Passing the visual Turing test: The Meta’s story of their quest for visual realism in VR

In this research article from Meta’s RealityLabs, they discuss their efforts for passing Visual Turing Test, we think this article can be very insightful for you. According to their studies a Visual Turing Test should consider following elements: “Varifocal” technology that provides correct depth of focus (versus a single fixed focus), thereby enabling clearer and … Read morePassing the visual Turing test: The Meta’s story of their quest for visual realism in VR

Design Patterns for Mobile Augmented Reality User Interfaces—An Incremental Review

The virtual enhancement of the physical world through Augmented Reality (AR) has an enormous potential in its application, but faces challenges in its development. The lack of standards and the increased complexity of interaction opportunities complicate the definition of suitable User Interfaces (UIs). While many principles and patterns have been developed to simplify UI design … Read moreDesign Patterns for Mobile Augmented Reality User Interfaces—An Incremental Review

Usability Principles for  Handheld AR

Paper Publish Date: 2013 Authors: Ko, Sang Min, Won Suk Chang, and Yong Gu Ji. View Full Article Because of the widespread use of smartphones, users now have access to a wide range of programs that are similar to those found on desktop computers. Users’ location information is used by smartphone applications that utilise augmented … Read moreUsability Principles for  Handheld AR

Pre-patterns for designing embodied interactions in handheld augmented reality games

Researchers and game industry professionals are showing an increased interest in creating “embodied” game experiences through reality-based interfaces. Handheld AR (HAR) is a reality-based interface that renders digital objects onto a player’s perception of the physical world. HAR creates a hybrid space in which players can leverage their existing physical and social skills to interact … Read morePre-patterns for designing embodied interactions in handheld augmented reality games

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