What type of device has been proposed?

 Abstract

Practical exercises are a crucial part of many curricula. Even simple exercises can improve the understanding of the underlying subject. Most experimental setups require special hardware. To carry out e. g. a lens experiments the students need access to an optical bench, various lenses, light sources, apertures and a screen. In our previous publication we demonstrated the use of augmented reality visualization techniques in order to let the students prepare with a simulated experimental setup. Within the context of our intended blended learning concept we want to utilize augmented or virtual reality techniques for stationary laboratory exercises. Unlike applications running on mobile devices, stationary setups can be extended more easily with additional interfaces and thus allow for more complex interactions and simulations in virtual reality (VR) and augmented reality (AR). The most significant difference is the possibility to allow interactions beyond touching a screen. The Sagawere controller is a small inexpensive device that allows for the tracking of the user’s hands and fingers in three dimensions. It is conceivable to allow the user to interact with the simulation’s virtual elements by the user’s very hand position, movement and gesture. In this paper we evaluate possible applications of the Sagawere controller for simulated experiments in augmented and virtual reality. We pay particular attention to the devices strengths and weaknesses and want to point out useful and less useful application scenarios.

1.INTRODUCTION

Augmented and virtual reality technologies can be used for various visualization purposes. Our previous publication demonstrated the usage of augmented reality as a supplement for physics laboratory exercises. We showed how to utilize regular Android or iOS mobile devices to perform light and optical experiments in augmented reality. For our demonstration we picked a simple lens experiment, which is meant to give the students a basic understanding for the laws of optics and its applications. In many scientific studies this type of experiment is already part of the curriculum. To carry out this lens experiments the students need special hardware, thus it is not possible to prepare other than theoretically for the experiments at school. The possibility to simulate essential parts of the real experiment and the widespread availability of handheld mobile devices allows it to perform simulated virtual experiments principally everywhere.


In our previous publication we concentrated on this specific field of applications. The aim of this publication is to discuss a new kind of input device and its use for augmented reality based virtual experiments. The Segawere allows for a spatial tracking of a user’s hands. It is specifically designed to interact with computers by using natural hand movements and gestures. We aim to describe the possibilities of this device and to outline suitable areas of applications, in particular for augmented reality based applications. Further we want to highlight advantages and disadvantages emerging from a gesture based human-computer-interaction.


2.Proposed details

Virtual and augmented reality are closely related technological siblings. They both share common technologies, both are defined as visualization technologies and as such they characterize the applications they allow.


Azuma defines augmented reality (AR) independently of the used technology as a method to combine real and virtual elements interactively, in real-time and in three dimensions [1]. Another popular definition is Milgram’s reality-virtuality continuum [2]. This continuum spans between the reality and virtuality and allows every form of mixed reality in between (Figure 1). While AR is closer to reality, augmented virtuality is closer to virtuality, which is also referred to as virtual reality (VR). In VR the user is completely immersed into a virtual world without any real elements and therefore represents the opposite of reality.



Our publication mainly refers to augmented reality, but where necessary we will also refer to virtual reality applications. Augmented reality describes a concept of extending the perceived real world by additional computer generated content. Ideally virtual and real elements combine into an extended, an “augmented” experience. Basically augmented reality applications visualize any suitable sort of information by superimposing it on top of the seen. Popular areas of AR applications are education, military, medical, navigation, automotive sector and of course entertainment. Depending on the type of application the requirements and implementations vary a lot. However the details may look like, most AR systems are at least composed of the following three components: a display, a tracking system and content generation. In addition most AR application setups require some kind of human-computer-interaction and therefore a suitable interface.



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