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dc.contributor.authorMarques, Bernardoen_US
dc.contributor.authorEsteves, Rafaelen_US
dc.contributor.authorAlves, Joãoen_US
dc.contributor.authorFerreira, Carlosen_US
dc.contributor.authorDias, Pauloen_US
dc.contributor.authorSantos, Beatriz Sousaen_US
dc.contributor.editorCignoni, Paolo and Miguel, Ederen_US
dc.date.accessioned2019-05-05T17:49:50Z
dc.date.available2019-05-05T17:49:50Z
dc.date.issued2019
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egs.20191011
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20191011
dc.description.abstractAugmented Reality (AR) has been considered as having great potential in assisting performance and training of complex tasks. Assembling electronic circuits is such a task, since many errors may occur, as wrong choice or positioning of components or incorrect wiring and thus using AR approaches may be beneficial. This paper describes a controlled experiment aimed at comparing usability and acceptance of two AR-based approaches (one based on a single device and another approach using two interconnected devices), with a traditional approach using a paper manual in the assembly of an electronic circuit. Participants were significantly faster and made fewer errors while using the AR approaches, and most preferred the multi-device approach.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectHuman
dc.subjectcentered computing
dc.subjectMixed / augmented reality
dc.subjectEmpirical studies in HCI
dc.titleInvestigating Different Augmented Reality Approaches in Circuit Assembly: a User Studyen_US
dc.description.seriesinformationEurographics 2019 - Short Papers
dc.description.sectionheadersInteractivity and Gaming
dc.identifier.doi10.2312/egs.20191011
dc.identifier.pages45-48


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