Showing posts with label augmented_reality. Show all posts
Showing posts with label augmented_reality. Show all posts

Monday, 2 December 2019

Human augmentation: Past, present and future

an article by Roope Raisamo, Ismo Rakkolainen, Päivi Majaranta, Katri Salminen, Jussi Rantala and Ahmed Farooq (Tampere University, Finland) published in International Journal of Human-Computer Studies Volume 131 (November 2019)

Highlights

  • Human augmentation will change what it means to be human.
  • A definition and model for human augmentation are presented.
  • Physical and digitally mediated actions can be combined to extend human reach.
  • Non-invasive augmentation is possible with augmented reality and wearable technology.
  • A call for research is presented to realize the vision of human augmentation.

Abstract

Human augmentation is a field of research that aims to enhance human abilities through medicine or technology. This has historically been achieved by consuming chemical substances that improve a selected ability or by installing implants which require medical operations. Both of these methods of augmentation can be invasive.

Augmented abilities have also been achieved with external tools, such as eyeglasses, binoculars, microscopes or highly sensitive microphones.

Lately, augmented reality and multimodal interaction technologies have enabled non-invasive ways to augment human.

In this article, we first discuss the field and related terms.
We provide relevant definitions based on the present understanding of the field.
This is followed by a summary of existing work in augmented senses, action, and cognition.

Our contribution to the future includes a model for wearable augmentation.

In addition, we present a call for research to realise this vision. Then, we discuss future human abilities. Wearable technologies may act as mediators for human augmentation, in the same manner as eyeglasses once revolutionised human vision. Non-invasive and easy-to-use wearable extensions will enable lengthening the active life for ageing citizens or supporting the full inclusion of people with special needs in society, but there are also potential problems.

Therefore, we conclude by discussing ethical and societal issues: privacy, social manipulation, autonomy and side effects, accessibility, safety and balance, and unpredictable future.

Full text (PDF 13pp)


Friday, 25 October 2019

Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical performance: A systematic review and meta-analysis of randomized controlled trials

an article by Yu-Leung Ng (Hong Kong Baptist University), Flora Ma and King-wa Fu (The University of Hong Kong, Eliot Hall) and Frederick K. Ho and Patrick Ip (The University of Hong Kong, Queen Mary Hospital) published in Computers in Human Behavior Volume 99 (October 2019)

Highlights

  • This study compared VR- and AR-exercise and traditional and no-exercise programs.
  • VR training programs were effective for enhancing frequency of physical activity.
  • VR and AR programs were effective for improving strength of physical performance.
  • Further studies of AR-enhanced exercise using randomized controlled trials are warranted.

Abstract

Virtual reality (VR) and augmented reality (AR)-enhanced exercise training is a novel approach to promoting health. Previous systematic reviews have focused on the effectiveness of VR interventions in clinical settings. The present study was the first systematic review to investigate the effectiveness of exercise-based VR and AR training as preventive measures in improving physical activity, psychological outcomes, and physical performance of a healthy population when compared with traditional programs and no-exercise controls.

This study included 22 research articles published between 1997 and 2017, involving 1,184 participants aged 18 to 79.
The results showed a large effect on physical activity (Hedges' g = 0.83, SE = 0.18), a small to moderate effect on physical performance (Hedges’ g = 0.31, SE = 0.09), and no significant effect on psychological outcomes.

VR training programs were particularly shown to be effective for enhancing frequency of physical activity and strength of physical performance.

Only two studies examined the effectiveness of AR training programs on physical performance, and the findings concerning those effects were not separately reported.

A list of plausible moderators was tested but that variable was not significantly associated with the effects of VR on the three outcomes.

Limitations and future directions are discussed.


Wednesday, 22 May 2019

Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?

an article by Juho Hamari (Tampere University of Technology, Finland; University of Turku, Finland), Aqdas Malik and Aditya Johri (George Mason University, Fairfax, VA, USA) and Johannes Koski (University of Turku, Finland) published in International Journal of Human–Computer Interaction Volume 35 Issue 9 (2019)

Abstract

In recent years, augmented reality games (ARGs) such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience but also have the potential to alter how players view their physical realities. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability.

This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In this study, we investigate the various gratifications people derive from ARGs (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them.

We employ data drawn from players of Pokémon Go (N = 1190) gathered through an online survey. The results indicate that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR), meanwhile outdoor activity, challenge, competition, socializing, nostalgia and ITR are associated with in-app purchase intentions (IPI).

In contrast with our expectations, privacy concerns or trendiness were not associated with reuse intentions or IPI.