4.4.4 Learning Process
Learning is defined here by the improvement of sub-
jects performance during task repetitions. We asked
subjects to repeat 5 times the previously defined task
4.2. The results show that the subjects of group G1
achieved the task in 102.5 seconds (std = 9.6) during
the first trial and in 65.7 seconds (std = 6.5) during the
last trial. Subjects of groups G2, G3 and G4, achieved
the task respectively in 69.5 seconds (std = 6.2), 95.5
seconds (std = 9.0) and 67.4 seconds (std = 4.4) during
the first trial and 49.1 seconds (std = 2.6), 64.8 sec-
onds (std = 5.9) and 47.5 seconds (std = 2.2) during
the last trial. This result in performance improvement
percentage of 34%, 29%, 32% and 30% respectively
for groups G1, G2, G3 and G4.
Figures 9(a), 9(b), 9(c) and 9(d) show learning
curves of each subject. We observed that for config-
urations in which the image is reversed, learning is
slower.
5 CONCLUSIONS
We presented the evaluation of a bimanual augmented
reality (AR) interaction technique, and focus on the
effect on viewpoint and image reversal on human per-
formance The interaction technique (called flip-flop)
allows the user to interact with a 3D object model by
using a V-shaped AR menu placed on a desk in front
of her/him. The menu is made of two complemen-
tary submenus. Both submenus (master and slave) are
made of four Artag fiducial markers. The functional-
ities of the slave submenu are the following : (1) in-
crease/decrease the size or rotate/stop the 3D object,
(2) apply a color (one over four) or (3) a 2D texture
(one over four) on the 3D object and (4) apply prede-
fined material parameters. Each event is triggered by
a masking of a Artag marker by the the user’s right
or left hand. 40 participants were instructed to per-
form actions such as rotate the object, apply a tex-
ture or a color on it, etc. The results revealed some
difficulties due to the inversion of the image on the
screen. Finally, although the proposed interaction
technique is currently used for product design, it may
also be applied to other fields such as edutainment,
cognitive/motor rehabilitation, etc. Moreover, other
tasks than the ones tested in the experiment may be
archived using the menu.
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