Effects of AR Display Context Switching and Focal Distance Switching on Human Performance
In augmented reality (AR) environments, information is often distributed between real world and virtual contexts, and often appears at different distances from the user. Therefore, to integrate the information, users must repeatedly switch context and refocus the eyes. To focus at different distance...
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| Veröffentlicht in: | IEEE transactions on visualization and computer graphics Jg. 25; H. 6; S. 2228 - 2241 |
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| Sprache: | Englisch |
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United States
IEEE
01.06.2019
The Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
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| ISSN: | 1077-2626, 1941-0506, 1941-0506 |
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| Abstract | In augmented reality (AR) environments, information is often distributed between real world and virtual contexts, and often appears at different distances from the user. Therefore, to integrate the information, users must repeatedly switch context and refocus the eyes. To focus at different distances, the user's eyes must accommodate, which when done repeatedly can cause eyestrain and degrade task performance. An experiment was conducted that examined switching context and focal distance between a real and an AR environment, using a text-based visual search task and a monocular optical see-through AR display. Both context switching and focal distance switching resulted in significantly reduced performance. In addition, repeatedly performing the task caused visual fatigue to steadily increase. Performance was particularly poor for virtual text presented at optical infinity, and for target letters that participants tried to read before their eyes had completely accommodated to a new focal distance. The results show that context switching and focal distance switching are important AR user interface design issues. |
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| AbstractList | In augmented reality (AR) environments, information is often distributed between real world and virtual contexts, and often appears at different distances from the user. Therefore, to integrate the information, users must repeatedly switch context and refocus the eyes. To focus at different distances, the user's eyes must accommodate, which when done repeatedly can cause eyestrain and degrade task performance. An experiment was conducted that examined switching context and focal distance between a real and an AR environment, using a text-based visual search task and a monocular optical see-through AR display. Both context switching and focal distance switching resulted in significantly reduced performance. In addition, repeatedly performing the task caused visual fatigue to steadily increase. Performance was particularly poor for virtual text presented at optical infinity, and for target letters that participants tried to read before their eyes had completely accommodated to a new focal distance. The results show that context switching and focal distance switching are important AR user interface design issues. In augmented reality (AR) environments, information is often distributed between real world and virtual contexts, and often appears at different distances from the user. Therefore, to integrate the information, users must repeatedly switch context and refocus the eyes. To focus at different distances, the user's eyes must accommodate, which when done repeatedly can cause eyestrain and degrade task performance. An experiment was conducted that examined switching context and focal distance between a real and an AR environment, using a text-based visual search task and a monocular optical see-through AR display. Both context switching and focal distance switching resulted in significantly reduced performance. In addition, repeatedly performing the task caused visual fatigue to steadily increase. Performance was particularly poor for virtual text presented at optical infinity, and for target letters that participants tried to read before their eyes had completely accommodated to a new focal distance. The results show that context switching and focal distance switching are important AR user interface design issues.In augmented reality (AR) environments, information is often distributed between real world and virtual contexts, and often appears at different distances from the user. Therefore, to integrate the information, users must repeatedly switch context and refocus the eyes. To focus at different distances, the user's eyes must accommodate, which when done repeatedly can cause eyestrain and degrade task performance. An experiment was conducted that examined switching context and focal distance between a real and an AR environment, using a text-based visual search task and a monocular optical see-through AR display. Both context switching and focal distance switching resulted in significantly reduced performance. In addition, repeatedly performing the task caused visual fatigue to steadily increase. Performance was particularly poor for virtual text presented at optical infinity, and for target letters that participants tried to read before their eyes had completely accommodated to a new focal distance. The results show that context switching and focal distance switching are important AR user interface design issues. |
| Author | Gabbard, Joseph L. Swan, J. Edward Mehra, Divya Gupta |
| Author_xml | – sequence: 1 givenname: Joseph L. orcidid: 0000-0002-7488-676X surname: Gabbard fullname: Gabbard, Joseph L. email: jgabbard@vt.edu organization: Grado Department of Industrial and Systems Engineering, Virginia Tech, Blacksburg, VA – sequence: 2 givenname: Divya Gupta surname: Mehra fullname: Mehra, Divya Gupta email: digupta@gmail.com organization: HERE Technologies, Chicago, IL – sequence: 3 givenname: J. Edward orcidid: 0000-0002-5290-1228 surname: Swan fullname: Swan, J. Edward email: swan@acm.org organization: Department of Computer Science and Engineering, Mississippi State University, Starkville, MS |
| BackLink | https://www.ncbi.nlm.nih.gov/pubmed/29994003$$D View this record in MEDLINE/PubMed |
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| SubjectTerms | Accommodation, Ocular - physiology Adult and virtual realities Asthenopia - physiopathology augmented Augmented Reality Computer Graphics Ergonomics evaluation/methodology Eye (anatomy) Fatigue Female Fixation, Ocular - physiology Flat panel displays Head-up displays Human performance Humans Male Multimedia Multimedia information systems—artificial Optical switches Performance degradation screen design style guides Switching Task analysis Task Performance and Analysis User interfaces—ergonomics User-Computer Interface Visual tasks Visualization Young Adult |
| Title | Effects of AR Display Context Switching and Focal Distance Switching on Human Performance |
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