This paper presents the results of two cognitive load studies comparing three augmented reality display technologies: spatial augmented reality, the optical see-through Microsoft HoloLens, and the video see-through Samsung Gear VR. In particular, the two experiments focused on isolating the cognitive load cost of receiving instructions for a button-pressing procedural task. The studies employed a self-assessment cognitive load methodology, as well as an additional dual-task cognitive load methodology. The results showed that spatial augmented reality led to increased performance and reduced cognitive load. Additionally, it was discovered that a limited field of view can introduce increased cognitive load requirements. The findings suggest that some of the inherent restrictions of head-mounted displays materialize as increased user cognitive load.
This article presents our findings from a three-stage research project, which consists of the identification, development, and evaluation of a defect management Augmented Reality (AR) prototype that incorporates Building Information Modelling (BIM) technologies. Within the first stage, we conducted a workshop with four construction-industry representatives to capture their opinions and perceptions of the potentials and barriers associated with the integration of BIM and AR in the construction industry. The workshop findings led us to the second stage, which consisted of the development of an on-site BIM-based AR defect management (BIM-ARDM) system for construction inspections. Finally, a study was conducted to evaluate BIM-ARDM in comparison to the current paper-based defect management inspection approach employed on construction sites. The findings from the study revealed BIM-ARDM significantly outperformed current approaches in terms of usability, workload, performance, completion time, identifying defects, locating building elements, and assisting the user with the inspection task.
7 November 2014 in IEEE Computer Graphics and Applications
Spatial augmented reality applies the concepts of spatial user interfaces to large-scale, projector-based augmented reality. Such virtual environments have interesting characteristics. They deal with large physical objects, the projection surfaces are nonplanar, the physical objects provide natural passive haptic feedback, and the systems naturally support collaboration between users. The article describes how these features affect the design of spatial user interfaces for these environments and explores promising research directions and application domains.
Volumetric modular construction (VMC) has considerable benefits in providing better cost, time, quality, productivity, and sustainability performance. However, the adoption is low, owing to various associated risks. This study aims to identify VMC critical risk factors (CRFs) in project stages and project attributes by conducting a systematic literature review of 91 articles. In the project stages, 31 CRFs were identified based on frequency analyses, and divided into four stages: design and planning, offsite manufacturing, transportation and logistics, and onsite assembly. The project attribute risks were divided into the following categories: implementation and schedule, supply chain and financial, safety and ergonomic, and civil and structural. Overall, design and planning risks were critical, as they are crucial in maintaining the project’s upstream and downstream flow. Finally, the study proposed a mitigation framework for using digital technology-based circular strategies to overcome VMC risks. The framework includes disruptive and emergent digital technologies aiming to mitigate risks in VMC, keeping circularity in action. In terms of theoretical contributions, this research delivers a CRF register and categorical division for professionals to better understand the landscape of VMC risks. In terms of practical contributions, the study guides the practitioners towards strategies to overcome the pertinent risks.
This paper introduces GeoGate, an Augmented Reality tabletop system that extends the Space-Time Cube and utilizes a ring-shaped tangible user interface to explore correlations between entities in multiple location datasets. We demonstrate GeoGate in the context of the maritime domain, where operators seek to find geo-temporal associations between trajectories recorded from a global positioning system, and light data extracted from night time satellite images. GeoGate utilizes a tabletop system displaying a traditional 2D map in conjunction with a Microsoft Hololens to present a single view of the data with a novel Augmented Reality extension of the Space-Time Cube. To validate GeoGate, we present the results of a user study comparing GeoGate with the existing 2D approach used in a normal desktop environment. The outcomes of the user study show that GeoGate's approach reduces mistakes in the interpretation of the correlations between various datasets, while the qualitative results show that such a system is preferable for the majority of geo-temporal maritime tasks compared.
Research into how virtual reality (VR) can be a beneficial technology for new and emerging large, complex data visualizations for data scientists is ongoing. In this paper, we evaluate three-dimensional VR navigation technique for data visualizations and test their effectiveness with a large graph visualization. We evaluate two prominent navigation techniques employed in VR (Teleportation and One-Handed Flying) against two less common methods (Two-Handed Flying and Worlds In Miniature) and evaluate their performance and effectiveness through a series of tasks. We found Steering Patterns (One-Handed Flying and Two-Handed Flying) to be faster and preferred by participants for completing searching tasks in comparision to Teleportation. Worlds-In-Miniature was the least physically demanding of the navigations, and was preferred by participants for tasks that required an overview of the graph such as triangle counting.