Changing the Camera-to-screen Angle to Improve AR Browser Usage

Ashley Colley, Wouter Van Vlaenderen, Johannes Schöning, Jonna Häkkilä

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

4 Citations (Scopus)

Abstract

Mobile devices are currently the most commonly used platform to experience Augmented Reality (AR). Nevertheless, they typically provide a less than ideal ergonomic experience, requiring the user to operate them with arms raised. In this paper we evaluate how to improve the ergonomics of AR experiences by modifying the angle between the mobile device's camera and its display. Whereas current mobile device cameras point out vertically from the back cover, we modify the camera angle to be 0, 45 and 90 degrees. In addition, we also investigate the use of the smartwatch as an AR browser form factor. Key findings are, that whilst the current approximately see-through configuration provides the fastest task completion times, a camera offset angle of 45° provides reduced task load and was preferred by users. When comparing different form factors and screen sizes, the smartwatch format was found to be unsuitable for AR browsing use.
Original languageEnglish
Title of host publicationMobileHCI '16
Subtitle of host publicationProceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services
Place of PublicationNew York, NY, USA
PublisherACM
Number of pages11
ISBN (Print)978-1-4503-4408-1
DOIs
Publication statusPublished - 2016
MoEC publication typeA4 Article in a conference publication
EventInternational Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct - Florence, Italy
Duration: 6 Sep 20169 Sep 2016
Conference number: 18

Publication series

SeriesMobileHCI '16

Conference

ConferenceInternational Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
Abbreviated titleMobileHCI '16
CountryItaly
CityFlorence
Period06.09.201609.09.2016

Keywords

  • augmented reality, augmented reality browsers, magic lens interaction, mobile devices, smartwatches

Field of science

  • Visual arts and design

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