Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device

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 sc...

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Main Authors: Przemysław Skurowski, Dariusz Myszor, Marcin Paszkuta, Tomasz Moroń, Krzysztof A. Cyran
Format: Article
Language:English
Published: MDPI AG 2024-01-01
Series:Energies
Subjects:
Online Access:https://www.mdpi.com/1996-1073/17/3/553
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author Przemysław Skurowski
Dariusz Myszor
Marcin Paszkuta
Tomasz Moroń
Krzysztof A. Cyran
author_facet Przemysław Skurowski
Dariusz Myszor
Marcin Paszkuta
Tomasz Moroń
Krzysztof A. Cyran
author_sort Przemysław Skurowski
collection DOAJ
description 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.
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spelling doaj.art-51f7a0e67d6f436ea964a5952f9f2fa32024-02-09T15:11:03ZengMDPI AGEnergies1996-10732024-01-0117355310.3390/en17030553Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 DevicePrzemysław Skurowski0Dariusz Myszor1Marcin Paszkuta2Tomasz Moroń3Krzysztof A. Cyran4Department of Computer Graphics, Vision and Digital Systems, Silesian University of Technology, ul. Akademicka 16, 44-100 Gliwice, PolandDepartment of Algorithmics and Software, Silesian University of Technology, ul. Akademicka 16, 44-100 Gliwice, PolandDepartment of Computer Graphics, Vision and Digital Systems, Silesian University of Technology, ul. Akademicka 16, 44-100 Gliwice, PolandDepartment of Cybernetics, Nanotechnology and Data Processing, Silesian University of Technology, ul. Akademicka 16, 44-100 Gliwice, PolandDepartment of Computer Graphics, Vision and Digital Systems, Silesian University of Technology, ul. Akademicka 16, 44-100 Gliwice, PolandThis 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.https://www.mdpi.com/1996-1073/17/3/553augmented realityhead-mounted displaysystem analysisusabilityenergy efficiency
spellingShingle Przemysław Skurowski
Dariusz Myszor
Marcin Paszkuta
Tomasz Moroń
Krzysztof A. Cyran
Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
Energies
augmented reality
head-mounted display
system analysis
usability
energy efficiency
title Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
title_full Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
title_fullStr Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
title_full_unstemmed Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
title_short Energy Demand in AR Applications—A Reverse Ablation Study of the HoloLens 2 Device
title_sort energy demand in ar applications a reverse ablation study of the hololens 2 device
topic augmented reality
head-mounted display
system analysis
usability
energy efficiency
url https://www.mdpi.com/1996-1073/17/3/553
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AT dariuszmyszor energydemandinarapplicationsareverseablationstudyofthehololens2device
AT marcinpaszkuta energydemandinarapplicationsareverseablationstudyofthehololens2device
AT tomaszmoron energydemandinarapplicationsareverseablationstudyofthehololens2device
AT krzysztofacyran energydemandinarapplicationsareverseablationstudyofthehololens2device