Extended Reality
International Conference, XR Salento 2024, Lecce, Italy, September 4–7, 2024, Proceedings, Part I
- 2024
- Book
- Editors
- Lucio Tommaso De Paolis
- Pasquale Arpaia
- Marco Sacco
- Book Series
- Lecture Notes in Computer Science
- Publisher
- Springer Nature Switzerland
About this book
The four-volume proceedings set LNCS 15027, 15028, 15029 and 15030 constitutes the refereed proceedings of the International Conference on Extended Reality, XR Salento 2024, held in Lecce, Italy during September 4–7, 2024.
The 63 full papers and 50 short papers included in these proceedings were carefully reviewed and selected from 147 submissions. They were organized in the following topical sections: Extended Reality; Artificial Intelligence & Extended Reality; Extended Reality and Serious Games in Medicine; Extended Reality in Medicine and Rehabilitation; Extended Reality in Industry; Extended Reality in Cultural Heritage; Extended Reality Tools for Virtual Restauration; Extended Reality and Artificial Intelligence in Digital Humanities; Extended Reality in Learning; and Extended Reality, Sense of Presence and Education of Behaviour.
Table of Contents
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Extended Reality
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Frontmatter
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Developing a User-Centered VR Platform for Applying Robotic Furniture
Juan David Salazar Rodriguez, Chung-Wei FengAbstractThe rapid population growth and urbanization trends pose challenges in creating livable spaces for the growing global population. This research explores the integration of robotic furniture (RF), a type of architectural robotics (AR) into buildings to address this issue. By utilizing virtual reality (VR) technology, the study aims to understand how people respond to RF in comparison to traditional architectural walkthroughs and how RF affects their acceptance. The problem that needs to be solved with this VR platform is to overcome the limitations of traditional design and evaluation methods in architecture and interior design of RF. A working prototype of a virtual world is developed with different RF such as beds, walls, desks, and different RF configurations. A survey is created to assess user perceptions of RF in buildings, this survey focuses on user engagement, interaction, customization, immersion, and satisfaction using a Likert scale rating system. The findings highlight the high level of engagement and immersion experienced by users, as well as the significance of customization and exploration of different apartment configurations. Users expressed satisfaction and enjoyment with the VR experience, emphasizing the potential applications of RF in real-world scenarios. An ANOVA statistical analysis was made to evaluate the differences between participants with prior VR experience and no prior experience, showing that the users with prior VR experience valued the VR platform more and praised the use of RF in the design processes. -
DigiWeather: Synthetic Rain, Snow and Fog Dataset Augmentation
Ivan NikolovAbstractEnsuring the resilience of deep learning algorithms to data changes, especially in outdoor scenarios with dynamic weather conditions, poses challenges due to limited training data captured in short periods. Weather variations like rain, snow, and fog can introduce concept drift, significantly impacting model accuracy. Expanding datasets with diverse temporal variations is often impractical due to time and cost constraints. Alternatively, we propose an easily deployable and scalable approach to augment weather changes, leveraging the Unity game engine for synthetic image generation. Our method swiftly produces large amounts of augmented videos and images, requires off-the-shelf models only for pre-processing, and allows flexible combinations of effects to simulate various weather conditions. We introduce Weathervenue, an augmented subset of the CUHK Avenue dataset, and employ it in testing four anomaly detection models and models for object detection, semantic segmentation, and depth estimation. Results demonstrate performance degradation ranging from 10% to 35% across all anomaly detectors and visibly worse results for other methods, underscoring the necessity of our solution for creating more challenging scenarios and training robust models. We also show that training on a combination of real and augmented data can boost performance on rain, snow, and fog testing data by up to 10%, while only minimally affecting clear results. Link to the code and augmented dataset https://github.com/IvanNik17/DigiWeather. -
Large-Area Spatially Aligned Anchors
Joni Vanherck, Brent Zoomers, Lode Jorissen, Isjtar Vandebroeck, Eric Joris, Nick MichielsAbstractExtended Reality (XR) technologies, including Virtual Reality (VR) and Augmented Reality (AR), offer immersive experiences merging digital content with the real world. Achieving precise spatial tracking over large areas is a critical challenge in XR development. This paper addresses the drift issue, caused by small errors accumulating over time leading to a discrepancy between the real and virtual worlds. Tackling this issue is crucial for co-located XR experiences where virtual and physical elements interact seamlessly. Building upon the locally accurate spatial anchors, we propose a solution that extends this accuracy to larger areas by exploiting an external, drift-corrected tracking method as a ground truth. During the preparation stage, anchors are placed inside the headset and inside the external tracking method simultaneously, yielding 3D-3D correspondences. Both anchor clouds, and thus tracking methods, are aligned using a suitable cloud registration method during the operational stage. Our method enhances user comfort and mobility by leveraging the headset’s built-in tracking capabilities during the operational stage, allowing standalone functionality. Additionally, this method can be used with any XR headset that supports spatial anchors and with any drift-free external tracking method. Empirical evaluation demonstrates the system’s effectiveness in aligning virtual content with the real world and expanding the accurate tracking area. In addition, the alignment is evaluated by comparing the camera poses of both tracking methods. This approach may benefit a wide range of industries and applications, including manufacturing and construction, education, and entertainment. -
Practices to MoCap Real-Time Streaming to VR
Nicolas Canale Romeiro, André Salomão, Letícia Maria Fraporti Zanini, Milton Luiz Horn VieiraAbstractMotion capture (MoCap) is a technology that records movement and turn it into 3D data. It can capture even the subtlest of movements, making animations look more natural and helping animators through reducing the time required to achieve a result. With the construction of 3D scenes in Virtual Reality, it might be possible to shorten even more the time needed to successfully achieve good animations resulting from MoCap. This paper explores what concerns VR development of 3D environments suitable for the use of real-time motion capture. The research is justified by the way it intends to enable future research in reducing the recording time per scene, thus through the usage of pre-recorded performances in the MoCap system software to simulate this aspect of the workflow. The goal here is to take precautions to avoid potential performance issues within the virtual environment being displayed in the HMD especially considering the ergonomics issue presented in the procedures of this research. Also, using a specific set of hardware and systems that were available for test, and that might differentiate between research labs, makes it harder to propose global solutions in a formal format to ensure accuracy and consistency for this field of research. Therefore, as a final suggestion, it would be beneficial to investigate the development of a standardized approach or methodology for the real-time use of Virtual Reality with Motion Capture. Currently, the are no commonly accepted procedures or methods for this area of study among academics. -
X-SITE CAVE: Evolution of High-Resolution Immersive Display Towards a Cost-Efficient and Open-Source Design
Florian Richter, Bernhard JungAbstractThe X-SITE CAVE at Freiberg University is an immersive VR platform for interactive scientific visualization. Main features include its tiled-display design yielding a very high visual resolution and its small spatial footprint. Since its initial setup in 2008, the system has been under continuous development and modernization. An important aspect is the evolution from a rather expensive and partially proprietary platform to a cost-efficient and open-source driven system. High- and medium cost components like commercial calibration software and the initial set of projectors were gradually replaced by open-source software, in-house developments and off-the-shelf hardware. An overview of the history and the massive changes over time is provided with special focus on more recent developments including hardware upgrades, calibration improvements and integration of modern rendering software. A novelty, to the best of our knowledge, is the integration of the open-source game engine Godot into a CAVE. -
A Flexible Framework For Using NLP In XR
Andrew Miller, Stavros KalafatisAbstractThe increasing use of Extended Reality (XR) brings a need for more advanced Human-Computer Interaction (HCI) technologies to allow for intuitive and robust collaboration. However, challenges arise when also ensuring interactions are both natural and effective, particularly when incorporating flexible verbal communication. Prior research has explored many multi-modal interaction technologies, yet there exists a need for a framework to allow for human-computer communication in specifically XR applications. This work proposes a novel framework that can incorporate advanced means of Natural Language Processing (NLP) to handle flexible verbal communication while ensuring computer interpretation is robust. Drawing from prior research that identified limitations of information given in XR visuals and challenges in using widely available NLP tools, the proposed framework uses a rule-enforced command extraction pipeline to ensure consistent human-like processing, while preserving the flexibility of more open-domain verbal dialogue. The design employs a sequence of NLP techniques for spoken utterance analysis, language specific rules to extract usable game commands, and verification on the structured command with a user-reinforced hyper-graph method of data storage. The framework and its processing pipeline was evaluated using a wide-range of human-like phrasings of commands deemed representative of verbalized instructions for human-computer collaboration in an XR context. Framework performance was then compared against a Large Language Model (LLM) that was customized to extract commands using the same rules. These results serve to showcase the potential of the proposed framework through demonstrated examples and early results while also noting areas of needed performance enhancements. -
Proof-of-Work Explained in VR: A Case Study
Thomas Keller, Michael Gämperli, Elke Brucker-KleyAbstractThis paper addresses the underutilization of Virtual Reality (VR) in education, focusing on its application in explaining complex blockchain concepts, specifically the Proof-of-Work (PoW) algorithm. The study presents a VR learning module designed to elucidate the PoW algorithm using the Bitcoin blockchain as a case study. The research adopts a Design Science Research (DSR) approach, emphasizing the development of artifacts like software for educational purposes.The VR learning unit comprises distinct phases, including VR control system introduction, transaction generation, immersion in the blockchain world, PoW algorithm simulation, and transaction verification. Results from a field experiment with 18 business informatics students show positive correlations between user experience, immersion, and learning effectiveness. The findings contribute valuable insights for future research and the development of VR-based educational tools, emphasizing the potential of immersive technologies in enhancing knowledge transfer. -
6DOF Mobile AR for 3D Content Prototyping
Desktop Software Comparison with a Generation Z Focus Antonia Pérez Gómez, Eduardo Saldaña Navedo, Alberto Saldaña NavedoAbstractThis research focuses on the prototyping of 3D content through the placement of primitives using six degrees of freedom (6DOF) in augmented reality (AR) applications compared to desktop-based 3D modelling software. We examine the usability of these methodologies within the context of pervasive augmented reality environments and assess the impact of generational differences, focusing specifically on Generation Z compared to previous generations. Additionally, we have analysed how having prior knowledge of 3D modelling software affects these processes. Our findings highlight distinctions in workflow efficiencies, user motivations and interaction paradigms, providing insights into the evolving landscape of digital content creation across various platforms. -
Style Transfer of Computer-Generated Orthophoto Landscape Images Into a Realistic Look
Nejc Krajšek, Ciril BohakAbstractIn this paper, we present a novel application of Neural Style Transfer (NST) for converting procedurally generated orthophoto landscape images into highly realistic representations. Traditionally used to apply artistic styles to images, we adapt NST to transfer the photorealistic qualities of real aerial orthophoto images to synthetic terrain images. This enables the creation of realistic visuals from generated landscapes, addressing the common issues of stylization, abstraction, and inaccuracy in synthetic imagery. Our approach involves upgrading and modifying existing NST techniques and their comparison. The evaluation demonstrates that our methods produce more convincing and realistic results than general generative models. These findings highlight the potential of NST in enhancing the realism of computer-generated landscapes, with possible applications in urban planning, environmental simulations, video games, and the film industry. -
A Cross-Platform-Multi-user Virtual Training Environment for Waterproofing
- Open Access
Download PDF-versionAbstractVirtual environments enable trainees to develop their skills in diverse tasks, independent of time and location. In the construction sector, virtual environments are primarily utilized for safety training, while there are fewer implemented applications for hands-on construction tasks. This publication presents a platform-independent virtual environment for waterproofing training to address the issue. The presented virtual environment is a cross-platform application enabling multi-user training experience. A pilot was organized to collect feedback on the usability of the implemented virtual waterproofing environment. Results of the user questionnaire are presented and discussed to evaluate the usability and provide insights into the challenges and benefits of virtual training environments for hands-on training in the construction sector. In conclusion, the results highlight the potential of the developed virtual environment for waterproofing training. -
Phygital Paper Crafting
A Physical Interactive System to Support Paper Crafting in a Virtual Environment Hanzhe Bao, Sky Lo Tian TianAbstractIn traditional design, the foundational material expresses three-dimensional concepts, blending artisanal skills, visual perception, and cognitive processes. Modern computer-aided design shifts this process to digital manipulation, increasing efficiency but reducing the connection between sensory experiences. Recent advancements in immersive technologies rapidly progress interaction methodologies. Real-time systems, with features like gesture recognition, enable customized sensory perception and communication in the design process. Importantly, these technologies seamlessly integrate digital models into the tangible world through Mixed Reality (MR) technology and inter-sensory connections while simplifying the modelling process. In the current project, the utilization of digital twins emerges as a strategic approach, orchestrating a harmonious fusion of visual and tactile senses. The paper crafting processing methodology was analysed using it as a foundational reference, while concurrently simplifying the user gesture and modelling system. Utilizing three motion-driven sensors to simulate movements during the paper folding process, an operational platform integrating immersive technology was developed. This platform enables users to model intricate cylindrical structures, thereby illustrating the feasibility of achieving architectural modelling with potential applications in participatory design and smart building technologies construction. -
Temporal Augmented Reality Based on Gesture Interaction for History and Science Education
YanXiang Zhang, QiYuan ChenAbstractThis paper develops a Temporal Control Augmented Reality Interaction Player (TCAIP) based on Microsoft Kinect, aiming to enhance the interactive experience of children in history and science education. The primary objective is to allow users to control the playback speed, direction, and scale of educational content in real time through simple gestures, thereby facilitating an intuitive exploration of complex scientific phenomena or historical images spanning large time periods. The experiment involved 15 participants aged 7 to 17, who interacted with the system in a controlled environment. The findings indicate that the TCAIP system significantly improves memory retention and understanding of scientific concepts among the participants. User feedback highlighted the system’s ease of use and its potential for widespread application in educational settings. This research demonstrates the efficacy of interactive technology in improving learning outcomes and provides valuable insights for the future development of educational technologies. -
Measuring the Limit of Perception of Bond Stiffness of Interactive Molecules in VR via a Gamified Psychophysics Experiment
Rhoslyn Roebuck Williams, Jonathan Barnoud, Luis Toledo, Till Holzapfel, David R. GlowackiAbstractMolecular dynamics (MD) simulations provide crucial insight into molecular interactions and biomolecular function. With interactive MD simulations in VR (iMD-VR), chemists can now interact with these molecular simulations in real-time. Our sense of touch is essential for exploring the properties of physical objects, but recreating this sensory experience for virtual objects poses challenges. Furthermore, employing haptics in the context of molecular simulation is especially difficult since we do not know what molecules actually feel like. In this paper, we build upon previous work that demonstrated how VR-users can distinguish properties of molecules without haptic feedback. We present the results of a gamified two-alternative forced choice (2AFC) psychophysics user study in which we quantify the threshold at which iMD-VR users can differentiate the stiffness of molecular bonds. Our preliminary analysis suggests that participants can sense differences between buckminsterfullerene molecules with different bond stiffness parameters and that this limit may fall within the chemically relevant range. Our results highlight how iMD-VR may facilitate a more embodied way of exploring complex and dynamic molecular systems, enabling chemists to sense the properties of molecules purely by interacting with them in VR. -
Quality Attributes in Virtual Reality System Design: A User Perspective
Ananth N. Ramaseri-Chandra, Hassan RezaAbstractVirtual reality (VR) technology is rapidly advancing, necessitating the development of functional, secure, reliable, and user-friendly VR systems. However, the empirical data on the importance of quality attributes in VR system design and development is limited. Using an online descriptive survey by engaging a geographically diverse participant pool of 188 respondents, the study captures a comprehensive demographic and offers insights into the role-specific evaluation of quality attributes. The survey findings reveal that a substantial majority (93.6%) deem quality attributes equally or more important than functionality in VR system development. Usability and performance are identified as the most significant attributes, with 22.5% and 21.9% of respondents ranking them as critical to VR system efficacy and user acceptance, respectively. The participant’s consideration of usability and performance as important quality attributes in virtual reality (VR) system design aligns with the field’s growing consensus on their crucial roles. Despite the clear prioritization of usability and performance, the study acknowledges the importance of flexibility, security, and reusability, which, while not ranked as highly, remain integral to the comprehensive design and operation of VR systems. -
Does It Break the Presence? Using Procedurally Generated Virtual Environments for Controlled Variation in VR Experiments to Foster Generalizability
Markus Dresel, Oleg Docenko, Tim Schrills, Nicole JochemsAbstractAlthough procedural generation (PG) has revolutionized the way designers create virtual environments (VEs), its potential to enable controlled variation in VR user studies is rarely seen. However, PG could improve the generalisability of VR experiments and reduce the influence of biases that individual designers might introduce to VEs. Nevertheless, the algorithmic generation of VEs poses a potential risk for inducing breaks in presence (BIPs). This study investigated the impact of different shadow settings within both procedurally generated and manually designed VEs. In the PG condition a unique VE was generated for each subject (\(n=41\)). In the control condition only one VE was used, which was built manually based on the same rules as the PG VEs. Results show that PG did not significantly affect quantitative presence ratings or lead to more breaks in presence. However, the current state of the PG used seems to increase the probability of presence scores violating normal distribution, thus there is potential for optimization to achieve more controlled variations in VEs. Nonetheless, the current PG algorithm already offers advantages in terms of time-efficiency and experimental flexibility, when compared to handmade VEs, reducing reliance on specific environmental layouts. These findings contribute to the understanding of the impact of PG on presence in VR experiments and highlight the need for further investigation into the design and implementation of PG techniques for creating VEs that effectively elicit presence. -
Integrating Terrain Data into Virtual Reality Systems for Outer Space Exploration
Giuseppe Lorenzo Catalano, Eugenio Topa, Agata Marta SocciniAbstractVirtual reality applications are extensively used in the space exploration domain to support different tasks that vary from astronaut training to mission planning, to system design and engineering. A key role is played by the interactive visualization of scientifically-accurate data related to outer space elements, such as, among others, stars, galaxies and planets. In the current work, we propose a method for the 3D visualization of data related to terrain surfaces of different celestial bodies, and the integration of the terrain models into a space-exploration virtual reality application. In particular, we provide insights into the pipeline we used to import and process the terrain data, coming in the form of Digital Elevation Models, and the techniques to visualize and geo-reference them inside the application. The proposed methodology showed accuracy in the visual outcome of the reconstructed surfaces, as well as positive results in terms of software performance of the real-time application. -
Enhancing Quran Comprehension: A VR Approach
Fatmah Alahmadi, Maram Meccawy, Salma ElhagAbstractSince the beginning of Islam, the Quran has held a central role in education. Quranic education is a cornerstone in shaping Muslims’ lives from childhood. Central to Quranic education is the teaching the interpretation of the Quran (explanation of the Quran), which facilitates a deep understanding of the Quran’s meaning and principles. Teachers have long utilized traditional methods to embed Quranic education effectively. However, there are several challenges in engaging and motivating today’s children during the learning process in class, thereby affecting their understanding and values. In the technology era, there is an interest in integrating emerging educational tools into Islamic education, such as multimedia and extended reality (XR), including virtual and augmented reality. In contrast to the application of XR technologies in STEM and STEAM subjects, only a handful of studies have used them to teach theological subjects such as the Quran. This research investigates the impact of virtual reality technology on teaching the Quran to Muslim children. -
Engineering a BIM-Based Mixed Reality Application for the Life-Cycle Management of Buildings
Christos Stentoumis, Minas Katsiokalis, Panagiotis Bikiris, Nikos KarantakisAbstractIn this research and innovation work, we propose an open and interoperable approach for exploiting the various building data collected across the different phases of a building’s life cycle via a BIM-based Mixed Reality (MR) platform. Building information modelling (BIM) has gradually gained attention in recent decades and is widely considered a key to digitising and optimising the building life cycle. Yet, there are significant challenges in the standardization of methodologies, interoperability of solutions, and data exchange, as well as the usability of BIM-related solutions. Moreover, modern or renovated buildings produce extensive real-time data on top of the static data organised in BIM, and it is commonly accepted that most professionals in the field do not have access to the critical static or dynamic data that accompany a building project. Here, we exploit MR as an advanced user interface for enhanced interaction with building static and dynamic data instantiated by a BIM model, while we address a seamless conversion of BIM data to an online visual digital twin that supports the MR mobile application. -
Indicators Specification for Maturity Evaluation of BIM-Based VR/AR Systems Using ISO/IEC 15939 Standard
Ziad Monla, Djaoued Beladjine, Ahlem Assila, Mourad ZghalAbstractMaturity evaluation of Building Information Modeling (BIM)-based Augmented Reality (AR) and Virtual Reality (VR) systems is still in its early phase. However, assessing the maturity of these systems is crucial to ensure they meet industry standards and are effectively implemented. This study builds upon our previously published research, which introduced an innovative approach for evaluating the maturity of BIM-based AR/VR systems in the Architecture, Engineering, and Construction (AEC) industry. This approach aligns with the ISO/IEC 15939 standard, which emphasizes the critical role of indicators—a key concept we have incorporated into our work. In this paper, we present a general overview of this approach along with its associated measurement model. We delve deeper into the specification of these indicators through an exhaustive bibliographic analysis aimed at acquiring the necessary data. Subsequently, we introduce a detailed data processing procedure tailored to meet the requirements of this approach and address the unique needs of BIM-based AR/VR applications in the AEC sector. -
Designing Complex Gesture-Based Scenarios for Semantic VR Training System
Michał ŚliwickiAbstractThe use of Virtual Reality (VR) technology in industrial training is rapidly advancing due to its immersive and interactive capabilities. This article presents a detailed exploration of a semantic VR system specifically designed to train factory staff. The purpose of this article is to address the significant problem of the inefficiency and limitations of traditional training methods. Existing approaches often fail to provide the necessary hands-on experience and adaptability required for effective training. Our main contribution is the development of a gesture-based semantic VR training system and an innovative method for creating training scenarios. The core of the article delves into the system’s architecture, highlighting key features such as hand tracking and the ability to edit scenarios using domain knowledge, allowing non-technical personnel to participate in the development process. The system is built using the Unity game engine, emphasizing the importance of clear semantic naming conventions and adherence to expert guidelines in scenario design. The results demonstrate the system’s cost-effectiveness and safety benefits. The article concludes with a discussion on future work possibilities, including the integration of AI to enhance system adaptability and effectiveness. -
Development of an Object Management System in Virtual Reality
Sanzhar Otkilbayev, Madina Ipalakova, Dana Tsoy, Yevgenia DainekoAbstractThis research introduces an object management system for virtual reality (VR) that creates and manages 3D objects in real time by utilizing artificial intelligence (AI) approaches. The technology combines pre-existing pictures and 3D AI generators to enable real-time creation and customization of virtual items. Users can interact with the system through intuitive gesture-based and voice-controlled interfaces, allowing seamless object creation, manipulation, and placement. The system incorporates an evaluation and analytics module that collects user interaction data to analyze performance metrics and user behavior, providing insights for optimization and user experience enhancement implemented and evaluated within a Unity-based VR environment. This research contributes to the field of virtual reality by introducing an innovative approach to object management, leveraging AI techniques for efficient 3D model generation and intelligent object placement. Also, the work proposes a literature review in the study’s direction. The implementation process is described along with the limitations of this research work. -
TRACENET - A VR Framework to Support Online Collaborative Training Activities
Simone Rigon, Giulio Perda, Elisa Mariarosaria Farella, Roberto Battisti, Fabio Remondino, Vitor Reis, Silvia Marchesi, Paolo Vaccari, David Wran-SchumerAbstractThe article introduces the VR framework and the preliminary outcomes of the ongoing European TRACENET project, an interdisciplinary and collaborative initiative to support and enhance Civil Protection training activities through 3D geospatial data and VR solutions. The VR framework is a virtual and collaborative multi-player environment for manifold and diverse hazard simulations which allows remote users to see the outcomes of their intervention decisions. The VR framework is a complementary solution to traditional training activities, enabling cost reduction of full-scale on-site exercises - included in so-called EU MODEX activities. The framework is based on the Unreal rendering engine and is primarily dedicated to situation assessment, intervention planning and decision making. -
Virtual Cockroaches? Envisioning Dimensions of VToys and Related Play Experiences
Katriina Heljakka, Mattia ThibaultAbstractThis exploratory paper seeks to combine findings from toy research with studies on digital object play with an interest in the toyification of the virtual realm, including VR, AR, and XR. The goal of the paper is to formulate ideas on the toyfulness of virtual objects and related toy experiences in virtual space and to give a definition of Virtual Toys. By giving examples of current VToys and speculating on the properties of VToys in the future, we participate in envisioning a post-digital play world, where questions related, for example, to the longevity and obsolescence of playthings, receive new meanings. -
Factors Influencing the Quality of Augmented Reality Applications: a Conceptual Framework
Mohammad Abdallah, Gana Sawalhi, Ahmad Mazhar, Mustafa AlRifaeeAbstractAugmented Reality (AR) technology has revolutionized how users interact with digital content in real-world environments. However, ensuring the quality of AR experiences remains a complex challenge due to the diverse factors influencing user perception and satisfaction. To address this challenge, researchers and developers are turning to conceptual models that provide structured frameworks for evaluating and optimizing AR quality. This paper explores the development of such a conceptual model, aiming to define the scope, objectives, and metrics for assessing AR quality comprehensively. By considering components such as visual fidelity, interaction responsiveness, spatial alignment accuracy, and semantic coherence, the model seeks to provide a systematic approach to AR quality assessment. Additionally, factors such as hardware capabilities, software optimization, user interaction design, and environmental conditions are integrated into the model to capture their influence on AR quality. Despite promising advancements, challenges such as model simplicity, subjectivity in metrics, and validation remain. Through ongoing research and refinement, the proposed conceptual model aims to enhance AR development practices, foster innovation, and improve user satisfaction across diverse AR applications and environments.
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- Title
- Extended Reality
- Editors
-
Lucio Tommaso De Paolis
Pasquale Arpaia
Marco Sacco
- Copyright Year
- 2024
- Publisher
- Springer Nature Switzerland
- Electronic ISBN
- 978-3-031-71707-9
- Print ISBN
- 978-3-031-71706-2
- DOI
- https://doi.org/10.1007/978-3-031-71707-9
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