Pick-by-Vision: A first stress test
ABSTRACT In this paper we report on our ongoing studies around the application of augmented reality methods to support the order picking process of logistics applications. Order picking is the gathering of goods out of a prepared range of items following some customer orders. We named the visual support of this order picking process using head-mounted displays ldquopick-by-visionrdquo. This work presents the case study of bringing our previously developed pick-by-vision system from the lab to an experimental factory hall to evaluate it under more realistic conditions. This includes the execution of two user studies. In the first one we compared our pick-by-vision system with and without tracking to picking using a paper list to check picking performance and quality in general. In a second test we had subjects using the pick-by-vision system continuously for two hours to gain in-depth insight into the longer use of our system, checking user strain besides the general performance. Furthermore, we report on the general obstacles of trying to use HMD-based AR in an industrial setup and discuss our observations of user behaviour.
- SourceAvailable from: Jannick P Rolland[show abstract] [hide abstract]
ABSTRACT: With the fast advance of real-time computer graphics, head-mounted displays (HMDs) have become popular tools for 3D visualization. One of the most promising and challenging future uses of HMDs, however, is in applications where virtual environments enhance rather then replace real environments. The difficulty comes from the fact that the relative registration of real and virtual environments is a difficult task to perform from both a computational and a perceptual point of view, those being tightly correlated. Given a computational model for stereoscopic viewing, a better understanding of depth and size perception in virtual environments is called for, as well as the relationships between perceived depths and sizes of real and virtual objects sharing a common visual space. This paper first discusses the important parameters within the model that need to be carefully evaluated and set for accurate calibration of the system. We then describe the experimental paradigm used for assessing depth perception of two generic objects, in this case a cube and a cylinder. Finally, experimental results of perceived depth of real and virtual generic objects are presented.Presence. 01/1995; 4:24-49.
Conference Proceeding: An optical see-through head mounted display with addressable focal planes.[show abstract] [hide abstract]
ABSTRACT: Most existing stereoscopic head mounted displays (HMDs), presenting a pair of stereoscopic images at a fixed focal distance, lack the ability to correctly render the naturally coupled accommodation and convergence cues. Psychophysical studies have shown that such displays may cause many adverse consequences such as visual fatigue, diplopic vision, degraded oculomotor response, and depth perception errors. In this paper, we present a see-through HMD with addressable focal planes utilizing a novel active optical element - a liquid lens. The element, with a varying optical power from -5 to 20 diopters, is able to address the focal distance of the HMD from infinity to the near point of the eye. A monocular prototype was built from off-the-shelf elements and experimental results are presented to validate the proposed designs. We also describe both subjective and objective measurements of the accommodation responses of the viewer to the focal distances presented by the prototype.7th IEEE and ACM International Symposium on Mixed and Augmented Reality, ISMAR 2008, Cambridge, UK, 15-18th September 2008; 01/2008
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ABSTRACT: Augmented Reality (AR) uses computer-generated virtual information to enhance the userpsilas information access. While numerous previous studies have demonstrated the large potential of AR to improve industrial processes by enhancing product quality and reducing production times it is still unclear if and how long term usage of such AR technology produces stress and strain. This paper presents an approach to use the analysis of Heart Rate Variability to objectively measure current user strain during different work tasks. Results of a user study comparing strain during an AR supported and a non-AR supported work task in a laboratory setting are presented and discussed.7th IEEE and ACM International Symposium on Mixed and Augmented Reality, ISMAR 2008, Cambridge, UK, 15-18th September 2008; 01/2008