Brian F. Goldiez, Ali M. Ahmad and
Peter A. Hancock
IEEE Transactions on Systems, Man and
Cybernetics – Part C: Applications and Reviews, VOL.37, NO.5, September 2007
Summary
Augmented Reality (AR) is intended to overlay
information on a real world representation, whereas Virtual Reality (VR) is
intended to be a virtual representation of a certain environment in which the
human is fully immersed. AR is characterized by 3 fundamental factors: real
time operation, 2) spatially and temporally registered data, 3) interactivity.
Information can be added in 3 main ways: information that is not directly
regarding the scene (as for heads up display in an aircraft), information meant
to be fused with reality and portraying information which is not immediately
viewable in the scene without the use of augmentation.
With current technologies
performance in wayfinding (the operator’s ability of acquiring landmarks,
routes and survey knowledge about an area) can be measured. The authors perform
an experiment to test different performances with different display
configurations in the case of search and rescue conditions, where minimization
of wayfinding time is necessary in order to ensure safety conditions. The
Bettlefield Augmented Reality System (BARS), developed by the Naval Research
Laboratory is used for the experiment, being a divice nearly to be effectively
used, as for example the U.S. Army is using a similar one in thir Objective
Force Warrior Program.
VR and AR obviously share
common technologies, being the first having problems in wayfinding problems
lacking of navigational metaphors. Navigation behavior studies appear to be
useful in this literature for a better understanding of the final result, it
appears in fact that humans tend to create cognitive maps of areas based on how
they obtain the spatial information, while it is known that learning takes time
and consumes memory. It is demonstrated that egocentric (track-up) maps tend to
be disorienting when missing of proper configuration.
The aim of AR is to
increase the final symbiosis between the user and the equipment.
·
Experiment
The
researches proposed two hypothesis, the first is for proving that AR maps will
improve performance in term of user’s speed and accuracy in a search and rescue
wayfinding, the second for proving that “on demand” map display will reduce
time and improve as well accuracy in the users traversing of the maze.
The
users were asked to traverse the maze and later get back, the second task was
achieving missions by finding objects located in the map and answer survey once
arrived in these locations (Guilford – Zimmerman Aptitude Survey, which is for
analyze people’s spatial abilities). The experiment was designed for a group of
people with no map but a compass, a group with a map, a group with a egocentric
control with on demand map, egocentric control with permanent map, group with a
exocentric control with on demand map and a group with a exocentric control
with permanent map.
Key
Concepts
Augmented Reality, Human
Performance
Key Results
The first hypothesis was
demonstrated to be proven, in particular on demand display availability resulted
in improved capability, the control map treatment was statistically better than
the egocentric continuous or egocentric on-demand display treatments.
The second hypothesis was
demonstrated to be partially met, in fact the improved performance by exocentric
“on-demand” treatment compared with the control treatment, but the strength of
Cohen’s value had a moderate value, this may be due to infrequent anomalies in
the device itself. AR can therefore be used to minimize divided attention, but
the display should either be integral to the scene or minimize, to minimize
attention issue.
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