Auflistung nach Schlagwort "Head-Mounted Displays"
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- KonferenzbeitragConsiderations for cross-device Augmented Reality interaction patterns in the field of cultural heritage mediation(INFORMATIK 2024, 2024) Liu, Yu; Spierling, UlrikeIn museums and exhibitions, augmented reality (AR) technology increases visitor engagement by providing immersive experiences. Using an example in a natural history museum, we discuss how interaction patterns specifically developed for a head-mounted display can also be applied to hand-held devices. The aim is to use the same content on different platforms. The interaction patterns discussed are spatial guidance with following a virtual avatar, the indication of AR content in space and its activation, the control of sequential explanations, and the interaction with annotations such as precisely applied labels. Cross-device solutions and patterns are compared.
- 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.
- KonferenzbeitragThe Negative Effect on Postural Ergonomics of Non-Sedentary Workplace Desks in Virtual Reality(Mensch und Computer 2022 - Tagungsband, 2022) Sehrt, Jessica; Neumann, Henrico Putra; Wenzel, Julian Niclas; Kindermann, Luca; Schwind, ValentinVirtual reality (VR) is gaining increasing importance in an increasing number of places in daily life, particularly when gaming or working. Moreover, immersive activities are often performed while standing at physical desks and current devices can even register the physical properties of a virtual workplace to match the virtual content with haptics in the real world in front of the user. However, little is known about the effects of VR on how users perceive and ergonomically adapt to workplace desks when wearing a head-mounted display (HMD). In this user study, we conducted an experiment with 19 participants to investigate the effects of non-sedentary VR on the postural risk level, workload, and preferred desk height. The results indicate that being in VR negatively influences objective and subjective measures of ergonomics and increases postural risk while the preferred desk height remained unaffected. We found evidence that wearing the HMD negatively affects the neck posture at non-sedentary workplace desks. We contribute with our findings and highlight the need for improving the field-of-view and weight of HMDs for lower postural risk levels at workplace desks in non-seated VR.
- TextdokumentPerception Virtuality(INFORMATIK 2017, 2017) Hagen, IsabelDas Eintauchen in virtuelle Welten fasziniert die Menschen schon seit langer Zeit. Um ein vollständiges Eintauchen in die virtuelle Welt zu ermöglichen, muss durch eine gesteigerte Immersion eine Präsenz des Benutzers in der virtuellenWelt erzeugt werden. Bisherige virtuelle Anwendungen sind oft kabelgebunden und verwenden nur ein lokales, ortsgebundenes Tracking des Benutzers. Dadurch ist der Benutzer an ein definiertes Umfeld gebunden und in seiner Bewegungsfreiheit eingeschränkt. Als Folge wird die Präsenz in der virtuellen Welt gestört. In der vorliegenden Arbeit wird daher die Anwendung Perception Virtuality vorgestellt. Perception Virtuality soll die Selbstwahrnehmung sowie die Wahrnehmung der virtuellen Welt verbessern und dadurch eine höhere Präsenz des Benutzers in der virtuellen Welt erzeugen. Dafür wird die mobile Trackinganwendung Perception Neuron in Kombination mit einer Samsung Gear VR verwendet. Als Ergebnis wird eine gesteigerte Immersion durch Perception Virtuality erzeugt. Dies erfolgt anhand eines freien, ortsungebundenen Trackings des Körpers und einer Übertragung der Körperbewegungen auf einen virtuellen menschlichen Körper. Durch das Tragen der Samsung Gear VR kann der Körper und dessen Bewegungen von dem Benutzer in einem virtuellen Spiegel betrachtet werden.
- WorkshopbeitragSupporting Musical Practice Sessions Through HMD-Based Augmented Reality(Mensch und Computer 2019 - Workshopband, 2019) Marky, Karola; Weiß, Andreas; Kosch, ThomasLearning a musical instrument requires a lot of practice, which ideally, should be done every day. During practice sessions, students are on their own in the overwhelming majority of the time, but access to experts that support students "just-in-time" is limited. Therefore, students commonly do not receive any feedback during their practice sessions. Adequate feedback, especially for beginners, is highly important for three particular reasons: (1) preventing the acquirement of wrong motions, (2) avoiding frustration due to a steep learning curve, and (3) potential health problems that arise from straining muscles or joints harmfully. In this paper, we envision the usage of head-mounted displays as assistance modality to support musical instrument learning. We propose a modular concept for several assistance modes to help students during their practice sessions. Finally, we discuss hardware requirements and implementations to realize the proposed concepts.
- DissertationThe usage of fully immersive head-mounted displays in social everyday contexts(2019) Mai, ChristianTechnology often evolves from decades of research in university and industrial laboratories and changes people's lives when it becomes available to the masses. In the interaction between technology and consumer, established designs in the laboratory environment must be adapted to the needs of everyday life. This paper deals with the challenges arising from the development of fully immersive Head Mounted Displays (HMD) in laboratories towards their application in everyday contexts. Research on virtual reality (VR) technologies spans over 50 years and covers a wide field of topics, e.g., technology, system design, user interfaces, user experience or human perception. Other disciplines such as psychology or the teleoperation of robots are examples for users of VR technology. The work in the previous examples was mainly carried out in laboratories or highly specialized environments. The main goal was to generate systems that are ideal for a single user to conduct a particular task in VR. The new emerging environments for the use of HMDs range from private homes to offices to convention halls. Even in public spaces such as public transport, cafés or parks, immersive experiences are possible. However, current VR systems are not yet designed for these environments. Previous work on problems in the everyday environment deals with challenges such as preventing the user from colliding with a physical object. However, current research does not take into account the new social context for an HMD user associated with these environments. Several people who have different roles are around the user in these contexts. In contrast to laboratory scenarios, the non-HMD user, for example, does not share the task with or is aware of the state of the HMD user in VR. This thesis contributes to the challenges introduced by the social context. For this purpose I offer solutions to overcome the visual separation of the HMD user. I also suggest methods for investigating and evaluating the use of HMDs suitable for everyday context. First, we present concepts and insights to overcome the challenges arising from an HMD covering the user's face. In the private context, e.g., living rooms, one of the main challenges is the need for an HMD user to take off the HMD to be able to communicate with others. Reasons for taking off the HMD are the visual exclusion of the surrounding world for HMD users and the HMD covering the users' face, hindering communication. Additionally, the Non-HMD users do not know about the virtual world the HMD user is acting in. Previous work suggests to visualize the bystanding Non-HMD user or its actions in VR to address such challenges. The biggest advantage of a fully immersive experience, however, is the full separation from the physical surrounding with the ultimate goal of being at another place. Therefore I argue not to integrate a non-HMD users directly into VR. I introduce the approach of using a shared surface that provides a common basis for information and interaction between a non-HMD and a HMD user. Such a surface can be utilized by using a smartphone. The same information is presented to the HMD in VR and the Non-HMD user on the shared surface in the same physical position, enabling joint interaction at the surface. By examining four feedback modalities, we provide design guidelines for touch interaction. The guidelines support interaction design with such a shared surface by an HMD user. Further, we explore the possibility to inform the Non-HMD user about the user's state during a mixed presence collaboration, e.g., if the HMD user is inattentive to the real world. For this purpose I use a frontal display attached to the HMD. In particular we explore the challenges of disturbed socialness and reduced collaboration quality, by presenting the users state on the front facing display. In summary, our concepts and studies explore the application of a shared surface to overcome challenges in a co-located mixed presence collaboration. Second, we look at the challenges of using HMDs in a public environment that have not yet been considered. The use of HMDs in these environments is becoming a reality due to the current development of HMDs, which contain all necessary hardware in one portable device. Related work, in particular, the work on public displays, already addresses the interaction with technology in public environments. The form factor of the HMD, the need to take an HMD onto the head and especially the visual and mental exclusion of the HMD user are new and not yet understood challenges in these environments. We propose a problem space for semi-public (e.g., conference rooms) and public environments (e.g., market places). With an explorative field study, we gain insight into the effects of the visual and physical separation of an HMD user from surrounding Non-HMD users. Further, we present a method that helps to design and evaluate the unsupervised usage of HMDs in public environments, the \emph{audience funnel flow model for HMDs}. Third, we look into methods that are suitable to monitor and evaluate HMD-based experiences in the everyday context. One core measure is the experience of being present in the virtual world, i.e., the feeling of ``being there''. Consumer-grade HMDs are already able to create highly immersive experiences, leading to a strong presence experience in VR. Hence we argue it is important to find and understand the remaining disturbances during the experience. Existing methods from the laboratory context are either not precise enough, e.g, questionnaires, to find these disturbances or cause high effort in their application and evaluation, e.g., physiological measures. In a literature review, we show that current research heavily relies on questionnaire-based approaches. I improve current qualitative approaches -- interviews, questionnaires -- to make the temporal variation of a VR experience assessable. I propose a drawing method that recognizes breaks in the presence experience. Also, it helps the user in reflecting an HMD-based experience and supports the communication between an interviewer and the HMD user. In the same paper, we propose a descriptive model that allows the objective description of the temporal variations of a presence experience from beginning to end. Further, I present and explore the concept of using electroencephalography to detect an HMD user's visual stress objectively. Objective detection supports the usage of HMDs in private and industrial contexts, as it ensures the health of the user. With my work, I would like to draw attention to the new challenges when using virtual reality technologies in everyday life. I hope that my concepts, methods and evaluation tools will serve research and development on the usage of HMDs. In particular, I would like to promote the use in the everyday social context and thereby create an enriching experience for all.