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Exploring Non-Reversing Magic Mirrors for Screen-Based Augmented Reality Systems

机译:探索基于屏幕的增强现实的非反转魔镜   系统

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摘要

Screen-based Augmented Reality (AR) systems can be built as a window into thereal world as often done in mobile AR applications or using the Magic Mirrormetaphor, where users can see themselves with augmented graphics on a largedisplay. Such Magic Mirror systems have been used in digital clothingenvironments to create virtual dressing rooms, to teach human anatomy, and forcollaborative design tasks. The term Magic Mirror implies that the displayshows the users enantiomorph, i.e. the mirror image, such that the systemmimics a real-world physical mirror. However, the question arises whether oneshould design a traditional mirror, or instead display the true mirror image bymeans of a non-reversing mirror? This is an intriguing perceptual question, asthe image one observes in a mirror is not a real view, as it would be seen byan external observer, but a reflection, i.e. a front-to-back reversed image. Inthis paper, we discuss the perceptual differences between these two mirrorvisualization concepts and present a first comparative study in the context ofMagic Mirror anatomy teaching. We investigate the ability of users to identifythe correct placement of virtual anatomical structures in our screen-based ARsystem for two conditions: a regular mirror and a non-reversing mirror setup.The results of our study indicate that the latter is more suitable forapplications where previously acquired domain-specific knowledge plays animportant role. The lessons learned open up new research directions in thefields of user interfaces and interaction in non-reversing mirror environmentsand could impact the implementation of general screen-based AR systems in otherdomains.
机译:基于屏幕的增强现实(AR)系统可以作为进入现实世界的窗口来构建,就像在移动AR应用程序中经常使用的那样,或者使用Magic Mirrormetaphor,用户可以在大型显示器上看到带有增强图形的自己。这样的魔术镜系统已经用于数字服装环境中,以创建虚拟更衣室,教授人体解剖学以及进行协作设计任务。术语魔镜意味着显示器向用户显示对映体,即镜像,以便系统模拟现实世界的物理镜。但是,出现了一个问题,是应该设计传统的镜面,还是通过非倒车镜显示真实的镜面图像?这是一个有趣的感知问题,因为在镜子中观察到的图像不是外部观察者会看到的真实视图,而是反射,即前后颠倒的图像。在本文中,我们讨论了这两个镜像可视化概念之间的感知差异,并在魔镜解剖学教学的背景下进行了首次比较研究。我们研究了用户在基于屏幕的AR系统中针对两个条件识别虚拟解剖结构的正确放置的能力:常规镜和非可逆镜设置。我们的研究结果表明,后者更适合于以前使用过的应用获得的特定领域知识起着重要作用。所汲取的教训为非倒车镜环境中的用户界面和交互开辟了新的研究方向,并且可能会影响其他领域基于屏幕的通用AR系统的实施。

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