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Dt Dept of Computing & Communicatio Department of Mechanical Engineering & Mathematical Sciences Dt Research and Knowledge Transfer Hs Dept of English & Modern Languages
The integration of augmented reality (AR) technology into personal computing is happening fast, and augmented workplaces for professionals in areas such as Industry 4.0 or digital health can reasonably be expected to form liminal zones that push the boundary of what currently possible. The application potential in the creative industries, however, is vast and can target broad audiences, so with UNBODY, we set out to push boundaries of a different kind and depart from the graphic-centric worlds of AR to explore textual and aural dimensions of an extended reality, in which words haunt and re-create our physical selves. UNBODY is an AR installation for smart glasses that embeds poetry in the user’s surroundings. The augmented experience turns reality into a medium where holographic texts and film clips spill from dayglow billboards and totems. In this paper, we develop a blueprint for an AR escape room dedicated to the spoken and written word, with its open source code facilitating uptake by others into existing or new AR escape rooms. We outline the user-centered process of designing, building, and evaluating UNBODY. More specifically, we deployed a system usability scale (SUS) and a spatial interaction evaluation (SPINE) in order to validate its wider applicability. In this paper, we also describe the composition and concept of the experience, identifying several components (trigger posters, posters with video overlay, word dropper totem, floating object gallery, and a user trail visualization) as part of our first version before evaluation. UNBODY provides a sense of situational awareness and immersivity from inside an escape room. The recorded average mean for the SUS was 59.7, slightly under the recommended 68 average but still above ‘OK’ in the zone of low marginal acceptable. The findings for the SPINE were moderately positive, with the highest scores for output modalities and navigation support. This indicated that the proposed components and escape room concept work. Based on these results, we improved the experience, adding, among others, an interactive word composer component. We conclude that a poetry escape room is possible, outline our co-creation process, and deliver an open source technical framework as a blueprint for adding enhanced support for the spoken and written word to existing or coming AR escape room experiences. In an outlook, we discuss additional insight on timing, alignment, and the right level of personalization.
Leveraging Augmented Reality and wearable technology for knowledge-intensive training is thought to offer huge potential for improving human performance. The recent introduction of the technology means that much of this potential is untapped, though efforts are needed to understand what makes it useful, entertaining, and easy-to-use. The research presented in this article investigates the implementation of a combined hardware and software application in three use-cases: aviation, medical and space. Following the validation of metrics for a questionnaire, data was collected from 142 participants, and a structural equation model, based on UTAUT2, was proposed in order to interpret the data. Following model improvement, two constructs show significant factor loading and latent variable correlation, Interoperability and Augmented Reality / Wearable Technology Fit. Model optimisation was conducted, and a variety of goodness-of-fit indices are reported. The two additional constructs are found to be covariant and impact the UTAUT2 variables performance expectancy, effort expectancy and facilitating conditions, in some cases explaining more than 85% of the variance in those constructs (p < 0.001). A root mean square error of approximation of 0.047 after a 1000-fold Monte Carlo cross-validation indicates a good fit between the model and the data. In all other fit indices, a moderate power has been observed.
Augmented Reality is on the rise with consumer-grade smart glasses becoming available in recent years. Those interested in deploying these head-mounted displays need to understand better the effect technology has on the end user. One key aspect potentially hindering the use is motion sickness, a known problem inherited from virtual reality, which so far remains under-explored. In this paper we address this problem by conducting an experiment with 142 subjects in three different industries: aviation, medical, and space. We evaluate whether the Microsoft HoloLens, an augmented reality head-mounted display, causes simulator sickness and how different symptom groups contribute to it (nausea, oculomotor and disorientation). Our findings suggest that the Microsoft HoloLens causes across all participants only negligible symptoms of simulator sickness. Most consumers who use it will face no symptoms while only few experience minimal discomfort in the training environments we tested it in.