No Arabic abstract
Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and performs seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences by using MAR devices to provide universal accessibility to digital contents. Over the past 20 years, a number of MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discusses the latest studies on MAR through a top-down approach: 1) MAR applications; 2) MAR visualisation techniques adaptive to user mobility and contexts; 3) systematic evaluation of MAR frameworks including supported platforms and corresponding features such as tracking, feature extraction plus sensing capabilities; and 4) underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields, current state-of-the-art, and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.
Providing pedestrians and other vulnerable road users with a clear indication about a fully autonomous vehicle status and intentions is crucial to make them coexist. In the last few years, a variety of external interfaces have been proposed, leveraging different paradigms and technologies including vehicle-mounted devices (like LED panels), short-range on-road projections, and road infrastructure interfaces (e.g., special asphalts with embedded displays). These designs were experimented in different settings, using mockups, specially prepared vehicles, or virtual environments, with heterogeneous evaluation metrics. Promising interfaces based on Augmented Reality (AR) have been proposed too, but their usability and effectiveness have not been tested yet. This paper aims to complement such body of literature by presenting a comparison of state-of-the-art interfaces and new designs under common conditions. To this aim, an immersive Virtual Reality-based simulation was developed, recreating a well-known scenario represented by pedestrians crossing in urban environments under non-regulated conditions. A user study was then performed to investigate the various dimensions of vehicle-to-pedestrian interaction leveraging objective and subjective metrics. Even though no interface clearly stood out over all the considered dimensions, one of the AR designs achieved state-of-the-art results in terms of safety and trust, at the cost of higher cognitive effort and lower intuitiveness compared to LED panels showing anthropomorphic features. Together with rankings on the various dimensions, indications about advantages and drawbacks of the various alternatives that emerged from this study could provide important information for next developments in the field.
For graphical user interface (UI) design, it is important to understand what attracts visual attention. While previous work on saliency has focused on desktop and web-based UIs, mobile app UIs differ from these in several respects. We present findings from a controlled study with 30 participants and 193 mobile UIs. The results speak to a role of expectations in guiding where users look at. Strong bias toward the top-left corner of the display, text, and images was evident, while bottom-up features such as color or size affected saliency less. Classic, parameter-free saliency models showed a weak fit with the data, and data-driven models improved significantly when trained specifically on this dataset (e.g., NSS rose from 0.66 to 0.84). We also release the first annotated dataset for investigating visual saliency in mobile UIs.
Through Augmented Reality (AR), virtual graphics can transform the physical world. This offers benefits to mobile tourism, where points of interest (POIs) can be annotated on a smartphone screen. Although several of these applications exist, usability issues can discourage adoption. User-centred design (UCD) solicits frequent feedback, often contributing to usable products. While AR mock-ups have been constructed through UCD, we develop a novel and functional tourism app. We solicit requirements through a synthesis of domain analysis, tourist observation and semi-structured interviews. Through four rounds of iterative development, users test and refine the app. The final product, dubbed ToARist, is evaluated by 20 participants, who engage in a tourism task around a UK city. Users regard the system as usable, but find technical issues can disrupt AR. We finish by reflecting on our design and critiquing the challenges of a strict user-centred methodology.
Augmented reality (AR) is an emerging technology in mobile app design during recent years. However, usability challenges in these apps are prominent. There are currently no established guidelines for designing and evaluating interactions in AR as there are in traditional user interfaces. In this work, we aimed to examine the usability of current mobile AR applications and interpreting classic usability heuristics in the context of mobile AR. Particularly, we focused on AR home design apps because of their popularity and ability to incorporate important mobile AR interaction schemas. Our findings indicated that it is important for the designers to consider the unfamiliarity of AR technology to the vast users and to take technological limitations into consideration when designing mobile AR apps. Our work serves as a first step for establishing more general heuristics and guidelines for mobile AR.
Augmented Reality (AR) bridges the gap between the physical and virtual world. Through overlaying graphics on natural environments, users can immerse themselves in a tailored environment. This offers great benefits to mobile tourism, where points of interest (POIs) can be annotated on a smartphone screen. While a variety of apps currently exist, usability issues can discourage users from embracing AR. Interfaces can become cluttered with icons, with POI occlusion posing further challenges. In this paper, we use user-centred design (UCD) to develop an AR tourism app. We solicit requirements through a synthesis of domain analysis, tourist observation and semi-structured interviews. Whereas previous user-centred work has designed mock-ups, we iteratively develop a full Android app. This includes overhead maps and route navigation, in addition to a detailed AR browser. The final product is evaluated by 20 users, who participate in a tourism task in a UK city. Users regard the system as usable and intuitive, and suggest the addition of further customisation. We finish by critically analysing the challenges of a user-centred methodology.