Embedded vs. Situated: An Evaluation of AR Facial Training Feedback
Avinash Ajit Nargund, Andrea M. Park, Tobias Höllerer, Misha Sra
TL;DR
This paper investigates how the spatial placement of AR feedback influences facial motor training by comparing embedded (ARSelfie), proxy-embedded (Mannequin), and situated (BarChart) visualizations against a Baseline. Using a within-subjects study with $N=24$, it demonstrates that embedded feedback reduces extraneous cognitive load and enhances user experience and preference, while situated feedback yields better accuracy but incurs higher cognitive demand. The results support extending embedded feedback principles from gross-motor to facial training and highlight design trade-offs related to self-representation and perceptual clarity. The findings inform design guidelines for AR-based facial rehabilitation and performance training, balancing interpretability, comfort, and motor-learning efficacy.
Abstract
While augmented reality (AR) research demonstrates benefits of embedded visualizations for gross motor training, its applicability to facial exercises remains under-explored. Providing effective real-time feedback for facial muscle training presents unique design challenges, given the complexity of facial musculature. We developed three AR feedback approaches varying in spatial relationship to the user: situated (screen-fixed), proxy-embedded (on a mannequin), and fully embedded (overlaid on the user's face). In a within-subjects study (N=24), we measured exercise accuracy, cognitive load, and user preference during facial training tasks. The embedded feedback reduced cognitive load and received higher preference ratings, while the situated feedback enabled more precise corrections and higher accuracy. Qualitative analysis revealed a key design tension: embedded feedback improved experience but created self-consciousness and interpretive difficulty. We distill these insights into design considerations addressing the trade-offs for facial training systems, with implications for rehabilitation, performance training, and motor skill acquisition.
