362 research outputs found

    Object Pose Detection to Enable 3D Interaction from 2D Equirectangular Images in Mixed Reality Educational Settings

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    In this paper, we address the challenge of estimating the 6DoF pose of objects in 2D equirectangular images. This solution allows the transition to the objects’ 3D model from their current pose. In particular, it finds application in the educational use of 360° videos, where it enhances the learning experience of students by making it more engaging and immersive due to the possible interaction with 3D virtual models. We developed a general approach usable for any object and shape. The only requirement is to have an accurate CAD model, even without textures of the item, whose pose must be estimated. The developed pipeline has two main steps: vehicle segmentation from the image background and estimation of the vehicle pose. To accomplish the first task, we used deep learning methods, while for the second, we developed a 360° camera simulator in Unity to generate synthetic equirectangular images used for comparison. We conducted our tests using a miniature truck model whose CAD was at our disposal. The developed algorithm was tested using a metrological analysis applied to real data. The results showed a mean difference of 1.5° with a standard deviation of 1° from the ground truth data for rotations, and 1.4 cm with a standard deviation of 1.5 cm for translations over a research range of ±20° and ±20 cm, respectively

    Virtual monitors vs. physical monitors: an empirical comparison for productivity work

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    Virtual monitors can display information through a head-worn display when a physical monitor is unavailable or provides insufficient space. Low resolution and restricted field of view are common issues of these displays. Such issues reduce readability and peripheral vision, leading to increased head movement when we increase the display size. This work evaluates the performance and user experience of a virtual monitor setup that combines software designed to minimize graphical transformations and a high-resolution virtual reality head-worn display. Participants performed productivity work across three approaches: Workstation, which is often used at office locations and consists of three side-by-side physical monitors; Laptop, which is often used in mobile locations and consists of a single physical monitor expanded with multiple desktops; and Virtual, our prototype with three side-by-side virtual monitors. Results show that participants deemed Virtual faster, easier to use, and more intuitive than Laptop, evidencing the advantages of head and eye glances over full content switches. They also confirm the existence of a gap between Workstation and Virtual, as Workstation achieved the highest user experience. We conclude with design guidelines obtained from the lessons learned in this study

    PPVR: Teaching and Learning to Play the Piano in Virtual Reality

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    PPVR is a collaboration system that supports remote piano training in a virtual reality environment with the support of synchronous and asynchronous communication, various viewpoints, and detection of finger pressure. We designed two different user interfaces for the learner and the instructor and provide different viewpoints and scaffolding tools for the learner. We also explored the usage of pressure sensing inVR to enrich the information transmission during the remote piano training. We designed a user study, but were unable to conduct it due to COVID-19.Master of ScienceInformation, School ofUniversity of Michiganhttp://deepblue.lib.umich.edu/bitstream/2027.42/162561/1/Wang_Xizi_Final_MTOP_Thesis_20200531.pd

    A Scoping Review on Virtual Reality-Based Industrial Training

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    The fourth industrial revolution has forced most companies to technologically evolve, applying new digital tools, so that their workers can have the necessary skills to face changing work environments. This article presents a scoping review of the literature on virtual reality-based training systems. The methodology consisted of four steps, which pose research questions, document search, paper selection, and data extraction. From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction. Even though several research gaps were found, virtual reality is presented as a present and future alternative for the efficient training of human resources in the industrial field.This work was supported by Instituto Superior Tecnológico Victoria Vásconez Cuvi. The authors appreciate the opportunity to analyze topics related to this paper. The authors must also recognize the supported bringing by Universidad Tecnica de Ambato (UTA) and their Research and Development Department (DIDE) under project CONIN-P-256-2019, and SENESCYT by grants “Convocatoria Abierta 2011” and “Convocatoria Abierta 2013”

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    Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/1/Ashforth on witchcraft (for Critical Terms).pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/2/Ashforth Epidemic of Witchcraft?.pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/3/Ashforth Letter from Soweto.pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/4/Ashforth on Commissions.pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/5/Ashforth on Xhosa Cattle Killing.pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/6/Ashforth on muthi (Social Dynamics).pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/7/Ashforth on muthi (Social Dynamics).pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/8/Ashforth Weighing Manhood.pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/9/Ashforth Will Antiretrovirals Cure Aids Stigma in South Africa_.pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/10/Ashforth review of Verheijen.pdfhttp://deepblue.lib.umich.edu/bitstream/2027.42/147470/11/http://deepblue.lib.umich.edu/bitstream/2027.42/147470/12/Ashforth lineaments.pdfDescription of Ashforth Epidemic of Witchcraft?.pdf : On interpretations of AIDS in terms of a witchcraft paradigm in 1990s South Africa.Description of Ashforth Letter from Soweto.pdf : Description of life in early 1990s SowetoDescription of Ashforth on Commissions.pdf : Analysis of Commissions of Inquiry as power/knowledge forms, interrogating their history and critiquing standard interpretations in Political Science and Public Policy literatures.Description of Ashforth on Xhosa Cattle Killing.pdf : Raising questions about the historiography of a C19th Xhosa millenarium movement.Description of Ashforth lineaments.pdf : Provides a road map to studying the formation of the South African state devoid of teleology

    Comparison of a VR Stylus with a Controller, Hand Tracking, and a Mouse for Object Manipulation and Medical Marking Tasks in Virtual Reality

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    In medical surgery planning, virtual reality (VR) provides a working environment, where 3D images of the operation area can be utilized. VR allows 3D imaging data to be viewed in a more realistic 3D environment, reducing perceptual problems and increasing spatial understanding. In the present experiment, we compared a mouse, hand tracking, and a combination of a VR stylus and a grab-enabled VR controller as interaction methods in VR. The purpose was to investigate the suitability of the methods in VR for object manipulation and marking tasks in medical surgery planning. The tasks required interaction with 3D objects and high accuracy in the creation of landmarks. The combination of stylus and controller was the most preferred interaction method. According to subjective results, it was considered as the most appropriate because it allows the manipulation of objects in a way that is similar to the use of bare hands. In the objective results, the mouse interaction method was the most accurate.publishedVersionPeer reviewe

    Survey on virtual coaching for older adults

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    Virtual coaching has emerged as a promising solution to extend independent living for older adults. A virtual coach system is an always-attentive personalized system that continuously monitors user's activity and surroundings and delivers interventions - that is, intentional messages - in the appropriate moment. This article presents a survey of different approaches in virtual coaching for older adults, from the less technically supported tools to the latest developments and future avenues for research. It focuses on the technical aspects, especially on software architectures, user interaction and coaching personalization. Nevertheless, some aspects from the fields of personality/social psychology are also presented in the context of coaching strategies. Coaching is considered holistically, including matters such as physical and cognitive training, nutrition, social interaction and mood.The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No. 769830

    A Scoping Review on Virtual Reality-Based Industrial Training

    Get PDF
    The fourth industrial revolution has forced most companies to technologically evolve, applying new digital tools, so that their workers can have the necessary skills to face changing work environments. This article presents a scoping review of the literature on virtual reality-based training systems. The methodology consisted of four steps, which pose research questions, document search, paper selection, and data extraction. From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction. Even though several research gaps were found, virtual reality is presented as a present and future alternative for the efficient training of human resources in the industrial field.Facultad de Informátic

    Exploring the confluence of IoT and metaverse: Future opportunities and challenges

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    The Internet of Things (IoT) and the metaverse are two rapidly evolving technologies that have the potential to shape the future of our digital world. IoT refers to the network of physical devices, vehicles, buildings, and other objects that are connected to the internet and capable of collecting and sharing data. The metaverse, on the other hand, is a virtual world where users can interact with each other and digital objects in real time. In this research paper, we aim to explore the intersection of the IoT and metaverse and the opportunities and challenges that arise from their convergence. We will examine how IoT devices can be integrated into the metaverse to create new and immersive experiences for users. We will also analyse the potential use cases and applications of this technology in various industries such as healthcare, education, and entertainment. Additionally, we will discuss the privacy, security, and ethical concerns that arise from the use of IoT devices in the metaverse. A survey is conducted through a combination of a literature review and a case study analysis. This review will provide insights into the potential impact of IoT and metaverse on society and inform the development of future technologies in this field
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