Interaction Concepts for Mobile Augmented Reality Applications

For everybody interested in mobile augmented reality, wearables and interaction concepts, this is wthat my master’s thesis is about. Its complete and official title is:

Development and Evaluation of Interaction Concepts for Mobile Augmented Reality and Virtual Reality Applications Considering External Controllers

While we consider smartwatches as external controllers.

Abstract

Unlike virtual reality, which is fully computer generated, augmented reality extends the real world by adding virtual content based on the user’s current context. Since augmented reality can assist in various situations, it moves away from stationary workstations to mobile devices where it can be used to its full potential. With the advent of powerful smartphones and tablets, mobile augmented reality finally became available to the general public.

Up until now, most applications restrict themselves to only show additional information, but lack the ability to interact with the virtual content. Therefore, this thesis focuses on interaction concepts for mobile augmented reality scenarios which don’t require specialized or expensive hardware, driven by two research questions.

The first research question addresses whether convenient interaction on a touchscreen can be provided, while the second research question examines if a smartwatch can be used for this purpose. This can be beneficial especially in situations when other input is not available, such when wearing a head mounted display or one’s hands are not free for interacting. In order to evaluate the intuitiveness and usability of the considered concept for both, touch and with the smartwatch, a user study is conducted. Results show that a smartwatch can be used for augmented reality interaction and thus agree on both of the research questions.

You can find my complete Master’s Thesis on Researchgate.

DOI: 10.13140/RG.2.1.1689.0328

 

Table of contents

1. Introduction
1.1. Motivation
1.2. Problem Description
1.3. Extension
1.4. Aims of Research
1.5. Structure of this Thesis
2. Interaction in Virtual Environments
2.1. Navigation & Travel
2.2. Selection
2.2.1. Cursor Selection
2.2.2. Object Touching
2.2.3. Ray Casting
2.2.4. Curve Selection
2.2.5. Summary of Selection Techniques
2.3. Manipulation
2.3.1. Touchscreen
2.3.2. Tangible User Interface
2.3.3. Pure Hand
2.3.4. Ray Casting and Arm Extension
2.3.5. Gestures
2.3.6. Voice and Speech
2.3.7. Summary of Manipulation Techniques
2.4. Symbolic Input
2.5. System Control
2.6. Summary and Considerations
3. Interaction Concepts
3.1. Requirements
3.2. Selection
3.3. Translation
3.3.1. Drag
3.3.2. Magnet
3.3.3. Place
3.3.4. Remote Drag
3.4. Rotation
3.4.1. Fulcrum
3.4.2. Horizontal Pan
3.4.3. Object Center
3.4.4. Screen Center
3.4.5. Two Finger Gesture
3.5. Scaling
3.5.1. Lasso
3.5.2. Two Finger Gesture
3.5.3. Vertical Pan
3.6. Combining Methods
3.7. Smartwatch Interaction
3.8. Concepts Summary
4. Implementation
4.1. Tools & Technologies
4.2. Foundations of jMonkey
4.3. Pie Menu
4.4. Handheld Implementation (Smartphone)
4.4.1. Core Concept
4.4.2. Interaction Concept Implementation
4.5. Smartwatch Implementation
4.5.1. Smartwatch Application
4.5.2. Visual Ray
4.5.3. Selection
4.5.4. Rotation
4.5.5. Scaling
4.5.6. Translation
4.5.7. Completing Manipulation
4.6. Implementation summary
5. Evaluation
5.1. Interim User Study
5.1.1. Design
5.1.2. Participants
5.1.3. Results
5.2. Handheld User Study
5.2.1. Design
5.2.2. Participants
5.2.3. Results
5.3. Smartwatch User Study
5.3.1. Design
5.3.2. Participants
5.3.3. Results
5.3.4. Summary
5.4. Comparison
5.5. Summary, Feedback and Observations
6. Discussion & Conclusion
6.1. Findings
6.2. Limitations
6.3. Future Work
7. References
8. List of Figures
9. List of Tables
10. Appendix
10.1. Demographic data
10.2. Evaluation Results
10.3. Feedback
10.3.1. General
10.3.2. Rotation
10.3.3. Scaling
10.3.4. Translation
10.3.5. Smartwatch
10.3.6. Scenarios for a smartwatch

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