2017
DOI: 10.1007/978-3-319-58703-5_13
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Head-Mounted Augmented Reality Displays on the Cheap: A DIY Approach to Sketching and Prototyping Low-Vision Assistive Technologies

Abstract: Several wearable augmented reality devices have emerged in recent years. Although these devices target users with 20/20 vision, they have also been explored as low vision aids. However, such devices are still relatively inaccessible and expensive. This study explores one of the inexpensive commercial headmounted see-through display, google cardboard, and a simple homemade wearable augmented reality display. The experimentation reveals that, although not perfect, the homemade device built using a smartphone and… Show more

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Cited by 26 publications
(15 citation statements)
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References 51 publications
(50 reference statements)
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“…The continuous hitting of keys can be strenuous and a particular challenge for individuals with reduced motor function. Moreover, the tactile feedback and the turning motion means that UbiWheel may hold potential for individuals with low vision [40] or no vision [41] as it does not directly rely on visual feedback which is essential in interaction designed for individuals with reduced vision [42,43,44,45]. This is especially relevant as individuals vision typically degrade with age.…”
Section: Discussionmentioning
confidence: 99%
“…The continuous hitting of keys can be strenuous and a particular challenge for individuals with reduced motor function. Moreover, the tactile feedback and the turning motion means that UbiWheel may hold potential for individuals with low vision [40] or no vision [41] as it does not directly rely on visual feedback which is essential in interaction designed for individuals with reduced vision [42,43,44,45]. This is especially relevant as individuals vision typically degrade with age.…”
Section: Discussionmentioning
confidence: 99%
“…Examples from our own human-computer research lab include the use of traditional computer science techniques in HCI such as graph theory [31], heuristic evaluation [32,33], qualitative research methods based on interviews [34] and text analysis [35,36], visualization [37,38,39], as well as design and development. Design includes sketching in 2D [40] and 3D [41,42], 3D modelling [43], design of concepts such as new interaction styles for self-service kiosks [44], collaborative work [45] and volunteering [46], tactile feedback for pedestrians [47], design of devices such as augmented reality displays [48], and the development of new design methods [49]. Examples of exploration through development include new interaction techniques such as wheel controls [50], human behavior monitoring based on touch dynamics [51], new color design tools that support human contrast perception [52,53], physical navigation tools for blind users using radar [54], and virtual navigation in static pano-ramic views [55].…”
Section: Human-computer Interactionmentioning
confidence: 99%
“…It is not always necessary to obtain a 3D model of an object, as it is sufficient to give the impression of a 3D object. This is particularly relevant for sketching where panoramic sketches are used to give 3D dimensional view from a single point [22,23,24,25,26].…”
Section: Introductionmentioning
confidence: 99%