TY - GEN
T1 - On the peripherals of peripherals
T2 - 22nd International Conference on Human-Computer Interaction, HCII 2020
AU - King, Julian
AU - Schneider, Ralf
N1 - Publisher Copyright:
© Springer Nature Switzerland AG 2020.
PY - 2020
Y1 - 2020
N2 - Substantial advances in technology have consistently been developed alongside new methods of interaction. With the recent advances in the areas of both augmented and virtual reality (AR, VR), there exists a strong need to explore what new interaction paradigms should be implemented to ensure the best possible user experience for those engaging with these technologies. With VR having far more definition in this space then AR, the focus of this research is on defining types of functionality best suited for a product that can assist its user in better navigating an AR-based experience. Research areas were selected based upon the information most relevant to AR-wearable products, including: use-cases, wearable technology, and virtual reality. Each of these subjects occupied a distinct phase of research (1–3). Insight gained from the present study could serve as a useful guide for the design of a concept peripheral product with the goal of improving the user experience of those unfamiliar with AR systems. Results showed that there is certainly a potential opportunity for an AR product in the right environment, that the general public is ready and willing to adopt wearable technology so long as it supplies enough functionality to justify its use, and that adopting affordances of technology that users are familiar with such as touch screens and haptic vibrations greatly improves the comfort and ease of use of AR products.
AB - Substantial advances in technology have consistently been developed alongside new methods of interaction. With the recent advances in the areas of both augmented and virtual reality (AR, VR), there exists a strong need to explore what new interaction paradigms should be implemented to ensure the best possible user experience for those engaging with these technologies. With VR having far more definition in this space then AR, the focus of this research is on defining types of functionality best suited for a product that can assist its user in better navigating an AR-based experience. Research areas were selected based upon the information most relevant to AR-wearable products, including: use-cases, wearable technology, and virtual reality. Each of these subjects occupied a distinct phase of research (1–3). Insight gained from the present study could serve as a useful guide for the design of a concept peripheral product with the goal of improving the user experience of those unfamiliar with AR systems. Results showed that there is certainly a potential opportunity for an AR product in the right environment, that the general public is ready and willing to adopt wearable technology so long as it supplies enough functionality to justify its use, and that adopting affordances of technology that users are familiar with such as touch screens and haptic vibrations greatly improves the comfort and ease of use of AR products.
KW - Augmented reality
KW - Haptic vibration
KW - Virtual reality
KW - Wearables
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U2 - 10.1007/978-3-030-50729-9_10
DO - 10.1007/978-3-030-50729-9_10
M3 - Conference contribution
AN - SCOPUS:85089246292
SN - 9783030507282
T3 - Communications in Computer and Information Science
SP - 70
EP - 76
BT - HCI International 2020 - Posters - 22nd International Conference, HCII 2020, Proceedings
A2 - Stephanidis, Constantine
A2 - Antona, Margherita
PB - Springer
Y2 - 19 July 2020 through 24 July 2020
ER -