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Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
by
Cyran, Krzysztof A.
, Moroń, Tomasz
, Myszor, Dariusz
, Skurowski, Przemysław
, Paszkuta, Marcin
in
augmented reality
/ Computer software industry
/ Energy consumption
/ Energy efficiency
/ head-mounted display
/ Operating systems
/ Semiconductor industry
/ Software
/ system analysis
/ Technology application
/ usability
2024
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Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
by
Cyran, Krzysztof A.
, Moroń, Tomasz
, Myszor, Dariusz
, Skurowski, Przemysław
, Paszkuta, Marcin
in
augmented reality
/ Computer software industry
/ Energy consumption
/ Energy efficiency
/ head-mounted display
/ Operating systems
/ Semiconductor industry
/ Software
/ system analysis
/ Technology application
/ usability
2024
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Do you wish to request the book?
Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
by
Cyran, Krzysztof A.
, Moroń, Tomasz
, Myszor, Dariusz
, Skurowski, Przemysław
, Paszkuta, Marcin
in
augmented reality
/ Computer software industry
/ Energy consumption
/ Energy efficiency
/ head-mounted display
/ Operating systems
/ Semiconductor industry
/ Software
/ system analysis
/ Technology application
/ usability
2024
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Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
Journal Article
Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
2024
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Overview
This study presents a comprehensive analysis of power consumption in the context of AR applications on the HoloLens 2. As an ablation study, the research systematically dissects various aspects, shedding light on both hardware and software components. The power consumption was examined in diverse scenarios, ranging from the device at idle to running AR applications of increasing complexity. Overall, the study provides insights into the power management aspects associated with Hololens 2 AR devices and applications, offering cues for optimizing energy efficiency and enhancing the user experience. The findings confirm that display-related factors, such as the screen brightness and content complexity, significantly impact power consumption. However, the results reveal that power usage does not scale linearly with the number of objects in an AR scene due to overhead factors and object occlusion. Furthermore, usage scenarios such as lighting conditions and large/minor user motions are analyzed. Moreover, the influence of different development platforms, Unity and Unreal, on power consumption is discussed, highlighting their respective contributions to energy usage. These findings might be useful for researchers, developers, and users of AR technology.
Publisher
MDPI AG
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