Auflistung i-com Band 15 (2016) Heft 2 nach Schlagwort "Augmented Reality"
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- KonferenzbeitragFashion or Technology? A Fashnology Perspective on the Perception and Adoption of Augmented Reality Smart Glasses(i-com: Vol. 15, No. 2, 2016) Rauschnabel, Philipp A.; Hein, Daniel W. E.; He, Jun; Ro, Young K.; Rawashdeh, Samir; Krulikowski, BryanSmart glasses are a new family of technological devices that share several characteristics with conventional eyeglasses. Yet, little is known about how individuals process them. Drawing upon categorization theories and prior research on technology acceptance, the authors conduct two empirical studies to show that (a) smart glasses are perceived as technology but vary in their degree of fashion, (b) the perception of smart glasses determines the factors that explain adoption intention, and (c) a majority of consumers process smart glasses as a combination of fashion and technology (“fashnology”), whereas a smaller number of consumers perceive them exclusively as technology or fashion, respectively.
- TextdokumentHead-Mounted Displays in German Companies A Virtual, Augmented and Mixed Reality Check(i-com: Vol. 15, No. 2, 2016) Esser, Ralf; Oppermann, LeifIn 2020, German companies will spend close to €850 million on Virtual and Mixed Reality hardware and solutions based on smart glasses. The lion’s share will be spent on innovative applications.This text provides some guidance in this rising market by categorizing the available smart glasses and head-mounted displays into five categories and the potential business application fields into a further eight categories. Finally, it presents a matrix of suitable devices per application field.
- editorialIntroduction to this Special Issue on Smart Glasses(i-com: Vol. 15, No. 2, 2016) Oppermann, Leif; Prinz, WolfgangThe idea of augmented or virtual reality in combination with head mounted display is being discussed already since at least 1968. However, for a long time, this topic was discussed mainly within the academic research area with only limited effect or uptake in the work place. Primary reason for this was the missing availability of robust and affordable hardware as well as the limited mobile graphics capabilities. This has changed recently with the availability of numerous affordable devices in combination with applications from the entertainment and gaming area.This Special Issue on Smart Glasses presents a mix of recent research papers and reports to provide an overview of ongoing research and developments in work place environments. In the remainder of this introductory paper we present an overview of the history of Smart Glasses and their applications over the last decades. We also clarify the term Augmented Reality in this historic context. Then we present a topology of current products as well as their intended application areas. Finally, we introduce the papers of this issue within this context.
- KonferenzbeitragSerious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions(i-com: Vol. 15, No. 2, 2016) Cidota, Marina A.; Lukosch, Stephan G.; Dezentje, Paul; Bank, Paulina J. M.; Lukosch, Heide K.; Clifford, Rory M. S.For a better understanding of how different disorders affect motor function, a uniform, standardized and objective evaluation is a desirable goal for the clinical community. We explore the potential of Augmented Reality (AR) combined with serious gaming and free hand tracking to facilitate objective, cost-effective and patient-friendly methods for evaluation of upper extremity motor dysfunction in different patient groups. In this paper, we describe the design process of the game and the system architecture of the AR framework to meet these requirements. Furthermore, we report our findings from two pilot studies we conducted with healthy people aged over 50. First, we present a usability study (= 5) on three different modalities of visual feedback for natural hand interaction with AR objects (i. e., no augmented hand, partial augmented hand and a full augmented hand model). The results show that a virtual representation of the fingertips or hand improves the usability of natural hand interaction. Secondly, a study about game engagement is presented. The results of this experiment ( = 8) show that there might be potential for engagement, but usability needs to be improved before it can emerge.