TY - GEN
T1 - Presence, Immersion and Usability of Mobile Augmented Reality
AU - Choi, Hyoenah
AU - Kim, Youngwon Ryan
AU - Kim, Gerard J.
N1 - Funding Information:
Acknowledgments. This work was partially supported by the Global Frontier R&D Program on <Human-centered Interaction for Coexistence> funded by the National Research Foundation of Korea grant funded by the Korean Government (MEST) (NRF-2015M3A6A3076490), and by the MSIT (Ministry of Science, ICT), Korea, under the ITRC (Information Technology Research Center) support program (IITP-2019-2016-0-00312) supervised by the IITP (Institute for Information & communications Technology Promotion).
Publisher Copyright:
© 2019, Springer Nature Switzerland AG.
PY - 2019
Y1 - 2019
N2 - Augmented reality (AR) is becoming truly mobile, as it was intended to be, through smartphone and embedded computer based platforms. For these computing platforms, there are three typical display systems used: (1) hand-held video see-through (smartphone) LCD as is, (2) video see-through (smartphone) LCD inserted into and isolated with the cardboard case and magnifying lenses, and (3) optical see-through (glass-like) displays. Recently, an alternative form has appeared in the market in which the magnifying lenses are simply clipped onto the smartphone. The four displays differ in few ways: e.g. wearability and convenience, image quality, size of the imagery and field of view, isolation from the outside world, the real world representation (video or actual), which all potentially can affect the levels of their usability, presence and immersion. In this paper, we examine and compare the levels of usability, presence and immersion as provided by these four different display configurations of Mobile AR. We also control another related factor, namely the amount of ambient light, which might have similar effects according to the different display types, carrying out the experiment under three different conditions: indoor (office-level lighting), outdoor (medium sun light), or outdoor (bright sun light). Our experiment first showed that the current level of technology for the optical see-through glass type displays still fall short to provide the minimum usability, display quality and presence/immersion for practical usage. The other three displays showed generally similar levels of usability and presence/immersion, which indicates that the isolation from the real world, is not important in AR unlike in virtual reality (VR). It is also thought that in the case of AR, the usability is the most important factor for users for their choice of the display type, which also affect the perceived level of immersion and presence.
AB - Augmented reality (AR) is becoming truly mobile, as it was intended to be, through smartphone and embedded computer based platforms. For these computing platforms, there are three typical display systems used: (1) hand-held video see-through (smartphone) LCD as is, (2) video see-through (smartphone) LCD inserted into and isolated with the cardboard case and magnifying lenses, and (3) optical see-through (glass-like) displays. Recently, an alternative form has appeared in the market in which the magnifying lenses are simply clipped onto the smartphone. The four displays differ in few ways: e.g. wearability and convenience, image quality, size of the imagery and field of view, isolation from the outside world, the real world representation (video or actual), which all potentially can affect the levels of their usability, presence and immersion. In this paper, we examine and compare the levels of usability, presence and immersion as provided by these four different display configurations of Mobile AR. We also control another related factor, namely the amount of ambient light, which might have similar effects according to the different display types, carrying out the experiment under three different conditions: indoor (office-level lighting), outdoor (medium sun light), or outdoor (bright sun light). Our experiment first showed that the current level of technology for the optical see-through glass type displays still fall short to provide the minimum usability, display quality and presence/immersion for practical usage. The other three displays showed generally similar levels of usability and presence/immersion, which indicates that the isolation from the real world, is not important in AR unlike in virtual reality (VR). It is also thought that in the case of AR, the usability is the most important factor for users for their choice of the display type, which also affect the perceived level of immersion and presence.
KW - Augmented reality
KW - Display
KW - Immersion
KW - Mobile
KW - Object presence
KW - Usability
UR - http://www.scopus.com/inward/record.url?scp=85069647636&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-21607-8_1
DO - 10.1007/978-3-030-21607-8_1
M3 - Conference contribution
AN - SCOPUS:85069647636
SN - 9783030216061
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 3
EP - 15
BT - Virtual, Augmented and Mixed Reality. Multimodal Interaction - 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings
A2 - Chen, Jessie Y.C.
A2 - Fragomeni, Gino
PB - Springer Verlag
T2 - 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019
Y2 - 26 July 2019 through 31 July 2019
ER -