We propose a framework called inverse augmented reality (IAR) which describes the scenario that a virtual agent living in the virtual world can observe both virtual objects and real objects. This is different from the traditional augmented reality. The traditional virtual reality, mixed reality and augmented reality are all generated for humans, i.e., they are human-centered frameworks. On the contrary, the proposed inverse augmented reality is a virtual agent-centered framework, which represents and analyzes the reality from a virtual agent's perspective. In this paper, we elaborate the framework of inverse augmented reality to argue the equivalence of the virtual world and the physical world regarding the whole physical structure.
When establishing a visual connection between a virtual reality user and an augmented reality user, it is important to consider whether the augmented reality user faces a surplus of information. Augmented reality, compared to virtual reality, involves two, not one, planes of information: the physical and the virtual. We propose SelectVisAR, a selective visualisation system of virtual environments in augmented reality. Our system enables an augmented reality spectator to perceive a co-located virtual reality user in the context of four distinct visualisation conditions: Interactive, Proximity, …
In this paper, we review the background of physical reality, virtual reality, and some traditional mixed forms of them. Based on the current knowledge, we propose a new unified concept called symmetrical reality to describe the physical and virtual world in a unified perspective. Under the framework of symmetrical reality, the traditional virtual reality, augmented reality, inverse virtual reality, and inverse augmented reality can be interpreted using a unified presentation. We analyze the characteristics of symmetrical reality from two different observation locations (i.e., from the physical…
Using augmented reality in education is already a common concept, as it has the potential to turn learning into a motivational learning experience. However, current research only covers the students site of learning. Almost no research focuses on the teachers' site and whether augmented reality could potentially improve his/her workflow of teaching the students or not. Many researchers do not differentiate between multiple user roles, like a student and a teacher. To allow investigation into these lacks of research, a teaching system "Augmentix" is presented, which includes a differentiation b…
This essay, written in 1998 by an active participant in both virtual reality development and the virtual reality definition debate, discusses the definition of the phrase "Virtual Reality" (VR). I start with history from a personal perspective, concentrating on the debate between the "Virtual Reality" and "Virtual Environment" labels in the late 1980's and early 1990's. Definitions of VR based on specific technologies are shown to be unsatisfactory. I propose the following definition of VR, based on the striking effects of a good VR system: "Virtual Reality is the use of computer technology to…
Navigation has been a popular area of research in both academia and industry. Combined with maps, and different localization technologies, navigation systems have become robust and more usable. By combining navigation with augmented reality, it can be improved further to become realistic and user friendly. This paper surveys existing researches carried out in this area, describes existing techniques for building augmented reality navigation systems, and the problems faced.
This document summarizes the major milestones in mobile Augmented Reality between 1968 and 2014. Major parts of the list were compiled by the member of the Christian Doppler Laboratory for Handheld Augmented Reality in 2010 (author list in alphabetical order) for the ISMAR society. Later in 2013 it was updated, and more recent work was added during preparation of this report. Permission is granted to copy and modify.
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in the game stage, which is the mixed-reality environment where the game happens. The game stage is a kind …
The contributions of this paper are: (1) a taxonomy of the "Realities" (Virtual, Augmented, Mixed, Mediated, etc.), and (2) some new kinds of "reality" that come from nature itself, i.e. that expand our notion beyond synthetic realities to include also phenomenological realities. VR (Virtual Reality) replaces the real world with a simulated experience (virtual world). AR (Augmented Reality) allows a virtual world to be experienced while also experiencing the real world at the same time. Mixed Reality provides blends that interpolate between real and virtual worlds in various proportions, along…
In recent years, Augmented Reality (AR) and Virtual Reality (VR) have gained considerable commercial traction, with Facebook acquiring Oculus VR for \$2 billion, Magic Leap attracting more than \$500 million of funding, and Microsoft announcing their HoloLens head-worn computer. Where is humanity headed: a brave new dystopia-or a paradise come true? In this article, we present discussions, which started at the symposium "Making Augmented Reality Real", held at Nara Institute of Science and Technology in August 2014. Ten scientists were invited to this three-day event, which started with a full…
A driving simulator was created using commercially available 3 degree of freedom motion platform (DOFreality H3) and a virtual reality head-mounted display (Oculus CV1). Using virtual reality headset as the visual simulation system with low-cost moving base platform allowed us to create a high-fidelity driving simulator with minimal cost and space. A custom motion cueing algorithm was used to minimize visuo-vestibular conflict, and simulator sickness questionnaire (SSQ) was used to measure progression of simulator sickness over time while driving on a highway environment.
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these experiences to be simulated in a controlled virtual environment. However, virtual reality users remain anchored in the real world and the conventions by which the virtual environment is deployed influence user performance. There is currently a need to evaluate the degree of influence imposed by extrinsic factors and virtual reality hardware on its users. Tr…
Understanding electronics is a critical area in the maker scene. Many of the makers' projects require electronics knowledge to connect microcontrollers with sensors and actuators. Yet, learning electronics is challenging, as internal component processes remain invisible, and students often fear personal harm or component damage. Augmented Reality (AR) applications are developed to support electronics learning and visualize complex processes. This paper reflects on related work around AR and electronics that characterize open research challenges around the four characteristics functionality, fi…
Recently, a lot of works show promising directions for audio design in augmented reality (AR). These works are mainly focused on how to improve user experience and make AR more realistic. But even though these improvements seem promising, these new possibilities could also be used as an input for manipulative design. This survey aims to analyze all recent discoveries in audio development regarding AR and argue what kind of "manipulative" effect this could have on the user. It can be concluded that even though there are many works explaining the effects of audio design in AR, very few works poi…
Near distances are overestimated in virtual reality, and far distances are underestimated, but an explanation for these distortions remains elusive. One potential concern is that whilst the eye rotates to look at the virtual scene, the virtual cameras remain static. Could using eye-tracking to change the perspective of the virtual cameras as the eye rotates improve depth perception in virtual reality? This paper identifies 14 distinct perspective distortions that could in theory occur from keeping the virtual cameras fixed whilst the eye rotates in the context of near-eye displays. However, th…
This bachelor's thesis describes the conception and implementation of an augmented reality application for the Android platform. The intention is to demonstrate some possibilities of interaction within an augmented reality environment on mobile devices. For that purpose, a 3D-model is displayed on the devices' touchscreen using marker-based tracking. This enables the user to translate, rotate or scale the model as he wishes. He can additionally select and highlight preassigned parts of the model to display specific information for that element. To assist developers in modifying the application…
Interactive fiction is a literary genre that is rapidly gaining popularity. In this genre, readers are able to explicitly take actions in order to guide the course of the story. With the recent popularity of narrative focused games, we propose to design and develop an interactive narrative tool for content creators. In this extended abstract, we show how we leverage this interactive medium to present a tool for interactive storytelling in virtual reality. Using a simple markup language, content creators and researchers are now able to create interactive narratives in a virtual reality environm…
The purpose of this study is to present a comprehensive review of the use of structural equation modeling (SEM) in augmented reality (AR) studies in the context of the COVID-19 pandemic. IEEE Xplore Scopus, Wiley Online Library, Emerald Insight, and ScienceDirect are the main five data sources for data collection from Jan 2020 to May 2021. The results showed that a variety of external factors were used to construct the SEM models rather than using the parsimonious ones. The reports showed a fair balance between the direct and indirect methods to contact participants. Despite the COVID-19 pande…
We present a user interface (UI) based on augmented reality (AR) with head-mounted display (HMD) for improving situational awareness during critical operation and improve human efficiency on operations. The UI displays contextual information as well as accepts orders given from the headset to control unmanned aerial vehicles (UAVs) for assisting the rescue team. We established experiments where people had been put in a stressful situation and are asked to resolve a complex mission using a headset and a computer. Comparing both technologies, our results show that augmented reality has the poten…
As augmented reality technology and hardware become more mature and affordable, researchers have been exploring more intuitive and discoverable interaction techniques for immersive environments. In this paper, we investigate multimodal interaction for 3D object manipulation in a multi-object virtual environment. To identify the user-defined gestures, we conducted an elicitation study involving 24 participants for 22 referents with an augmented reality headset. It yielded 528 proposals and generated a winning gesture set with 25 gestures after binning and ranking all gesture proposals. We found…
This paper presents and analyses existing taxonomies of virtual and augmented reality and demonstrates knowledge gaps and mixed terminology which may cause confusion among educators, researchers, and developers. Several such occasions of confusion are presented. A methodology is then presented to construct a taxonomy of virtual reality and augmented reality applications based on a combination of: a faceted analysis approach for the overall design of the taxonomy; an existing taxonomy of educational objectives to derive the educational purpose; an information systems analysis to establish impor…
Virtual Reality enables the exploration of large information spaces. In physically constrained spaces such as airplanes or buses, controller-based or mid-air interaction in mobile Virtual Reality can be challenging. Instead, the input space on and above touch-screen enabled devices such as smartphones or tablets could be employed for Virtual Reality interaction in those spaces. In this context, we compared an above surface interaction technique with traditional 2D on-surface input for navigating large planar information spaces such as maps in a controlled user study (n = 20). We find that our …
We propose a new approach for interaction in Virtual Reality (VR) using mobile robots as proxies for haptic feedback. This approach allows VR users to have the experience of sharing and manipulating tangible physical objects with remote collaborators. Because participants do not directly observe the robotic proxies, the mapping between them and the virtual objects is not required to be direct. In this paper, we describe our implementation, various scenarios for interaction, and a preliminary user study.
This is the preprint version of our paper on ICWL2015. A virtual reality based enhanced technology for learning primary geography is proposed, which synthesizes several latest information technologies including virtual reality(VR), 3D geographical information system(GIS), 3D visualization and multimodal human-computer-interaction (HCI). The main functions of the proposed system are introduced, i.e. Buffer analysis, Overlay analysis, Space convex hull calculation, Space convex decomposition, 3D topology analysis and 3D space intersection detection. The multimodal technologies are employed in th…
We present an early study designed to analyze how city planning and the health of senior citizens can benefit from the use of augmented reality (AR) using Microsoft's HoloLens. We also explore whether AR and VR can be used to help city planners receive real-time feedback from citizens, such as the elderly, on virtual plans, allowing for informed decisions to be made before any construction begins.
Augmented Reality (AR) and Mobile Augmented Reality (MAR) applications have gained much research and industry attention these days. The mobile nature of MAR applications limits users' interaction capabilities such as inputs, and haptic feedbacks. This survey reviews current research issues in the area of human computer interaction for MAR and haptic devices. The survey first presents human sensing capabilities and their applicability in AR applications. We classify haptic devices into two groups according to the triggered sense: cutaneous/tactile: touch, active surfaces, and mid-air, kinesthet…
Environmental citizen science frequently relies on experience-based assessment, however volunteers are not trained to make qualitative judgments. Embodied learning in virtual reality (VR) has been explored as a way to train behavior, but has not fully been considered as a way to train judgment. This preliminary research explores embodied learning in VR through the design, evaluation, and redesign of StreamBED, a water quality monitoring training environment that teaches volunteers to make qualitative assessments by exploring, assessing and comparing virtual watersheds.
This is the preprint version of our paper on Personal and Ubiquitous Computing. There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and augmented reality games on vision-based wearable device, a touch-less motion interaction technology is designed and evaluated in this work. Users interact with the augmented reality games with dynamic hands/feet gestures in front of the camera, which triggers the interaction event to interact with the virtual object in the scene. Three primitive augmented reality ga…
This workshop paper presents two proxy objects for high fidelity interaction in virtual reality (VR): a paper map and a smartphone. We showcase how our virtual paper map can increase interactivity and orientation, while our virtual smartphone extends the use of a proxy object, as it allows for actual touch input on a real phone leading to an almost infinite set of possible (inter-)actions (e.g. snapping pictures in the virtual world). Observations showed that participants were very precise in holding and interacting with both the paper map and the smartphone even though they did not see their …
Oculus rift: Virtual reality (VR) is a burgeoning field that has the inherent potential of manipulating peoples mind with a superlative 3D experience. Oculus rift is one such application that assists in achieving the same. With the fleeting enhancements in VR it now seems very feasible to provide the user with experiences that were earlier thought to be merely a dream or a nightmare.
In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming framework, players reprogram VR objects such as elevators, robots, and switches. Hack.VR has been designed to be highly interactable both physically and semantically.
Virtual reality offers the unique possibility to experience a virtual representation as our own body. In contrast to previous research that predominantly studied this phenomenon for humanoid avatars, our work focuses on virtual animals. In this paper, we discuss different body tracking approaches to control creatures such as spiders or bats and the respective virtual body ownership effects. Our empirical results demonstrate that virtual body ownership is also applicable for nonhumanoids and can even outperform human-like avatars in certain cases. An additional survey confirms the general inter…
Conventional HVAC control systems are usually incognizant of the physical structures and materials of buildings. These systems merely follow pre-set HVAC control logic based on abstract building thermal response models, which are rough approximations to true physical models, ignoring dynamic spatial variations in built environments. To enable more accurate and responsive HVAC control, this paper introduces the notion of "self-aware" smart buildings, such that buildings are able to explicitly construct physical models of themselves (e.g., incorporating building structures and materials, and the…
This paper presents I-nteract, a cyber-physical system that enables real-time interaction with real and virtual objects in a mixed augmented reality environment to design 3D models for additive manufacturing. The system has been developed using mixed reality technologies such as HoloLens, for augmenting visual feedback, and haptic gloves, for augmenting haptic force feedback. The efficacy of the system has been demonstrated by generating 3D model using a novel scanning method to 3D print a customized orthopedic cast for human arm, by estimating spring rates of compression springs, and by simul…
We created a hand texture resource (with different skin tone versions as well as non-human hands) for use in virtual reality studies. This makes it easier to run lab and remote studies where the hand representation is matched to the participant's own skin tone. We validate that the virtual hands with our textures align with participants view of their own real hands and allow to create VR applications where participants have an increased sense of body ownership. These properties are critical for a range of VR studies, such as of immersion.
Facing the severe global dementia problem, an exploration was conducted adopting the technology of virtual reality (VR). This report lays a technical foundation for further research project "Early Detection of Dementia Using Testing Tools in VR Environment", which illustrates the process of developing a VR application using Unity 3D software on Oculus Go. This preliminary exploration is composed of three steps, including 3D virtual scene construction, VR interaction design and monitoring. The exploration was recorded to provide basic technical guidance and detailed method for subsequent resear…
Thanks to the eye-tracking sensors that are embedded in emerging consumer devices like the Vive Pro Eye, we demonstrate that it is feasible to deliver user authentication via eye movement biometrics.
This paper describes "ARbis Pictus" --a novel system for immersive language learning through dynamic labeling of real-world objects in augmented reality. We describe a within-subjects lab-based study (N=52) that explores the effect of our system on participants learning nouns in an unfamiliar foreign language, compared to a traditional flashcard-based approach. Our results show that the immersive experience of learning with virtual labels on real-world objects is both more effective and more enjoyable for the majority of participants, compared to flashcards. Specifically, when participants lea…
The Impact of Device Type, Data Practices, and Use Case Scenarios on Privacy Concerns about Eye-tracked Augmented Reality in the United States and Germany
Interaction design for Augmented Reality (AR) is gaining increasing attention from both academia and industry. This survey discusses 260 articles (68.8% of articles published between 2015 - 2019) to review the field of human interaction in connected cities with emphasis on augmented reality-driven interaction. We provide an overview of Human-City Interaction and related technological approaches, followed by a review of the latest trends of information visualization, constrained interfaces, and embodied interaction for AR headsets. We highlight under-explored issues in interface design and inpu…
Brown Ring Experiment is a very popular test to detect the presence of Nitrate in salts commonly performed in chemical laboratories with supplies of required chemicals. Our work clears out the need for a chemical laboratory and chemicals in order to understand the experiment practically. We have used the technology of Virtual Reality to fulfill this requirement. Our research work can be extensively utilized to create virtual environments for conducting other chemical processes in a virtual environment hence, eliminating the need for a chemical laboratory. This can help students in remote areas…
In recent years, augmented reality (AR) technology has been increasingly employed in structural health monitoring (SHM). In the case of conditions following a seismic event, inspections are conducted to evaluate the progression of the damage pattern quantitatively and efficiently respond if the displacement pattern is determined to be unsafe. Additionally, quantification of nearby structural changes over short-term and long-term periods can provide building inspectors with information to improve safety. This paper proposes the Time Machine Measure (TMM) application on an Augmented Reality (AR)…
The Google's frugal Cardboard solution for immersive Virtual Reality experiences has come a long way in the VR market. The Google Cardboard VR applications will support us in the fields such as education, virtual tourism, entertainment, gaming, design etc. Recently, Qualcomm's Vuforia SDK has introduced support for developing mixed reality applications for Google Cardboard which can combine Virtual and Augmented Reality to develop exciting and immersive experiences. In this work, we present a comprehensive review of Google Cardboard for AR and also highlight its technical and subjective limita…
We present PhyShare, a new haptic user interface based on actuated robots. Virtual reality has recently been gaining wide adoption, and an effective haptic feedback in these scenarios can strongly support user's sensory in bridging virtual and physical world. Since participants do not directly observe these robotic proxies, we investigate the multiple mappings between physical robots and virtual proxies that can utilize the resources needed to provide a well rounded VR experience. PhyShare bots can act either as directly touchable objects or invisible carriers of physical objects, depending on…