How does the idea of centralized and decentralized observations apply to the technology of AR/Augment Reality?
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.[1][2] The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment.[3] In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.[4][5] Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
The primary value of augmented reality is that it brings components of the digital world into a person's perception of the real world, and does so not as a simple display of data, but through the integration of immersive sensations that are perceived as natural parts of an environment. The first functional AR systems that provided immersive mixed reality experiences for users were invented in the early 1990s, starting with the Virtual Fixtures system developed at the U.S. Air Force's Armstrong Laboratory in 1992.[3][6][7][8] The first commercial augmented reality experiences were used largely in the entertainment and gaming businesses, but now other industries are also getting interested about AR's possibilities for example in knowledge sharing, educating, managing the information flood and organizing distant meetings. Augmented reality is also transforming the world of education, where content may be accessed by scanning or viewing an image with a mobile device or by bringing immersive, markerless AR experiences to the classroom.[9][10] Another example is an AR helmet for construction workers which display information about the construction sites.
Augmented reality is used to enhance natural environments or situations and offer perceptually enriched experiences. With the help of advanced AR technologies (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Information about the environment and its objects is overlaid on the real world. This information can be virtual[11][12][13][14][15][16] or real, e.g. seeing other real sensed or measured information such as electromagnetic radio waves overlaid in exact alignment with where they actually are in space.[17][18][19] Augmented reality also has a lot of potential in the gathering and sharing of tacit knowledge. Augmentation techniques are typically performed in real time and in semantic context with environmental elements. Immersive perceptual information is sometimes combined with supplemental information like scores over a live video feed of a sporting event. This combines the benefits of both augmented reality technology and heads up display technology (HUD).
Environmental/context design[edit]
Context Design focuses on the end-user's physical surrounding, spatial space, and accessibility that may play a role when using the AR system. Designers should be aware of the possible physical scenarios the end-user may be in such as:[86]
By evaluating each physical scenario, potential safety hazard can be avoided and changes can be made to greater improve the end-user's immersion. UX designers will have to define user journeys for the relevant physical scenarios and define how the interface will react to each.
Especially in AR systems, it is vital to also consider the spatial space and the surrounding elements that change the effectiveness of the AR technology. Environmental elements such as lighting, and sound can prevent the sensor of AR devices from detecting necessary data and ruin the immersion of the end-user.[87]
Another aspect of context design involves the design of the system's functionality and its ability to accommodate for user preferences.[88][89] While accessibility tools are common in basic application design, some consideration should be made when designing time-limited prompts (to prevent unintentional operations), audio cues and overall engagement time. It is important to note that in some situations, the application's functionality may hinder the user's ability. For example, applications that is used for driving should reduce the amount of user interaction and user audio cues instead.
Interaction design[edit]
Interaction design in augmented reality technology centers on the user's engagement with the end product to improve the overall user experience and enjoyment. The purpose of Interaction Design is to avoid alienating or confusing the user by organising the information presented. Since user interaction relies on the user's input, designers must make system controls easier to understand and accessible. A common technique to improve usability for augmented reality applications is by discovering the frequently accessed areas in the device's touch display and design the application to match those areas of control.[90] It is also important to structure the user journey maps and the flow of information presented which reduce the system's overall cognitive load and greatly improves the learning curve of the application.[91]
In interaction design, it is important for developers to utilize augmented reality technology that complement the system's function or purpose.[92] For instance, the utilization of exciting AR filters and the design of the unique sharing platform in Snapchat enables users to better the user's social interactions. In other applications that require users to understand the focus and intent, designers can employ a reticle or raycast from the device.[88] Moreover, augmented reality developers may find it appropriate to have digital elements scale or react to the direction of the camera and the context of objects that can are detected.[87]
Augmented reality technology allows to utilize the introduction of 3D space. This means that a user can potentially access multiple copies of 2D interfaces within a single AR application.[87]
Visual design[edit]
In general, visual design is the appearance of the developing application that engages the user. To improve the graphic interface elements and user interaction, developers may use visual cues to inform user what elements of UI are designed to interact with and how to interact with them. Since navigating in AR application may appear difficult and seem frustrating, visual cues design can make interactions seem more natural.[86]
In some augmented reality applications that uses a 2D device as an interactive surface, the 2D control environment does not translate well in 3D space making users hesitant to explore their surroundings. To solve this issue, designers should apply visual cues to assist and encourage users to explore their surroundings.
It is important to note the two main objects in AR when developing VR applications: 3D volumetric objects that are manipulatable and realistically interact with light and shadow; and animated media imagery such as images and videos which are mostly traditional 2D media rendered in a new context for augmented reality.[86] When virtual objects are projected onto a real environment, it is challenging for augmented reality application designers to ensure a perfectly seamless integration relative to the real-world environment, especially with 2D objects. As such, designers can add weight to objects, use depths maps, and choose different material properties that highlight the object's presence in the real world. Another visual design that can be applied is using different lighting techniques or casting shadows to improve overall depth judgment. For instance, a common lighting technique is simply placing a light source overhead at the 12 o’clock position, to create shadows upon virtual objects
How does the idea of centralized and decentralized observations apply to the technology of AR/Augment Reality?
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