What if Video See-Through in HMDs Changes How Accurately We Perform Tasks?
Resumo
This paper explores the impact of video see-through head-mounted display devices on user perception and accuracy during activity execution. As augmented reality technologies evolve from cumbersome systems to advanced, self-contained units like HMDs, they offer enhanced freedom and immersive interactions with digitally augmented environments. Despite significant strides in this field, there is a comparative scarcity of research evaluating the practical effectiveness of these technologies in real-world applications. This study focuses on VST systems, which have gained substantial commercial traction over optical see-through systems due to their cost-effectiveness and ease of integration. This research assesses the precision and accuracy of these devices through a two-stage experiment involving dart throwing and bottle handling tasks to determine their applicability in both precise and everyday activities. Using a Meta Quest 3 as the target HMD, the experiment evaluates performance with and without the device, aiming to identify any significant differences in task execution. This paper aims to fill the gap in literature by providing empirical evidence on the feasibility of VST HMDs in enhancing user interaction within a mixed reality context, thereby contributing to the broader application and democratization of VST technology.
Palavras-chave:
HMDs, Video see-through, Accuracy, Precision, Meta Quest 3
Referências
Adams, H., Stefanucci, J., Creem-Regehr, S., & Bodenheimer, B. (2022). Depth perception in augmented reality: The effects of display, shadow, and position. In 2022 IEEE conference on virtual reality and 3D user interfaces (VR). IEEE, 792–801.
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE computer graphics and applications, 21(6), 34–47.
Ballestin, G., Chessa, M., & Solari, F. (2021). A registration framework for the comparison of video and optical see-through devices in interactive augmented reality. IEEE Access, 9, 64828–64843.
Ballestin, G., Solari, F., & Chessa, M. (2018). Perception and action in peripersonal space: A comparison between video and optical see-through augmented reality devices. In 2018 IEEE International symposium on mixed and augmented reality adjunct (ISMAR-Adjunct). IEEE, 184–189.
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia tools and applications, 51, 341–377.
Cattari, N., Piazza, R., D’Amato, R., Fida, B., Carbone, M., Condino, S., Cutolo, F., & Ferrari, V. (2020). Towards a Wearable Augmented Reality Visor for High-Precision Manual Tasks. In 2020 IEEE International Symposium on Medical Measurements and Applications (MeMeA). IEEE, 1–6.
Cutting, J. E. (1997). How the eye measures reality and virtual reality. Behavior Research Methods, Instruments, & Computers, 29(1), 27–36.
Figueiredo, L., Rodrigues, E., Teixeira, J., & Teichrieb, V. (2018). A comparative evaluation of direct hand and wand interactions on consumer devices. Computers & Graphics, 77, 108–121.
Gao, Y., Liu, Y., Normand, J.-M., Moreau, G., Gao, X., & Wang, Y. (2019). A study on differences in human perception between a real and an AR scene viewed in an OST-HMD. Journal of the Society for Information Display, 27(3), 155–171.
Kennedy, R. S., Lane, N. E., Berbaum, K. S., & Lilienthal, M. G. (1993). Simulator sickness questionnaire: An enhanced method for quantifying simulator sickness. The international journal of aviation psychology, 3(3), 203–220.
Kim, K., Billinghurst, M., Bruder, G., Been-Lirn Duh, H., & Welch, G. F. (2018). Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008–2017). IEEE Transactions on Visualization and Computer Graphics, 24(11), 2947–2962.
Kolsanov, A., Chaplygin, S., Rovnov, S., & Ivaschenko, A. (2020). Augmented Reality application for hand motor skills rehabilitation. International Journal of Advanced Computer Science and Applications, 11(4), 51.
Li, X., Yi, W., Chi, H.-L., Wang, X., & Chan, A. P. C. (2018). A critical review of virtual and augmented reality (VR/AR) applications in construction safety. Automation in construction, 86, 150–162.
Mehrfard, A., Fotouhi, J., Taylor, G., Forster, T., Armand, M., Navab, N., & Fuerst, B. (2021). Virtual reality technologies for clinical education: evaluation metrics and comparative analysis. Computer Methods in Biomechanics and Biomedical Engineering: Imaging & Visualization, 9(3), 233–242.
Rolland, J. P., & Fuchs, H. (2000). Optical Versus Video See-Through Head-Mounted Displays in Medical Visualization. Presence, 9(3), 287–309.
Ueyama, Y., & Harada, M. (2022). Effects of first-and third-person perspectives created using a head-mounted display on dart-throwing accuracy. Virtual Reality, 26(2), 687–695.
Zhan, T., Yin, K., Xiong, J., He, Z., & Wu, S.-T. (2020). Augmented reality and virtual reality displays: perspectives and challenges. IScience, 23(8).
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE computer graphics and applications, 21(6), 34–47.
Ballestin, G., Chessa, M., & Solari, F. (2021). A registration framework for the comparison of video and optical see-through devices in interactive augmented reality. IEEE Access, 9, 64828–64843.
Ballestin, G., Solari, F., & Chessa, M. (2018). Perception and action in peripersonal space: A comparison between video and optical see-through augmented reality devices. In 2018 IEEE International symposium on mixed and augmented reality adjunct (ISMAR-Adjunct). IEEE, 184–189.
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia tools and applications, 51, 341–377.
Cattari, N., Piazza, R., D’Amato, R., Fida, B., Carbone, M., Condino, S., Cutolo, F., & Ferrari, V. (2020). Towards a Wearable Augmented Reality Visor for High-Precision Manual Tasks. In 2020 IEEE International Symposium on Medical Measurements and Applications (MeMeA). IEEE, 1–6.
Cutting, J. E. (1997). How the eye measures reality and virtual reality. Behavior Research Methods, Instruments, & Computers, 29(1), 27–36.
Figueiredo, L., Rodrigues, E., Teixeira, J., & Teichrieb, V. (2018). A comparative evaluation of direct hand and wand interactions on consumer devices. Computers & Graphics, 77, 108–121.
Gao, Y., Liu, Y., Normand, J.-M., Moreau, G., Gao, X., & Wang, Y. (2019). A study on differences in human perception between a real and an AR scene viewed in an OST-HMD. Journal of the Society for Information Display, 27(3), 155–171.
Kennedy, R. S., Lane, N. E., Berbaum, K. S., & Lilienthal, M. G. (1993). Simulator sickness questionnaire: An enhanced method for quantifying simulator sickness. The international journal of aviation psychology, 3(3), 203–220.
Kim, K., Billinghurst, M., Bruder, G., Been-Lirn Duh, H., & Welch, G. F. (2018). Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008–2017). IEEE Transactions on Visualization and Computer Graphics, 24(11), 2947–2962.
Kolsanov, A., Chaplygin, S., Rovnov, S., & Ivaschenko, A. (2020). Augmented Reality application for hand motor skills rehabilitation. International Journal of Advanced Computer Science and Applications, 11(4), 51.
Li, X., Yi, W., Chi, H.-L., Wang, X., & Chan, A. P. C. (2018). A critical review of virtual and augmented reality (VR/AR) applications in construction safety. Automation in construction, 86, 150–162.
Mehrfard, A., Fotouhi, J., Taylor, G., Forster, T., Armand, M., Navab, N., & Fuerst, B. (2021). Virtual reality technologies for clinical education: evaluation metrics and comparative analysis. Computer Methods in Biomechanics and Biomedical Engineering: Imaging & Visualization, 9(3), 233–242.
Rolland, J. P., & Fuchs, H. (2000). Optical Versus Video See-Through Head-Mounted Displays in Medical Visualization. Presence, 9(3), 287–309.
Ueyama, Y., & Harada, M. (2022). Effects of first-and third-person perspectives created using a head-mounted display on dart-throwing accuracy. Virtual Reality, 26(2), 687–695.
Zhan, T., Yin, K., Xiong, J., He, Z., & Wu, S.-T. (2020). Augmented reality and virtual reality displays: perspectives and challenges. IScience, 23(8).
Publicado
30/09/2024
Como Citar
DOMINGUES, Gustavo Camargo et al.
What if Video See-Through in HMDs Changes How Accurately We Perform Tasks?. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 26. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 213-222.