Breaking the Barriers to True Augmented Reality
Authors: Christian Sandor, Martin Fuchs, Alvaro Cassinelli, Hao Li, Richard Newcombe, Goshiro Yamamoto, Steven Feiner
Abstract
In recent years, Augmented Reality (AR) and Virtual Reality (VR) have gained considerable commercial traction, with Facebook acquiring Oculus VR for \$2 billion, Magic Leap attracting more than \$500 million of funding, and Microsoft announcing their HoloLens head-worn computer. Where is humanity headed: a brave new dystopia-or a paradise come true? In this article, we present discussions, which started at the symposium "Making Augmented Reality Real", held at Nara Institute of Science and Technology in August 2014. Ten scientists were invited to this three-day event, which started with a full day of public presentations and panel discussions (video recordings are available at the event web page), followed by two days of roundtable discussions addressing the future of AR and VR.
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The Dark Side of Augmented Reality: Exploring Manipulative Designs in ARXian Wang, Lik-Hang Lee, Carlos Bermejo Fernandez et al. · 2023 · Human-Computer Interaction · AI summary available
Abstract
Augmented Reality (AR) applications are becoming more mainstream, with successful examples in the mobile environment like Pokemon GO. Current malicious techniques can exploit these environments' immersive and mixed nature (physical-virtual) to trick users into providing more personal information, i.e., dark patterns. Dark patterns are deceiving techniques (e.g., interface tricks) designed to influence individuals' behavioural decisions. However, there are few studies regarding dark patterns' potential issues in AR environments. In this work, using scenario construction to build our prototypes, we investigate the potential future approaches that dark patterns can have. We use VR mockups in ou…
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Visualization of AI Systems in Virtual Reality: A Comprehensive ReviewMedet Inkarbekov, Rosemary Monahan, Barak A. Pearlmutter · 2023 · Human-Computer Interaction · AI summary available
Abstract
This study provides a comprehensive review of the utilization of Virtual Reality (VR) for visualizing Artificial Intelligence (AI) systems, drawing on 18 selected studies. The results illuminate a complex interplay of tools, methods, and approaches, notably the prominence of VR engines like Unreal Engine and Unity. However, despite these tools, a universal solution for effective AI visualization remains elusive, reflecting the unique strengths and limitations of each technique. We observed the application of VR for AI visualization across multiple domains, despite challenges such as high data complexity and cognitive load. Moreover, it briefly discusses the emerging ethical considerations pe…
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SelectVisAR: Selective Visualisation of Virtual Environments in Augmented RealityRobbe Cools, Jihae Han, Adalberto L. Simeone · 2021 · Human-Computer Interaction · AI summary available
Abstract
When establishing a visual connection between a virtual reality user and an augmented reality user, it is important to consider whether the augmented reality user faces a surplus of information. Augmented reality, compared to virtual reality, involves two, not one, planes of information: the physical and the virtual. We propose SelectVisAR, a selective visualisation system of virtual environments in augmented reality. Our system enables an augmented reality spectator to perceive a co-located virtual reality user in the context of four distinct visualisation conditions: Interactive, Proximity, Everything, and Dollhouse. We explore an additional two conditions, Context and Spotlight, in a foll…
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Guidelines for the Development of Immersive Virtual Reality Software for Cognitive Neuroscience and Neuropsychology: The Development of Virtual Reality Everyday Assessment Lab (VR-EAL)Panagiotis Kourtesis, Danai Korre, Simona Collina et al. · 2021 · Frontiers in Computer Science, 1, p.12 (2020) · AI summary available
Abstract
Virtual reality (VR) head-mounted displays (HMD) appear to be effective research tools, which may address the problem of ecological validity in neuropsychological testing. However, their widespread implementation is hindered by VR induced symptoms and effects (VRISE) and the lack of skills in VR software development. This study offers guidelines for the development of VR software in cognitive neuroscience and neuropsychology, by describing and discussing the stages of the development of Virtual Reality Everyday Assessment Lab (VR-EAL), the first neuropsychological battery in immersive VR. Techniques for evaluating cognitive functions within a realistic storyline are discussed. The utility of…
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A survey on haptic technologies for mobile augmented realityCarlos Bermejo, Pan Hui · 2017 · Human-Computer Interaction · AI summary available
Abstract
Augmented Reality (AR) and Mobile Augmented Reality (MAR) applications have gained much research and industry attention these days. The mobile nature of MAR applications limits users' interaction capabilities such as inputs, and haptic feedbacks. This survey reviews current research issues in the area of human computer interaction for MAR and haptic devices. The survey first presents human sensing capabilities and their applicability in AR applications. We classify haptic devices into two groups according to the triggered sense: cutaneous/tactile: touch, active surfaces, and mid-air, kinesthetic: manipulandum, grasp, and exoskeleton. Due to the mobile capabilities of MAR applications, we mai…
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Isness: Using Multi-Person VR to Design Peak Mystical-Type Experiences Comparable to PsychedelicsDavid R. Glowacki, Mark D. Wonnacott, Rachel Freire et al. · 2020 · CHI 2020: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems · AI summary available
Abstract
Studies combining psychotherapy with psychedelic drugs (PsiDs) have demonstrated positive outcomes that are often associated with PsiDs' ability to induce 'mystical-type' experiences (MTEs) - i.e., subjective experiences whose characteristics include a sense of connectedness, transcendence, and ineffability. We suggest that both PsiDs and virtual reality can be situated on a broader spectrum of psychedelic technologies. To test this hypothesis, we used concepts, methods, and analysis strategies from PsiD research to design and evaluate 'Isness', a multi-person VR journey where participants experience the collective emergence, fluctuation, and dissipation of their bodies as energetic essences…
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Symmetrical Reality: Toward a Unified Framework for Physical and Virtual RealityZhenliang Zhang, Cong Wang, Dongdong Weng et al. · 2019 · Human-Computer Interaction · AI summary available
Abstract
In this paper, we review the background of physical reality, virtual reality, and some traditional mixed forms of them. Based on the current knowledge, we propose a new unified concept called symmetrical reality to describe the physical and virtual world in a unified perspective. Under the framework of symmetrical reality, the traditional virtual reality, augmented reality, inverse virtual reality, and inverse augmented reality can be interpreted using a unified presentation. We analyze the characteristics of symmetrical reality from two different observation locations (i.e., from the physical world and from the virtual world), where all other forms of physical and virtual reality can be tre…
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Interaction Design for VR Applications: Understanding Needs for University CurriculaOloff C. Biermann, Daniel Ajisafe, Dongwook Yoon · 2022 · CHI '22 Extended Abstracts. ACM, New York, NY, USA, 7 pages (2022) · Not summarized yet
Abstract
As virtual reality (VR) is emerging in the tech sector, developers and designers are under pressure to create immersive experiences for their products. However, the current curricula from top institutions focus primarily on technical considerations for building VR applications, missing out on concerns and usability problems specific to VR interaction design. To better understand current needs, we examined the status quo of existing university pedagogies by carrying out a content analysis of undergraduate and graduate courses about VR and related areas offered in the major citadels of learning and conducting interviews with 7 industry experts. Our analysis reveals that the current teaching pr…
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