The 31st Annual ACM Symposium on User Interface Software and Technology Adjunct Proceedings

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Recent years saw an explosion in Augmented Reality (AR) experiences for consumers. These experiences can be classified based on the scale of the interactive area (room vs city/global scale) , or the fidelity of the experience (high vs low). Experiences that target large areas, such as campus or world scale, commonly have only rudimentary interactions with the physical world, and suffer from registration errors and jitter. We classify these experiences as large scale and low fidelity. On the other hand, various room sized experiences feature realistic interaction of virtual content with the real world. We classify these experiences as small scale and high fidelity. Our work is the first to explore the domain of large scale high fidelity (LSHF) AR experiences. We build upon the small scale high fidelity capabilities of the Microsoft HoloLens to allow LSHF interactions. We demonstrate the capabilities of our system with a game specifically designed for LSHF interactions, handling many challenges and limitations unique to the domain of LSHF AR through the game design. Our contributions are twofold: - The lessons learned during the design and development of a system capable of LSHF AR interactions. ­ Identification of a set of reusable game elements specific to LSHF AR, including mechanisms for addressing spatiotemporal inconsistencies and crowd control. \We believe our contributions will be fully applicable not only to games, but all LSHF AR experiences.
Publisher
ACM
Issue Date
2018-10-15
Language
English
Citation

The 31st Annual ACM Symposium on User Interface Software and Technology Adjunct Proceedings, pp.163 - 165

URI
http://hdl.handle.net/10203/246779
Appears in Collection
ID-Conference Papers(학술회의논문)
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