liu.seSearch for publications in DiVA
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Popular Performance Metrics for Evaluation of Interaction in Virtual and Augmented Reality
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.ORCID iD: 0000-0003-2429-0842
2017 (English)In: 2017 International Conference on Cyberworlds (CW) (2017), IEEE Computer Society, 2017, p. 206-209Conference paper, Published paper (Refereed)
Abstract [en]

Augmented and Virtual Reality applications provide environments in which users can immerse themselves in a fully or partially virtual world and interact with virtual objects or user interfaces. User-based, formal evaluation is needed to objectively compare interaction techniques, and find their value in different use cases, and user performance metrics are the key to being able to compare those techniques in a fair and effective manner. In this paper we explore evaluation principles used for or developed explicitly for virtual environments, and survey quality metrics, based on 15 current, important publications on interaction techniques for virtual environments. We check, categorize and analyze the formal user studies, and establish and present baseline performance metrics used for evaluation on interaction techniques in VR and AR.

Place, publisher, year, edition, pages
IEEE Computer Society, 2017. p. 206-209
National Category
Other Engineering and Technologies
Identifiers
URN: urn:nbn:se:liu:diva-143586DOI: 10.1109/CW.2017.25ISBN: 978-1-5386-2089-2 (electronic)ISBN: 978-1-5386-2090-8 (print)OAI: oai:DiVA.org:liu-143586DiVA, id: diva2:1164269
Conference
2017 International Conference on Cyberworlds (CW),Chester, United Kingdom Sept. 20, 2017 to Sept. 22, 2017
Available from: 2017-12-11 Created: 2017-12-11 Last updated: 2018-05-23
In thesis
1. Perspective Correct Hand-held Augmented Reality for Improved Graphics and Interaction
Open this publication in new window or tab >>Perspective Correct Hand-held Augmented Reality for Improved Graphics and Interaction
2018 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

With Augmented Reality, also termed AR, a view of the real world is augmented by superimposing computer-generated graphics, thereby enriching or enhancing the perception of the reality. Today, lots of applications benefit from AR in different areas, such as education, medicine, navigation, construction, gaming, and multiple other areas, using primarily head-mounted AR displays and AR on hand-held smart devices. Tablets and phones are highly suitable for AR, as they are equipped with high resolution screens, good cameras and powerful processing units, while being readily available to both industry and home use. They are used with video see-through AR, were the live view of the world is captured by a camera in real time and subsequently presented together with the computer graphics on the display.

In this thesis I put forth our recent work on improving video see-through Augmented Reality graphics and interaction for hand-held devices by applying and utilizing user perspective. On the rendering side, we introduce a geometry-based user perspective rending method aiming to align the on screen content with the real view of the world visible around the screen. Furthermore, we introduce a device calibration system to compensate for misalignment between system parts. On the interaction side we introduce two wand-like direct 3D pose manipulation techniques based on this user perspective. We also modified a selection technique and introduced a new one suitable to be used with our introduced manipulation techniques. Finally, I present several formal user studies, evaluating the introduced techniques and comparing them with concurrent state-of-the-art alternatives.

Place, publisher, year, edition, pages
Linköping: Linköping University Electronic Press, 2018. p. 69
Series
Linköping Studies in Science and Technology. Dissertations, ISSN 0345-7524 ; 1931
National Category
Media Engineering Human Computer Interaction Media and Communication Technology Interaction Technologies Computer Sciences
Identifiers
urn:nbn:se:liu:diva-148005 (URN)10.3384/diss.diva-148005 (DOI)9789176853177 (ISBN)
Public defence
2018-05-29, Norrköpings visualiseringscenter C, Kungsgatan 54, Norrköping, 13:15 (English)
Opponent
Supervisors
Funder
Swedish Foundation for Strategic Research
Available from: 2018-05-23 Created: 2018-05-23 Last updated: 2018-05-23Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full texthttp://doi.ieeecomputersociety.org/10.1109/CW.2017.25

Search in DiVA

By author/editor
Samini, AliLundin Palmerius, Karljohan
By organisation
Media and Information TechnologyFaculty of Science & Engineering
Other Engineering and Technologies

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 54 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf