Wearable augmented reality (AR) represents the next interface to all things computing, extending what smartphones and laptops can do. This involves providing access to digital information during activities like walking or jogging. In this work we argue that the impact of physical movement on AR interaction is not direct, but mediated by UI placement - the spatial relationship between the user and the interface. Current research often treats interaction techniques in isolation, overlooking how their performance is fundamentally linked to where the UI is placed. This position paper highlights the need to reconceptualize UI placement beyond traditional anchoring views, explore novel interaction techniques designed for specific UI placements during locomotion, and rigorously evaluate UI placement as an independent variable in experimental studies. By centering the analysis on the relative movement between user and interface, we can unlock more effective on-the-go AR interaction.
翻译:可穿戴增强现实(AR)代表着通往所有计算领域的下一代界面,拓展了智能手机和笔记本电脑的功能。这要求在行走或慢跑等活动中提供数字信息的访问。在本文中,我们认为身体运动对AR交互的影响并非直接作用,而是通过界面布局——用户与界面之间的空间关系——来调节的。当前研究往往孤立地处理交互技术,忽略了其性能如何从根本上与界面位置的选择紧密相连。本篇立场论文强调,有必要超越传统的锚定视角重新构想界面布局,探索为特定运动过程中的界面布局设计的新颖交互技术,并在实验研究中严格将界面布局作为独立变量进行评估。通过将分析聚焦于用户与界面之间的相对运动,我们可以解锁更高效的移动AR交互。