Map interfaces are the quasi-standard for car navigation systems, and are usually the first choice for mobile pedestrian navigation systems. Alternatives are being investigated in research and industry that possibly suit the settings and needs of the person on foot better. One solution is augmented reality (AR), which blends navigation instructions with the view of the real world. However, research usually focuses too much on the technical implementation, leaving little time for a thorough assessment of the actual benefits of such a system. In this paper we present an evaluation of a mobile pedestrian navigation system prototype. The system provides a simplified augmented reality experience by presenting visually augmented photographs instead of a real-time video stream. We compare the usability of the AR interface with that of a map-based interface in a field evaluation. Our results challenge the map approach and suggest that AR is not only a serious alternative, but also potentially more suited for route presentation in PNS.
Abstract. We present a novel physical locomotion interface for virtual environments. It suspends the user in a torso harness so that the feet just touch ground. Low friction materials allow walking motions with ground contact similar to real walking, while maintaing the user in the same position. We detail the hardware and motion tracking setup and outline results of a first user study.
Ever since the introduction of products such as the Nintendo Wii or the Nokia N95, motion-based interaction has become en vogue in research and industry alike. The employment of this new form of interaction is the subject of extensive research, especially for mobile use. Tilt or gesture interaction allow for quick and intuitive manipulation since the device is already at hand. So far there is neither a consensus on which metaphors can support input based on device motion, nor what types of applications are benefited by this control. Motion-based approaches exist for coarse tasks such as selecting an entry from a menu, but how does such an input mechanism work for finer input? Further, it is important to scrutinise whether this new way of interacting really is an improve-In order to address these questions, we present a comparison of tilt-based interaction with the established keypad interface for fine manipulation. For this we developed a new metaphor for tilt-based control we call MarbleControl, which can be used for a wide range of applications.
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