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The use of surrounding visual context in handheld AR: device vs. user perspective rendering

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

Standard

The use of surrounding visual context in handheld AR: device vs. user perspective rendering. / Čopič Pucihar, Klen; Coulton, Paul; Alexander, Jason.
CHI '14 Proceedings of the 32nd annual ACM conference on Human factors in computing systems. New York: ACM, 2014. p. 197-206.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Čopič Pucihar, K, Coulton, P & Alexander, J 2014, The use of surrounding visual context in handheld AR: device vs. user perspective rendering. in CHI '14 Proceedings of the 32nd annual ACM conference on Human factors in computing systems. ACM, New York, pp. 197-206, CHI 2014, Toronto, Canada, 26/04/14. https://doi.org/10.1145/2556288.2557125

APA

Čopič Pucihar, K., Coulton, P., & Alexander, J. (2014). The use of surrounding visual context in handheld AR: device vs. user perspective rendering. In CHI '14 Proceedings of the 32nd annual ACM conference on Human factors in computing systems (pp. 197-206). ACM. https://doi.org/10.1145/2556288.2557125

Vancouver

Čopič Pucihar K, Coulton P, Alexander J. The use of surrounding visual context in handheld AR: device vs. user perspective rendering. In CHI '14 Proceedings of the 32nd annual ACM conference on Human factors in computing systems. New York: ACM. 2014. p. 197-206 doi: 10.1145/2556288.2557125

Author

Čopič Pucihar, Klen ; Coulton, Paul ; Alexander, Jason. / The use of surrounding visual context in handheld AR : device vs. user perspective rendering. CHI '14 Proceedings of the 32nd annual ACM conference on Human factors in computing systems. New York : ACM, 2014. pp. 197-206

Bibtex

@inproceedings{00e1bb33aeb94414a5571ca8e1b7e0bf,
title = "The use of surrounding visual context in handheld AR: device vs. user perspective rendering",
abstract = "The magic lens paradigm, a commonly used descriptor for handheld Augmented Reality (AR), presents the user with dual views: the augmented view (magic lens) that appears on the device, and the real view of the surroundings (what the user can see around the perimeter of the device). The augmented view is typically implemented by rendering the video captured by the rear-facing camera directly onto the device{\textquoteright}s screen. This results in dual perspectives—the real world being captured from the device{\textquoteright}s perspective rather than the user{\textquoteright}s perspective (what an observer would see looking through a transparent glass pane). These differences manifest themselves in misaligned and/or incorrectly scaled transparency resulting in the dual-view problem. This paper presents two user studies comparing (a) device-perspective and (b) fixed Point-of-View (POV) user-perspective magic lenses to analyze the effect of the dual-view problem on the use of the surrounding visual context. The results confirm that the dual-view problem, a result of dual perspective, has a significant effect on the use of information from the surrounding visual context. The study also highlights that magnification and not the dual-view problem is the key factor explaining the correlation between magic lens size and the increased intensity of the magic lens type effect. From the results, we derive design guidelines for future magic lenses. ",
keywords = "mobile, augmented reality, context, handheld, rendering, user perspective",
author = "{{\v C}opi{\v c} Pucihar}, Klen and Paul Coulton and Jason Alexander",
year = "2014",
month = apr,
day = "28",
doi = "10.1145/2556288.2557125",
language = "English",
isbn = "9781450324731",
pages = "197--206",
booktitle = "CHI '14 Proceedings of the 32nd annual ACM conference on Human factors in computing systems",
publisher = "ACM",
note = "CHI 2014 ; Conference date: 26-04-2014 Through 01-05-2014",

}

RIS

TY - GEN

T1 - The use of surrounding visual context in handheld AR

T2 - CHI 2014

AU - Čopič Pucihar, Klen

AU - Coulton, Paul

AU - Alexander, Jason

PY - 2014/4/28

Y1 - 2014/4/28

N2 - The magic lens paradigm, a commonly used descriptor for handheld Augmented Reality (AR), presents the user with dual views: the augmented view (magic lens) that appears on the device, and the real view of the surroundings (what the user can see around the perimeter of the device). The augmented view is typically implemented by rendering the video captured by the rear-facing camera directly onto the device’s screen. This results in dual perspectives—the real world being captured from the device’s perspective rather than the user’s perspective (what an observer would see looking through a transparent glass pane). These differences manifest themselves in misaligned and/or incorrectly scaled transparency resulting in the dual-view problem. This paper presents two user studies comparing (a) device-perspective and (b) fixed Point-of-View (POV) user-perspective magic lenses to analyze the effect of the dual-view problem on the use of the surrounding visual context. The results confirm that the dual-view problem, a result of dual perspective, has a significant effect on the use of information from the surrounding visual context. The study also highlights that magnification and not the dual-view problem is the key factor explaining the correlation between magic lens size and the increased intensity of the magic lens type effect. From the results, we derive design guidelines for future magic lenses.

AB - The magic lens paradigm, a commonly used descriptor for handheld Augmented Reality (AR), presents the user with dual views: the augmented view (magic lens) that appears on the device, and the real view of the surroundings (what the user can see around the perimeter of the device). The augmented view is typically implemented by rendering the video captured by the rear-facing camera directly onto the device’s screen. This results in dual perspectives—the real world being captured from the device’s perspective rather than the user’s perspective (what an observer would see looking through a transparent glass pane). These differences manifest themselves in misaligned and/or incorrectly scaled transparency resulting in the dual-view problem. This paper presents two user studies comparing (a) device-perspective and (b) fixed Point-of-View (POV) user-perspective magic lenses to analyze the effect of the dual-view problem on the use of the surrounding visual context. The results confirm that the dual-view problem, a result of dual perspective, has a significant effect on the use of information from the surrounding visual context. The study also highlights that magnification and not the dual-view problem is the key factor explaining the correlation between magic lens size and the increased intensity of the magic lens type effect. From the results, we derive design guidelines for future magic lenses.

KW - mobile

KW - augmented reality

KW - context

KW - handheld

KW - rendering

KW - user perspective

U2 - 10.1145/2556288.2557125

DO - 10.1145/2556288.2557125

M3 - Conference contribution/Paper

SN - 9781450324731

SP - 197

EP - 206

BT - CHI '14 Proceedings of the 32nd annual ACM conference on Human factors in computing systems

PB - ACM

CY - New York

Y2 - 26 April 2014 through 1 May 2014

ER -