Design and Simulation of Next-Generation Augmented Reality User Interfaces in Virtual Reality

Design and Simulation of Next-Generation Augmented Reality User Interfaces in Virtual Reality

Design and Simulation of Next-Generation Augmented Reality User Interfaces in Virtual Reality Jeronimoˆ G Grandi* Zekun Cao† Mark Ogren‡ Regis Kopper§ Dept. of Computer Science Dept. of Mechanical Engineering Pratt School of Engineering Dept. of Computer Science University of North Carolina and Materials Science Duke University University of North Carolina at Greensboro Duke University at Greensboro ABSTRACT application of proposed UIs. However, if we intend to account for We present a methodology for the simulation of next-generation future capabilities, when current constraints are not a factor, existing Augmented Reality (AR) User Interfaces (UIs) within immersive AR hardware may not be able to support novel designs. VR, on the Virtual Reality (VR). We use a user-centered model to support design other hand, is well suited for this task. It can be leveraged to obviate decisions for specialized operations in high stakes fields, and present present AR constraints. Not only to imagine and passively visual- augmented reality user interface designs for two use cases in public ize the likely direction of next generation AR UIs, such as in the safety: a law enforcement traffic stop and a firefighting search and Knowledge Navigator concept, but to realistically and precisely in- rescue scenario. By utilizing VR to simulate AR, we can design teract with the proposed interfaces. Preparing us anticipate and take and evaluate the benefits of idealized UIs that are unencumbered by advantage of future AR features, improving current processes while hardware limitations. We discuss the trade-offs of Virtual Reality as remaining unbound by contemporary technological limitations. a medium for simulation and training of next-generation Augmented Virtual Reality offers several advantages over directly designing Reality User Interfaces. under specific constraints imposed by current technology. The sim- ulation of next-generation AR UIs in VR allows for a much wider Index Terms: Human-centered computing—Human computer design space. For instance, in VR, we can have complete control interaction (HCI)—Interaction paradigms—Virtual reality, Mixed / over several AR parameters including FOV [28,34], latency [22], and augmented reality visual realism [23]. The complete control over all AR parameters gives us the ability to simulate AR that has perfect image registration 1 INTRODUCTION and large FOV, and focus on the design of user interfaces that would The development of future User Interfaces (UIs) depends on proac- not be possible if developing with current hardware specifications in tively anticipating and accommodating the needs of the user. The mind. Beyond the design of the interface itself, simulations in VR potential of incipient Augmented Reality (AR) interfaces can be can also replicate existing AR systems [27]. Serving as a benchmark evaluated in Virtual Reality (VR), obtaining important feedback against which real AR hardware and interfaces can be compared, and while other aspects of the AR technology may still be unavailable. allowing prototypes to be evaluated in a high-fidelity context, where In other words, as soon as it is possible to envision how a future all simulated elements are tightly controlled. Such experiments can technology might evolve, designers can create UIs that take advan- be easily reproduced with consistent testing variables, and can be tage of its potential features. It is no longer necessary to wait for performed in a safe environment. This level of control would be the technology to be fully functional leverage its capabilities. One hard to achieve in field test setups. classic example of such an exercise comes from the Knowledge In this paper, we present a user-centred methodology with the goal Navigator [10] conceptual video, which was developed by Apple of leveraging VR as a tool to design and simulate next-generation Computer in 1987. The video demonstrates the concept of a future AR User Interfaces (UIs) (Sect. 3). The methodology aims at maxi- office interface, with which the user naturally commands the UI mizing user acceptance of the interfaces in high stakes fields once through voice and gestures. The audience of the video was presented the technology is available. We describe the application of the with a dynamic, highly responsive, conceptualized system, allowing methodology for the design of AR UIs focused on two use cases: them to envision the UI decades before it would become techno- a law enforcement traffic stop and a firefighting search and rescue logically feasible. Conducting such exercises is important when scenarios (Sect. 5). We discuss how simulation of AR user interfaces considering the opportunities and limitations that may exist when in VR can potentially impact sensitive operations and reduce the the technology is fully realized. burden of technology transfer to real world applications (Sect. 6) and Augmented Reality technologies are still in active research and conclude by laying out a research agenda for the application of VR development. Key parameters such as field-of-view (FOV), display simulation towards the design of next-generation AR UIs (Sect. 7). brightness, tracking, and battery robustness must be improved be- fore being deployed to high stakes fields such as military, medical, 2 RELATED WORK and public safety. As such, the adoption of AR technology in real 2.1 Mixed Reality Simulation world production contexts can take several years. It can be argued that AR UI design is best applied to current AR technology, and VR has proven to be an effective simulation platform to address immediately evaluated on the target platform. Developing under mixed reality (MR) development issues [22]. It provides a safe current technological constraints is valuable, allowing for real-time and controlled environment that is consistent within itself where experiments can be easily designed and replicated [27]. For instance, *e-mail: [email protected] replication studies aiming to validate MR simulations have success- †e-mail: [email protected] fully demonstrated comparable results against OST-HMD systems ‡e-mail: [email protected] in interaction with virtual objects [21] and visual realism [23]. §e-mail: [email protected] Other MR simulation work focuses on recreating the character- istics of AR hardware in VR, to assess the intrinsic issues of AR. Terrier et al. [33] observed that registration errors typically found in AR hardware affects user behavior during object manipulation tasks, Nabiyouni et al. [25] investigated the effects of latency on AR simulations and Bowman et al. [4] proposed a display simulator in It employs the following phases: requirement analysis, prototyping, VR to study the effects of display fidelity. implementation and evaluation. MR simulation has also been used to explore futuristic AR fea- tures that current devices can not provide. One of the limitations of 3.1 Requirement Analysis current OST-HMDs is restricted FOV. Ren et al. [29] and Ragan et Each user population has specific needs and characteristics that al. [28] showed that wider FOV can lead to better performance in should be prioritized during the design process. In our user-centered searching tasks comparing a range of different simulated FOVs in approach, input from end-users is crucial for identifying gaps and VR. Another issue of current AR technology pertains to interactivity opportunities to improve next-generation technology. By gaining with augmented content. Alce et al. [1] describe a methodology a better understanding of what the user needs, we can contribute for prototyping interaction concepts for OST-HMDs. Burova et AR solutions that supplement, rather than simply replace, time- al. [5] prototyped futuristic AR guidance and awareness features proven processes. What needs are not currently being met? What for industrial maintenance. The work described in this paper also already works well? What solutions might be implemented if current aims at designing futuristic AR user interfaces for specialized tasks. technology was not a limiting factor? By asking our users about But, instead of focusing on a specific field, we describe a generic their specific needs, unencumbered by the limitations of preexisting methodology that can be applied for designing effective and efficient systems and current technology, we gain deeper insight into what the AR solutions for any field. next generation UI technology might look like and how we might Design methodologies and prototyping techniques have already bring these concepts to life in VR. been proposed to assist with the designing of AR user interfaces. We conduct requirement analyses to gain insight into the needs Like ours, they are often based on consolidated HCI methodologies, of our users. Our requirement analysis methodology involves per- such as the WoZARd [24] that adapted the Wizard of OZ (WOZ) forming field research in which we closely observe and learn about but with specific elements to cover the particularities of wearable existing user processes and practices. The goal being to identify AR designs, the work by De Sa et al. [9] that proposed a user- opportunities and gaps where next-generation UIs stand to produce centred approach adapted for mobile augmented reality design and the greatest benefit. Our initial meetings with the users establish the ExProtoVAR [26] that adapted a double diamond process to rapport and provide context, before progressing to semi-structured create virtual prototypes of AR applications. interviews. We also accompany the users to gain a more

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