Adrian Clark

Dr. Adrian Clark

University of Canterbury, Christchurch, Canterbury, New Zealand
orcid

Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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31 March 2015 in Foundations and Trends® in Human-Computer Interaction
Verified
Journal Article
Closed access
Mark BillinghurstMark Billinghurst
Mark Billinghurst
Adrian ClarkAdrian Clark
Adrian Clark
Gun LeeGun Lee
Gun Lee
This survey summarizes almost 50 years of research and development in the field of Augmented Reality (AR). From early research in the 1960’s until widespread availability by the 2010’s there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched.

27 April 2013
Verified
Conference Paper
Open access
PDF file
TPThammathip Piumsomboon
Thammathip Piumsomboon
Adrian ClarkAdrian Clark
Adrian Clark
Mark BillinghurstMark Billinghurst
Mark Billinghurst
ACAndy Cockburn
Andy Cockburn
Recently there has been an increase in research of hand gestures for interaction in the area of Augmented Reality (AR). However this research has focused on developer designed gestures, and little is known about user preference and behavior for gestures in AR. In this paper, we present the results of a guessability study focused on hand gestures in AR. A total of 800 gestures have been elicited for 40 selected tasks from 20 partic-ipants. Using the agreement found among gestures, a user-defined gesture set was created to guide design-ers to achieve consistent user-centered gestures in AR.

1 January 2013
Verified
Book Chapter
Open access
PDF file
TPThammathip Piumsomboon
Thammathip Piumsomboon
Adrian ClarkAdrian Clark
Adrian Clark
Mark BillinghurstMark Billinghurst
Mark Billinghurst
ACAndy Cockburn
Andy Cockburn
Recently there has been an increase in research towards using hand gestures for interaction in the field of Augmented Reality (AR). These works have primarily focused on researcher designed gestures, while little is known about user preference and behavior for gestures in AR. In this paper, we present our guessability study for hand gestures in AR in which 800 gestures were elicited for 40 selected tasks from 20 participants. Using the agreement found among gestures, a user-defined gesture set was created to guide designers to achieve consistent user-centered gestures in AR. Wobbrock’s surface taxonomy has been extended to cover dimensionalities in AR and with it, characteristics of collected gestures have been derived. Common motifs which arose from the empirical findings were applied to obtain a better understanding of users’ thought and behavior. This work aims to lead to consistent user-centered designed gestures in AR.

1 September 2014
Verified
Conference Paper
Closed access
TPThammathip Piumsomboon
Thammathip Piumsomboon
DADavid Altimira
David Altimira
HKHyungon Kim
Hyungon Kim
Adrian ClarkAdrian Clark
Adrian Clark
Gun LeeGun Lee
Gun Lee
Mark BillinghurstMark Billinghurst
Mark Billinghurst
In order for natural interaction in Augmented Reality (AR) to become widely adopted, the techniques used need to be shown to support precise interaction, and the gestures used proven to be easy to understand and perform. Recent research has explored free-hand gesture interaction with AR interfaces, but there have been few formal evaluations conducted with such systems. In this paper we introduce and evaluate two natural interaction techniques: the free-hand gesture based Grasp-Shell, which provides direct physical manipulation of virtual content; and the multi-modal Gesture-Speech, which combines speech and gesture for indirect natural interaction. These techniques support object selection, 6 degree of freedom movement, uniform scaling, as well as physics-based interaction such as pushing and flinging. We conducted a study evaluating and comparing Grasp-Shell and Gesture-Speech for fundamental manipulation tasks. The results show that Grasp-Shell outperforms Gesture-Speech in both efficiency and user preference for translation and rotation tasks, while Gesture-Speech is better for uniform scaling. They could be good complementary interaction methods in a physics-enabled AR environment, as this combination potentially provides both control and interactivity in one interface. We conclude by discussing implications and future directions of this research.

1 March 2012
Verified
Conference Paper
Closed access
Adrian ClarkAdrian Clark
Adrian Clark
ADAndreas Dünser
Andreas Dünser
Creating entertaining and educational books not only requires providing visually stimulating content but also means for students to interact, create, and express themselves. In this paper we present a new type of mixed-reality book experience, which augments an educational coloring book with user-generated three dimensional content. We explore a “pop-up book” metaphor and describe a process by which children's drawing and coloring is used as input to generate and change the appearance of the book content. Our system is based on natural feature tracking and image processing techniques that can be easily exploited for other AR publishing applications.

18 August 2020 in Journal of Chemical Education
Verified
Journal Article
Closed access
Jörg MüssigJörg Müssig
Jörg Müssig
Adrian ClarkAdrian Clark
Adrian Clark
SHSimon Hoermann
Simon Hoermann
GLGiuseppe Loporcaro
Giuseppe Loporcaro
CLClaudio Loporcaro
Claudio Loporcaro
Tim HuberTim Huber
Tim Huber