  
  • 17. HOW TO IMPROVE PERFORMANCE? - Multimodal environments are associated with faster mental processing times of discrete stimulus events, potentially because they provide the user with more complete information about the environment. [10]
  • 18. MULTI-MODALITY (HYBRID UI) - Synchronicity of Sensory Functionality - How can we use these to consume information and make decisions more effectively?
  • 19. VISION -  Ideal For: Reading Text Input -  Challenges: Ocular Variants
  • 20. READING INPUT -  Maximum contrast when reading time is important, and the use of colors to reduce errors. -  Studies a colored billboard with transparent text where colors have a specific meaning. -  Only bright objects can overlap on the background. In practice, dark colors appear as semi-transparent and they mix in with the background. -  The brightness of the background overcomes the brightness of the display.  
  • 21. VISION (OCULAR VARIANTS) -­‐  Refrac=ve  Error  (20%)   -­‐  Contrasts  in  color  may  vary   -­‐  Presbyopia  (Aging  Eye,  45+)     -­‐  Displays  designed  for  use  within  20”  may  be   hard  to  see   -­‐  Accommoda=ve/Convergence  Disorders  (5-­‐10%)   -­‐  Prolonged  work  forcing  the  user  to  concentrate   or  near  sight  can  cause  eye  strain  or  double   vision    
  • 22. HAPTICS Best  For:  Typing  Input   Challenges:  Tac=le  Feedback    
  • 23. TYPING INPUT -­‐  The  system  uses  immersive  3D  stereo  displays  to   render  a  virtual  environment  and  a  virtual   keyboard,  a  data  glove  to  track  finger  mo=ons,  and   micro-­‐speakers  to  create  low-­‐frequency  (50  Hz)   vibra=ons  for  realis=c  tac=le  hap=c  feedback  for   each  finger.  When  the  users  press  a  virtual  key,   realis=c  tac=le  feedback  can  be  provided  to  the   users.  [9]  
  • 24. INDUSTRY APPLICATIONS -­‐  Medical   -­‐  Manufacturing   -­‐  Field  Work   -­‐  Automo=ve   -­‐  Robo=c  Teleopera=on  
  • 25. MEDICAL -­‐  Now:  Similar  to  maintenance  personnel,  roaming   nurses  and  doctors  could  benefit  from  important   informa=on  being  delivered  directly  to  their  glasses   [8].     -­‐  Future:     -­‐  Lathroscopic  (non-­‐invasive)  surgery   -­‐  Projected  X-­‐Rays  [2]    
  • 26. ROBOTIC TELEOPERATION -­‐  Mostly  applicable  for  drone  opera=ons.   -­‐  Instead  of  controlling  the  robot  directly,  it  may  be  preferable   to  instead  control  a  virtual  version  of  the  robot.     -­‐  The  user  plans  and  specifies  the  robot's  ac=ons  by   manipula=ng  the  local  virtual  version,  in  real  =me.     -­‐  The  results  are  directly  displayed  on  the  real  world.  Once  the   plan  is  tested  and  determined,  then  user  tells  the  real  robot   to  execute  the  specified  plan.  [2]      
  • 27. FIELD WORK -­‐  Allow  virtual  training  for  new  hires.   -­‐  Scavenger  hunt-­‐like  workflow  with  tutorials   and  remote  troubleshoo=ng  func=onality.   -­‐  Collabora=on   -­‐  Repair   -­‐  Troubleshoo=ng  
  • 28. FUTURE -­‐  Affec=ve  Compu=ng   -­‐  Sensory  Augmenta=on   -­‐  Hap=c  Audio  
  • 29. AFFECTIVE COMPUTING Affec=ve  compu=ng  iden=fies  some   challenges  in  making  computers   more  aware  of  the  emo=onal  state   of  their  users  and  able  to  adapt   accordingly.  [8]    
  • 30. SENSORY AUGMENTATION Augmented  Mirror  Box:    The  mirror  box  enabled  the   researchers  to  project  an  image  of  the  healthy  limb  moving,   thus  giving  the  visual  appearance  of  two  limbs  (bimanual   coupling)  in  ac=on.       -­‐  It  was  hypothesized  that  this  form  of  virtual  movement   could  be  used  to  engage  the  brain’s  processes  associated   with  the  other  (impaired)  limb,  thereby  reducing  spa=al  and   motor  impairments.  [11]    
  • 31. HAPTIC AUDIO -­‐  Hap=c  audio  refers  to  sound  that  is  felt  rather  than   heard  and  is  already  applied  in  consumer  devices   such  as  Turtle  Beach’s  Ear  Force5  headphones  to   increase  the  sense  of  realism  and  impact,  but  also   to  enhance  user  interfaces  of  e.g.  mobile  phones   [11].    
  • 32. FUTURE ACCESSORIES ECOSYSTEM -­‐  Wearable  device  in  the  fitbit/fuel  band   form  factor     -­‐  Naviga=on  (Gestures  or  Cursor)   -­‐  Voice     -­‐  Camera  |  Scan   -­‐  Olfactory  Receptor  (?)   -­‐  Hap=c  Audio  
  • 33. SUMMARY -­‐  Big  Picture:    To  drive  produc=vity     the  HUD  user  experience  must  be   adap=ve  to  changes  in  the  users   environment  by  altering  the   users  sense  of  presence  and   leveraging  the  mul=  modal   affordances  of  the  device  to   react.  
  • 34. REFERENCES [1]  Adap=ve  Augmented  Reality:  Plas=city  of  Augmenta=ons   (Ghouaiel  et  all,  2014)   [2]  Augmented  Reality  (Pandya  Aniket)   [3]  Augmented  Reality  Text  Style  Readability  with  See-­‐Through   Head  Mounted  Displays  in  Industrial  Senngs  (Fioren=no  et  al,   2013)   [4]  An  Informa=on  Presenta=on  Method  for  Head  Mounted   Display  Considering  Surrounding  Environments  (Nakao  et  al,   2014)   [5]  A  Dose  of  Reality:    Overcoming  Usability  Challenges  (McGill   et  al)    
  • 35. REFERENCES [6]  The  Nexus  of  Human  Factors  in  Cyber-­‐Physical  Systems:   Ergonomics  of  Eyewear  for  Industrial  Applica=ons  (Theis  &   Wille,  2014)     [7[  Visual  Task  Performance  Using  a  Monocular  See-­‐Through   Head-­‐Mounted  Display  (HMD)  While  Walking