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Depth cues for augmented reality stakeout
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Source ACM International Conference Proceeding Series; Vol. 158 archive
Proceedings of the 7th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: design centered HCI table of contents
Christchurch, New Zealand
Pages: 117 - 124  
Year of Publication: 2006
ISBN:1-59593-473-1
Authors
Volkert Jurgens  University of Canterbury
Andy Cockburn  University of Canterbury
Mark Billinghurst  University of Canterbury
Sponsors
: The University of Canterbury
: New Zealand Chapter of ACM SIGCHI
Publisher
ACM  New York, NY, USA
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ABSTRACT

We present the results of a study that compares a range of depth cues for an augmented reality (AR) stakeout application. AR stakeout is the process of placing a real pole on a virtual marker on the ground. Such an application is for example relevant for construction work or surveying. In AR stakeout, interaction takes place at a distance of about 2m from the eye; a distance that has been neglected by AR depth perception research. We compared the performance of six different AR depth cue conditions at two different accuracy requirements. Subjective preferences were strongly in favour of "cast circle", a depth cue introduced in this paper, while there was no significant difference in performance between the conditions. An analysis of the movement patterns indicated that the participants' targeting strategy relied on kinesthetic rather than visual feedback. These movement patterns provide a vantage point for future strategies of targeting support.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Volkert Jurgens: colleagues
Andy Cockburn: colleagues
Mark Billinghurst: colleagues