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Using Animated Augmented Reality to Cognitively Guide Assembly

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Assembly is the process in which two or more objects are joined together. An assembly manual is typically used to guide the tasks required to put together an artifact. As an emerging technology, augmented reality (AR) integrates three-dimensional (3D) images of virtual objects into a real-world workspace. The insertion of digitalized information into the real workspace using AR can provide workers with the means to implement correct assembly procedures with improved accuracy and reduce errors. A prototype animated AR system was configured for assembly tasks that are normally guided by reference to documentation and was tested using a series of experiments. A LEGO model was used as the assembly and experimental tester task. Experimentation was devised and conducted to validate the cognitive gains that can be derived from using AR to assemble a LEGO model. Two formal experiments with 50 participants were conducted to compare an animated AR system and the paper-based manual system. One experiment measured the cognitive workload of using the system for assembly, whereas the other measured the learning curves of novice assemblers. Findings from the experiments revealed that the animated AR system yielded shorter task completion times, less assembly errors, and lower total task load. The results also revealed that the learning curve of novice assemblers was reduced and task performance relevant to working memory was increased when using AR training. Future work will apply the knowledge gained from the controlled assembly experiments to the real-scale construction assembly scenario to measure the productivity improvements. (C) 2013 American Society of Civil Engineers.
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Using Animated Augmented Reality to Cognitively
Guide Assembly
Lei Hou1; Xiangyu Wang2; Leonhard Bernold, M.ASCE3; and Peter E. D. Love4
Abstract: Assembly is the process in which two or more objects are joined together. An assembly manual is typically used to guide the tasks
required to put together an artifact. As an emerging technology, augmented reality (AR) integrates three-dimensional (3D) images of virtual
objects into a real-world workspace. The insertion of digitalized information into the real workspace using AR can provide workers with the
means to implement correct assembly procedures with improved accuracy and reduce errors. A prototype animated AR system was
configured for assembly tasks that are normally guided by reference to documentation and was tested using a series of experiments.
A LEGO model was used as the assembly and experimental tester task. Experimentation was devised and conducted to validate the cognitive
gains that can be derived from using AR to assemble a LEGO model. Two formal experiments with 50 participants were conducted to
compare an animated AR system and the paper-based manual system. One experiment measured the cognitive workload of using the system
for assembly, whereas the other measured the learning curves of novice assemblers. Findings from the experiments revealed that the animated
AR system yielded shorter task completion times, less assembly errors, and lower total task load. The results also revealed that the learning
curve of novice assemblers was reduced and task performance relevant to working memory was increased when using AR training. Future
work will apply the knowledge gained from the controlled assembly experiments to the real-scale construction assembly scenario to measure
the productivity improvements. DOI: 10.1061/(ASCE)CP.1943-5487.0000184.© 2013 American Society of Civil Engineers.
CE Database subject headings: Construction management; Productivity; Digital techniques; Imaging techniques.
Author keywords: Augmented reality; Assembly manual; Cognitive learning curve; Working memory.
Introduction
Assembly is the process in which two or more objects are joined
together. An assembly manual is typically used to guide the tasks
required to put together an artifact. A well-formulated assembly
manual should possess the following assembly information: visual
perspectives of product components/parts, parameters or dimen-
sions, technical requirements in quality, installation and testing
specifications, and other auxiliary information.
The implementation of an assembly task typically consists of work
and nonworkpiece-related activities (Neumann and Majoros 1998).
In each assembly step, the assembler is required to conduct a series
of physical operations (e.g., observing, grasping, installing) and
mentally manual-related processes (comprehending, translating, and
retrieving information context) (Neumann and Majoros 1998).
Neumann and Majoros (1998) also suggested that information-related
activities tend to be cognitive, whereas workpiece-related activities
are kinesthetic and psychomotor. Zaeh and Wiesbeck (2008) sug-
gested that assembly using a manual is a time-consuming process.
Moreover, Zaeh and Wiesbeck (2008) suggested that the process of
assembly based on a planar manual fails to consider the cognitive
issues and the large number of switchovers between physical
(workpiece-related) and mental (manual-related) processes, which
can result in operational suspensions and attentional transitions
occurring in novice assemblers. The time-consuming nature of
activities has also been identified by Towne (1985), who found that
information-related activities (cognitive workload) accounted for
50% of the total task workload. Similarly, Veinott and Kanki
(1995) revealed that 45% of every assemblers shifts were actually
spent on finding and reading procedural and related information
when assembling hardware that had been repaired. Neumann
and Majoros (1998) identified that individual technicians differed
significantly in how much time they devoted to cognitive/
informational tasks, but demonstrated marginal differences with
respect to operational tasks. The use of an assembly manual for
complex and intricate processes can contribute mental tiredness
and the propensity to commit errors because information retrieval
often increases (Watson et al. 2008). Likewise, Veinott and Kanki
(1995) revealed that 60% of the errors that are committed are pro-
cedural and are attributable to misunderstanding the manual. Such
misunderstanding may arise because of the unilateral retrieval of
information, which may trigger behavioral repetition and therefore
suppresses motivation (Wang and Dunston 2008).
An assembly manual is typically paper-based and contains
a large quantity of information pertaining to product parts/
components, a large amount of which may be redundant and inter-
minable, especially for complex tasks. As a result, this can poten-
tially hinder an assemblers information orientation and his/her
ability to understand complex assembly relations. It is widely
1Postgraduate, Faculty of Built Environment, Univ. of New South
Wales, Sydney, NSW 2052, Australia. E-mail: houleilei@yeah.net
2Professor, School of Built Environment, Curtin Univ., GPO Box
U1987, Perth, WA 6845, Australia; and International Scholar, Dept. of
Housing and Interior Design, Kyung Hee Univ., Korea (corresponding
author). E-mail: xaingyu.wang@curtin.edu.au
3Associated Professor, School of Civil and Environmental Engineering,
Univ. of New South Wales, Sydney, NSW 2052, Australia. E-mail:
leonhard.bernold@gmail.com
4John Curtin Distinguished Professor, School of Built Environment,
Curtin Univ., GPO Box U1987, Perth, WA 6845, Australia. E-mail:
p.love@curtin.edu.au
Note. This manuscript was submitted on December 15, 2010; approved
on December 5, 2011; published online on August 15, 2013. Discussion
period open until February 1, 2014; separate discussions must be submitted
for individual papers. This paper is part of the Journal of Computing in
Civil Engineering, Vol. 27, No. 5, September 1, 2013. © ASCE, ISSN
0887-3801/2013/5-439-451/$25.00.
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accepted that the capacity of selective information retrieval and fil-
tering does not occur until assembly experiences and expertise are
acquired, and therefore extra-targeted training activities may some-
times be needed (Agrawala et al. 2003). Using an assembly manual
does not necessarily provide an assembler with the problem-
solving skills that are often required when putting together compo-
nents (Pastora and Ferrera 2009). It often takes months or even
years for a novice to develop expert knowledge of the assembly
processes, particularly those of a complex nature (Hoffman et al.
1998). In some cases, an expert assembler must constantly refer
to an assembly manual for unfamiliar procedures or procedures
that are deemed to be arduous. Aside from movements such as
picking, comparing, grasping, rotating, connecting, and fixing the
to-be-assembled components, assemblers have to undertake several
nonassembly-related kinetic operations to understand the assembly
process by paging up/down, head swivelling, and comparing
various elevations.
In construction, assembly is a process in which workers refer to
technical specifications (information activity) to obtain the right in-
formation (information activity), identify components (workpiece
activity), place the component, compare standards (workpiece
activity), and then make a judgment of its correctness (if necessary,
rework may be required). The entire process is iterative and
repeated, and a learning process is triggered that may lead to im-
proved proficiency as cycles are repeated. An inability to find the
correct materials or an incorrect sequence in a cycle can contribute
to productivity losses for an assembly operation. Construction
crews rely heavily on paper-based documents to access and record
information, which can be cumbersome and labor intensive and
therefore increase the propensity for errors to be made. Therefore,
the way in which assembly information is presented to an assem-
bler influences operational effectiveness. There are four main issues
associated with assembly in construction:
1. Not being able to find the right information contained within
technical drawings;
2. Not being able to find the correct component to be assembled;
3. An incorrect assembly sequence; and
4. Incorrect installation.
An example in which assembly problems may arise occurs dur-
ing the installation of heating, ventilation, and air-conditioning
(HVAC) piping. Workers are required to measure the available in-
stallation and workspace, read from the technical drawings, find
and identify the right pipe component, decide its appropriateness,
install, and then check its correctness. Similarly, the rebar assembly
process usually takes place in a prefabricated shop prior to being
delivered to the site. Workers spend a considerable amount of time
trying to find the right length and diameter of rebar to install. The
assembly sequence is critical because the incorrect placement of
rebar can inhibit access to space inside a welded cage. Workers
usually read rebar plans, find the piece, place and weld it, and then
check its correctness. An efficient way to identify rebar is through
color coding with different flags to differentiate its size and type.
This method, however, does not address the assembly sequence that
is adopted.
The insertion of digitalized information into the real workspace
using augmented reality (AR) can provide workers with the means
to implement correct assembly procedures with improved accuracy
(Wang and Dunston 2006a,b). With this in mind, this paper designs
and develops an animated AR system to guide assembly tasks to
reduce errors and improve operational efficiency. A prototype
animated AR system is configured for assembly tasks that are
normally guided by reference to documentation and is tested using
a series of experiments. The proposed system can facilitate the
transition from paper-based manual systems (information activity)
to workpiece activity by complementing human associative infor-
mation processing and memory. The paper particularly focuses on
the cognitive aspects associated with AR and assembly.
From Virtual to Augmented Reality
Virtual reality (VR) has been used extensively to facilitate the
assembly of products (Ritchie et al. 2007). Product designers
are able to create virtual prototypes for accessories, modules,
and parts in virtual environments (VE). Trial assembly in a virtual
environment enables problematic tasks to be identified and various
assembly methods to be explored. Commercial VE prototyping
software such as computer-aided design (CAD), Pro/Engineer,
and Catia has been widely used to facilitate the product
assembly and design process. Product technicians are capable of
designing and developing various accessories, modules, and parts
with different functions and dimensions and conducting assembly
guidance in a virtual space. Regardless of the accuracy that can be
acquired from using VR for product assembly, errors and defects
can still arise.
Virtual reality attempts to replace a users perception of the
surrounding world with a computer-generated artificial three-
dimensional (3D) VE. However, a VE is unable to account for
the diverse interferences such as weather, labor constraints, and
schedule pressure that can arise during the assembly process within
the real world. In addition, computer-generated dimensions, tex-
tures, spatial location, and backgrounds provide a limited level
of realism because of a lack of sensory feedback and are therefore
unable to accommodate for perceptual and cognitive viewpoints
(Wang and Dunston 2006a,b). The lack of interaction between
the virtual and real world hinders the adoption of VR to product
assembly tasks.
Augmented reality has been identified as a solution to address-
ing the problem between virtual and real entities (Azuma et al.
2001). As an emerging technology, AR integrates images of virtual
objects into a real world. By inserting the virtually simulated pro-
totypes into the real world and creating an augmented scene, AR
technology could satisfy the goal of enhancing a persons percep-
tion of a virtual prototyping with real entities. This gives a virtual
world an ameliorated connection to the real world while maintain-
ing the flexibility of the virtual world. Whereas VR separates the
virtual from the real-world environment, AR maintains a sense of
presence and balances perception in both worlds. Through AR, an
assembler can directly manipulate virtual components while iden-
tifying potential interferences between the to-be-assembled and
existing objects inside the real environment. Therefore, in AR envi-
ronment, an assembler can not only interact with real environments,
but also interact with augmented environments (AE) that are struc-
tured to offset the partial sensory loss that may be acquired within
VR. Furthermore, to improve the feedback of augmentation, addi-
tional nonsituated elements could be added into the assembly pro-
cess such as voice recordings, animation, and video.
Augmented reality has been identified as a key technology that
can be used to improve the product assembly process because it can
take into account human cognition (Salonen et al. 2007). For
example, Salonen et al. (2007) used a multimodality system based
on a head-mounted display (HMD), a marker-based software
toolkit (AR Toolkit), image tracking cameras, web cameras, and
a microphone to examine industrial product assembly. Xu et al.
(2008) developed a markerless-based registration technology to
overcome the inconveniences of applying markers as carriers in
the assembly design process. Augmented reality technology has
also been used extensively in the assembly design of a wide range
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of products, e.g., furniture (Zauner et al. 2003), toys (Tang et al.
2003), and industrial robots (Yamada and Takata 2002). Although
such studies have made a significant contribution to understanding
the product assembly process, several key issues remain unresolved
within the assembly domain. For example, researchers have yet to
acquire an in-depth understanding of an assemblerscognitive
workload when using AR as an alternative to manual procedures
and VR. The images of the to-be-assembled objects in VR systems
only reflect their bilateral or multilateral positioning, and therefore
do not take into their account the dynamic context (e.g., displace-
ment path and spatial interference). To acquire the information con-
text such as the assembly path and fixation forms of parts/
components, assemblers are often required to rely on their memory
retrieval after being subjected to static augmented cues.
To address this issue, dynamic animation juxtaposed with an AR
platform can be used to enable the assembly process. As a result, it
is envisaged that a higher degree of integration between the infor-
mation retrieval processes and task operations can be achieved.
This is in stark contrast with the manual system in which assembly
typically needs to be conducted between retrieving and interpreting
information, selecting the component to be assembled, and putting
together components. The use of AR enables the to-be-assembled
components to be placed at designated workspaces by following
the virtual and the animated pathways identified from a HMD
or on a computer screen (Fig. 1). The physical components and
their virtual counterparts are able to be spatially overlapped, and
therefore assemblers are only required to conduct one visual
transitionthat is, between the selection of those components to
be assembled (workpiece stocking area) and assembly point. Fur-
thermore, an animated AR system is able to predefine the tasks
required (including noninterfered assembly paths) by an assembler
so they can readily follow the process to be considered.
Animated AR System
An animated AR system for improving the construction assembly
process that utilizes marker registration technology and visualiza-
tion is developed and presented. The proposed system for assembly
provides information about components to be mounted and outputs
to be assembled step-by-step so that an assembler can monitor their
progress and ensure they do not damage components that have
already been installed. The proposed prototype involves the tradi-
tional establishment and implementation of an AR, which includes
a computer monitor, predefined paper-based markers, interactive
computer graphics modeling, animation and rendering software
(3DSMAX), an ARToolkit, and an attached OpenGL. Using the
ARToolkit, virtual images of product components can be registered
onto predefined markers and captured in view of monitors using
HMD or a computer screen using a marker tracking camera.
The virtual counterparts of real entities are acquired from
3DSMAX and then plugged into the ARTookit through a graphical
interface. The locomotion along the virtual assembly path for each
virtual component and the method of assembly are registered to the
real components by using the ARToolkit and paper-based markers.
The significant parameters of the to-be-assembled and assembled
objects are graphically identified in accordance to their part/
component textures, weight, color, and specification.
Hardware Establishment
The hardware setup of the animated AR system is depicted in Fig. 2,
and the details are described subsequently.
Workbench (Assembling Area)
This is where the assembly process is executed and the markers are
positioned. The size of the workbench is large enough to sustain the
product components and the markers. When the assembly starts,
assemblers can lay the markers on the surface of the workbench
so that the AR animation can be shown on the monitor. The work-
bench also enables assemblers to observe from different angles and
facilitate their operations from various positions.
Position of Monitor and Manual
The monitor is aligned with the workbench and assemblers on the
upper edge of the workbench. When an assembly task commences,
assemblers are able to execute the process while watching the mon-
itor. As a result, they can focus on the augmented scene displayed
and live tasks on the monitor. This setup eases mental workload and
Fig. 1. Visual transition between the manual guidance and the animated AR system
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visual transition when implementing the assembly task. A mouse
and keyboard provide assemblers with easy control of the anima-
tion course because they can play, pause, and replay the animation
and move the virtual images in augmented scenes. By rotating the
markers or keyboard controls, different angles of augmented scenes
can be observed by the assemblers. Planar information for
assembly guidance can be retrieved by the animated AR because
it is based on the manuals procedures. The manual is positioned on
the right of the workbench, braced by a bracket. When implement-
ing the LEGO model assembly task or training task, assemblers are
coerced to frequently switch their attention between workbench
and manual and page up or page down to retrieve information.
Tracking Webcam
The tracking webcam is a Logitech Webcam Pro 9000 HD, which
can ensure a high-definition (HD) view with an autofocus. It
projects to the rotatable workbench to overlap the webcam view
and participantsfield of vision. The images of virtual components
and the real components are captured by the webcam so the assem-
blers are required to only focus on the augmenting scene identified
on the monitor.
By tracking the predefined markers, the customized animated
guidance can be displayed on the monitor. The angle between
the webcam projection and the horizontal workbench is fixed in
this instance, but this is only to ensure that the webcam is able
to capture the black frame of the marker and the assemblers
manipulation.
Paper-Based Markers and Components
Markers are all trained using the ARToolkit. There is a main marker
that is used to animate the process throughout the entire product
assembly, and other markers can be added to cater for specific
purposes; for example, an ancillary marker with pattern is set
to present the virtual layout of to-be-assembled components. All
markers are provisionally placed on the left of the workbench.
Similarly, the to-be-assembled physical components are also placed
on the left zone of the workbench, which is the workpiece stocking
area, as depicted in Fig. 2.
Software Setup
Conventional AR environments are based on the ARToolkit in
which virtual objects are usually drawn using pure drawing
functions of OpenGL (Open Graphics Library), a multiplatform
high-level 3D graphics application programming interface (API).
However, if users want to build their own models, they must
acquire the knowledge of OpenGL. For the purpose of facilitating
layman users without OpenGL knowledge, some AR systems have
realized the direct loading of varieties of model files, such as Buil-
dAR and Layer. The aforementioned systems cannot be customized
to fit the experimental requirements of the research to be under-
taken in this paper, specifically issues relating component dimen-
sional comparisons and assembly clue registration. Thus, it was
decided to redevelop a set of functionalities that can dynamically
load model files into the proposed AR system. Akin to other AR
systems, the proposed animated AR system is a user-centered inter-
face between the ARToolkit and any 3D modeling software that
utilizes. 3DS files such as 3DSMAX, MAYA, and CINEMA4D.
In addition, animations can be directly imported into the AR inter-
face through the attached exporters of 3D modeling software and
recognized by the predefined markers without the more sophisti-
cated exporter such as OSGExp. The standard materials and
rendering effects can be securely conserved after being exported.
A multimarker to enable an AR interface with the synchronous
display of multiple virtual objects for assembly purpose was
adopted.
Contents Creation of Virtual Assembly Animations
The assembly task for the experimental evaluation should be
selected to align with the practical application, and to be very
representative and capable of disclosing various effects of different
assembly guidance. However, the safety and manoeuvrability con-
siderations in the experiments restrict the sizes of the assembly
product. Also, the task selected should be complex enough to give
rise to high demands on human cognition. Therefore, the LEGO
MINDSTORMS NXT 2.0 is selected as the experimental content
for the animated AR system because of each componentsdimen-
sional disparity (e.g., shape and color) (Fig. 3).
Consequently, the assembly sequence and component installation/
fixation are conceived to be critical issues rather than being
component-based. The LEGO model used consists of 35 spatially-
functioning pieces (Fig. 4). These components are detached in
advance and positioned in the workpiece stocking area. Ten partic-
ipants were recruited for a pilot study to try to assemble the LEGO
model. They were presented with the assembly manual and then it
was removed prior to initiating the assembly process.
None of the participants were able complete the model assembly
within 20 min without the guidance provided (20 min was defined
Fig. 2. Hardware setup and real layouts of model assembly
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as a threshold of complexity), even though free assembly opera-
tions were allowed. The task difficulty matched the needs and re-
quirements of the experimental design. Some components were
similar in shape but different in dimensions, and therefore task
completion was expected to be based on the recalling of the training
contents. The following three aspects of the animated AR system
present the mapping of facilitations:
1. Real-scaled virtual components are able to spatially coincide
with the physical components: In conventional assembly
manuals, the component images are typically down-scaled
or smaller than the physical components; this is because of
the limited size of assembly manuals. The implementation
of a component/part selection process typically depends on
the dimensional labels marked in the assembly manual, or
the similarity of component images and physical components.
It is sometimes difficult to understand the component shape in
an assembly manual and the interrelations that can exist
between components. It is also a challenge to visualize the
spatial structure of a product when comparing different views.
Fundamentally, the problems associated with informational re-
trieval from conventional assembly manuals can be overcome
by using AR techniques. Virtual counterparts of real objects
can be defined in a real-scaled size and observed (each facet
of virtual objects is visible) by rotating markers, which
improves an assemblers understanding of operations. In the
LEGO model assembly, for example, 35 components were
the same color or approximately the same size, but assemblers
were able to select components correctly by comparing the real
and virtual images of different parts (Fig. 5).
2. Supplemented augmentations to ease ongoing tasks: Special
hints are applied as supplemented augmentations under speci-
fic circumstances; for example, a red arrow in the pin-hold
assembly helps assemblers to confirm the matching relation-
ships in a spatial position. For instance, the third hold from the
right of the red piece matches the first hold from the right of
black piece. The hints also provide the assemblers with
the recommended assembly method. This recommendation is
provided so as to ensure that to-be-assembled components
do not spatially interfere with the already assembled
components. Function keys such as O on the keyboard are
supplemented to detach the pin-hold assembly in the AR
environment if the assemblers do not determine how they
match together (Fig. 6). The diversified supplemented aug-
mentations in the AR animation prototype are generated to
ease the ongoing task.
3. Stepwise guidance creates a framework of association that aids
assembly recall: As previously described, AR animation
creates a framework of association that aids recall commonly
referred to as spatially augmented stimuli. These stimuli
together may form a framework when subjects use a classic
mnemonic technique, the method of loci, to remember a list
of items (Neumann and Majoros 1998). Each association of
a virtual object with a sequential workpiece feature is a basis
for linking memorial pieces in human memory. In the
animated AR system, when each augmented step of assembly
becomes represented on the next one (Fig. 7), this may
increase performance of sequential recall.
This could be possibly explained by proficiency, memory,
and knowledge differences that exist between novices and ex-
perts. Memory capacity is a capacity that may help an expert
assembler mentally construct the contents without actually
spending too much time on retrieving from physical media.
Because of the difference of individual capacity in strategy
of handling memorial pieces or short-term memorial store,
it makes a difference among different people in terms of
the effectiveness of retrieving the memory that stores previous
information. The stepwise guidance enabled by the AR
animation form may be facilitating the linkage of short-term
memorial pieces, and thus be able to improve ergonomic
performance by impacting recall capacity.
Fig. 3. Snapshot of LEGO MINDSTORMS NXT 2.0 and its
components
Fig. 4. LEGO model in 3DSMAX and the animated AR system
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Fig. 5. Components matching and mismatching in terms of shape and color
Fig. 6. Supplemented augmentations to ease ongoing tasks
Fig. 7. Model is assembled step by step: completion of middle part, left and right parts, and lateral parts
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Hypothesis
The objective of this research is to examine the cognitive potentials
by revealing what specific facilitations the animated AR system
could lend to the assemblers, and to testify the likelihood of short-
ening the learning curve of novice assemblers when implementing
the actual assembly or training. Based on this, the hypotheses are
formulated in four types as follows:
1. When compared to a conventional paper-based manual, the
animated AR system is able to lowering an assemblers
cognitive workload during the LEGO model assembly task.
2. When compared to a conventional paper-based manual, the
animated AR system shortens the time spent on the LEGO
model selection and assembly operation.
3. When compared to a conventional paper-based manual, the
animated AR system reduces the amount of assembly errors
that arise.
4. Using the animated AR system as a training tool reduces the
learning curve of trainees in cognition-demanded assembly.
This is based on a subhypothesis that training within an
AR environment facilitates longer working memory (WM)
capacity compared to training with a manual.
Human memory, especially WM, normally includes certain
mechanisms for forming memorial associations (chains) between
representations. The formation of a memorial association (chain)
is a process of linking the representations that been previously
retrieved (Unsworth and Engle 2007). The lowering of cognitive
workload through the enhancement of spatial cognition in the ani-
mated AR system might influence the mechanism of short-term
memorial storage and retrieval. The assemblers task performance
should reflect a certain level of difference after two means of
assembly training, at least from the performance that is related
to memorization, for instance, human behaviors corresponding
to recollecting component assembly sequence and method.
Experimentation
An experimental design pertaining to the use of the animated AR
system for assembly influencing the cognitive issues is evaluated.
The experimental design investigates whether users, especially
novice assemblers, can be facilitated by the AR technology during
assembly. Moreover, the research examines the factors hindering
this facilitation. The research design assists with the identification
of training effects on the posttask performance using AR and an
assembly manual and the relationship between WM and learning
curves. The experimental design consists of three distinct
phases (Fig. 8):
1. Mental rotations;
2. Two main experiments; and
3. A usability evaluation of the animated AR system.
Mental rotations were first undertaken to examine spatial-
cognitive capacity. Then, two experiments were executed to
compare two scenarios: manual and AR. The objective of the first
experiment is to study a persons cognitive performance when
merging digital virtual information (e.g., AR animation guidance)
into a real assembly workspace as compared with merging the
physical information (e.g., guidance manual) into the real assembly
workspace. The objective of the second experiment is to compare
the learning curves of AR training with assembly manual training.
Whereas prior discussion focused on the differences between
two-dimensional (2D) planar images in manual and 3D spatial
images in AR, the experiments sought to isolate the animated
AR systems unique advantage by using 3D forms of components
Fig. 8. Evaluating cognitive issues of using the animated AR system and assembly manual in product assembly tasks
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as guidance in both cases. Therefore, scenario one was a paper-
based 3D manual in which the participants could see the 3D LEGO
components (Fig. 9). In this experiment, 50 graduate students from
the Department of the Built Environment at University of New
South Wales (UNSW) were recruited. None of them had ever used
AR before. All subjects voluntarily participated in the experiments.
All were informed of their rights as research participants as per the
UNSW for Human Subjects Research protocol. Experiments I and
II comprised of 20 and 30 participants, respectively.
Fore-Task-Prejudgement of Cognitive Capacity
The fore-task of mental rotation was undertaken prior to the main
experiments. Its role was to examine each subjects levels of inher-
ent spatial-cognitive capacity (Fig. 10). Mental rotation is regarded
as a direct and convenient measurement for human capacity of
spatial object cognition. Task processing refers to the procedural
visuo-spatial input, mental manipulation, and back to reality
(output). It is dependent on spatial capacity and cognitive workload
(Zacks 2008). Therefore, the results of determining mental rotation
exercise for spatial-cognitive capacity may be used to provide a
baseline of each subjects capacity in this domain.
Experiment ICognitive Workload
The objective of experiment I is to study a persons cognitive per-
formance when merging digital virtual information (e.g., AR ani-
mation guidance) into a real assembly workspace as compared with
merging the physical information (e.g., guidance manual) into the
real assembly workspace. A concurrent task strategy (also known
as secondary task strategy) was applied because it reflected the
level of cognitive load imposed by a primary task (Dunlosky
and Kane 2007). This is based on the tentative study that if the
assembly task performances under the two scenarios do differen-
tiate in participantsassociated cognitive load, their mental and
motor performance would be differentially influenced by the intro-
duction of concurrent cognitive tasks (Rose et al. 2000). To those
who suffer less cognitive load, they may free up their cognitive
capacity to deal with interfering tasks. In the experimental design,
each of the scenarios assesses different cognitive needs, and
includes a secondary task to examine cognitive workloads.
The physical performance of cognition-related tasks is depen-
dent on mental process. A specific portion of mental resources
are occupied by certain cognitive needs. When a secondary task
is introduced, mental processes may be subject to high demands.
The measurement for cognitive workload includes subjective ana-
lytical and empirical methods (usually involving a questionnaire
comprising of one or multiple semantic differential scales in which
the subject can indicate the experienced level of cognitive load) and
a rating scale technique (which is based on the assumption that
people are able to introspect on their cognitive processes and report
the amount of mental effort expended) (Xie and Salvendy 2000).
Most subjective measures are multidimensional because they
assess groups of associated variables such as mental effort, fatigue,
and frustration, which are highly correlated. Rating scales may
appear questionable, however; it has been demonstrated that people
are quite capable of providing a numerical indication of their per-
ceived mental burden (Gopher and Braune 1984). Furthermore, the
physiological domain provides useful measurements for the recog-
nition of cognitive load, which is based on the assumption that
changes in cognitive functioning are reflected by physiological
variables (Beatty and Lucero-Wagoner 2000).
Taking into account the complexity of measuring equipment and
technical constraints, the psycho-physiological measures were not
considered as evaluation tools in this research. Instead, the possible
compromise is to combine the subjective analytical methods (ques-
tionnaire and interviews) and objective methods (task performance
observation and videotaping) and adopting the rating scale technol-
ogy based on a questionnaire [National Aeronautics and Space
Administration (NASA) task load index] (Hart 2006) (Fig. 11).
The subjective workload measurement techniques using rating
scales are easy to use, inexpensive, reliable, able to detect small
variations in workload, and provide decent convergent, construct,
and discriminate validity (Gimino 2002). The objective measure-
ment techniques are robust to conduct the susceptibility research
and enable the experimental results of both subjective and objective
analysis (Mulhall et al. 2004).
The two-group crossover design was used to minimize the
effects from the learning curve imposed by the different experiment
sequences for 20 subjects (Fig. 8). After the mental rotation quiz
(18 items contained on a mental rotation test sheet), all subjects
scored between 13 and 18 (evaluated as normal spatial ability).
Prior to the LEGO model assembly task, the participants in the
Fig. 9. Scenario of manual and LEGO experiments
Fig. 10. Mental rotation [adapted from Collins and Kimura (1997)]
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two groups (10 in each) with two separate scenarios were
exposed to several pictures of spatial objects and were required
to remember them. In the first period (group 1 in scenario 2, group
2 in scenario 1), the subjects were simultaneously prompted to
listen for the names of objects interspersed within a string of
prerecorded words presented at 3-s intervals. Subjects were then
asked to say yes if they heard the previously shown images of
spatial objects. When they finished the first period, two groups
resumed the second period, but switched over the scenarios.
Therefore, errors made would be calculated based on their
performance. Postexperiment questionnaires were designed to be
completed based on the subjectsexperience and feelings during
the experiment.
Data Analysis
Fig. 12 indicates that participants in scenario two had shorter com-
pletion times (7.37 min) compared with subjects in scenario one
(11.91 min). An ANOVA was conducted on the different effects
of guiding methods for the time of completion. In statistical signifi-
cance testing, the p-value is the probability of obtaining a test sta-
tistic at least as extreme as the one that was actually observed,
assuming that the null hypothesis is true. One often rejects the null
hypothesis when the p-value is less than 0.05 or 0.01. When the
null hypothesis is rejected, the result is statistically significant.
In this experiment, the average time of completion for subjects us-
ing individual guidance is statistically significant, Fð1;18Þ¼23.8,
p<0.001. Thus, AR has an advantage in time of completion when
compared with the assembly manual.
The AR animation provides a dynamic demonstration of
consistent information context through animation segments dis-
played in each assembly step. The subjects were able to detect
the existing dimensions from components-in-place and those reg-
istered attached to the virtually to-be-assembled components from
the monitor.
Simultaneously, the animation dynamically demonstrated the
assembly process by approaching the virtually to-be-assembled ob-
jects to those already assembled. This enabled subjects to mimic
each assembly step and complete the real assembly operation with
greater ease. By demonstrating a series of virtual animation
segments registered in the real assembly space, AR is able to
compensate for the mental and cognitive gaps between individual
differences of information retrieval capacity and the task difficulty
imposed on individuals. Consequently, AR eases information
retrieval by integrating the task of searching information and the
task of the actual assembly.
Offering real-time in situ assembly guidance is another charac-
teristic feature of an animated AR system. In each step of experi-
ment I, it was observed that the AR animation scenario dynamically
and sequentially ushered the position changes of spatial compo-
nents by activating each animation segment that was triggered
by the subjects. When completing each animation segment, the
Fig. 11. NASA task load index based on questionnaire (Hart 2006)
Mean time of completion (Min)
Fig. 12. Average time of completion in model assembly
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animated AR system turned into a visual tool for presenting the
statically augmented component images. In parallel, the animation
was temporarily suspended for the next trigger by subjects. During
each suspended interval, the subjects were given sufficient time to
pick up the components from the rest of the to-be-assembled com-
ponents and position them in their final positions. The assembling
operations and augmented guidance essentially proceeded together.
Fig. 13 indicates the number of errors made when undertaking
the LEGO assembly task. This chart reveals that in scenario 2, sub-
jects had a lower error rate compared with treatment 1 (3.4 versus
1.3). An ANOVA was conducted on the effect of guiding methods
on error assembly. The average number of errors for AR using indi-
vidual guidance is statistically significant, Fð1;18Þ¼6.6,
p¼0.0193. Therefore, AR appears to have an advantage in reduc-
ing error assembly when compared with the assembly manual.
To reduce the time it takes to complete a task, subjects may sub-
ject themselves to mental stress. Under this circumstance, it is criti-
cal that the coherence of the information context should be
guaranteed to cater for the on-task assembly information retrieval.
The animated AR system provides a dynamic demonstration of
consistent information context through animation segments dis-
played within each assembly step. Subjects could detect the
existing dimensions from in-place and virtually to-be-assembled
components from a computer screen or projector. The animation
dynamically demonstrates the assembly process by approaching
the virtually to-be-assembled objects to those assembled in the cor-
rect positions. This enables participants to mimic each assembly
step and lower the difficulty of the operation and task errors.
It was observed that during the experiment, some subjects using
the manual as guidance often did not understand or correctly inter-
pret the exact assembly path. With AR, perspectives can be
changed easily by rotating markers. Some manual participants
complained the manual was too difficult to understand, and some
even reported high frustration of understanding the manual. In pur-
suit of speed, some subjects using the manual believed that they had
understood the specific assembly steps, but had not because a num-
ber of errors were made.
Fig. 14 indicates the mean rating of the NASA task load index.
The statistics show that subjects in scenario 1 had the higher mental
workload than subjects in scenario 2. Rating results indicate that
the subjects in scenario 2 awarded an average score 9.84, which
was lower than in scenario 1 (13.64). An ANOVA was conducted
on the different effects of guiding methods on cognitive load. The
effect was statistically significant (p-value ¼0.0053), and H1, H2,
and H3 are therefore supported. The manual assembly appears to
have greater mental workload for subjects, whereas AR animation
has an average effect of lowering cognitive workload in the LEGO
model assembly task. The animated AR system shortens the time
spent on the LEGO model selection and assembly operation, and
reduces the amount of assembly errors.
The higher mental demand subcategory rating involved in using
the manual (16.3=20 versus 8.7=20) implies that more perceptual
activities were required to complete the assembly and concurrent
memorizing tasks. Trying to reason the spatial relationship of ob-
jects using the manual may have frustrated or discouraged some of
the subjects, which may have induced temporal stress. These con-
siderations can explain why the average ratings of both frustration
level and temporal demand were higher using the manual (frus-
tration score: 14.3=20 for manual and 9.0=20 for the animated
AR system; temporal score: 14=20 for manual and 12=20 for
the animated AR system).
Higher frustration and temporal demand levels were in accor-
dance with the longer performance time while using the manual
as the guidance tool. The p-value for physical demand is less than
0.001, which indicates there was a significant difference in physical
demand for both scenarios. Physical demand in using the animated
AR system is lower (12=20) because the subjects using the ani-
mated AR system did not consistently conduct visual transitions
or movements such as page up/down. This implies that the ani-
mated AR system provided a considerably natural and comfortable
way of guiding the assembly task. The close effort subcategory
score for the animated AR system (8.4=20) and for the manual
method (12.5=20) indicates a lower overall challenge (mentally
and physically) was experienced by the subjects in accomplishing
their level of performance, which was further confirmed by a
significant correlation (p¼0.52).
Experiment IILearning Curve
The objective of experiment II was to establish learning curves for
the two scenarios to study if there are significant differences in the
performance between of the two groups of trainees using different
Mean number of errors
Fig. 13. Average number of errors in model assembly
Fig. 14. NASA TLX scores for each item for evaluating cognitive workload in model assembly
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training schemes. According to Richardson et al. (1996), decision-
making capacity reflects the time it takes the WM to glean and pro-
cess the properties of the stimulus. The decision-making process
applies to motor performance in which too much complexity leads
to higher error rates and false moves. In addition, the span of WM
of trainees depends on the characteristics of the information to be
acquired.
Experimental Procedure
Experiment II tests the effect of the animated AR system by meas-
uring the performance of two test groups referred to as AR training
and manual training denoted in Table 1. Like in experiment I, ex-
periment II also isolated the animated AR systems unique advan-
tage by using 3D modeling for training in both scenarios. Three
metrics were used to evaluate performance:
1. Number of assembly trials until assembly was completed with-
out an error;
2. Time consumed to complete a trial; and
3. Number of errors committed during a trial.
Prior to randomly selecting the 30 test trainees, 30 graduate stu-
dents from the Department of the Built Environment at UNSW
were used to pilot the experimental process. Base training, follow-
ing a manual, was limited to one single LEGO model assembly
cycle without a time limit. The test trainees were encouraged
to remember the assembly sequence and component fixation/
installation. After the base training was completed, the trainees
relaxed for 5 min reading material irrelevant to the experiment
(e.g., newspaper).
During this period, the assembly manual was removed, and the
model pieces were laid out on a table. The two test groups of 15
students, AR training and manual training, were now starting the
first trial, one group without a manual and one group without the
assistance of AR. Three generic types of errors emerged:
1. Component selection error;
2. Assembly sequential error; and
3. Fixation/installation error.
Requesting help from the animated AR system or manual was
also considered an error because trainees might err if no guidance
was provided. The errors during unsuccessful trials were added to-
gether for each trainee and group. Subjects were videotaped during
their task assignment so that potential errors could be identified.
They were told how many errors were made and were allowed
to check the steps in which the error had occurred. Because there
was no guidance or information available, trainees had to mentally
retrieve information and recall the assembly steps from their WM
that had been developed in the training sessions.
Data Analysis
In Table 1, the variations in the average amount of errors during a
trial are presented. For the first trial, an average of 6.07 errors were
made by the manual training group compared to 3.67 of the AR
training group. For the second trial, an average of 3.13 errors made
by the 15 manual trainees is significantly higher than the AR
trainees. The number of errors made relates to the traineesWM
effect in the formal assembly task.
Fig. 15. Average time elapsed within each trial in formal assembly
Table 2. Statistical Results for Time Eclipsing of Each Formal Trial in
Experiment II
Trial F-value p-value Significance
1st 21.68 0.001 Significant
2nd 14.36 0.001 Significant
3rd 4.29 0.05 Significant
Table 1. Training Methods, Number of Trials, and Mean Number of Errors in Formal Assembly
Trial
AR training Manual training
Number of
trainees Mean errors
Number of trainees
who did not err
Number of
people Mean errors
Number of trainees
who did not err
1 15 3.67 0 14 6.07 0
2 15 1 9 14 3.13 1
3 6 0 6 14 0.86 7
4—— — 70 7
Fig. 16. Performance curve of conducting formal assembly
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Trainees with AR training could remember or recollect more
assembly clues that were memorized in the former training task
than those trained in the manual. The mean time elapsed within
each trial between two trainings is depicted in Fig. 15.
A mean time of 13.07 min was needed for the trainees after AR
training to complete the first trial, compared with a mean time of
18.6 min for the trainees being trained with the manual. Within the
second and third trials, these numbers are 8.83 min (AR) versus
12.73 min (manual) and 7.67 min (AR) versus 9.29 min (manual),
respectively. An ANOVA was conducted on the different effects of
training on the time consumption of each trial. It is statistically sig-
nificant that the mean time in the first trial (SDAR ¼3.71,
SDManual ¼2.72) is dependent on the individual training means
(p¼0.001). Likewise, it is statistically significant for the second
and third trial as well (for the second trial: p¼0.001,
SDAR ¼2.39,SD
Manual ¼3.15; for the third trial: p¼0.05,
SDAR ¼1.63,SD
Manual ¼1.59), as depicted in Table 2.
More trials are likely to be needed until manual-based trainees
complete the final trial without an error, e.g., seven manual-based
trainees completed formal assembly in their third and fourth trials.
The performance curve of conducting a formal assembly is pre-
sented in Fig. 16.
The data illustrate that trainees under AR training spent less time
completing each formal assembly trial. Nine test participants in the
AR training group were able to successfully complete the assembly
after only two trials. However, only six trainees in the group with-
out AR were successful during trial three and seven in the fourth
trial. To satisfactorily complete the assembly process within the
specified time period (i.e., 6 min) and without error or acquiring
additional information, trainees using AR required fewer trials
(2.52) than those using manual training (3.5).
To achieve a satisfactory training effect in terms of three metrics,
i.e., number of assembly trials, time consumed to complete a trial,
and number of errors, the AR trainees need an average of 2.5 times
of trial (¯
t) and 24.83 min (Total), whereas the manual trainees need
an average of 3.5 times of trial (¯
t) and nearly 42.42 min (Total). The
time (Total) is calculated by
Total ¼¯
tׯ
TðtÞð1Þ
where Total = total time of achieving satisfactory training effect;
¯
t= mean number of trials; and ¯
TðtÞ= mean time consumption
within each trial (t¼1, 2, 3, 4).
The use of an animated AR system as a training tool shortens the
learning curve of trainees in cognition-demanded assembly, and
Table 3. Results and Interpretation of Usability Analysis for Animated AR System
Issues Mean Summarized results
Navigation
Did you often feel disoriented? 2.1 Little disoriented
Users felt a little disoriented with nothing in the augmented scene for
the navigational cues or landmarks.
Did the surrounding real background help your spatial comprehension? 3.9 Slightly apparent
This is one of the advantages of AR over manual.
Input mechanism
Did you feel annoyed or inconvenienced when operating the keyboard
or marker to view different angles of the virtual image?
1.8 Very positive
Although here are still some system drawbacks, the user still expresses a
positive attitude toward system control.
Visual output
Did visual output have adequate stability of the images as you moved
with no perceivable distortions in visual images?
3.4 Neutral
It seems that the system lag is tolerable and does not affect the
perception of visual image of users and therefore does not affect their
performance.
Was the field of view (FOV) appropriate for supporting this activity? 4.1 Very appropriate
The broader the projection, the better sense the user has for the
environment and communication with the AR system.
Did the monitor-based visual display create difficulties for observing? 1.9 Very easy
Users felt it was easy to watch the large projection or television monitor
while performing the LEGO assembly task; not like the HMD, which
might result in a cumbersome and uncomfortable feeling, the monitor is
robust enough to support assembly.
Did you believe the LEGO images could be spatially matched with the
physical counterparts?
3.9 Slightly positive
User felt that the virtual augmented components of the LEGO could be
spatially matched with the physical components. Therefore, this
characteristic facilitates the comparison and selection of assembly
components, as stated in Fig. 5.
Was the AR display effective in conveying convincing scenes of models
appearing as if in the real world?
3.4 Neutral
The virtual model looks like it is floating into the air of the real
environment. Neutral rating implies that the combination of virtual
model and real world reaches a level of seamlessness to some extent.
Immersion
With the AR system, were you isolated from and not distracted by
outside activities?
3.3 Neutral
It seems that the users did not feel much distraction from outside
activities by being isolated from the outside, which implies that the AR
system might be useful in focusing usersminds on the task.
Comfort
Was the AR system comfortable for long-term use? 4.1 Very comfortable
Very high score demonstrates the acceptability of animated AR system.
It is not bulky, not triggering user fatigue, and not limiting user mobility.
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training in AR facilitates longer WM capacity compared to training
in a manual. Thus, the evidence provided supports H4. Sample
results of questions and usability suggestions are identified in
Table 3.
Conclusions
The aim of the research was to assess the effectiveness of AR-based
animation in facilitating effective and efficient learning or training
of people involved in the assembly of complex systems. A set of
initial experiments designed to assess the discrepancies between the
traditional guidance and AR was undertaken. Results from the ex-
periments indicate a positive effect of cognitive facilitation when
using an animated AR system. When trainees relied on their
memory and the manual to complete an assembly, they were prone
to making errors. When AR was used, the learning curve of trainees
significantly improved, and fewer errors were made. It is suggested
that the use of AR technology for guiding the assembly process in
the field of construction assembly will provide similar improve-
ments. Moreover, AR can be used to guide novice assemblers when
performing highly complex assembly tasks in which training time
is limited and the potential for errors are either dangerous or costly.
Future research will focus on testing AR with construction oper-
ations with a larger and more diverse set of trainees.
Acknowledgments
The authors would like to thank the five anonymous reviewers for
their constructive comments that have helped improve the quality
of the research reported in this manuscript.
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... This is where either the researcher or the human-trials participant takes charge of actioning procedural state change of the AR application using alternative inputs [36], or various workarounds such as hand tracking SDKs [63], to approximate the logical position of a hand held object. User control / object tracking hybrid workarounds provide something of a solution to this persistent challenge by integrating hand gesture recognition, voice commands, arbitrary template matching, user interfaces or other inputs to control the delivery of procedural instructions [21], [24], [36], [37], [39], [51], [71], [72]. Each of these workarounds has their own challenges. ...
... The participant had one minute to get as many of these correct as possible. This test provides a direct and convenient baseline measurement for mental rotation abilities [37]. Mental rotation involves the ability to rapidly and accurately rotate 2D or 3D objects [143], which is what is involved in rotating the faces of the Rubik's Cube® [144]. ...
... The higher discomfort in AR was largely reported by wearers of reading were statistically significant with p = 0.04, df = 47. These findings compliment the results of [37], [39], [41], [164], showing that AR offers efficiency and productivity gains by 12% reduction for procedure completion durations for the AR group compared to instruction search in detached paper-based media. However, it is also interesting to note that there was a ...
Thesis
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Augmented reality (AR) is an emerging technology that has significant potential as a solution for novel procedure assistance and repeatable procedure training. Instructions are a method to communicate how to perform a procedure for different pedagogical goals ranging from assistance with once-off product assembly to long term learning. The main barrier to mass adoption of see-through AR headsets for these roles arises when AR instruction fails to fulfil the user’s pragmatic and hedonic needs and expectations due to human, system and context influencing factors. User quality of experience (QoE) considers this fulfilment to be reflected in the user’s degree of delight or annoyance. The ability to directly measure emotional response using modern psychophysiological instruments is shifting the focus of quality assessment towards evaluation of fulfilment of user needs and expectations. In this context, the work presented in this thesis focuses on understanding the influence of instruction formats considering AR as a potential platform for procedure assistance and training. Instruction format was evaluated over two distinct studies specific to the procedure assistance and training roles. In Study 1, the influence of paper-based and AR-based text instruction formats on user QoE for procedure assistance was evaluated using a Rubik’s Cube® proof of concept. In Study 2, a combined text and interactive animated 3D model instruction format was compared against a text-only instruction format within AR using a GoCube™ proof of concept for training. Two separate AR applications were developed. Physiological ratings, facial expressions and eye gaze metrics were recorded. Subjective experience was reported using Likert scale, self-assessment manikin and NASA task load questionnaires. Statistical analysis was employed to identify statistically significant differences between usage of the different instruction formats. Correlation and regression analysis were undertaken to identify novel implicit metrics of QoE. Study 1 results show that the AR instruction format yielded objective performance benefits over the paper-based instruction format for procedure assistance while participants reported higher acceptability of AR. Skin temperature correlated to joy of experience and facial expressions across both independent groups. Study 2 results show that the text-only instruction format yielded faster instruction response times in procedure training compared to a combined text and model instruction format. Female trainees using the combined instruction format were significantly slower in training and recall than females that used the text-only instruction format but reported requiring less cognitive effort than male participants during training and recall. An absence of statistically significant correlations between physiological ratings, facial expression and emotion terms used by the participants, calls into question the utility of such emotion terms.
... Anatomy 4D leverages Android OS/iOS to enhance the visualisation of anatomical organs, particularly the heart, as well as other body parts (Hou et al., 2013). It works with a database containing all parts of human bodies and organs scanned by a precision machine called the "NeuroArc V3/," which is capable of scanning real objects, even larger specimens. ...
... Comparatively, when AR was used in teaching, approximately 80% of students displayed high motivation, while only 23% were motivated when traditional methods were employed. Similarly, student performance was notably better with AR technology, with a larger number of students scoring above 50% compared to traditional methods (Hou et al., 2013). ...
Research
Background This paper examines the use of augmented reality (AR) as a concept‐association tool in schools, with the aim of enhancing primary school students' learning outcomes and engagement. Conflicting findings exist in previous studies regarding the cognitive load of AR‐enriched learning, with some reporting reduced load and others indicating increased demand and poorer performance. Understanding these implications is essential for effectively leveraging AR in education. The study offers a fresh perspective on the potential of AR technology in improving educational experiences
... Anatomy 4D leverages Android OS/iOS to enhance the visualisation of anatomical organs, particularly the heart, as well as other body parts (Hou et al., 2013). It works with a database containing all parts of human bodies and organs scanned by a precision machine called the "NeuroArc V3/," which is capable of scanning real objects, even larger specimens. ...
... Comparatively, when AR was used in teaching, approximately 80% of students displayed high motivation, while only 23% were motivated when traditional methods were employed. Similarly, student performance was notably better with AR technology, with a larger number of students scoring above 50% compared to traditional methods (Hou et al., 2013). ...
Article
Full-text available
Background This paper examines the use of augmented reality (AR) as a concept‐association tool in schools, with the aim of enhancing primary school students' learning outcomes and engagement. Conflicting findings exist in previous studies regarding the cognitive load of AR‐enriched learning, with some reporting reduced load and others indicating increased demand and poorer performance. Understanding these implications is essential for effectively leveraging AR in education. The study offers a fresh perspective on the potential of AR technology in improving educational experiences. Objectives The primary goal of this research was to evaluate the effectiveness of an AR‐assisted concept‐association strategy for improving essential knowledge acquisition and skills outcomes, increasing cognitive load, and increasing self‐efficacy and learning motivation among primary school students. Methods A quasi‐experimental design with a control group was employed to investigate the effectiveness of the intervention. Results and Conclusions The results demonstrate that the implementation of the AR‐assisted concept‐association strategy effectively enhanced essential knowledge acquisition and skills outcomes, increased cognitive load, and increased self‐efficacy and learning motivation among primary school students. These findings highlight the potential of AR technology to improve the learning experience and engagement of primary school students. The study contributes to the existing literature on the effectiveness of AR technology in education, suggesting future research directions. Ultimately, it offers a practical solution for improving the learning experience by presenting a new approach for teaching using AR technology.
... The International Journal of Advanced Manufacturing Technology targeted at the assembly user and, thus, has important relevance to human factors. AR instruction information that is user-friendly facilitates intuitive and rapid comprehension of assembly intent, playing a pivotal role in ensuring seamless assembly guidance [13,14]. ...
... Three-dimensional graphics and images have improved AR instructions [22,23] by allowing for vivid descriptions of the purpose of the task, reducing cognitive pressure on the user, and simplifying the process of understanding the intent of the operation [24]. In addition, stimulating exogenous information, such as arrows, highlighting, and colors, has been added to AR instructions [14,25]. ...
Article
Full-text available
Compared to traditional techniques, augmented reality (AR) confers notable benefits in facilitating complex product assembly processes. The efficacy of AR systems in assembly contexts is notably influenced by the pivotal role of AR instructions. As such, meeting users’ demands for AR instructions is crucial during AR-guided assembly processes. In the present study, an investigation was conducted into the influence of complex assembly task types and user assembly experience on their demands for AR instructions. Firstly, complex assembly tasks were categorized into repetitive complex assembly tasks (RAT) and non-repetitive complex assembly tasks (NRAT) based on their complex characteristics. A user study was conducted using HMD-HoloLens 2 as the experimental device. User performances were recorded during iterative execution of AR experimental tasks under the aforementioned task conditions. The specific measures included users’ attention process, interface interaction behaviors, assembly errors, and users’ subjective experience. The results indicate significant differences in users’ demands for AR instructions across different task types. Moreover, users’ demands for AR instructions also changed with increasing assembly experience. Through comprehensive analysis, the rules of users’ demands for AR instructions were summarized. The present findings enhance the current comprehension of users’ demands regarding AR instructions and offer valuable insights for designing and developing efficient AR-guided assembly systems.
... Applications of XR technologies in remote training include not only the transmission of three-dimensional information from place to place but also the enhancement of training efficiency through information presentation methods that were not possible in reality. The most basic example is the placement of AR objects and signs in mid-air, which trainers can utilize to provide intuitive instructions of three-dimensional movements (Hou et al., 2013). Similarly, the visual presentation of instructed body movements from a firstperson perspective can increase the intuitiveness. ...
Article
Full-text available
Contact sports such as Aikido are preferred to be trained in person with an experienced trainer, as the attempts of remote training before and during the COVID-19 pandemic failed to reproduce the quality of the in-person training benefiting from the trainer's physically present body. To address this issue of replicating in-person experience remotely, we proposed "Sensei possession," an xReality-based training method for contact sports in which the trainer remotely guides a person who performs the physical interaction with the trainee on behalf of the real trainer in real-time. In this study, to test the effectiveness of "Sensei possession" on training performance and examine the concerns about its possible side effects on motivation, we conducted a between-participants experiment with an Aikido training task [N = 10 pairs (20 people)]. We compared the groups with or without live feedback on the proxy trainers under our hypothesis that live feedback would enhance trainees' performance gain. As a result, the trainees in the group with live feedback on proxy trainers had more performance gain than those without live feedback, and no indication of negative effects on motivation was shown. We discussed our results concerning the previous research on micro-adaptive training and reported technical insights to improve the design of Sensei possession further.
... VR generates full virtual content within a computer-generated artificial three-dimensional (3D) environment for users [110] and permits first-person immersion, recreation of real environments, and interaction with multiple types of scenarios [103]. AR integrates digital content at the junction of the real world by overlaying virtual content on the user's georeferenced real-world location [45]. MR is like AR, but achieves greater bidirectional integration between virtual and real reality, making real objects affect virtual objects by interacting continuously [103]. ...
Article
Construction 4.0 promotes digital transformation through automation, robotisation, and the integration of systems and processes into digital environments, with direct links to real systems, using a wide range of technologies. The risk here is centred on having very advanced machines with people not prepared to use them. If the training is centred on teaching people, however, the risk is transferred to having overqualified equipment. In search of this balance, the study, analysis, and evaluation of human–machine interaction are crucial, as are correctly identifying the tools through which this interaction is achieved. Extended reality (XR), emerging technology within Construction 4.0, seems to be a tool that offers an environment conducive to achieving these interactions and meeting the objectives sought. In civil engineering, efforts have been directed towards the study and development of applications of XR experiences rather than the application of this technology in a transcendental way in civil engineering training. This research identifies developments in XR experiences and analyses their use, application methodologies, and training areas that include immersive training, as well as the relationship between XR and construction industry methodologies and technologies, such as building information modelling.
... Many researchers address the difficulties with user interface and data creation for AR instruction development in their proposed works [49][50][51]. However, the existing works are not focused specifically on assembly sequence validation for AR instruction development. ...
Chapter
In recent years, there have been numerous successful cases of three-dimensional (3D) multimedia, augmented reality (AR)/virtual reality (VR), and mixed reality (MR) applications in information communication. Additionally, building information modeling (BIM) has become the primary tool for integrating and disseminating project information within the construction industry. However, there are still many challenges related to information access and accuracy at construction sites. This study combines BIM and MR technologies to address these limitations and focuses on complex steel-structure maintenance engineering. The project information compiled in the BIM model is transformed through information conversion and made accessible to head-mounted displays using the MR application developed in this study. Case validation has demonstrated that the combination of BIM and MR technologies can reduce the time required to create MR content in construction projects and solve the problem of difficult information access at construction sites. Furthermore, the simulation analysis of steel-structure deterioration and environmental factors presented through MR can serve as decision support for steel-structure maintenance management.
Article
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The paper in hand aims to examine and explore the effect of augmented reality tools and techniques on developing imaginative thinking behavior, across arts and design students, as well as its relation to the accuracy in learning and achievement levels. The study was conducted in the faculty of arts and design in Jordan University. This paper manifested the possibilities that augmented reality can offer to education. Not only that but also the suggestions which affect teaching and learning strategies; it also can cater to students' educational needs and provide solutions, while the learners develop their designs. Such programs define innovation from a different perspective, and considers development as a mean to cope with the changes in the world. In order to achieve the aims and objectives of the study, the researcher developed imaginative thinking and achievement tests. (40) Students took the tests. As the researcher implemented descriptive quasi-experimental design for its appropriateness to the nature of the study. The results of the study demonstrate a statistical analytical significance in imaginative thinking sections, as well as the students' success in the posttest achievement tests; this process was in favor for the experimental group. The experimental group members enjoyed learning as they received augmented reality techniques and developed designs digitally. Due to the high achievements and high scores of the experimental group, the researcher highly recommends the professors to include such programs in their teaching and learning processes.
Article
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The simple assembly line balancing problem (SALBP) has been extensively examined in the literature. Various mathematical programs have been developed to solve SALBP type-1 (minimising the number of workstations, m, for a given cycle time, ct) and SALBP type-2 (minimising ct given m). Usually, an initial pre-process is carried out to calculate the range of workstations to which a task i may be assigned, in order to reduce the number of variables of task–workstation assignment. This paper presents a more effective mathematical program than those released to date to solve SALBP-1 and SALBP-2. The key idea is to introduce additional constraints in the mathematical program, based on the fact that the range of workstations to which a task i may be assigned depends either on the upper bound on the number of workstations or on the upper bound on the cycle time (for SALBP-1 and SALBP-2, respectively). A computational experiment was carried out and the results reveal the superiority of the mathematical program proposed.
Article
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The purpose of this book is to compare and contrast different conceptions of working memory. This is one of the most important notions to have informed cognitive psychology over the last twenty years, and it has been used in a wide variety of ways. This, in part, is because contemporary usage of the phrase "working memory" encapsulates various themes that have appeared at different points in the history of research into human memory and cognition. The book presents three dominant views of working memory.
Article
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While human factors have been well researched in virtual environments, it has not received commensurate consideration in Mixed Reality (MR) research. This paper (1) analyzes the feasibility of augmenting human abilities via MR applications in construction tasks from the perspective of cognitive engineering, (2) acknowledges the ergonomics features and research issues in MR systems, and (3) generates partial guidelines to solve ergonomics issues. Also, perceptual incompatibility was validated through an experiment comparing a head mounted display versus a desktop monitor in performing an orientation task. The perceptual incompatibility by using the monitor was significant regarding performance time, accuracy and workload.
Conference Paper
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Although there has been much speculation about the potential of Augmented Reality (AR), there are very few empirical studies about its effectiveness. This paper describes an experiment that tested the relative effectiveness of AR instructions in an assembly task. Task information was displayed in user's field of view and registered with the workspace as 3D objects to explicitly demonstrate the exact execution of a procedure step. Three instructional media were compared with the AR system: a printed manual, computer assisted instruction (CAI) using a monitor-based display, and CAI utilizing a head-mounted display. Results indicate that overlaying 3D instructions on the actual work pieces reduced the error rate for an assembly task by 82%, particularly diminishing cumulative errors - errors due to previous assembly mistakes. Measurement of mental effort indicated decreased mental effort in the AR condition, suggesting some of the mental calculation of the assembly task is offloaded to the system.
Conference Paper
NASA-TLX is a multi-dimensional scale designed to obtain workload estimates from one or more operators while they are performing a task or immediately afterwards. The years of research that preceded subscale selection and the weighted averaging approach resulted in a tool that has proven to be reasonably easy to use and reliably sensitive to experimentally important manipulations over the past 20 years. Its use has spread far beyond its original application (aviation), focus (crew complement), and language (English). This survey of 550 studies in which NASA-TLX was used or reviewed was undertaken to provide a resource for a new generation of users. The goal was to summarize the environments in which it has been applied, the types of activities the raters performed, other variables that were measured that did (or did not) covary, methodological issues, and lessons learned
Article
This research aimed to develop and validate a practical framework for predicting mental workload in both single- and multitask environments with particular consideration of individual factors. To describe mental workload more precisely and completely, a framework for mental workload measures, containing instantaneous workload, average workload, accumulated workload, peak workload, and overall workload was proposed. To model individual factors, 2 new variables (effective workload and ineffective workload) were introduced to conceptually model task- and individual-generated workloads. Under the conceptual model, the operational models for predicting human mental workload for human-computer interaction tasks were developed. The model used a multidimensional approach and allowed the quantification of different aspects of load. Two experimental studies were conducted to validate the proposed model. The results revealed that (a) the framework, which consisted of average workload, accumulated workload, and instantaneous workload could describe workload more precisely than a single overall workload; (b) the proposed mental workload model, which explained 42% of the variance associated with NASA-Task Load index subjective mental workload ratings and explained 78% of the variance associated with performance time, was supported and could be used to predict mental workload; (c) the relationships between the effective/ineffective workload and the 4 independent variables were partially validated. The results showed that both task-related factors and individual-related factors could significantly affect mental workload; (d) mental workload was significantly affected by time pressure. The workload in a self-paced multitask environment was 29% lower than the workload in a system-paced multitask environment in the experiment. The workload in a self-paced, multitask environment was 19% lower than the workload in a system-paced, single-task environment.
Article
This paper proposes a novel method for improving reliability of manufacturing facilities by optimizing operating conditions so as to reduce deterioration of critical components and to extend the life of facilities. The method is applied to an industrial robot. For deterioration evaluation, a life cycle simulation system has been developed. It evaluates wear of joint gears, which has critical effects on the accuracy of industrial robots. Optimization of operating conditions, defined in terms of layout of the robot and in motion pattern, is performed by means of a hybrid GA, which consists of genetic algorithm and simulated annealing. The effectiveness of the method has been verified by applying the method to assembly robots.
Chapter
Traditional systems for digital assistance in manual assembly, e.g. optical displays at the work place, are inherently suboptimal for providing efficient and ergonomically feasible worker guidance. The display of sequential instructions does not offer an increase in productivity beyond a certain degree. Little situational support and the resulting deterministic guidance lead to a reduced acceptance by the worker. A solution to this discrepancy is seen in adaptive and cognitive systems of worker guidance. In this context, the paper presents a process model for adaptively generating assembly instructions. It is part of an integrated framework for human worker observation and guidance based on state charts.
Chapter
Digital Manufacturing technologies can yield geometrically accurate dynamic assembly sequences to be used as work instructions. An independent groups experiment was carried out in order to investigate the effects of different instructional media on performance on a small scale mechanical assembly task. Twenty four participants completed the assembly task a total of five times on consecutive weekdays. Three types of unimodal instruction sets were designed and delivered via a laptop computer — text only; static CAD diagrams and CAD animation. Build times were recorded for each participant and plotted as a learning curve. Results suggested that the use of animated instructions can reduce initial build times, as the mean build time at build one was 37% and 16% quicker than the text and diagrams groups respectively. The beneficial effect diminished after the first build, however, the graphics (diagrams and animation) groups continued to yield quicker mean build times up until build 3. Results are discussed in light of cognitive theories relating to how we process instructional information.