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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Evaluation of active patterns on direction instruction for pedestrians</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yu Tamura</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hidehiko Shishido</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yoshinari Kameda</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Computational Sciences, University of Tsukuba</institution>
          ,
          <addr-line>1-1-1 Tennoudai, Tsukuba, Ibaraki, 305-8573</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Master's program in Intelligent and Mechanical Interaction Systems, University of Tsukuba</institution>
          ,
          <addr-line>1-1-1 Tennoudai, Tsukuba, Ibaraki, 305-8573</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, we propose a direction instruction method using active patterns that is both easy to understand and safe in augmented reality fashion. An active pattern is a set of moving virtual objects dynamically arranged in a landscape. We discuss the factors that make active patterns easy to understand and safe. We have developed a preliminary system for presenting active patterns and included the gaze accumulation counter inside the system so that the gazing time of watching the active patterns could be counted.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Pedestrian navigation</kwd>
        <kwd>Optical See-Through HMD</kwd>
        <kwd>Direction instruction</kwd>
        <kwd>Active pattern</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Augmented Reality is useful for walking pedestrians on
streets [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Navigation support on walking is a promising
application of Augmented reality.
      </p>
      <p>Direction instruction using an HMD may superimpose
the route to go on the scenery. Because the instruction is
presented directly in the user’s field of view, the direction
to go should be intuitive and easy to understand. The user
can recognize the direction to go while always looking
forward.</p>
      <p>When using augmented reality technology to guide
pedestrians to their destinations, the problem is how to
superimpose the virtual objects that guide them to their
destinations. AR-based direction presentation should
fulifll the visibility on display. As the comprehensibility, it
should have a good shape and/or motion to indicate the
direction to go. In addition to visibility and
comprehensibility, it is also important to keep the safety on a walking
task. A user should have a clear field of view while
walking. This implies that any inserted virtual objects in AR
fashion should not interfere with safety.</p>
      <p>In this paper, we propose a direction instruction
method using active patterns that is both easy to
understand and safe in augmented reality fashion. An active
pattern is a set of moving virtual objects dynamically
arranged in a landscape (Figure 1).</p>
      <p>Since the good balance of visibility, comprehensibility,
and safety on the AR-based direction presentation is
crucial, we investigate the performance of the active patterns
by changing the shape, size, height, and transparency of
the virtual objects. We have built a preliminary system
for evaluation on gaze attraction for checking the safety.
We also conduct subjective evaluation by questionnaires.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>and it might hide certain size of the field of view of the
user.</p>
      <p>
        Performance of AR-based direction display methods
on of-road situation has been studied [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] but they do not
conduct safety evaluation.
      </p>
      <p>
        Safety is a critical issue to design the navigation and
to analyze the performance on direction presentation in
AR fashion. It is demanded to focus the safety evaluation
on developing new AR-based navigation approaches [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Active pattern for direction display</title>
      <p>Our active pattern to present direction on an HMD is
composed by a set of virtual objects that are moving
along the way to go. We adopt an optical see-through
glass as to build the preliminary system for evaluation
(Figure 1).</p>
      <p>Since the purpose of presenting the direction is to
let users understand the direction to go, active pattern
should be visually simple and small not to interfere with
the the field of view of the user. We have prepared three
simple shapes as candidates for the virtual objects
(Figure 2). On a see-through HMD, the objects are arranged
to follow the planned path. Three snapshots of a user’s
view with the diferent virtual object shape at ground
level are shown in Figure 3.</p>
      <p>Some variation of ball-shape active pattern is shown
in Figure 4. Transparency is controlled so that users can
see the the regions behind the virtual objects.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Evaluation</title>
      <p>We have developed a preliminary AR system on a Magic
Leap 1 (Figure 1). The experiment was conducted in a
corridor where the planned path is set to turn right at 15
meters away (Figure 5).</p>
      <p>All the subjects are familiar with the corridor and with
AR experiences in their twenties.</p>
      <sec id="sec-4-1">
        <title>4.1. Shape and height</title>
        <p>We prepared eight subjects for shape and height
evaluation of the virtual objects. Each subject had a calibration
process and practice time before the experiment. The
order of the variations is changed for subjects so as to
eliminate the order efect in total.</p>
        <p>There five kinds of trials on this experiment. The first
one (static/ground) is the ball shape virtual object with
static placement. The objects are at the ground level. For
the second to the fourth, the virtual objects of moving
along the planned path is rendered at the ground level
with the shape of ball, cube and ellipsoid respectively.
The last fifth is same as the third except for the height
at knee level. The size of the virtual objects are set to 10
cm and transparency level is 0% for all the five trials.</p>
        <p>The subjects mark scores with a seven-level Likert
scale for four questions after each experience of trials.
The average and the standard deviation are shown in
Figure 6 - 9. A larger score indicates the afirmative
evaluation.</p>
        <p>Q1 (Figure 6) corresponds to the visibility and Q2
(Figure 7) corresponds to the comprehensibility. The
scores are high with small standard deviation regardless
of shape and height if only they are moving. Q3 (Figure 8)
and Q4 (Figure 9) corresponds to the safety evaluation.
We think if the score of Q3 is high, it means it looks
natural, so it may indicate that the score of Q4 becomes low
because they do not need to watch the virtual objects for
a long time. This also implies the safety could be in good
level. As the Q4 score are rather high around 5.0, we
have conducted further investigation with gaze analysis
in the next experiment.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Size and transparency</title>
        <p>On the second experiment, we have developed a gaze
accumulation counter on our preliminary system. We
have utilized the gaze tracking function of Magic Leap
1 and set nine by nine bins to cover the field of view of
the user (Figure 10). The bin matrix is fixed to the head
position of the user, and it is not moved against the head
rotation. It is because the virtual objects are attached to
the world and the bin matrix should be relatively fixed
against the virtual object coordinate.</p>
        <p>We prepared nine subjects for size and transparency
evaluation of the virtual objects. The basic procedure is
same as the first experiment.</p>
        <p>There five kinds of trials on this experiment. For the
all five trials, the shape is ball and the objects are placed
at ground level and move to follow the planned path. The
ifrst three trials changes the size at 20cm, 10cm, and 5cm
respectively. As for the fourth and the fifth trials, the
transparency level is changed to 50% and 75%.</p>
        <p>The subject evaluations are conducted by setting the
four questions after each experience of trials. The average
and the standard deviation are shown in Figure 11 - 14.
A larger score indicates the afirmative evaluation.</p>
        <p>From the results, Q1 (visibility) and Q2
(comprehensibility) becomes lower when the transparency level is
up. We expected the trials with higher transparency may
get higher score in Q3 and lower in Q4, but actually the
subjects did not respond as we expected.</p>
        <p>Note that we have not shown the results of T-test
intentionally as the numbers of the subjects are less than ten
and we think the application of T-test is not appropriate
on the second experiment, the lower half of the bin matrix
corresponds to the area of presenting the virtual objects.</p>
        <p>Even with the high scores of Q4 (Figure 14), we can say
that actually the subjects spent little time on checking the
virtual objects. This means the current implementation
satisfies the safety property to some extent.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>for Figure 6 - 9 and Figure 11 - 14.</p>
      <p>The results of the gaze accumulation counter during In this paper, we proposed a direction instruction method
the second experiment are shown in Figure 15 and Fig- using active patterns that is both easy to understand
ure 16. Figure 15 corresponds to the first three trials of the and safe in augmented reality fashion with a optical
seesecond experiment. Figure 16 corresponds to the second, through HMD. We have developed a preliminary system
the fourth, and the fifth trials of the second experiment. for presenting active patterns and included the gaze
acThe darkest green color bin indicates the 0.0 time unit of cumulation counter inside the system so that the gazing
gaze accumulation and the brightest color bin indicates time of watching the active patterns could be counted.
the maximum amount of time unit through the second We have conducted subjective evaluation experiments
experiment in the average of all the nine subjects’ trials. and discussed the factors that make active patterns easy
time length per time unit is determined to normalize the to understand and safe.
length diference between the five trials.</p>
      <p>Since the virtual objects are placed on the ground level
A part of this work is supported by KAKENHI 21H03476.</p>
    </sec>
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