382 research outputs found

    A comparative study using an autostereoscopic display with augmented and virtual reality

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    Advances in display devices are facilitating the integration of stereoscopic visualization in our daily lives. However, autostereoscopic visualization has not been extensively exploited. In this paper, we present a system that combines Augmented Reality (AR) and autostereoscopic visualization. We also present the first study that compares different aspects using an autostereoscopic display with AR and VR, in which 39 children from 8 to 10 years old participated. In our study, no statistically significant differences were found between AR and VR. However, the scores were very high in nearly all of the questions, and the children also scored the AR version higher in all cases. Moreover, the children explicitly preferred the AR version (81%). For the AR version, a strong and significant correlation was found between the use of the autostereoscopic screen in games and seeing the virtual object on the marker. For the VR version, two strong and significant correlations were found. The first correlation was between the ease of play and the use of the rotatory controller. The second correlation was between depth perception and the game global score. Therefore, the combinations of AR and VR with autostereoscopic visualization are possibilities for developing edutainment systems for childrenThis work was funded by the Spanish APRENDRA project (TIN2009-14319-C02). We would like to thank the following for their contributions: AIJU, the "Escola d'Estiu" and especially Ignacio Segui, Juan Cano, Miguelon Gimenez, and Javier Irimia. This work would not have been possible without their collaboration. The ALF3D project (TIN2009-14103-03) for the autostereoscopic display. Roberto Vivo, Rafa Gaitan, Severino Gonzalez, and M. Jose Vicent, for their help. The children's parents who signed the agreement to allow their children to participate in the study. The children who participated in the study. The ETSInf for letting us use its facilities during the testing phase.Arino, J.; Juan Lizandra, MC.; Gil Gómez, JA.; Mollá Vayá, RP. (2014). A comparative study using an autostereoscopic display with augmented and virtual reality. Behaviour and Information Technology. 33(6):646-655. https://doi.org/10.1080/0144929X.2013.815277S646655336Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6(4), 355-385. doi:10.1162/pres.1997.6.4.355Blum, T.et al. 2012. Mirracle: augmented reality in-situ visualization of human anatomy using a magic mirror.In: IEEE virtual reality workshops, 4–8 March 2012, Costa Mesa, CA, USA. Washington, DC: IEEE Computer Society, 169–170.Botden, S. M. B. I., Buzink, S. N., Schijven, M. P., & Jakimowicz, J. J. (2007). Augmented versus Virtual Reality Laparoscopic Simulation: What Is the Difference? World Journal of Surgery, 31(4), 764-772. doi:10.1007/s00268-006-0724-yChittaro, L., & Ranon, R. (2007). Web3D technologies in learning, education and training: Motivations, issues, opportunities. Computers & Education, 49(1), 3-18. doi:10.1016/j.compedu.2005.06.002Dodgson, N. A. (2005). Autostereoscopic 3D displays. Computer, 38(8), 31-36. doi:10.1109/mc.2005.252Ehara, J., & Saito, H. (2006). Texture overlay for virtual clothing based on PCA of silhouettes. 2006 IEEE/ACM International Symposium on Mixed and Augmented Reality. doi:10.1109/ismar.2006.297805Eisert, P., Fechteler, P., & Rurainsky, J. (2008). 3-D Tracking of shoes for Virtual Mirror applications. 2008 IEEE Conference on Computer Vision and Pattern Recognition. doi:10.1109/cvpr.2008.4587566Fiala, M. (2007). Magic Mirror System with Hand-held and Wearable Augmentations. 2007 IEEE Virtual Reality Conference. doi:10.1109/vr.2007.352493Froner, B., Holliman, N. S., & Liversedge, S. P. (2008). A comparative study of fine depth perception on two-view 3D displays. Displays, 29(5), 440-450. doi:10.1016/j.displa.2008.03.001Holliman, N. S., Dodgson, N. A., Favalora, G. E., & Pockett, L. (2011). Three-Dimensional Displays: A Review and Applications Analysis. IEEE Transactions on Broadcasting, 57(2), 362-371. doi:10.1109/tbc.2011.2130930Ilgner, J. F. R., Kawai, T., Shibata, T., Yamazoe, T., & Westhofen, M. (2006). Evaluation of stereoscopic medical video content on an autostereoscopic display for undergraduate medical education. Stereoscopic Displays and Virtual Reality Systems XIII. doi:10.1117/12.647591Jeong, J.-S., Park, C., Kim, M., Oh, W.-K., & Yoo, K.-H. (2011). Development of a 3D Virtual Laboratory with Motion Sensor for Physics Education. Ubiquitous Computing and Multimedia Applications, 253-262. doi:10.1007/978-3-642-20975-8_28Jones, J. A., Swan, J. E., Singh, G., Kolstad, E., & Ellis, S. R. (2008). The effects of virtual reality, augmented reality, and motion parallax on egocentric depth perception. Proceedings of the 5th symposium on Applied perception in graphics and visualization - APGV ’08. doi:10.1145/1394281.1394283Juan, M. C., & Pérez, D. (2010). Using augmented and virtual reality for the development of acrophobic scenarios. Comparison of the levels of presence and anxiety. Computers & Graphics, 34(6), 756-766. doi:10.1016/j.cag.2010.08.001Kaufmann, H., & Csisinko, M. (2011). Wireless Displays in Educational Augmented Reality Applications. Handbook of Augmented Reality, 157-175. doi:10.1007/978-1-4614-0064-6_6Kaufmann, H., & Meyer, B. (2008). Simulating educational physical experiments in augmented reality. ACM SIGGRAPH ASIA 2008 educators programme on - SIGGRAPH Asia ’08. doi:10.1145/1507713.1507717Konrad, J. (2011). 3D Displays. Optical and Digital Image Processing, 369-395. doi:10.1002/9783527635245.ch17Konrad, J., & Halle, M. (2007). 3-D Displays and Signal Processing. IEEE Signal Processing Magazine, 24(6), 97-111. doi:10.1109/msp.2007.905706Kwon, H., & Choi, H.-J. (2012). A time-sequential mutli-view autostereoscopic display without resolution loss using a multi-directional backlight unit and an LCD panel. Stereoscopic Displays and Applications XXIII. doi:10.1117/12.907793Livingston, M. A., Zanbaka, C., Swan, J. E., & Smallman, H. S. (s. f.). Objective measures for the effectiveness of augmented reality. IEEE Proceedings. VR 2005. Virtual Reality, 2005. doi:10.1109/vr.2005.1492798Monahan, T., McArdle, G., & Bertolotto, M. (2008). Virtual reality for collaborative e-learning. Computers & Education, 50(4), 1339-1353. doi:10.1016/j.compedu.2006.12.008Montgomery, D. J., Woodgate, G. J., Jacobs, A. M. S., Harrold, J., & Ezra, D. (2001). Performance of a flat-panel display system convertible between 2D and autostereoscopic 3D modes. Stereoscopic Displays and Virtual Reality Systems VIII. doi:10.1117/12.430813Morphew, M. E., Shively, J. R., & Casey, D. (2004). Helmet-mounted displays for unmanned aerial vehicle control. Helmet- and Head-Mounted Displays IX: Technologies and Applications. doi:10.1117/12.541031Pan, Z., Cheok, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1), 20-28. doi:10.1016/j.cag.2005.10.004Petkov, E. G. (2010). Educational Virtual Reality through a Multiview Autostereoscopic 3D Display. Innovations in Computing Sciences and Software Engineering, 505-508. doi:10.1007/978-90-481-9112-3_86Shen, Y., Ong, S. K., & Nee, A. Y. C. (2011). Vision-Based Hand Interaction in Augmented Reality Environment. International Journal of Human-Computer Interaction, 27(6), 523-544. doi:10.1080/10447318.2011.555297Swan, J. E., Jones, A., Kolstad, E., Livingston, M. A., & Smallman, H. S. (2007). Egocentric depth judgments in optical, see-through augmented reality. IEEE Transactions on Visualization and Computer Graphics, 13(3), 429-442. doi:10.1109/tvcg.2007.1035Urey, H., Chellappan, K. V., Erden, E., & Surman, P. (2011). State of the Art in Stereoscopic and Autostereoscopic Displays. Proceedings of the IEEE, 99(4), 540-555. doi:10.1109/jproc.2010.2098351Zhang, Y., Ji, Q., and Zhang, W., 2010. Multi-view autostereoscopic 3D display.In: International conference on optics photonics and energy engineering, 10–11 May 2010, Wuhan, China. Washington, DC: IEEE Computer Society, 58–61

    Augmented and virtual reality evolution and future tendency

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    Augmented reality and virtual reality technologies are increasing in popularity. Augmented reality has thrived to date mainly on mobile applications, with games like Pokémon Go or the new Google Maps utility as some of its ambassadors. On the other hand, virtual reality has been popularized mainly thanks to the videogame industry and cheaper devices. However, what was initially a failure in the industrial field is resurfacing in recent years thanks to the technological improvements in devices and processing hardware. In this work, an in-depth study of the different fields in which augmented and virtual reality have been used has been carried out. This study focuses on conducting a thorough scoping review focused on these new technologies, where the evolution of each of them during the last years in the most important categories and in the countries most involved in these technologies will be analyzed. Finally, we will analyze the future trend of these technologies and the areas in which it is necessary to investigate to further integrate these technologies into society.Universidad de Sevilla, Spain Telefonica Chair “Intelligence in Networks

    Analyzing interference between RGB-D cameras for human motion tracking

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    Multi-camera RGB-D systems are becoming popular as sensor setups in Computer Vision applications but they are prone to cause interference between them, compromising their accuracy. This paper extends previous works on the analysis of the noise introduced by interference with new and more realistic camera configurations and different brands of devices. As expected, the detected noise increases as distance and angle grows, becoming worse when interference is present. Finally, we evaluate the effectiveness of the proposed solutions of using DC vibration motors to mitigate them. The results of this study are being used to assess the effect of interference when applying these setups to human motion tracking.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech. Plan Propio de Investigación de la UMA. Junta de Andalucía, proyecto TEP2012-53

    Machine Learning and Virtual Reality on Body Movements¿ Behaviors to Classify Children with Autism Spectrum Disorder

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    [EN] Autism spectrum disorder (ASD) is mostly diagnosed according to behavioral symptoms in sensory, social, and motor domains. Improper motor functioning, during diagnosis, involves the qualitative evaluation of stereotyped and repetitive behaviors, while quantitative methods that classify body movements' frequencies of children with ASD are less addressed. Recent advances in neuroscience, technology, and data analysis techniques are improving the quantitative and ecological validity methods to measure specific functioning in ASD children. On one side, cutting-edge technologies, such as cameras, sensors, and virtual reality can accurately detect and classify behavioral biomarkers, as body movements in real-life simulations. On the other, machine-learning techniques are showing the potential for identifying and classifying patients' subgroups. Starting from these premises, three real-simulated imitation tasks have been implemented in a virtual reality system whose aim is to investigate if machine-learning methods on movement features and frequency could be useful in discriminating ASD children from children with typical neurodevelopment. In this experiment, 24 children with ASD and 25 children with typical neurodevelopment participated in a multimodal virtual reality experience, and changes in their body movements were tracked by a depth sensor camera during the presentation of visual, auditive, and olfactive stimuli. The main results showed that ASD children presented larger body movements than TD children, and that head, trunk, and feet represent the maximum classification with an accuracy of 82.98%. Regarding stimuli, visual condition showed the highest accuracy (89.36%), followed by the visual-auditive stimuli (74.47%), and visual-auditive-olfactory stimuli (70.21%). Finally, the head showed the most consistent performance along with the stimuli, from 80.85% in visual to 89.36% in visual-auditive-olfactory condition. The findings showed the feasibility of applying machine learning and virtual reality to identify body movements' biomarkers that could contribute to improving ASD diagnosis.This work was supported by the Spanish Ministry of Economy, Industry, and Competitiveness funded project "Immersive virtual environment for the evaluation and training of children with autism spectrum disorder: T Room" (IDI-20170912) and by the Generalitat Valenciana funded project REBRAND (PROMETEO/2019/105). Furthermore, this work was co-founded by the European Union through the Operational Program of the European Regional development Fund (ERDF) of the Valencian Community 2014-2020 (IDIFEDER/2018/029).Alcañiz Raya, ML.; Marín-Morales, J.; Minissi, ME.; Teruel Garcia, G.; Abad, L.; Chicchi-Giglioli, IA. (2020). 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    Review of the Augmented Reality Systems for Shoulder Rehabilitation

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    Literature shows an increasing interest for the development of augmented reality (AR) applications in several fields, including rehabilitation. Current studies show the need for new rehabilitation tools for upper extremity, since traditional interventions are less effective than in other body regions. This review aims at: Studying to what extent AR applications are used in shoulder rehabilitation, examining wearable/non-wearable technologies employed, and investigating the evidence supporting AR effectiveness. Nine AR systems were identified and analyzed in terms of: Tracking methods, visualization technologies, integrated feedback, rehabilitation setting, and clinical evaluation. Our findings show that all these systems utilize vision-based registration, mainly with wearable marker-based tracking, and spatial displays. No system uses head-mounted displays, and only one system (11%) integrates a wearable interface (for tactile feedback). Three systems (33%) provide only visual feedback; 66% present visual-audio feedback, and only 33% of these provide visual-audio feedback, 22% visual-audio with biofeedback, and 11% visual-audio with haptic feedback. Moreover, several systems (44%) are designed primarily for home settings. Three systems (33%) have been successfully evaluated in clinical trials with more than 10 patients, showing advantages over traditional rehabilitation methods. Further clinical studies are needed to generalize the obtained findings, supporting the effectiveness of the AR applications

    LoCoMoTe – a framework for classification of natural locomotion in VR by task, technique and modality

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    Virtual reality (VR) research has provided overviews of locomotion techniques, how they work, their strengths and overall user experience. Considerable research has investigated new methodologies, particularly machine learning to develop redirection algorithms. To best support the development of redirection algorithms through machine learning, we must understand how best to replicate human navigation and behaviour in VR, which can be supported by the accumulation of results produced through live-user experiments. However, it can be difficult to identify, select and compare relevant research without a pre-existing framework in an ever-growing research field. Therefore, this work aimed to facilitate the ongoing structuring and comparison of the VR-based natural walking literature by providing a standardised framework for researchers to utilise. We applied thematic analysis to study methodology descriptions from 140 VR-based papers that contained live-user experiments. From this analysis, we developed the LoCoMoTe framework with three themes: navigational decisions, technique implementation, and modalities. The LoCoMoTe framework provides a standardised approach to structuring and comparing experimental conditions. The framework should be continually updated to categorise and systematise knowledge and aid in identifying research gaps and discussions

    Wearable Augmented Reality Application for Shoulder Rehabilitation

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    Augmented reality (AR) technology is gaining popularity and scholarly interest in the rehabilitation sector because of the possibility to generate controlled, user-specific environmental and perceptual stimuli which motivate the patient, while still preserving the possibility to interact with the real environment and other subjects, including the rehabilitation specialist. The paper presents the first wearable AR application for shoulder rehabilitation, based on Microsoft HoloLens, with real-time markerless tracking of the user’s hand. Potentialities and current limits of commercial head-mounted displays (HMDs) are described for the target medical field, and details of the proposed application are reported. A serious game was designed starting from the analysis of a traditional rehabilitation exercise, taking into account HoloLens specifications to maximize user comfort during the AR rehabilitation session. The AR application implemented consistently meets the recommended target frame rate for immersive applications with HoloLens device: 60 fps. Moreover, the ergonomics and the motivational value of the proposed application were positively evaluated by a group of five rehabilitation specialists and 20 healthy subjects. Even if a larger study, including real patients, is necessary for a clinical validation of the proposed application, the results obtained encourage further investigations and the integration of additional technical features for the proposed AR application

    A Telerehabilitation System for the Selection, Evaluation and Remote Management of Therapies

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    Telerehabilitation systems that support physical therapy sessions anywhere can help save healthcare costs while also improving the quality of life of the users that need rehabilitation. The main contribution of this paper is to present, as a whole, all the features supported by the innovative Kinect-based Telerehabilitation System (KiReS). In addition to the functionalities provided by current systems, it handles two new ones that could be incorporated into them, in order to give a step forward towards a new generation of telerehabilitation systems. The knowledge extraction functionality handles knowledge about the physical therapy record of patients and treatment protocols described in an ontology, named TRHONT, to select the adequate exercises for the rehabilitation of patients. The teleimmersion functionality provides a convenient, effective and user-friendly experience when performing the telerehabilitation, through a two-way real-time multimedia communication. The ontology contains about 2300 classes and 100 properties, and the system allows a reliable transmission of Kinect video depth, audio and skeleton data, being able to adapt to various network conditions. Moreover, the system has been tested with patients who suffered from shoulder disorders or total hip replacement.This research was funded by the Spanish Ministry of Economy and Competitiveness grant number FEDER/TIN2016-78011-C4-2R
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