Abstract
Virtual Reality and Augmented Reality (VR/AR) have experienced a tremendous increase in attraction and application. Nowadays, VR-headsets are commercially available. They provide a much better resolution and much wider field-of view for a fraction of the original cost. The same development can be observed for AR, including smartphone or hand-held AR solutions. But beyond the fun of new technology, VR and AR are often lacking of a professional use case. They still fail to show their benefits and provide data for a detailed cost/benefit analysis. And with the growing dispersion and implementation into professional applications in modern industrial processes, various training and education applications, or advanced distant learning, there is an increasing need for concrete results and recommendations for usability and human-technology interaction.
They can be taken and applied from early studies in the area of Human Factors and Ergonomics. Although some of them are not important because of higher technological capabilities and performance (e.g. latency, resolution or field-of-view), most of them are still valid. They begin with cue conflicts, visual and multimodal perception and end with system performance, workload and simulator sickness.
This paper presents the relevance of HF/E for a meaningful, effective and efficient application of this technology. It shows also that the topic itself is not totally new and many requirements and results can be transferred from existing studies.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Oxford Living Dictionaries: Reality. https://en.oxforddictionaries.com/definitions/reality. Last Accessed 01 May 2018
Oxford Living Dictionaries: Virtual. https://en.oxforddictionaries.com/definitions/virtual. Last Accessed 01 May 2018
Burdea G, Coiffet P (1994) Virtual reality technology. Wiley, New York
Ellis SR, Kaiser MR, Grunwald AJ (eds) (1991) Pictorial communication in virtual and real environments. Taylor & Francis, London
Stanney KM (ed) (2002) Handbook of virtual environments. Erlbaum, Mahwah
Alexander T, Goldberg S (2005) Virtual environments for intuitive human-system interaction. RTO-TR-HFM-121-Part-I. NATO RTO, Neuilly-sur-Seine, France
MR-Continuum (Milgram)
Slater M, Pertaub D, Steed A (1999) Public speaking in virtual reality: facing and audience of avatars. IEEE Comput Graph Appl 19(2):6–9
Sutherland I (1965) The ultimate display. In: International federation of information processing, vol 2, p 506ff
Bullinger H-J, Brauer W, Braun M (1997) Virtual environments. In: Salvendy G (ed) Human factors and ergonomics. Wiley, New York, pp 1725–1759
Crux-Neira C, Sandin D, DeFanti T (1993) Surround-screen projection-based virtual reality: the design and implementation of the CAVE. In: Computer graphics (SIGGRAPH’93 proceedings), pp 135–142
Krüger W, Fröhlich B (1994) The responsive workbench. IEEE Comput Graph Appl 1215
Gartner Hype Cycle. https://blogs.gartner.com/smarterwithgartner/files/2017/08/Emerging-Technology-Hype-Cycle-for-2017_Infographic_R6A.jpg. Last Accessed 01 May 2018
Kennedy RS, Lane NE, Berbaum KS, Lilienthal MG (1993) Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int J Aviat Psychol 3:203–220
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Alexander, T. (2019). Virtual and Augmented Reality: Innovation or Old Wine in New Bottles?. In: Bagnara, S., Tartaglia, R., Albolino, S., Alexander, T., Fujita, Y. (eds) Proceedings of the 20th Congress of the International Ergonomics Association (IEA 2018). IEA 2018. Advances in Intelligent Systems and Computing, vol 822. Springer, Cham. https://doi.org/10.1007/978-3-319-96077-7_24
Download citation
DOI: https://doi.org/10.1007/978-3-319-96077-7_24
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-96076-0
Online ISBN: 978-3-319-96077-7
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)