609 research outputs found

    Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants

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    The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry researchers from Europe, the US, and Asia with a diverse background, including wearable and ubiquitous computing, computer vision, developmental psychology, optics, and human-computer interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions, group work, general discussions, and socialising. The key results of this seminar are 1) the identification of key research challenges and summaries of breakout groups on multimodal eyewear computing, egocentric vision, security and privacy issues, skill augmentation and task guidance, eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4) an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d, as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)

    TRANSPARENT TUNABLE OPTICAL ELEMENTS WITH STRUCTURALLY-MODIFIED ELECTROACTIVE POLYMER

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    An optical element may include a primary electrode, a secondary electrode overlapping at least a portion of the primary electrode, and a structurally-modified and transparent electroactive polymer disposed between and abutting the primary electrode and the secondary electrode. An optical device may include a tunable lens and an optical element disposed over at least one surface of the tunable lens. Various other articles, devices, systems, and methods are also disclosed

    The Use of Augmented Reality in Retail: A Review of Literature

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    Novel digital technologies are affording ways to superimpose perceptual information (be it auditory, visual, haptic or olfactory) onto our reality, e.g. in retail environments. These technologies that aim to enhance reality are generally called Augmented Reality (AR) technologies. Today, the field of research focused on AR retail has evolved to mature enough state that an overview of the state-of-the-art, results and ways in which AR has been employed in research is needed. Therefore, in this study we conduct a systematic literature review of the academic corpus focused on AR retail. We report on how and where AR is employed in retail, what technological characteristics of AR are commonly analyzed as well as what potential psychological and behavioral outcomes AR is capable of evoking. Overall, AR is a technology with high potential for in-store and remote (online) shopping in terms of evoking both utilitarian and hedonic experiences

    Deep Neural Network and Data Augmentation Methodology for off-axis iris segmentation in wearable headsets

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    A data augmentation methodology is presented and applied to generate a large dataset of off-axis iris regions and train a low-complexity deep neural network. Although of low complexity the resulting network achieves a high level of accuracy in iris region segmentation for challenging off-axis eye-patches. Interestingly, this network is also shown to achieve high levels of performance for regular, frontal, segmentation of iris regions, comparing favorably with state-of-the-art techniques of significantly higher complexity. Due to its lower complexity, this network is well suited for deployment in embedded applications such as augmented and mixed reality headsets

    Requirement analysis and sensor specifications – First version

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    In this first version of the deliverable, we make the following contributions: to design the WEKIT capturing platform and the associated experience capturing API, we use a methodology for system engineering that is relevant for different domains such as: aviation, space, and medical and different professions such as: technicians, astronauts, and medical staff. Furthermore, in the methodology, we explore the system engineering process and how it can be used in the project to support the different work packages and more importantly the different deliverables that will follow the current. Next, we provide a mapping of high level functions or tasks (associated with experience transfer from expert to trainee) to low level functions such as: gaze, voice, video, body posture, hand gestures, bio-signals, fatigue levels, and location of the user in the environment. In addition, we link the low level functions to their associated sensors. Moreover, we provide a brief overview of the state-of-the-art sensors in terms of their technical specifications, possible limitations, standards, and platforms. We outline a set of recommendations pertaining to the sensors that are most relevant for the WEKIT project taking into consideration the environmental, technical and human factors described in other deliverables. We recommend Microsoft Hololens (for Augmented reality glasses), MyndBand and Neurosky chipset (for EEG), Microsoft Kinect and Lumo Lift (for body posture tracking), and Leapmotion, Intel RealSense and Myo armband (for hand gesture tracking). For eye tracking, an existing eye-tracking system can be customised to complement the augmented reality glasses, and built-in microphone of the augmented reality glasses can capture the expert’s voice. We propose a modular approach for the design of the WEKIT experience capturing system, and recommend that the capturing system should have sufficient storage or transmission capabilities. Finally, we highlight common issues associated with the use of different sensors. We consider that the set of recommendations can be useful for the design and integration of the WEKIT capturing platform and the WEKIT experience capturing API to expedite the time required to select the combination of sensors which will be used in the first prototype.WEKI

    The influence of augmented reality in consumer purchase intentions and sustainable development

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    The current production and consumption model has been one of the main problems in the process of environmental degradation, in which the population, encouraged by commercial advertising, acquires unnecessary products, often returning them to the seller, which intensifies the destruction of nature and its resources. The technological evolution of recent years has created a disruptive effect on business models and consumer behavior. Transcending borders and distances, e-commerce has digitized the world into a single platform, contributing to the exponential growth of online commerce. Today's companies have developed omnichannel strategies in order to impact consumers during the entire purchase decision process. To reduce sensory limitations (visual and touch) in the online buying process, several technologies have been created and implemented, such as Augmented Reality. Thus, the objective of this dissertation was to analyze the effect of the application of Augmented Reality technology on purchase intentions and on intentions to return products, compared to the traditional online sampling model based on 2D product image display, currently implemented in most online stores. In this regard, the effects of perceptions (hedonic value, utilitarian value and perceived risk) and sensations (sense of control, attractiveness and confidence) during a shopping experience were studied. It has been proven that, in fact, Augmented Reality technology has a stronger effect on increasing purchase intentions than its traditional 2D alternative, but not on decreasing product return intentions.O atual modelo de produção e consumo tem sido um dos principais problemas no processo de degradação ambiental, em que a população incentivada por propaganda comercial, adquire produtos desnecessários, devolve-os muitas vezes ao vendedor, intensificando a destruição da natureza e dos seus recursos. A evolução tecnológica dos últimos anos tem criado um efeito disruptivo nos modelos de negócio e no comportamento dos consumidores. Transcendendo fronteiras e distâncias, o ecommerce digitalizou o mundo numa única plataforma, contribuindo para o crescimento exponencial do comércio online. As empresas atuais têm desenvolvido estratégias de omnichannel com o intuito de impactar os consumidores durante todo o processo de decisão de compra. Para diminuir as limitações sensoriais (visuais e tato) durante o processo de compra online, diversas tecnologias têm sido criadas e implementadas, como é o caso da Realidade Aumentada. Assim, o objetivo desta dissertação foi o de analisar o efeito da aplicação de tecnologia de Realidade Aumentada nas intenções de compra e nas intenções de devolução de produtos, comparativamente com o modelo tradicional de compras online baseado na exibição de imagens de produtos em 2D, atualmente implementado na maioria das lojas online. Para tal, foram estudados os efeitos das perceções (valor hedónico, valor utilitário e perceção do risco) e das sensações (sensação de controlo, atratividade e confiança) durante uma experiência de compra, tendo-se comprovado que, efetivamente, a tecnologia de Realidade Aumentada tem um efeito mais acentuado no aumento das intenções de compra do que a alternativa 2D, mas não na diminuição das intenções de devolução de produtos

    Augmented Reality in Industry 4.0 and Future Innovation Programs

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    open4noAugmented Reality (AR) is worldwide recognized as one of the leading technologies of the 21st century and one of the pillars of the new industrial revolution envisaged by the Industry 4.0 international program. Several papers describe, in detail, specific applications of Augmented Reality developed to test its potentiality in a variety of fields. However, there is a lack of sources detailing the current limits of this technology in the event of its introduction in a real working environment where everyday tasks could be carried out by operators using an AR-based approach. A literature analysis to detect AR strength and weakness has been carried out, and a set of case studies has been implemented by authors to find the limits of current AR technologies in industrial applications outside the laboratory-protected environment. The outcome of this paper is that, even though Augmented Reality is a well-consolidated computer graphic technique in research applications, several improvements both from a software and hardware point of view should be introduced before its introduction in industrial operations. The originality of this paper lies in the detection of guidelines to improve the Augmented Reality potentialities in factories and industries.openSanti, GM; Ceruti, A; Liverani, A; Osti, FSanti, GM; Ceruti, A; Liverani, A; Osti,

    Systems and Methods for Coupling Low-Bandwidth Imaging Devices to a Wearable Device Using a Reduced Number of Data-Transmission Lanes

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    Systems and methods are provided for recovering image data received from a low-bandwidth imaging device. One example system includes a low-bandwidth imaging device and one or more integrated circuits communicatively coupled with the low-bandwidth imaging device. The low-bandwidth imaging device is coupled to the one or more integrated circuits via at least one active data-transmission lane, and the one or integrated circuits also include another data-transmission lane. The one or more integrated circuits are configured to use the active data-transmission lane to receive first and second image data via the active data-transmission lane. The first and second image data start with an image identifier. The one or more integrated circuits are further configured to align, based on the image identifier, the first image data with the second image data without having received a clock signal over the other data-transmission lane, and generate, based on aligned image data, recovered image data

    On the conception and mechanical design of customized glasses for augmented reality

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    Wearable devices such as smart glasses are one of the main challenges of augmented reality (AR) adoption in the consumer market. Despite the significant advances in recent years, the hardware available presents a bulky form factor and does not bring significant value to everyday life. LusoVU is focused on developing new AR smart glasses accessible to the general population with their HIDO technology. This dissertation combines the areas of product devel-opment and augmented reality for the development of a new prototype for LusoVU. The aim is to integrate the electrical and optical elements of the HIDO technology into a frame design that aligns with society’s standards of an acceptable everyday eyewear device, whilst consider-ing all the constraints and tradeoffs of the optical technology. The research hereafter presented followed the steps of a product development, namely: internal and external benchmarking, identification of client needs; product specifications; concept generation and selection; mod-elling and prototyping. It presents and describes the many iterations to achieve the final de-sign. The final design meets the product specifications and customer needs and will now be submitted in the coming months to the biometric analysis.Aparelhos portáteis para uso quotidiano, tais como óculos inteligentes, são um dos principais desafios da adoção da realidade aumentada no mercado do consumidor. Apesar dos grandes avanços nos últimos anos, o equipamento disponível apresenta um formato volumoso e ainda não acrescenta valor significativo ao dia a dia. A LusoVU está focada no desenvolvimento de novos óculos inteligentes, acessíveis à população em geral, com a sua tecnologia HIDO. Esta tese combina as áreas de desenvolvimento de produto e de realidade aumentada para o desenvolvimento de um novo protótipo para LusoVU. O objetivo é a conceção e o projeto de armações de óculos, alinhado com os padrões estéticos da sociedade, integrando os elementos óticos e eletrónicos da tecnologia HIDO e considerando todas as suas restrições. O presente trabalho segue as etapas do desenvolvimento do produto: benchmarking interno e externo, identificação das necessidades do cliente; especificações do produto; geração e seleção de conceitos; modelação e prototipagem. A dissertação apresenta e descreve as várias iterações necessárias para alcançar o projeto final. O projeto final atende às especificações do produto e às necessidades do cliente, e será agora submetido nos próximos meses à análise biométrica
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