論文アブストラクト： Smart glasses are increasingly being used in professional contexts. Having key applications such as short messaging and newsreader, they enable continuous access to textual information. In particular, smart glasses allow reading while performing other activities as they do not occlude the user's world view. For efficient reading, it is necessary to understand how a text should be presented on them. We, therefore, conducted a study with 24 participants using a Microsoft HoloLens to investigate how to display text on smart glasses while walking and sitting. We compared text presentation in the top-right, center, and bottom-center positions with Rapid Serial Visual Presentation (RSVP) and line-by-line scrolling. We found that text displayed in the top-right of smart glasses increases subjective workload and reduces comprehension. RSVP yields higher comprehension while sitting. Conversely, reading with scrolling yields higher comprehension while walking. Insights from our study inform the design of reading interfaces for smart glasses.
論文アブストラクト： Augmented Reality is on the rise with consumer-grade smart glasses becoming available in recent years. Those interested in deploying these head-mounted displays need to understand better the effect technology has on the end user. One key aspect potentially hindering the use is motion sickness, a known problem inherited from virtual reality, which so far remains under-explored. In this paper we address this problem by conducting an experiment with 142 subjects in three different industries: aviation, medical, and space. We evaluate whether the Microsoft HoloLens, an augmented reality head-mounted display, causes simulator sickness and how different symptom groups contribute to it (nausea, oculomotor and disorientation). Our findings suggest that the Microsoft HoloLens causes across all participants only negligible symptoms of simulator sickness. Most consumers who use it will face no symptoms while only few experience minimal discomfort in the training environments we tested it in.
論文アブストラクト： In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. While the technology for input as well as output devices is market ready, only a few solutions for text input exist, and empirical knowledge about performance and user preferences is lacking. In this paper, we study text entry in VR by selecting characters on a virtual keyboard. We discuss the design space for assessing selection-based text entry in VR. Then, we implement six methods that span different parts of the design space and evaluate their performance and user preferences. Our results show that pointing using tracked hand-held controllers outperforms all other methods. Other methods such as head pointing can be viable alternatives depending on available resources. We summarize our findings by formulating guidelines for choosing optimal virtual keyboard text entry methods in VR.