Abstract
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.
| Original language | English |
|---|---|
| Article number | 553 |
| Journal | Energies |
| Volume | 17 |
| Issue number | 3 |
| DOIs | |
| Publication status | Published - Feb 2024 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 7 Affordable and Clean Energy
Keywords
- augmented reality
- energy efficiency
- head-mounted display
- system analysis
- usability
ASJC Scopus subject areas
- Renewable Energy, Sustainability and the Environment
- Fuel Technology
- Engineering (miscellaneous)
- Energy Engineering and Power Technology
- Energy (miscellaneous)
- Control and Optimization
- Electrical and Electronic Engineering
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