モバイル学会

原著論文

Increasing Efficiency in Information Seeking by Using Stereovision with
Binocular See-Through Smart Glasses
R. Paul LEGE1), Ryota KIMURA2), Takahiro TOHYAMA3), Takahiro TOTANI4), Toshiaki
MIYAO4), Takehito KOJIMA5), Ichizo MORITA6), Fumiya KINOSHITA7), Tatsuya YAMAKAWA2),
Masaru MIYAO2), Hiromu ISHIO8)
1)

Graduate School of Law, Nagoya University
Graduate School of Information Science, Nagoya University
3)
School of Engineering, Nagoya University
4)
HMD Business Management Department, Seiko Epson Corporation
5)
Department of Nursing, Chubu Gakuin University
6)
Department of Nursing, Japanese Red Cross Toyota College of Nursing
7)
Institute of Innovation for Future Society, Nagoya University
8)
Department of Urban Management, Fukuyama City University
2)

Abstract: Recently, binocular see-through smart glasses have become available. These glasses overlay a virtual
image stereoscopically on a real world image and are used as a form of augmented reality (AR). People can utilize
these working devices in many ways but are useful in industrial environments. The aim of this study is toquantitatively estimate the efficiency of information seeking when using the smart glasses. In the study, we
employed a “Route Tracking Test (RTT)” uniquely developed in using 3D imaging and AR technologies. With thehelp of 142 volunteers participating with the RTT, we evaluated the ease and accuracy of informational seeking
task while also checking for fatigue. A comparison was made between using the smart glasses and not using thedevices. We found that the smart glasses used in the study significantly increased the ease and accuracy of the task
while decreasing the visual fatigue of the participants. We finally confirm the advantage of the smart glasses
compared to the conventional way of operational work with paper instructions.
Keywords: see-through smart glasses, work efficiency, information seeking, 3D imaging and augmented reality

1. Introduction
In 1997, Azuma defined augmented reality (AR) as anenvironment where the real world was supplemented bycomputer-generated virtual objects [1]. While AR has manypotential applications [1-3] such as medical surgery [4] andaircraft maintenance [5], recent developments in the enabling
technologies are remarkable [6]. Continued advances in
micro-processing technology have brought about decreases inthe size of electronic devices. At present, the stream ofdevelopment of Internet of Things (IoT) which includes“wearable computing devices” is expanding greatly. A few
examples of such devices with AR applications arehead-mounted displays (HMDs) and eyeglass displays (smart
glasses). The former are video see-through (VST) devices
where real world images are captured with two video cameras
mounted near the user’s eyes and are rendered into 3D images.
The device directly combines with computer-generated virtual
information and then displayed to the user. The latter are called
optical see-through (OST) devices where the real world is seen
through semi-transparent screens placed in front of the user’seyes and is optically merged with computer-generated virtual
information. When wearing HMD or smart glasses, observers
Received on November 16, 2016.

モバイル学会誌, Vol.7 (1/2), pp.9-14 (2017).

can see additional information embedded in real environments.
The advantage of using such devices is that they givehands-free capability for various applications especially inindustrial environments including manufacturing that requires
picking things up and assemblage, maintenance and inspection,
construction, warehouse operations, as well as retail solutions.
The devices provide the potential to assist workers to follow
work instructions as well as other information without
disturbing their current work process [7]. On the other hand,
the major disadvantage would be visual fatigue which may
occur from a conflict with counter-intuitive depth perception
cues that occur between the 3D real world image and the 2D
virtual image overlaid in the flat displays [8-10]. The conflict isknown as visual rivalry (for review, see [11]) and considered a
crucial problem especially in wearing monocular devices. In
contrast, such a conflict can diminish in a suitable environment
in wearing binocular 3D devices. The latter statement is basedon the experimental research evidence confirming that not only
convergence but also lens accommodation of the viewers as
they gaze at a virtual object presented on 3D LCD behaves likenatural vision [12]. The experimental findings directly apply tobinocular see-through smart glasses [13]. Therefore, we expectthat a virtual image overlaid at an appropriate depth position
upon an intended location in the real world image can benaturally perceived, leading to effective enhancement of task
performance for industrial workers.
The aim of this experimental study is to estimate how muchbinocular see-through smart glasses with stereovision
technology can increase the efficiency of information seeking

9R. Paul REGE: Increasing Efficiency in Information Seeking by Using Stereovision with Binocular See-Through Smart Glasses
as a work assisting device. The information seeking task that
we adopted in the study was part of visual work process ofassembly line workers who undergo considerable cognitive
workload. Some benefits of AR to improve the visual assembly
guidance to the workers were already pointed out in theexperimental test-bed tasks using 3D puzzle pieces [14] or
LEGO components [15-17]. However, those experimentations
were devised and conducted by using either a 2D monitor [15,16] or HMDs [14, 17] which presented virtual information in
2D at the fixed depth position of the display plane. Althoughthe HMDs can also be used in 3D environment, it is not fully
optimal in an industrial setting from a security perspective as
the user’s sight of the real world is completely blocked out on
the hardware. On the other hand, see-through smart glasses
have the advantage of leaving the view of the real world almost
intact.

2. Materials and methods
In the experiment, we investigated the work performance ofparticipants carrying out visual search tasks. We used binocular
see-through smart glasses (EPSON MOVERIO Pro BT-2000)
where virtual information was projected in 3D; that is, at an
appropriate depth position in the real environment through thesemi-transparent screens. Having only recently been produced,
there are only a limited number of studies on such a device. For
example, the initial study on calibration of the device for AR
was carried out in 2015 [18], and the first measurement ofaccommodative response when viewing a virtual image moving
in depth through the device was made in 2016 [19].
As a visual search task for the experiment, we used theRoute Tracking Test (RTT), a uniquely developed test thatallows 3D imaging and AR technologies to evaluate the easeand accuracy of operational work. We suppose that the RTT
models a part of an assembly process where a worker has tofabricate a product. An assembly manual is typically used to
guide the tasks requiring the worker to gather assembly parts
from all over the containers placed on a storage shelf andintegrate them into a product following assembly procedure
instructions. The RTT does not involve any practical manual
work process which likely depends on skill of each worker.
However, it possibly replicates visual perception process of the
instructions given to the worker who is to move promptly to thenext operation such as identifying the location of the container
where the next required assembly part should be picked up or
directing attention from the container to the place to attach thepart on an assembly base. In the process, we expect positiveeffects on human workload and performance if we suitably use
smart glasses compared to the conventional way of instructions
by paper which requires both holding it by hand and frequent
shift of view line during the work [20].
The RTT was set up with a “virtual” path guidance overlaid
on a “real” numerical table such as a sudoku puzzle (Fig. 1).
The path guidance was made in such a way that red arrows
accompanied a red circle and a red square. The path aligned
uni-directionally on a virtual square plane 20cm on a side andwas presented at a visual distance of 70cm in front ofparticipant’s eyes through the glasses. This distance wasestimated for activities within an arm’s reach of a worker.
The numerical table was a square 20cm on a side andconsisted of a 9x9 grid of columns and rows with random
numbers assigned on each cell of the grid. The size and numberof the cells as well as the range of their alignment on the tablewere designed such that a worker sitting on a chair may easily
see the whole of parts installation site. The grid was presented
on a 24-inch LCD (G2420HD, BenQ) which was placed at a
distance of 70cm straight in front of participant’s eyes, where

10

Fig. 1. RTT used in the experiment. The “virtual” pathguidance (red figures) is overlaid on the “real” numerical table(black grid with random numbers) through the smart glasses.
The path guidance consists of a circle (start), arrows (tracking
directions) and a square (goal).
the guiding path was also to be presented as described above.
In the experiment, participants maintained a sitting posture.
They were asked first to wear the glasses and adjust their faceposition to the visual distance (~70cm) where each cell of thegrid on the real table contained no more than one virtual arrowoverlaid. Then, at the start, they were promptly asked to find acircle set to the corresponding starting cell in the upper left
corner (i.e., “0” in Fig. 1) of the table, track a sequence ofarrows from the starting cell and find the number assigned on agoal cell marked with a square. We note that all the participants
were advised in advance not to directly read the number
assigned on the goal cell but to necessarily track the arrows one
by one to find the number.
In the case without the glasses, we set an instruction sheet ofordinary white paper to the immediate right of the LCD placedon the flat desk. The paper simply contained the same kind ofpath guidance (i.e., a sequence of a circle, arrows, and a square)
printed on it in the range of squared 20cm grid.
The study included a total of 142 volunteer participants.
There were 73 males and 69 females covering a wide range ofages between 14 and 88 years old. They undertook the tasks
with either naked eyes or a pair of glasses (including contactlenses) depending on their need. Following a few rehearsals byusing a smaller numerical table of a 5x5 grid and corresponding
path guidance, we asked each participant to complete a realtask of RTT and investigated their visual search performancewith and without the smart glasses. In order to remove any
form of visual bias, we randomized the order of experimental
trials with and without the glasses for each participant. The
horizontal illuminance at the position of participants was 755lx.
We obtained informed consent from all the participants, andthe experiment in this study was approved comprehensively by
the Ethics Review Board in Graduate School of Information
Science, Nagoya University.

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モバイル学会

3. Results
In the experiment, we measured search time, accuracy ofanswers, ease of search, and degree of fatigue at each trial for
all the participants. The former two measurements were doneby objective evaluations while the latter two by subjective
evaluations using Visual Analogue Scale (VAS) [21, 22]; eachparticipant was asked to place a mark on the scale between“extremely difficult (0)” and “extremely easy (100)” for ease of
search and between “not at all fatigued (0)” and “extremely
fatigued (100)” for degree of fatigue. We used VAS to indicate
how the participant was feeling right after each trial.
As a result, we found that the see-through smart glasses usedin the study could significantly increase the efficiency of
information seeking (Fig. 2). That is, the search time decreases
to approximately one third and the percentage of correct
answers increases by approximately 20 points in the case of thesmart glasses compared when only looking at the paper. In
addition, the ease of search prominently increases and thedegree of fatigue dominantly decreases in the case of the smart
glasses compared to the paper. In each graph in Fig.2, we also
carried out a t-test to compare the means of two groups, i.e., thepaper and the smart glasses. Then we obtained t-value, degrees
of freedom (df) and significance probability (p-value) as (a)t=16.356, df=141, p<0.00001, (c) t=17.209, df=141, p<0.00001,
and (d) t=12.380, df=141, p<0.00001. As we see p<0.05, we
confirmed a significant difference between the paper and thesmart glasses in each analysis (Fig. 2).

4. Discussion
Binocular see-through smart glasses that enable stereovision
can overlay a virtual image at an appropriate depth position as areal world image. Such images can be naturally perceived
without visual conflict between viewing a real object of interestand the additional virtually inserted information on the device.
Manufacturers of the glasses expect the devices to effectively
enhance task performance for industrial workers or others
undertaking dual tasks.
The results from this study present key evidence thatbinocular see-through smart glasses that overlay a virtual image
stereoscopically on a real world image are useful for industrial
applications since they can increase ease and accuracy of
information seeking. Such glasses are also found to cause lessfatigue compared to the conventional way of operational workwith paper instructions. We consider the main reasons asfollows: With the smart glasses, we no longer need frequent
shift of view line between the instructions and the real target
during the work, resulting in the reduction of human workload
and performance.
In the experiment, we employed a number of participants
covering a wide range of ages. Nevertheless, standard error of
the mean is rather small for each graph in Fig. 2. In addition to
the clear difference between the tasks with and without theglasses, we can take the following reason into consideration forthe case with the glasses. The virtual images were created andpresented 70cm in front of the participants while assuming that
their pupil distance (PD) was always fixed to the standard valueof 65mm. The situation can be a little problematic especiallyfor those who have smaller values of PD because they may
have difficulty in fusing the images in the right depth of the realtarget in front of them. That is, such participants have adisadvantage to fuse far images in front and may cause visual
fatigue, mistakes in their work, etc. [23] However, in our
experiment, the images were presented 70cm in front, which
we consider is not far enough to cause such a problem. As aresult, standard error of the mean is rather small for each graphin Fig. 2.
モバイル学会誌, Vol.7 (1/2), pp.9-14 (2017).

Fig. 2. Average value of all participants (142 males andfemales): (a) search time (second), (b) percentage of correct
answers (%), (c) ease of search (VAS: extremely difficult (0) extremely easy (100)) and (d) degree of fatigue (VAS: not at all
fatigued (0) - extremely fatigued (100)). Each error bar
indicates standard error of the mean.

11

R. Paul REGE: Increasing Efficiency in Information Seeking by Using Stereovision with Binocular See-Through Smart Glasses
One may also think that not only binocular but also
monocular see-through smart glasses can be of similaradvantage for such a simple task as RTT. However, apart fromthe visual conflict described above, monocular see-throughsmart glasses have essential difficulty in adjusting the depth
position and hence the scale of the virtual image to those of thereal target since we can hardly find a clue for such adjustment.
Further investigation, such as comparison between smart
glasses with and without stereoscopic vision, will strengthen
the results presented in this paper. Inflexibility of head posturecaused by wearing the smart glasses can also be an importantfactor to be taken into account because it may rather lead tolower performance [20]. We expect that our study presented
here will promote and expand a variety of industrial
applications of such devices.

Acknowledgements
The authors declare that this study is funded by Seiko Epson
Corporation. They thank Dr. A. Sugiura for providing them
useful information about previous studies relevant to this work.

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Authors
R. Paul LEGE (Member)received his MA degree in humanities
from California State University in 2003.
He has a career of 12 years of college
teaching. Since 2012, he has been adesignatedassociate
professor
in
Graduate School of Law, Nagoya
University. He has also joined theresearch group of Prof. M. Miyao in the Department ofInformation Systems at Graduate School of Information
Science, Nagoya University. His main areas of research include
modern history and information science. He is a member of theOrganization of American Historians and the Society of Mobile
Interactions.

Ryota KIMURA (Student Member)received his BS degree in engineeringfrom the Department of Computer
Science at Nagoya Institute ofTechnology in 2015. Then he became agraduate student in the research group of
Prof. M. Miyao in the Department ofInformation Systems at Graduate Schoolof Information Science, Nagoya
University. He has been studying virtual reality (VR), AR,
mixed reality (MR), HMDs and the relationship between
accommodation and convergence in stereovision. He is a
student member of the Society for Information Display and theSociety of Mobile Interactions.

Takahiro TOHYAMA (Non-Member)received his BS degree in engineeringfrom School of Engineering, Nagoya
University in 2016. His research interests
are visibility of HMDs and stereovision.

モバイル学会誌, Vol.7 (1/2), pp.9-14 (2017).

Takahiro TOTANI (Non-Member)is a senior staff in the HMD Business
Management
Department,
Visual
Products Operations Division, Seiko
Epson Corporation. After joining thecompany, he was involved in the designand development of optics for liquid
crystal projectors. Since 2009, he has
been involved in the optical technology
development of see-through HMDs as a leader. He was incharge of the development of MOVERIO BT-100 released in2011, BT-200 in 2014 and BT-2000 in 2015.
Toshiaki MIYAO (Non-Member)is a senior staff in the HMD Business
Management
Department,
Visual
Products Operations Division, Seiko
Epson Corporation. After joining thecompany, he was involved in the designand development of arrays for organic EL
devices. Since 2009, he has been
involved in the manufacturing processdevelopment of light-guiding panels for see-through HMDs. He
is in charge of downsizing and lightening of MOVERIO
products.
Takehito KOJIMA (Member)received his Ph.D. degree in information
science from Graduate School ofInformation
Scienceat
NagoyaUniversity in 2014. Since 2015, he has
been a full-time lecturer in the
Department of Nursing at Chubu Gakuin
University. His research interests arebiological measurement in stereovisionand readability of mobile displays. He is a member of theSociety of Mobile Interactions.
Ichizo MORITA (Non-Member)received his Ph.D. degree in medical
dentistry from Graduate School of
Dentistry, Aichi Gakuin University in
1997. In 1999, he became a full-time
lecturer in School of Dentistry, Aichi
Gakuin University. From 2006 to 2007,
he was a visiting researcher in University
College London. In 2014, he joined theresearch group of Prof. M. Miyao in the Department ofInformation Systems at Graduate School of Information
Science, Nagoya University, working on biologicalmeasurement and statistical analysis in stereovision andreadability of E-paper. Since 2016, he has been a professor in
the Department of Nursing at Japanese Red Cross Toyota
College of Nursing. His main areas of research include publichealth, oral hygiene and social dentistry. He is a member of theJapanese Society for Oral Health, the Japanese Society of
Public Health, the Japanese Association of School Health, theJapanese Society of Dental Practice Administration, theJapanese Society of Dysphagia Rehabilitation, the JapaneseSociety for Disability and Oral Health and the International
Association for Dental Research.

13

R. Paul REGE: Increasing Efficiency in Information Seeking by Using Stereovision with Binocular See-Through Smart Glasses

Fumiya KINOSHITA (Non-Member)received his Ph.D. degree in information
science from Graduate School ofInformation Science, Nagoya University
in 2016. Currently, he is a researcher in
the Institutes of Innovation for Future
Society, Nagoya University. His researchinterests are biological informationengineering, nonlinear science andergonomics. He is a member of the Japanese Society for
Hygiene and the Society for Science on Form, Japan.
Tatsuya YAMAKAWA(Non-Member)received his MS degree in information
science from Graduate School ofInformation Science, Nagoya University
in 2016. His research focus is onstereovision.

Masaru MIYAO (Member)received his Ph.D. in medical sciencefrom Graduate School of Medicine,
Nagoya University in 1985. From 1987 to
1988, he was a Visiting Scholar in
University of California, Berkeley.
Currently, he is a professor in Graduate
School of Information Science, Nagoya
University. His fields of specialty are
ergonomics and industrial health, and his current research focus
is on the human interface of 3D displays and E-papers. He is acouncilor of the Japanese Society for Hygiene, an executive
board member and the executive director of the JapaneseSociety for Social Medicine, a committee member of theJapanese Association of School Health and a member of theJapan Society for Occupational Health, the Japanese Society of
Public Health, the Japan Society for the Study of Obesity, theJapan Ergonomics Society, the Vision Society of Japan, theVirtual Reality Society of Japan, the Japan Society for Disaster
Information Studies, the Japan Association for Medical
Informatics and the Society of Mobile Interactions.

Hiromu ISHIO (Non-Member)received his Ph.D. degree in theoreticalphysics from the Graduate School of
Science at Kyoto University in 1995.
From 1994 to 2001, he was in the
Department of Arts and Sciences at
Osaka Kyoiku University. He has
research experiences at University ofTennessee, Knoxville, Oak Ridge
National Laboratory, Harvard University, Technische
Universität Wien, Linköpings Universitet, University of Bristol,
Universidad Autónoma de Madrid and Nagoya University.
Since 2011, he has been a professor in the Department of
Urban Management at Fukuyama City University. His mainareas of research include fundamental theory of quantum
mechanics, classical and quantum chaos, computational physics
and human-computer interactions in 3D and Ultra HD 4K/8K
viewing. He is a life member of the American Physical Society
and a member of the Physical Society of Japan and the Instituteof Electronics, Information and Communication Engineers.
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Vol.7(1/2), pp.9-14 (2017), J. Mobile Interactions