Oct 2026· Proceedings of the 2026 ACM Symposium on Spatial User Interaction· pp. 1-15· 0 citations· 17 references
Abstract
Although Augmented Reality (AR) has been widely investigated for supporting procedural tasks, its adoption in real industrial environments remains limited. A major challenge concerns the accurate registration of virtual instructions onto real components, which can be affected by tracking inaccuracies, occlusion conflicts, and visual clutter in the surrounding workspace. In this work, we investigate the design space of AR instructional visualization by comparing three metaphors: AR in-situ, where instructions are registered on real components; AR side-by-side, where instructions are displayed on a virtual replica positioned next to the equipment; and AR orb, where side-by-side instructions are presented within a virtual spherical background that isolates them from the industrial scene. We conducted a user study in a real workshop setting involving a mechanical disassembly task with 21 participants, including professional operators. Objective performance, perceived cognitive load, usability, and user experience were evaluated. The results suggest that strict spatial registration is not always necessary for effective AR procedural guidance. Side-by-side visualizations preserved task comprehension, reduced perceived workload, and improved usability compared to in-situ AR. Isolating instructions within a virtual background further reduced mental demand, although users considered the standard side-by-side approach more appropriate overall.
As augmented reality (AR) adoption expands across training and operational domains, interaction design has served as a key determinant of user experience (UX). Although natural interaction techniques are believed to better support AR than traditional WIMP (windows, icons, menus, and pointing devices) interfaces, di...
C. L. Hughes, Waldemar Karwowski· Frontiers in Virtual Reality· 0 citations
The rapid expansion of Augmented Reality (AR) technologies has increased the need to ensure visual comfort during extended, real-world use. In optical see-through AR systems (OST-AR), users perceive the real environment without mediation, whereas inaccuracies in the rendered virtual content can lead to perceptual confl...
Alice Sansalone, A. Canessa, Silvio P. Sabatini et al.· IEEE Transactions on Visuali...· 0 citations
This paper investigates how Quality of Experience (QoE) and User Experience (UX) evaluations of a geo-located augmented reality (AR) interface designed to support navigation and situational awareness in a security context differ across participant groups with distinct domain-related backgrounds. To address the limitati...
K. Mišura, M. Sužnjević, M. Čolić· Applied Sciences· 0 citations
With the growing use of virtual reality (VR), interaction techniques need to be evaluated across different task demands and in relation to real-world performance. This study compares four VR interaction techniques—Direct Controller, Hand Tracking, Raycasting, and Wrist Rotation—across discrete (text typing), spatial (t...
J. Lee, Minwoo Kim, Hyeon Seo et al.· Italian National Conference...· 0 citations
A number of works have explored non-isomorphic hand mappings to increase the interaction space or to alter the speed/accuracy trade-off when using virtual hands in virtual reality. However, when these alterations are applied in an augmented reality context, where users perceive their real hands and interact with both r...
Juri Yoneyama, Étienne Peillard, Guillaume Moreau et al.· Proceedings of the 2026 ACM...· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.