Sökning: "gestures in augmented reality"

Visar resultat 1 - 5 av 9 uppsatser innehållade orden gestures in augmented reality.

  1. 1. Pointing Techniques in AR : Design and Comparative Evaluation of Two Pointing Techniques in Augmented Reality

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Arham Bengani; [2021]
    Nyckelord :Augmented reality; AR; technology-enhanced learning; pointing in augmented reality; gestures in augmented reality;

    Sammanfattning : At present, human-computer interaction (HCI) is no longer limited to traditional input hardware like mouse and keyboard. In the last few years, Augmented and Virtual Reality (AR, VR) have dramatically changed the way we interact with a computer. LÄS MER

  2. 2. A Model-Based Approach to Hands Overlay for Augmented Reality

    Kandidat-uppsats, Linköpings universitet/Programvara och system

    Författare :Fredrik Adolfsson; [2021]
    Nyckelord :Augmented Reality; Hands Overlay; Remote Guidance;

    Sammanfattning : Augmented Reality is a technology where the user sees the environment mixed with a virtual reality containing things such as text, animations, pictures, and videos. Remote guidance is a sub-field of Augmented Reality where guidance is given remotely to identify and solve problems without being there in person. LÄS MER

  3. 3. Gauntlet-X1: Smart Glove System for American Sign Language translation using Hand Activity Recognition

    Master-uppsats, Uppsala universitet/Institutionen för informationsteknologi

    Författare :Asif Mohamed; Paul Sujeet; Vishnu Ullas; [2020]
    Nyckelord :;

    Sammanfattning : The most common forms of Human Computer Interaction (HCI) devices these dayslike the keyboard, mouse and touch interfaces, are limited to working on atwo-dimensional (2-D) surface, and thus do not provide complete freedom ofaccessibility using our hands. With the vast number of gestures a hand can perform,including the different combinations of motion of fingers, wrist and elbow, we canmake accessibility and interaction with the digital environment much more simplified,without restrictions to the physical surface. LÄS MER

  4. 4. Creating Good User Experience in a Hand-Gesture-Based Augmented Reality Game

    Master-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Benny Lam; Jakob Nilsson; [2019]
    Nyckelord :AR; Hand gestures; Bare-hand interaction; HGR; Augmented reality; usability; user experience; Manomotion; ARKit; Visual Odometry; SLAM; VO; VIO; 3D gestural interaction; gesture recognition; gesture tracking; augmented environments; Förstärkt verklighet; 3D gestinteraktion; gestigenkänning; visuell odometri; Manomotion; ARKit;

    Sammanfattning : The dissemination of new innovative technology requires feasibility and simplicity. The problem with marker-based augmented reality is similar to glove-based hand gesture recognition: they both require an additional component to function. LÄS MER

  5. 5. Gesture-Driven Interaction in Head-Mounted Display AR: Guidelines for Design Within the Context of the Order Picking Process in Logistic Warehouses

    Kandidat-uppsats, Malmö universitet/Fakulteten för kultur och samhälle (KS)

    Författare :Robin Medin; [2018]
    Nyckelord :AR; HMD; Gesture; Interaction;

    Sammanfattning : This thesis investigates how gesture-driven interfaces, integrated in HMD- based (Head-Mounted Display) Augmented Reality (AR) devices can be used in the context of order picking processes in logistic warehouses as a substitute to existing solutions for visualisation and interaction with order picking lists: which hand gestures should be used? What qualities are essential for designing a successful substitute? By applying an User-Centered Design approach, generative ideation methodologies, prototyping and usability testing this research results in a contribution to a framework of design guidelines for designing gesture-driven AR in the order picking process, as well as a proposition of a gestural interaction language grounded in both earlier research and empirical findings. The empirical findings include details of the end users’ gestural interaction preferences and content-related considerations, which was implemented in a low fidelity prototype and evaluated in the contextual domain of the end users. LÄS MER