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@Article{TVCG22-cfvb,
author = {Mohammed Safayet Arefin and Nate Phillips and Alexander Plopski and
Joseph L. Gabbard and J. Edward {Swan~II}},
title = {The Effect of Context Switching, Focal Switching Distance,
Binocular and Monocular Viewing, and Transient Focal Blur on
Human Performance in Optical See-Through Augmented Reality},
journal = {IEEE Transactions on Visualization and Computer Graphics,
Special Issue on IEEE Virtual Reality and 3D User Interfaces
(VR 2022)},
volume = {28},
number = {5},
pages = {2014--2025},
date = {March 12},
month = {Mar},
year = 2022,
note = {DOI: 10.1109/TVCG.2022.3150503.},
abstract = {
In optical see-through augmented reality (AR), information is often distributed
between real and virtual contexts, and often appears at different distances from
the user. To integrate information, users must repeatedly switch context and
change focal distance. If the user's task is conducted under time pressure,
they may attempt to integrate information while their eye is still changing
focal distance, a phenomenon we term \textit{transient focal blur}. Previously,
Gabbard, Mehra, and Swan (2018) examined these issues, using a text-based visual
search task on a one-eye optical see-through AR display. This paper reports an
experiment that partially replicates and extends this task on a custom-built AR
Haploscope. The experiment examined the effects of context switching, focal
switching distance, binocular and monocular viewing, and transient focal blur on
task performance and eye fatigue. Context switching increased eye fatigue but
did not decrease performance. Increasing focal switching distance increased eye
fatigue and decreased performance. Monocular viewing also increased eye fatigue
and decreased performance. The transient focal blur effect resulted in
additional performance decrements, and is an addition to knowledge about AR user
interface design issues.},
}