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dc.contributor.authorBräuer, Paula
dc.contributor.authorMazarakis, Athanasios
dc.contributor.editorDachselt, Raimund
dc.contributor.editorWeber, Gerhard
dc.date.accessioned2018-08-18T10:43:59Z
dc.date.available2018-08-18T10:43:59Z
dc.date.issued2018
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/16900
dc.description.abstractAn experiment with 66 subjects was conducted within an augmented reality (AR) order-picking task using Microsoft HoloLens. The objective of the experiment was to test the use of gamification in AR order-picking. Also, another goal was to identify problems in the development of the AR software as well as to detect general problems with the use of AR glasses in warehouse processes. Furthermore the user experience of the application in different age groups and genders was examined. In addition, the influence of the subject's technical affinity was considered. A qualitative survey showed that subjects found the augmented reality application intuitive and satisfying. We want to highlight with this article experimental and technical challenges when using Microsoft HoloLens in real working conditions.en
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofMensch und Computer 2018 - Workshopband
dc.relation.ispartofseriesMensch und Computer
dc.titleAR in order-picking – experimental evidence with Microsoft HoloLensen
dc.typeText/Conference Paper
dc.pubPlaceBonn
mci.document.qualitydigidoc
mci.conference.sessiontitleMCI-WS07: Virtual and Augmented Reality in Everyday Context (VARECo)
mci.conference.locationDresden
mci.conference.date2.-5. September 2018
dc.identifier.doi10.18420/muc2018-ws07-0463


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