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<title>i-com Band 15 (2016) Heft 2</title>
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<pubDate>Wed, 22 Jul 2026 20:34:22 GMT</pubDate>
<dc:date>2026-07-22T20:34:22Z</dc:date>
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<title>i-com Band 15 (2016) Heft 2</title>
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<title>Introduction to this Special Issue on Smart Glasses</title>
<link>http://dl.gi.de/handle/20.500.12116/6145</link>
<description>Introduction to this Special Issue on Smart Glasses
Oppermann, Leif; Prinz, Wolfgang
Ziegler, Jürgen
The idea of augmented or virtual reality in combination with head mounted display is being discussed already since at least 1968. However, for a long time, this topic was discussed mainly within the academic research area with only limited effect or uptake in the work place. Primary reason for this was the missing availability of robust and affordable hardware as well as the limited mobile graphics capabilities. This has changed recently with the availability of numerous affordable devices in combination with applications from the entertainment and gaming area.This Special Issue on Smart Glasses presents a mix of recent research papers and reports to provide an overview of ongoing research and developments in work place environments. In the remainder of this introductory paper we present an overview of the history of Smart Glasses and their applications over the last decades. We also clarify the term Augmented Reality in this historic context. Then we present a topology of current products as well as their intended application areas. Finally, we introduce the papers of this issue within this context.
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<pubDate>Fri, 01 Jan 2016 00:00:00 GMT</pubDate>
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<title>Application Scenarios of Smart Glasses in the Industrial Sector</title>
<link>http://dl.gi.de/handle/20.500.12116/6144</link>
<description>Application Scenarios of Smart Glasses in the Industrial Sector
Hobert, Sebastian; Schumann, Matthias
Ziegler, Jürgen
Many companies in the industrial sector are currently facing massive changes in order to optimize processes and enable new customer demands (e. g. mass customization of products). Often, these changes are related to a modernization of existing infrastructure to enable cyber-physical systems and smart factories (so called Industry 4.0). These structural changes have effects on business processes and business models. Consequently, the factory workers need to adapt to the changing infrastructure and therefore, it is necessary to analyze how factory workers can be supported during their day-to-day work in the changed environment. Thus, an important aspect is the analysis of human computer interaction interfaces which aim at assisting factory workers. One promising human computer interface solution between cyber-physical systems and factory workers are smart glasses, as this technology is suited for assisting humans hands-free. Since prior research on application scenarios of smart glasses in the industrial sector is limited, the aim of our research is to identify relevant application scenarios. Therefore, we conducted a qualitative, explorative study by interviewing 21 domain experts. Based on this, we derived 15 application scenarios which can be used by both, research and practice, to develop and evaluate new human computer interaction interfaces for industrial applications.
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<pubDate>Fri, 01 Jan 2016 00:00:00 GMT</pubDate>
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<dc:date>2016-01-01T00:00:00Z</dc:date>
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<title>Smartglasses for the Triage of Casualties and the Identification of Hazardous Materials</title>
<link>http://dl.gi.de/handle/20.500.12116/6143</link>
<description>Smartglasses for the Triage of Casualties and the Identification of Hazardous Materials
Berndt, Henrik; Mentler, Tilo; Herczeg, Michael
Ziegler, Jürgen
Emergency Medical Services (EMS) can be confronted with complex and challenging situations with many casualties that require special procedures and organizational structures. In order to keep control and records, incident commanders use paper-based notes, lists and forms. The increasing availability of smartglasses leads to the research question, whether they can support members of EMS and improve processes and efficiency. In this contribution, we describe use cases for smartglasses in emergency medicine, such as the triage in incidents with many casualties and the recognition of hazardous materials in accident contexts. We describe results from interviews with 10 members of EMS and civil protection units in Germany and from prototypical applications that have been developed and evaluated together with domain experts. The prototypical applications described in this contribution have shown promising results with respect to usability and acceptance.
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<pubDate>Fri, 01 Jan 2016 00:00:00 GMT</pubDate>
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<title>Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions</title>
<link>http://dl.gi.de/handle/20.500.12116/6142</link>
<description>Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions
Cidota, Marina A.; Lukosch, Stephan G.; Dezentje, Paul; Bank, Paulina J. M.; Lukosch, Heide K.; Clifford, Rory M. S.
Ziegler, Jürgen
For a better understanding of how different disorders affect motor function, a uniform, standardized and objective evaluation is a desirable goal for the clinical community. We explore the potential of Augmented Reality (AR) combined with serious gaming and free hand tracking to facilitate objective, cost-effective and patient-friendly methods for evaluation of upper extremity motor dysfunction in different patient groups. In this paper, we describe the design process of the game and the system architecture of the AR framework to meet these requirements. Furthermore, we report our findings from two pilot studies we conducted with healthy people aged over 50. First, we present a usability study (= 5) on three different modalities of visual feedback for natural hand interaction with AR objects (i. e., no augmented hand, partial augmented hand and a full augmented hand model). The results show that a virtual representation of the fingertips or hand improves the usability of natural hand interaction. Secondly, a study about game engagement is presented. The results of this experiment ( = 8) show that there might be potential for engagement, but usability needs to be improved before it can emerge.
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<pubDate>Fri, 01 Jan 2016 00:00:00 GMT</pubDate>
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