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Augmented reality-based remote coaching for fast-paced physical task

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dc.contributor.authorKim, Youngsun-
dc.contributor.authorHong, Seokjun-
dc.contributor.authorKim, Gerard Jounghyun-
dc.date.accessioned2021-09-02T14:44:39Z-
dc.date.available2021-09-02T14:44:39Z-
dc.date.created2021-06-16-
dc.date.issued2018-03-
dc.identifier.issn1359-4338-
dc.identifier.urihttps://scholar.korea.ac.kr/handle/2021.sw.korea/77245-
dc.description.abstractOne popular application of augmented reality (AR) is the real-time guidance and training in which the AR user receives useful information by a remote expert. For relatively fast-paced tasks, presentation of such guidance in a way that the recipient can make immediate recognition and quick understanding can be an especially challenging problem. In this paper, we present an AR-based tele-coaching system applied to the game of tennis, called the AR coach, and explore for interface design guidelines through a user study. We have evaluated the player's performance for instruction understanding when the coaching instruction was presented in four different modalities: (1) Visual-visual only, (2) Sound-aural only/mono, (3) 3D Sound-aural only/3D and (4) Multimodal-both visual and aural/mono. Results from the experiment suggested that, among the three, the visual-only augmentation was the most effective and least distracting for the given pace of information transfer (e.g., under every 3 s). We attribute such a result to the characteristic of the visual modality to encode and present a lot of information at once and the human's limited capability in handling and fusing multimodal information at a relatively fast rate.-
dc.languageEnglish-
dc.language.isoen-
dc.publisherSPRINGER LONDON LTD-
dc.subjectVIRTUAL ENVIRONMENTS-
dc.subjectVISUALIZATION-
dc.subjectSPEECH-
dc.titleAugmented reality-based remote coaching for fast-paced physical task-
dc.typeArticle-
dc.contributor.affiliatedAuthorKim, Gerard Jounghyun-
dc.identifier.doi10.1007/s10055-017-0315-2-
dc.identifier.scopusid2-s2.0-85019101055-
dc.identifier.wosid000425762200003-
dc.identifier.bibliographicCitationVIRTUAL REALITY, v.22, no.1, pp.25 - 36-
dc.relation.isPartOfVIRTUAL REALITY-
dc.citation.titleVIRTUAL REALITY-
dc.citation.volume22-
dc.citation.number1-
dc.citation.startPage25-
dc.citation.endPage36-
dc.type.rimsART-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalResearchAreaImaging Science & Photographic Technology-
dc.relation.journalWebOfScienceCategoryComputer Science, Interdisciplinary Applications-
dc.relation.journalWebOfScienceCategoryComputer Science, Software Engineering-
dc.relation.journalWebOfScienceCategoryImaging Science & Photographic Technology-
dc.subject.keywordPlusVIRTUAL ENVIRONMENTS-
dc.subject.keywordPlusVISUALIZATION-
dc.subject.keywordPlusSPEECH-
dc.subject.keywordAuthorAugmented reality-
dc.subject.keywordAuthorTele-coaching-
dc.subject.keywordAuthorMultimodal feedback-
dc.subject.keywordAuthorPre-attentive recognition-
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