Abstract
We have become accustomed to flat screens over a long time because flat screens are both easy to manufacture and easy to carry around. However, there is a huge gap between the 3D experiences that we see directly with our eyes and those viewed through a flat screen. This paper compares 3D experiences through eyewear and other media. Based on the strengths of eyewear, we suggest several design considerations for eyewear applications vividly conveying the actual 3D experience.
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CITATION STYLE
Kim, S., & Choi, S. (2019). The hitchhiker’s guide to the eyewear applications. In UbiComp/ISWC 2019- - Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers (pp. 633–636). Association for Computing Machinery, Inc. https://doi.org/10.1145/3341162.3348386
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