Initial Considerations on the Experience of Augmented Reality

Authors

  • Danilo Sergio Ide USP

Keywords:

Realidade ampliada, Experiência, Usuário, Psicologia Social

Abstract

Augmented reality is a concept introduced in the 1990s that refers to the possibility of increasing the reality that presents itself to our vision with digital images, in general, arranged in a viewfinder. Today there is a growing development of augmented reality devices, such as Google Glass, Meta Pro, Vuzix, Icis, Atheer One, GlassUp, SmartEyeglass, Galaxy Glass. Moved by the current theme, we circumscribe the field of experience promoted by devices of augmented reality. We undertake a review of the literature, using a variety of sources: articles searched with the augmented reality descriptor in the Web of Science database, articles published on the subject in print newspapers or information portals, videos of the dissemination of smartglasses. The results point to two approaches to the augmented reality experience. The first is in domains already covered by smartphones, highlighting attributes such as mobility, instantaneity and ubiquity. The second highlights the phenomenon of the expansion of cognition, memory and perception.

Downloads

Download data is not yet available.

Author Biography

Danilo Sergio Ide, USP

Psicólogo, Mestre e Doutor em Psicologia Social, membro do Laboratório de Estudos em Psicologia da Arte do Instituto de Psicologia da USP.

References

AIMORE, C., FUNG, J., & MANN, S. An EyeTap video-based featureless projective motion estimation assisted by gyroscopic tracking for wearable computer mediated reality. Personal and ubiquitous computing, v. 7, n. 5, pp. 236-248, out. 2003.

ASAI, K., & KOBAYASHI, H. Comparative characteristics of a head-up display for computer-assisted instruction. In: JACKO, J. (org.). Humancomputer interaction. Interaction, platforms and techniques. Berlim-Heidelberg: Springer-Verlag, pp. 531-540, 2007.

BERLEANT, A. Art and engagement. Philadelphia: Temple University, 1991.

DZWIAREK, M., LUCZAK, A., NAJMIEC, A., RZYMKOWSKI, C., & STRAWINSKI, T. Assessment of perception of visual warning

signals generated using an augmented reality system. In: JACKO, J. (org.). Human-computer interaction. Interaction, platforms and techniques. Berlim-Heidelberg: Springer-Verlag, pp. 579-586, 2007.

EVE, S. Augmenting phenomenology: using augmented reality to aid archaeological phenomenology in the landscape. Journal of archaeological method and theory, v. 19, n. 4, pp. 582-600, dez. 2012.

GALLOWAY, A. Intimations of everyday life: ubiquitous computing and the city. Cultural studies, v. 18, n. 2/3, pp. 384-408, mar./mai. 2004.

HAVUKUMPU, J., HÄKKINEN, J., GRÖNROOS, E., VÄHÄKANGAS, P., & NYMAN, G. Comparing two head-mounted displays in ultrasound scanning.

In: JACKO, J. (org.). Human-computer interaction. Interaction, platforms and techniques. Berlim-Heidelberg: Springer-Verlag, pp. 597-604, 2007.

JARRIER, E., & BOURGEON-RENAULT, D. Impact of mediation devices on the museum visit experience and on visitor’s behavioural intentions. International journal of arts management, v. 15, n. 1, pp. 18-29, 2012.

JURGENSON, N. Digital dualism versus augmented reality. Ciborgology, fev. 2011. Disponível em <http://thesocietypages.org/cyborgology/2011/02/24/digitaldualism-versus-augmented-reality/#more-1347>. Acesso em 30 agosto 2014.

KIM, M. J. A framework for context immersion in mobile augmented reality. Automation in construction, v. 33, pp. 79-85, out. 2013.

LU, Y., & SMITH, S. Augmented reality e-commerce assistant system: trying while shopping. In: JACKO, J. (org.). Human-computer interaction. Interaction, platforms and techniques. Berlim-Heidelberg: Springer-Verlag, pp. 643-652, 2007.

LI, L., GUAN, T., & REN, B. Resolving occlusion between virtual and real scenes for augmented reality applications. In: JACKO, J. (org.). Human-computer interaction. Interaction, platforms and techniques. Berlim-Heidelberg: Springer-Verlag, pp. 634-642, 2007.

LO, R., RAMPERSAD, V., HUANG, J., & MANN, S. Three dimensional high dynamic range veillance for 3D range-sensing cameras. IEEE

International symposium on technology and society, pp. 255-265, 2013.

MANN, S. Wearable computing: a first step toward personal imaging. IEEE Computer, v. 30, n. 2, pp. 25-32, fev. 1997.

MANN, S. University of Toronto WearComp Linux Project. Linux journal, n. 58, fev. 1999.MANN, S., & FUNG, J. EyeTap device for augmented, deliberately diminished, or otherwise altered visual perception of rigid planar patches of real-world scenes. Presence, v. 11, n. 2, pp. 158-175, abr. 2002.

MANN, S., LO, R., OVTCHAROV, K., GU, S., DAI, D., NGAN, C., & AI, T. Realtime HDR (high dynamic range) video for EyeTap wearable computers, FPGA-based seeing aids, and glasseyes (EyeTaps). 25th IEEE Canadian conference on electrical and computer engineering, pp. 1-6, 2012.

MARGOLIS, T., CORNISH, T., BERRY, R., & DEFANTI, T. A. Immersive realities: articulating the shift from VR to mobile AR through artistic practice. Proceedings of SPIE The engineering reality of virtual reality, v. 8289, 82890F, pp. 1-17, 2012.

MILGRAM, P., & KISHINO, F. A taxonomy of mixed reality visual displays. IEICE Transactions on information and systems, v. E77-D, n. 12, pp. 1321-1329, 1994.

MORIARTY, B., MOY, Z., & AMABA, C. Utilizing explorable visual environments for experiential applications. Procedia computer science, v. 8, pp. 261-266, 2012.

NAKANISHI, M., TAGUCHI, K.-I., & OKADA, Y. Suggestions on the applicability of visual instructions with see-through head mounted displays depending on the task. Applied ergonomics, v. 42, n. 1, pp. 146-155, dez. 2010.

PEDERSEN, I. A semiotics of human actions for wearable augmented reality interfaces. Semiotica, v. 2005, n. 155, n. 1, pp. 183-200, jun. 2005.

RIERA, A. S., REDONDO, E., & FONSECA, D. Lighting simulation in augmented reality scenes: teaching experience in interior design. 7th Iberian conference on information systems and technologies, pp, 1-6, 2012.

TANG, F., AIMORE, C., FUNG, J., MARJAN, A., & MANN, S. Seeing Eye to Eye: a shared mediated reality using EyeTap devices and the

VideoOrbits gyroscopic head tracker. Proceedings of the international symposium on mixed and augmented reality, pp. 267-268, 2002.

VÁSQUEZ-MARTÍN, R., & BANDERA, A. Unified framework for recognition, localization and mapping using wearable cameras. Cognitive processing, v. 13, supl. 1, pp. S351-S354, ago. 2012.

VIGNAIS, N., MIEZAL, M., BLESER, G., MURA, K., GORECKY, D., & MARIN, F. Innovative system for real-time ergonomic feedback in industrial manufacturing. Applied ergonomics, v. 44, n. 4, pp. 566-574, jul. 2013.

YEH, S.-C., TSAI, C.-F., YU, C.-F., & HUANG, T.-C. Compare virtual reality and augmented reality systems for claustrophobia from HRV. 12th International conference on ITS Telecommunications, pp, 155-159, 2012.

ŽÁČKOVÁ, E. Man-computer symbiosis as a way of human cognitive enhancement. Masaryk University journal of law and technology, v. 5, n. 1, pp. 133-144, 2011.

ZOCCHIO, M. Repaisagem São Paulo. Cotia: Porto de Cultura, 2012.

Published

2014-12-10

How to Cite

IDE, Danilo Sergio. Initial Considerations on the Experience of Augmented Reality. Revista GEMInIS, [S. l.], v. 5, n. 3, p. 177–190, 2014. Disponível em: https://revistageminis.ufscar.br/index.php/geminis/article/view/211. Acesso em: 24 nov. 2024.

Similar Articles

<< < 1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.