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            "note": "<ul>\n<li>ABSTRACT</li>\n<li>INTRODUCTION</li>\n<li>FROM AR TO A²R: A THEORETICAL FRAMEWORK</li>\n<li>Visual Monitoring and Augmentation</li>\n<li>Acoustic Monitoring and Augmentation</li>\n<li>Affective Monitoring and Augmentation</li>\n<li>THE ADAPTIVE AR MUSEUM VISIT: SYSTEM ARCHITECTURE</li>\n<li>Architecture</li>\n<li>(abb.1) Figure 1: System Architecture and Collaborative Design</li>\n<li>Visual sensors and AR glasses</li>\n<li>Acoustic sensors</li>\n<li>Biosensors</li>\n<li>DESIGN CHALLENGES</li>\n<li>Project background</li>\n<li>Creating the 3rd space</li>\n<li>Data gathering for system requirements analysis</li>\n<li>(abb.2) Figure 2A, B, C and D: AR displays and gesture interaction tests</li>\n<li>IDENTIFYING MOTIVATIONS AND NEEDS</li>\n<li>MNAD: Museo Nacional de Artes Decorativas</li>\n<li>MAM: Le Musée des Arts et Métiers</li>\n<li>FACT: Foundation for Art and Creative <br />Technology</li>\n<li>TOWARDS THE A2<br />R MUSEUM VISIT: SELECTING ARTIFACTS</li>\n<li>MNAD: The 18th Century Valencian kitchen</li>\n<li>(abb.3) Figure 3A, B, C and D: Initial artifact selection and system mock-up</li>\n<li>MAM: The Lavoisier Laboratory (1743-1794)</li>\n<li>FACT: The VIP Signature Pillar</li>\n<li>COLLECTIVE VOICES</li>\n<li>CONCLUSIONS AND DIRECTIONS FOR FUTURE WORK</li>\n<li>AKNOWLEDGEMENTS</li>\n<li>REFERENCES</li>\n</ul>",
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            "note": "<p><strong>pARnorama:</strong><br /><strong>360 Degree Interactive Video</strong><br /><strong>for Augmented Reality Prototyping</strong></p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>\n<ul>\n<li>Abstract</li>\n<li>General Terms</li>\n<li>Introduction</li>\n<li>(a) Recording video on site</li>\n<li>(b) Authoring the scenario</li>\n<li>(c) Playback on the device</li>\n<li>Figure 1: Simple three-step<br />workflow for video prototyping.</li>\n<li>pARnorama</li>\n<li>Implementation</li>\n<li>Figure 2: Example still picture from a flattened 360<br />◦ video file.</li>\n<li>Recording Procedure</li>\n<li>Editing and authoring tool</li>\n<li>Figure 3: The video preview and editing application.</li>\n<li>Viewer application</li>\n<li>Figure 4: Viewer application<br />running on a smartphone.</li>\n<li>Discussion and Future Work</li>\n<li>References</li>\n</ul>",
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            "note": "<p><strong>Mobile Augmented Reality:</strong><br /><strong>Video Prototyping</strong></p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>\n<ul>\n<li>Abstract</li>\n<li>General Terms</li>\n<li>figure 1. Participant viewing the<br />video prototype on an iPhone4 at<br />the first location – a busy and<br />crowded square.</li>\n<li>Introduction</li>\n<li>Motivation and Related Work</li>\n<li>figure 2. Participant panning the<br />smart phone following the video at<br />the same location where it was<br />shot.</li>\n<li>The Friend Radar App and the Design<br />approach</li>\n<li>The Experiment</li>\n<li>figure 5. Post-test interview at the<br />Park.</li>\n<li>figure 3. Video prototype. Each icon/avatar hovers above the<br />person it belongs to. Icons display availability and distance to<br />each person. The green arrow on the right points out friends<br />that are available to that direction.</li>\n<li>Test</li>\n<li>Initial Results</li>\n<li>figure 4. Results from the questionnaires.</li>\n<li>Discussion and Future Work</li>\n<li>Pros</li>\n<li>Limitations</li>\n<li>Future work</li>\n<li>References</li>\n<li>&nbsp;&nbsp;&nbsp;</li>\n</ul>\n<p>&nbsp;</p>",
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            "note": "<p><strong>Mobile Augmented Reality: Exploring Design and</strong><br /><strong>Prototyping Techniques</strong></p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>\n<ul>\n<li>ABSTRACT</li>\n<li>INTRODUCTION</li>\n<li>BACKGROUND AND RELATED WORK</li>\n<li>Mobile Augmented Reality Channels and Trends</li>\n<li>Design Methodologies and Prototyping Techniques</li>\n<li>Challenges</li>\n<li>Figure 1. In addition to the AR interface, users can retrieve<br />detailed information on distance and friends’ activities.</li>\n<li>THE FRIEND RADAR CONCEPT</li>\n<li>Design Approach</li>\n<li>PROTOYPES</li>\n<li>Low-fidelity mocks</li>\n<li>Figure 3. Video of the mixed-fi being played on a smart-phone.</li>\n<li>Figure 2. a) Low-fidelity mock. The see-through hole allows<br />users to see what is behind the device, simulating the camera.</li>\n<li>Figure 4. High-fidelity prototype. The icons are overlaid on<br />the camera feed and move with the phone’s movement.</li>\n<li>Mixed-Fidelity Videos</li>\n<li>High-Fidelity Prototype</li>\n<li>EXPERIMENT</li>\n<li>Table 1. Summary of requirements and development time for<br />each prototyping approach.</li>\n<li>Evaluation Sessions<br />The experiment was </li>\n<li>Figure 5. User testing the video (mixed-fidelity) prototype on a<br />busy urban location.</li>\n<li>Post-experiment</li>\n<li>Figure 6. Results from the tests with the low-fidelity prototype.<br />Users had trouble understanding the concept.</li>\n<li>RESULTS</li>\n<li>Low-Fidelity Mocks</li>\n<li>Figure 7. Results from the tests with the video prototype.</li>\n<li>Mixed-Fidelity Videos</li>\n<li>Figure 9. Results from the final question. The vast<br />majority of participants stated being very interested or<br />interested in using the Friend Radar application.</li>\n<li>High-Fidelity Prototype</li>\n<li>DISCUSSION</li>\n<li>Figure 8. Results from the high-fidelity prototype tests.</li>\n<li>Interest and acceptance</li>\n<li>Table 2. Summary of benefits and drawbacks from the different approaches.</li>\n<li>Low-fidelity</li>\n<li>Mixed-fidelity</li>\n<li>CONCLUSIONS AND FUTURE WORK</li>\n<li>High-fidelity</li>\n<li>REFERENCES</li>\n</ul>\n<p>&nbsp;</p>",
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            "note": "<p><strong>Heuristics for the Assessment of Interfaces of Mobile</strong><br /><strong>Devices</strong></p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>\n<ul>\n<li>ABSTRACT</li>\n<li>Categories and Subject Descriptors</li>\n<li>General Terms</li>\n<li>INTRODUCTION</li>\n<li>RELATEDWORK</li>\n<li>HEURISTICS FOR MOBILE DEVICES</li>\n<li>Inspection by Simulation</li>\n<li>Figure 1: Main screen of the MoViA multimedia<br />annotation tool.</li>\n<li>VALIDATION OF THE HEURISTICS FOR<br />MOBILE DEVICES</li>\n<li>Compilation</li>\n<li>Table 1: Association between the categories and Nielsen’s heuristics.</li>\n<li>Table 2: Heuristics for evaluating the usability of mobile device interfaces: second version.</li>\n<li>Table 3: Number of usability problems identified</li>\n<li>Acknowledgments</li>\n<li>REFERENCES</li>\n<li>FINAL REMARKS</li>\n</ul>",
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            "note": "<ul>\n<li>1 Introduction</li>\n<li>2 Related work</li>\n<li>3 Mobile environmental monitoring</li>\n<li>Table 1 Classification of stakeholders based on their activities</li>\n<li>3.2 Tasks</li>\n<li>3.3 Challenges</li>\n<li>3.3.1 Real-world conditions</li>\n<li>3.3.2 Data (-source) heterogeneity</li>\n<li>3.3.3 Data acquisition</li>\n<li>3.3.4 Interpretation</li>\n<li>Fig. 1 Visualizations. Left combined plot comparing measurements of snow height and temperature over time. Middle left color coding of soil<br />moisture values. Middle right interpolations for surface skin temperature. Right color coding of land use</li>\n<li>4 Approach: in-context visualization of environmental<br />data</li>\n<li>4.1 The notions of context and situation</li>\n<li>4.2 Visualization using mobile AR</li>\n<li>4.3 Requirements</li>\n<li>5 System infrastructure and workflow</li>\n<li>5.1 Network layer</li>\n<li>Fig. 2 Overall system diagram.<br />Component blocks are<br />organized according to their<br />deployment (i.e., on-site,<br />remote). Icons at the top right of<br />each block indicate the (usual)<br />platform running the<br />components (i.e., dedicated<br />sensor station, distributed<br />systems, mainframe, laptop, and<br />handheld device)</li>\n<li>5.2 Data acquisition and management</li>\n<li>5.3 Analysis and simulation</li>\n<li>5.4 Deployment</li>\n<li>5.5 Mobile client</li>\n<li>5.5.1 Hardware platform</li>\n<li>5.5.2 Software platform</li>\n<li>Fig. 3 Block diagram of the mobile client</li>\n<li>6 Interactive tools for mobile visualization</li>\n<li>6.1 Data exploration tools</li>\n<li>Fig. 4 Sensor visualization: different presentation modes. a Labels with station name. b Label with station name and one observed variable.<br />c Icons. d Icons with spatial filtering from station id</li>\n<li>6.2 View management tools</li>\n<li>Fig. 5 Terrain overlay visualization. Left terrain in fill mode with<br />transparency. Note how the transparency shows the real world<br />underneath while preserving the color coding of the overlay, and<br />isolines provide a sense of depth. Right overlay mapped on isolines.<br />The lines give a general idea of the color distribution while clearly<br />showing the video</li>\n<li>6.3 Collaboration tools</li>\n<li>7 Validation and discussion</li>\n<li>7.1 Methodology</li>\n<li>Table 2 Evaluation methods used in different phases of the development process</li>\n<li>7.1.1 Prototyping cycle</li>\n<li>7.1.2 Expert workshops</li>\n<li>Fig. 6 Prototypes overview. a The first prototype evaluated during<br />expert workshops displayed sensor label and a wireframe DEM.<br />b The second prototype, showcased in expert interviews, enabled<br />selection from a variety of sensors/simulations, showing line or fill<br />overlays.</li>\n<li>7.1.3 Showcase interviews</li>\n<li>7.1.4 Formal evaluations</li>\n<li>7.2 Case studies</li>\n<li>7.2.1 Snow avalanches in Dorfberg, Davos</li>\n<li>7.2.2 Watershed modeling in Kylma¨oja</li>\n<li>7.3 Prototyping cycle</li>\n<li>7.4 Expert workshops/showcase interviews</li>\n<li>7.4.1 Usage scenarios and applications</li>\n<li>Fig. 7 Conceptual design for the visualization. Top sensor representation.<br />a Miniplots show data distribution of sensor over time.<br />b Labels present observations from all the stations.</li>\n<li>Fig. 8 Scenario matrix. Sites, sensors, demos, and visualizations for two scenarios. Top row Dorfberg, Alps, Switzerland. Bottom row Kylma¨oja,<br />near Helsinki, Finland</li>\n<li><strong>7.4.2 Visualization</strong></li>\n<li>7.4.3 Mobile device and user interface</li>\n<li>7.4.4 Collaboration</li>\n<li>7.5 Scenario evaluation</li>\n<li>7.5.1 Dorfberg, Davos</li>\n<li>7.5.1.2 Visualization pipeline</li>\n<li>7.5.1.3 Workflow integration</li>\n<li>7.5.1.4 Usability</li>\n<li>7.5.2 Kylma¨oja, Finland</li>\n<li>7.5.2.1 Formal evaluation</li>\n<li>7.5.2.2 Platform components</li>\n<li>7.5.2.3 Standards</li>\n<li>7.5.2.4 Modeling</li>\n<li>7.6 Discussion</li>\n<li>7.6.1 Environmental monitoring</li>\n<li>7.6.2 3D Visualization</li>\n<li>7.6.3 Performance</li>\n<li>7.6.4 Domain</li>\n<li>7.6.5 Mobile sensing</li>\n<li>7.6.6 Collaboration</li>\n<li>8 Conclusion</li>\n</ul>",
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            "note": "<ul>\n<li>Introduction</li>\n<li>Issues to be addressed in ARET system evaluation</li>\n<li>Augmented Reality Exposure Therapy system</li>\n<li>Figure 1. Augmented Reality Exposure Therapy. The therapist observes the client’s viewpoint on the computer screen.</li>\n<li>Method</li>\n<li>Table 1. Mean ratings (SD) before and after the therapeutic session for : anxiety, belief, and avoidance on the 10-point Likert scale; and BAT on the 13-point Likert scale</li>\n<li>Figure 2. The mean frequencies of interactions in distributed therapeutic activity. The bold arrows correspond to the highest frequencies of interaction (per hour).</li>\n<li>Discussion and conclusions</li>\n</ul>",
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            "note": "<ul>\n<li>INTRODUCTION</li>\n<li>Figure 1. Example Scenario. From where you stand, you do not have a<br />view of the landmark. The traffic camera, however, does have a clear<br />view of the entire road containing the landmark, including the landmark.<br />A Virtual Mirror (VM) can be placed on the scene with the<br />contents of the camera overlaid onto it, such that it appears to reflect<br />the road containing the landmark.</li>\n<li>SYSTEM OVERVIEW</li>\n<li>Figure 3. Diagram of System Modules. Three modules include Virtual<br />Mirror Mode, Video Mode, and Map Mode. Navigation between<br />Modules are facilitated by gestures. Pitch Sensor navigates between<br />Virtual Mirror Mode and Map Mode whereas screen touches navigates<br />between Virtual Mirror Mode and Video Mode.</li>\n<li>Figure 4. Example of Map Mode. From where the user stands, the red<br />triangle is located at the same location on the map and is pointed in<br />the same direction that the user is facing. The red arrow with a plane<br />displays the location and orientation of a Virtual Mirror located within<br />a 1 kilometer radius of the user. The map can be zoomed in and out but<br />only virtual mirrors which fall in the range will be displayed.</li>\n<li>Description of each module</li>\n<li>Figure 5. Example of difference in image quality. Picture on the left<br />shows the image quality of the video feed in Virtual Mirror Mode<br />whereas the picture on the right shows the image quality of the video<br />feed in Video Mode. Observe that the street sign is much more legible<br />in the higher quality image (right)</li>\n<li>Figure 6. Diagram of triangulation. Using the longitude and latitude<br />shown as x-y coordinates of the virtual mirror, user, and the origin,<br />triangulation allows for the calculation of relative distances and angles<br />between the three points. The calculated angle VM represents the<br />Virtual Mirror angle relative to the user’s compass heading U.</li>\n<li>Figure 7. Diagram of half-angle calculation of the virtual mirror (left)<br />and graphical manipulation of camera feed (right). Using the halfway<br />angle between the camera angle,user, and mirror position, the graphical<br />representation of the camera feed is mirrored, distorted and translated<br />as shown on the right.</li>\n<li>Figure 8. Map of area surrounding McGill University with the locations<br />of the user, landmarks and virtual mirror indicated.</li>\n<li>RESULTS</li>\n<li>DISCUSSION</li>\n<li>FUTURE WORKS</li>\n<li>Figure 9. Screen shot of the system in Map Mode in a real environment. The three images from top to bottom depicts the user, represented by a red<br />triangle, turning 180 degrees to face the Virtual Mirror which is represented by an arrow attached to a rectangle.</li>\n<li>Figure 10. Screen shot of the system in Virtual Mirror Mode in a real environment. Overlayed on top of the video feed from the camera mounted<br />on the back on the phone is a Virtual Mirror Displaying the view of a street which is located around the corner from where the user is physically<br />standing.</li>\n<li>Figure 11. Screen shot of the system in Video Mode in a real environment. A high quality video feed of the contents of the Virtual Mirror is displayed<br />which show detail not previously shown in Virtual Mirror Mode. Informational Overlay indicating the Arts Building and the Roddick Gates are<br />labeled in the image for clarity for the reader, and are not present in the system.</li>\n<li>REFERENCES</li>\n</ul>",
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            "note": "<ul>\n<li>INTRODUCTION AND RELATED WORK</li>\n<li>SYSTEM OVERVIEW</li>\n<li>Figure 1. Description of the system concept and its different modes. The<br />grey arrows represent the device orientation while the red arrows represent<br />the direction in which POIs are sequenced.</li>\n<li>Figure 2. Left: stop &amp; listen mode with tested design for the slider gesture.<br />Right: alternative gesture tried spontaneously by some users.</li>\n<li>TASK-BASED USABILITY STUDY</li>\n<li>Tasks</li>\n<li>Results and Discussion</li>\n<li>Figure 3. Sample trajectories taken by participants. The black line traces the logged position, and the size of the overlaid pink and red circles represent<br />the magnitude of GPS error as reported by the sensor itself. The red circles denote locations where the error exceeds 100 m. The positions on startup,<br />prior to self-calibration of the sensors, are often incorrect, as evident by the red circles and large spikes, as can be seen in the middle example.</li>\n<li>LONG-TERM DEPLOYMENT: FIRST PHASE</li>\n<li>Results and Discussion</li>\n<li>Figure 4. Responses to the Likert scale questionnaire, represented as a net-stacked distribution. The scale represents the number of answers for each<br />question, with neutral responses omitted for both iterations of the deployment (6 and 2 participants).</li>\n<li>Figure 5. NASA TLX questionnaire results for each iteration, averaged<br />over six participants for the first iteration and over two for the latter.</li>\n<li>Suggested Improvements</li>\n<li>Changes Implemented</li>\n<li>Figure 6. Neck case design to ensure hands-free use of the application.</li>\n<li>LONG-TERM DEPLOYMENT: SECOND PHASE</li>\n<li>Results and Discussion</li>\n<li>Suggested Improvements</li>\n<li>Changes Implemented</li>\n<li>ONGOING CHALLENGES</li>\n<li>CONCLUSION</li>\n</ul>",
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            "note": "<ul>\n<li>1. INTRODUCTION</li>\n<li>Figure 1. We support indoor navigation with a Mixed Reality World-in-Miniature (WIM) and sparse localization. As a user walks,<br />we use a Virtual Reality WIM to illustrate the next instruction (a). Once the user reaches an info point (a floor-mounted poster) we<br />show the whole path using an Augmented Reality WIM (b). After departing the info point, we resort again to Virtual Reality (c).</li>\n<li>2. RELATED WORK</li>\n<li>3. INTERFACE DESIGN</li>\n<li>Figure 2. Conceptual design of info points for a shopping mall.<br />Left: a user accessing the info point. Right: view on the phone.</li>\n<li>3.1 Info points</li>\n<li>3.2 Interface view</li>\n<li>3.2.1 Instructions view</li>\n<li>Figure 3. World-in-Miniature views in our interface. To provide continuous navigation support with sparse localization, we transition<br />within Mixed Reality: we use Virtual Reality when there is no localization (a-c) and Augmented Reality otherwise (d-e).</li>\n<li>4. USER STUDY AND DISCUSSION</li>\n<li>Figure 4. Users walked the path from A to B. We divide the path in 10 path segments with one floor change (3), one skyway (4) and<br />various intersections. We asked participants to think aloud during navigation: keyword utterances are shown by the tag clouds.</li>\n<li>5. CONCLUSION</li>\n<li>6. ACKNOWLEDGMENTS</li>\n<li>7. REFERENCES</li>\n</ul>",
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            "note": "<ul>\n<li>1. INTRODUCTION</li>\n<li>2. CONTEXT</li>\n<li>3. INDEXICALITY</li>\n<li>Fig. 1. The semiotic relation between object, representation, and interpretation.</li>\n<li>Fig. 2. Page from paper based timetable book: symbolic representations with no indexicality.$</li>\n<li>Fig. 3. Timetable poster at a train station: symbolic representation with spatial indexicality.</li>\n<li>3.1 Reducing Information Representations by Increasing Indexicality</li>\n<li>Fig. 4. Electronic timetable on platform: spatial and temporal indexicality.</li>\n<li>3.2 Indexical Interface Design</li>\n<li>4. THREE PROTOTYPE SYSTEMS</li>\n<li>4.1 TramMate II</li>\n<li>Fig. 5. TramMate II prototype system: route-planning information for the public transport system<br />in Melbourne, Australia, indexed to location, time and physical objects.</li>\n<li>Fig. 6. MobileWARD prototype system: indexing patient information at a large regional hospital<br />in Denmark to patients in proximity, location and upcoming work activities.</li>\n<li>4.3 Just-for-Us</li>\n<li>Fig. 7. Just-for-Us: indexing to the user’s physical surroundings and history of visits.</li>\n<li>5. THREE EVALUATIONS</li>\n<li>Fig. 8. Field evaluation of TramMate II on board a tram in Melbourne, Australia.</li>\n<li>5.1 Evaluating on Public Transport: TramMate II</li>\n<li>5.2 Evaluating at the Hospital: MobileWARD</li>\n<li>Fig. 9. Laboratory evaluation of MobileWARD in a usability lab emulating a hospital ward.</li>\n<li>5.3 Evaluating in the City: Just-for-Us</li>\n<li>Fig. 10. Field evaluation of Just-for-Us at Federation Square, Melbourne, Australia.</li>\n<li>Fig. 11. Wireless camera on PDA and video recording of participants, interviewer, surroundings<br />and screen.</li>\n<li>6. DISCUSSION OF FINDINGS FROM EVALUATIONS</li>\n<li>6.1 Indexing to Physical Context</li>\n<li>6.1.1 Redundancy and the Sufficiency of Approximation. On a general</li>\n<li>6.2 Indexing to Spatial Context</li>\n<li>6.2.1 Trust and Control.</li>\n<li>6.3 Indexing to Social Context</li>\n<li>6.3.1 Subtle Context and Making the Implicit Explicit.</li>\n<li>7. USING INDEXICALITY IN DESIGN</li>\n<li>8. SUMMARY AND CONCLUSIONS</li>\n<li>9. FURTHER WORK</li>\n</ul>",
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            "note": "<ul>\n<li>1 Introduction</li>\n<li>Table 1 Comparison of the different approaches</li>\n<li>2 Related work</li>\n<li>3 System architecture</li>\n<li>Fig. 1 System architecture</li>\n<li>3.1 User and device capabilities</li>\n<li>4.1 Conditionals</li>\n<li>4.2 Error handling</li>\n<li>4.3 Parameterizing code</li>\n<li>4 Preprocessor directives</li>\n<li>Fig. 2 Sample of ‘‘if…elif…else…endif’’ directives in Java, C# or<br />C??</li>\n<li>Fig. 3 Sample of error directive in VB or VB.NET</li>\n<li>Fig. 4 Sample of hidden directive in Python</li>\n<li>Fig. 5 Sample of fuzzy rules</li>\n<li>4.4 Security</li>\n<li>5 The fuzzy knowledge-eliciting reasoner</li>\n<li>5.1 Initial data retrieval</li>\n<li>5.2 The decay process</li>\n<li>5.3 Automatic membership generation</li>\n<li>Fig. 6 Worldwide popularity calculation for all the resolutions of the<br />mobile devices in WURFL</li>\n<li>Fig. 7 Calculation of the base<br />universe</li>\n<li>Fig. 8 Calculation of the best<br />possible universe</li>\n<li>Fig. 9 Calculation of the<br />membership functions</li>\n<li>6 Evaluation</li>\n<li>Table 2 Membership values for different devices using worldwide<br />data</li>\n<li>Fig. 10 Generated membership functions for the screen resolution</li>\n<li>6.1 Evaluating the source used for establishing mobile<br />devices relevance</li>\n<li>6.2 Evaluating the usability of Imhotep</li>\n<li>Fig. 11 Membership functions for the resolution size in different locations: a Worldwide, b Spain, c Japan</li>\n<li>Table 3 Membership values for different markets</li>\n<li>7 Use case</li>\n<li>Table 4 Results in percent of the usability evaluation</li>\n<li>Fig. 12 Different user interfaces for: a Blind people and b People<br />without disabilities</li>\n<li>Fig. 13 Snippet of the preprocessor directives used in the augmented<br />reality application developed using the Imhotep Framework</li>\n<li>8 Conclusions and further work</li>\n</ul>",
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            "note": "<ul>\n<li>1. INTRODUCTION</li>\n<li>1.1 Target scenario</li>\n<li>1.2 Paper Outline</li>\n<li>2. RELATED WORK</li>\n<li>Figure 1. Possible environment configuration (smart living<br />room). Tags highlight interactive entities present in the room</li>\n<li>3. MULTIMODALITY AND CONTEXT</li>\n<li>4. HUMAN-SMART ENVIRONMENT<br />MULTIMODAL INTERACTION: CONCEPT</li>\n<li>4.1 Deictic Gesture</li>\n<li>4.2 Symbolic Gesture Language</li>\n<li>Figure 2. System architecture</li>\n<li>Figure 3. Symbolic gesture vocabulary</li>\n<li>4.3 Speech Recognition</li>\n<li>4.4 Multimodality Management</li>\n<li>4.5 Multimodal Feedback</li>\n<li>4.6 Augmenting the Environment: Map and<br />Smart Entities</li>\n<li>4.7 Interaction Protocol</li>\n<li>Figure 5. Schematization of the interaction protocol.</li>\n<li>5. PROTOTYPE IMPLEMENTATION</li>\n<li>5.1 Set-ups</li>\n<li>5.2 Deictic Gesture Implementation</li>\n<li>5.2.1 Augmenting the Environment</li>\n<li>Figure 6. Handheld device: a Wii Remote with a camera</li>\n<li>Figure 7. Wearable configuration</li>\n<li>Figure 8. Object triangulation</li>\n<li>5.2.2 Using PTAMM for pointing</li>\n<li>5.2.3 Virtual Trigger’s types</li>\n<li>Figure 9. Environment set-up</li>\n<li>5.3 Symbolic Gesture Recognition<br />Implementation</li>\n<li>5.4 Speech Recognition Implementation</li>\n<li>5.5 Speech Recognition Implementation</li>\n<li>Table 1. Prototype Configuration</li>\n<li>5.6 Multimodality</li>\n<li>6. SYSTEM EVALUATION</li>\n<li>Figure 10. Error Rate aiming at targets from a distance of 4<br />meters</li>\n<li>6.1 Limitations and Future Work</li>\n<li>7. CONCLUSION</li>\n</ul>",
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            "note": "<ul>\n<li>INTRODUCTION</li>\n<li>1.1 User Experience and Learning in VT Systems<br /><br /></li>\n<li>1.2 Measuring Human Aspects of VT Systems<br /><br /></li>\n<li>2.1 Theoretical Model, Measurement Dimensions, and Factors<br /><br /></li>\n<li>Fig. 1. Conceptual model of the MUSTe method.<br /><br /></li>\n<li>2.2 User-Centered Methodology<br /><br /></li>\n<li>2.3 Measures<br /><br /></li>\n<li>3.1 Participants<br /><br /></li>\n<li>3.2 Apparatus<br /><br /></li>\n<li>Fig. 2. System architecture of the HAV training system.<br /><br /></li>\n<li>3.3 Experimental Tasks and Training Design<br /><br /></li>\n<li>Fig. 3. A participant using the VT system.<br /><br /></li>\n<li>Fig. 4. Practice task.<br /><br /></li>\n<li>3.4 Procedures<br /><br /></li>\n<li>Fig. 5. Flowchart of the experiment process.<br /><br /></li>\n<li>3.5 Data Collection and Analysis<br /><br /></li>\n<li>4.1 User Performance<br /><br /></li>\n<li>TABLE 1 Task Performance Results<br /><br /></li>\n<li>TABLE 2 Memory Test Outcomes<br /><br /></li>\n<li>4.2 System Performance<br /><br /></li>\n<li>4.2.1 SE Beliefs<br /><br /></li>\n<li>TABLE 3 SE Items and Factor Analysis Results<br /><br /></li>\n<li>4.2.2 Perceived System Efficacy: Subjective Usability<br /><br /></li>\n<li>TABLE 4 Dimensionality of PVE (a) Factor Weight and Factor Score (b) Factor Result<br /><br /></li>\n<li>TABLE 5 Correlations within PVE Factors<br /><br /></li>\n<li>TABLE 6 User Satisfaction<br /><br /></li>\n<li>Fig. 6. System usability.<br /><br /></li>\n<li>4.3 Synthesis of Human Performance Measures<br /><br /></li>\n<li>TABLE 7 Correlations of Performance and Perception Measures<br /><br /></li>\n<li>4.4 Utilization of MUSTe<br /><br /></li>\n<li>4.5 Formative User-Centered Evaluation<br /><br /></li>\n<li>CONCLUSIONS<br /><br /></li>\n</ul>",
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            "note": "<ul>\n<li>1 INTRODUCTION</li>\n<li>Fig. 1. (Left) In multi-view AR, tapping on the green camera icons switches to their associated view, providing a zoom-in to remote<br />areas of a site. (Right) The variable perspective view deforms the datasets to overview the site.</li>\n<li>2 RELATED WORK</li>\n<li>3 DESIGN CONSIDERATIONS</li>\n<li>3.1 Application Scenario</li>\n<li>3.2 Limitations</li>\n<li>Fig. 2. Multi-view AR used in a snow science scenario including an<br />AR view (A), a virtual top down view (B), a 3rd person virtual view<br />(C) and a second user’s view (D).</li>\n<li>4 MULTI-VIEW AR</li>\n<li>4.1 Technique</li>\n<li>Fig. 3. Multi-view AR interface. (A) scrolling list of views. (B) iconographic<br />representation of views. (C) minimap from a top-down virtual<br />camera. (D) navigation controls for additional views, here for a<br />virtual 3D camera view.</li>\n<li>4.2 Implementation</li>\n<li>5 VARIABLE PERSPECTIVE VIEW</li>\n<li>5.1 Technique</li>\n<li>5.2 Implementation</li>\n<li>Fig. 4. Variable perspective view. The video background is registered<br />with its 3D representation from two perspectives.</li>\n<li>Fig. 5. Interactions with variable perspective view. (A) The secondary camera (sc) is rotated by α about an axis at distance d from the main<br />camera (mc). Vertices that fall within the transition area φ are interpolated between mc and sc depending on their distance from mc. (B) Effect<br />of changing the angle of rotation α to α’. The new camera sc’ has a better overview. (C) Effect of changing the distance d to the rotation. The<br />new camera sc’ (with a new distance d’) observes a portion of the environment further away from mc. (D) Effect of changing the size of the<br />transition area φ</li>\n<li>6 EVALUATION</li>\n<li>6.1 Multi-View</li>\n<li>6.1.1 Multi-View Evaluation</li>\n<li>6.1.2 Multi-View Benefits</li>\n<li>Fig. 6. Unresolved occlusion. The remote view is behind the barn,<br />which does not exist in the 3D model. The system is unable to<br />compute the occlusion.</li>\n<li>6.2 Variable Perspective</li>\n<li>6.2.1 Explorative Study</li>\n<li>6.2.2 Comparative Study</li>\n<li>Fig. 7. Increasing overview. Image sequence for increasing overview by changing the angle of rotation α.</li>\n<li>6.2.3 Variable Perspective Benefits</li>\n<li>Fig. 8. Unveiling occlusions. Spatial relationships between occluded objects can be discovered by changing the distance d to the rotation.</li>\n<li>6.3 Combining Techniques</li>\n<li>7 CONCLUSION AND FUTURE WORK</li>\n<li>Fig. 9. Detached variable perspective view. The view is detached from<br />the AR context to increase overview over the 3D model.</li>\n<li>REFERENCES</li>\n</ul>",
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