Augmented reality-based testing

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Augmented reality-based testing (ARBT) is a test method that combines augmented reality and software testing to enhance testing by inserting an additional dimension into the testers field of view. For example, a tester wearing a head-mounted display (HMD) or Augmented reality contact lenses [1] that places images of both the physical world and registered virtual graphical objects over the user's view of the world can detect virtual labels on areas of a system to clarify test operating instructions for a tester who is performing tests on a complex system.

Contents

In 2009 as a spin-off to augmented reality for maintenance and repair (ARMAR) [2] Alexander Andelkovic coined the idea 'augmented reality-based testing', introducing the idea of using augmented reality together with software testing.

Overview

The test environment of technology is becoming more complex, this puts higher demand on test engineers to have higher knowledge, testing skills and work effective. A powerful unexplored dimension that can be utilized is the Virtual environment, a lot of information and data that today is available but unpractical to use due to overhead in time needed to gather and present can with ARBT be used instantly.

Application

ARBT can be of help in following test environments:

Support

Assembling and disassembling a test object [3] can be learned out and practice scenarios can be run through to learn how to fix fault scenarios that may occur.

Guidance

Minimizing risk of misunderstanding complex test procedures can be done by virtually describing test steps in front of the tester on the actual test object.

Educational

Background information about test scenario with earlier bugs found pointed out on the test object and reminders to avoid repeating previous mistakes made during testing of selected test area.

Training

Junior testers can learn complex test scenarios with less supervision. Test steps will be pointed out and information about pass criteria need to be confirmed the junior tester can train before the functionality is finished and do some regression testing.

Informational

Tester can point at a physical object and get detailed updated technical data and information needed to perform selected test task.

Inspire

Testers performing exploratory testing that need inspiration of areas to explore can get instant information about earlier exploratory test sessions gathered through session-based testing.

Related Research Articles

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<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.

<span class="mw-page-title-main">Augmented reality</span> View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.

<span class="mw-page-title-main">Computer-mediated reality</span> Ability to manipulate ones perception of reality through the use of a computer

Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.

<span class="mw-page-title-main">Mixed reality</span> Merging of real and virtual worlds to produce new environments

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.

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SIMNET was a wide area network with vehicle simulators and displays for real-time distributed combat simulation: tanks, helicopters and airplanes in a virtual battlefield. SIMNET was developed for and used by the United States military. SIMNET development began in the mid-1980s, was fielded starting in 1987, and was used for training until successor programs came online well into the 1990s.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.

In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.

<span class="mw-page-title-main">3D modeling</span> Form of computer-aided engineering

In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

Scenario testing is a software testing activity that uses scenarios: hypothetical stories to help the tester work through a complex problem or test system. The ideal scenario test is a credible, complex, compelling or motivating story; the outcome of which is easy to evaluate. These tests are usually different from test cases in that test cases are single steps whereas scenarios cover a number of steps.

<span class="mw-page-title-main">Projection mapping</span> Using software to guide the placement of light displays on objects

Projection mapping, similar to video mapping and spatial augmented reality, is a projection technique used to turn objects, often irregularly shaped, into display surfaces for video projection. The objects may be complex industrial landscapes, such as buildings, small indoor objects, or theatrical stages. Using specialized software, a two- or three-dimensional object is spatially mapped on the virtual program which mimics the real environment it is to be projected on. The software can then interact with a projector to fit any desired image onto the surface of that object. The technique is used by artists and advertisers who can add extra dimensions, optical illusions, and notions of movement onto previously static objects. The video is commonly combined with or triggered by audio to create an audiovisual narrative. In recent years the technique has also been widely used in the context of cultural heritage, as it has proved to be an excellent edutainment tool.

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<span class="mw-page-title-main">Microsoft HoloLens</span> Mixed reality smartglasses

Microsoft HoloLens is an augmented reality (AR)/mixed reality (MR) headset developed and manufactured by Microsoft. HoloLens runs the Windows Mixed Reality platform under the Windows 10 operating system. Some of the positional tracking technology used in HoloLens can trace its lineage to the Microsoft Kinect, an accessory for Microsoft's Xbox 360 and Xbox One game consoles that was introduced in 2010.

Sidekick is a project developed by NASA and Microsoft, started in December 2015 on the International Space Station, which provides virtual assistance to astronauts using Microsoft HoloLens augmented reality glasses.

<span class="mw-page-title-main">Industrial augmented reality</span>

Industrial augmented reality (IAR) is related to the application of augmented reality (AR) and heads-up displays to support an industrial process. The use of IAR dates back to the 1990s with the work of Thomas Caudell and David Mizell about the application of AR at Boeing. Since then several applications of this technique over the years have been proposed showing its potential in supporting some industrial processes. Although there have been several advances in technology, IAR is still considered to be at an infant developmental stage.

This article discusses a set of tactics useful in software testing. It is intended as a comprehensive list of tactical approaches to Software Quality Assurance (more widely colloquially known as Quality Assurance and general application of the test method.

Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment. The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students. These facets of virtual reality have found applications within the primary education sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.

References

  1. Babak A. Parviz, Augmented Reality in a Contact Lens IEEE Spectrum inside technology biomedical bionics, Sep 2009.
  2. Steve Henderson, Steven Feiner. ARMAR:Augmented Reality for Maintenance and Repair (ARMAR). Columbia University Computer Graphics & User Interfaces Lab.
  3. BMW research labs, Augmented reality BMW car repair Video Clip, Oct 2007.

See also