918 research outputs found

    OSGAR: a scene graph with uncertain transformations

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    An important problem for augmented reality is registration error. No system can be perfectly tracked, calibrated or modeled. As a result, the overlaid graphics are not aligned perfectly with objects in the physical world. This can be distracting, annoying or confusing. In this paper, we propose a method for mitigating the effects of registration errors that enables application developers to build dynamically adaptive AR displays. Our solution is implemented in a programming toolkit called OSGAR. Built upon OpenSceneGraph (OSG), OSGAR statistically characterizes registration errors, monitors those errors and, when a set of criteria are met, dynamically adapts the display to mitigate the effects of the errors. Because the architecture is based on a scene graph, it provides a simple, familiar and intuitive environment for application developers. We describe the components of OSGAR, discuss how several proposed methods for error registration can be implemented, and illustrate its use through a set of examples

    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    An Investigation of Skill Acquisition under Conditions of Augmented Reality

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    Augmented reality is a virtual environment that integrates rendered content with the experience of the real world. There is evidence suggesting that augmented reality provides for important spatial constancy of objects relative to the real world coordinate system and that this quality contributes to rapid skill acquisition. The qualities of simulation, through the use of augmented reality, may be incorporated into actual job activities to produce a condition of just-in-time learning. This may make possible the rapid acquisition of information and reliable completion of novel or infrequently performed tasks by individuals possessing a basic skill-set. The purpose of this research has been to investigate the degree to which the acquisition of a skill is enhanced through the use of an augmented reality training device

    Current Accuracy of Augmented Reality Neuronavigation Systems: Systematic Review and Meta-Analysis

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    BACKGROUND Augmented reality neuronavigation (ARN) systems can overlay three-dimensional anatomy and pathology without the need for a two-dimensional external monitor. Accuracy is crucial for their clinical applicability. We performed a systematic review regarding the reported accuracy of ARN systems and compared them with the accuracy of conventional infrared neuronavigation (CIN). OBJECTIVE Explore the current navigation accuracy of ARN systems and compare them with CIN. METHODS Pubmed and Embase were searched for ARN and CIN systems. For ARN: type of system, method of patient-to-image registration, accuracy method and accuracy of the system was noted. For CIN: navigation accuracy, expressed as target registration error (TRE), was noted. A meta-analysis was performed comparing the TRE of ARN and CIN systems. RESULTS 35 studies were included, 12 for ARN and 23 for CIN. ARN systems were divided into head-mounted display and heads-up display. In ARN, four methods were encountered for patient-to-image registration, of which point-pair matching was the one most frequently used. Five methods for assessing accuracy were described. 94 TRE measurements of ARN systems were compared with 9058 TRE measurements of CIN systems. Mean TRE was 2.5 mm (CI 95% 0.7 - 4.4) for ARN systems and 2.6 mm (CI 95% 2.1 - 3.1) for CIN systems. CONCLUSIONS In ARN, there seems to be lack of agreement regarding the best method to assess accuracy. Nevertheless, ARN systems seem able to achieve an accuracy comparable with CIN systems. Future studies should be prospective and compare TREs which should be measured in a standardized fashion

    Human factors in instructional augmented reality for intravehicular spaceflight activities and How gravity influences the setup of interfaces operated by direct object selection

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    In human spaceflight, advanced user interfaces are becoming an interesting mean to facilitate human-machine interaction, enhancing and guaranteeing the sequences of intravehicular space operations. The efforts made to ease such operations have shown strong interests in novel human-computer interaction like Augmented Reality (AR). The work presented in this thesis is directed towards a user-driven design for AR-assisted space operations, iteratively solving issues arisen from the problem space, which also includes the consideration of the effect of altered gravity on handling such interfaces.Auch in der bemannten Raumfahrt steigt das Interesse an neuartigen Benutzerschnittstellen, um nicht nur die Mensch-Maschine-Interaktion effektiver zu gestalten, sondern auch um einen korrekten Arbeitsablauf sicherzustellen. In der Vergangenheit wurden wiederholt Anstrengungen unternommen, Innenbordarbeiten mit Hilfe von Augmented Reality (AR) zu erleichtern. Diese Arbeit konzentriert sich auf einen nutzerorientierten AR-Ansatz, welcher zum Ziel hat, die Probleme schrittweise in einem iterativen Designprozess zu lösen. Dies erfordert auch die BerĂŒcksichtigung verĂ€nderter Schwerkraftbedingungen

    Augmented reality for computer assisted orthopaedic surgery

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    In recent years, computer-assistance and robotics have established their presence in operating theatres and found success in orthopaedic procedures. Benefits of computer assisted orthopaedic surgery (CAOS) have been thoroughly explored in research, finding improvements in clinical outcomes, through increased control and precision over surgical actions. However, human-computer interaction in CAOS remains an evolving field, through emerging display technologies including augmented reality (AR) – a fused view of the real environment with virtual, computer-generated holograms. Interactions between clinicians and patient-specific data generated during CAOS are limited to basic 2D interactions on touchscreen monitors, potentially creating clutter and cognitive challenges in surgery. Work described in this thesis sought to explore the benefits of AR in CAOS through: an integration between commercially available AR and CAOS systems, creating a novel AR-centric surgical workflow to support various tasks of computer-assisted knee arthroplasty, and three pre–clinical studies exploring the impact of the new AR workflow on both existing and newly proposed quantitative and qualitative performance metrics. Early research focused on cloning the (2D) user-interface of an existing CAOS system onto a virtual AR screen and investigating any resulting impacts on usability and performance. An infrared-based registration system is also presented, describing a protocol for calibrating commercial AR headsets with optical trackers, calculating a spatial transformation between surgical and holographic coordinate frames. The main contribution of this thesis is a novel AR workflow designed to support computer-assisted patellofemoral arthroplasty. The reported workflow provided 3D in-situ holographic guidance for CAOS tasks including patient registration, pre-operative planning, and assisted-cutting. Pre-clinical experimental validation on a commercial system (NAVIO¼, Smith & Nephew) for these contributions demonstrates encouraging early-stage results showing successful deployment of AR to CAOS systems, and promising indications that AR can enhance the clinician’s interactions in the future. The thesis concludes with a summary of achievements, corresponding limitations and future research opportunities.Open Acces

    ARM AND LEG IDIOMS IN THE BNC AND COCA CORPORA: VIEWS ON THE CULTURAL DIFFERENCES BETWEEN BRITISH AND AMERICAN SOCIETY

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    Phraseological units, primarily idioms are those types of linguistic units which reveal to a great extent how certain linguistic community copes with its surroundings. The aim of the paper is to demonstrate how idioms in English language are actually differently used across different genres in British and American linguistic communities, and try to explain those results in light of the Sapir-Whorf Hypothesis. The study was conducted on the basis of the idioms that have the same body part, namely arm and/or leg, and those idioms were then compared in two corpora – the BNC (British National Corpus) and COCA (Corpus of Contemporary American English).&nbsp

    Augmented Reality: Application to In-Vehicle Navigation

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    Even with today’s technically advanced navigation systems, user experience situations where announcements are difficult to understand and misleading. Augmented reality – the integration of computer generated content into the vehicle surrounding – can provide an intuitive and unambiguous way to communicate navigation information; it can even serve as a novel user interface that allows interaction with the surrounding. In this paper, challenges, constraints, and possible solutions for AR in-vehicle applications are discussed. Details of the technical and design decisions of the “first in-vehicle augmented video system” are explained, as well as features and possible future upgrades.   &nbsp

    Augmented Reality: Mapping Methods and Tools for Enhancing the Human Role in Healthcare HMI

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    Background: Augmented Reality (AR) represents an innovative technology to improve data visualization and strengthen the human perception. Among Human–Machine Interaction (HMI), medicine can benefit most from the adoption of these digital technologies. In this perspective, the literature on orthopedic surgery techniques based on AR was evaluated, focusing on identifying the limitations and challenges of AR-based healthcare applications, to support the research and the development of further studies. Methods: Studies published from January 2018 to December 2021 were analyzed after a comprehensive search on PubMed, Google Scholar, Scopus, IEEE Xplore, Science Direct, and Wiley Online Library databases. In order to improve the review reporting, the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used. Results: Authors selected sixty-two articles meeting the inclusion criteria, which were categorized according to the purpose of the study (intraoperative, training, rehabilitation) and according to the surgical procedure used. Conclusions: AR has the potential to improve orthopedic training and practice by providing an increasingly human-centered clinical approach. Further research can be addressed by this review to cover problems related to hardware limitations, lack of accurate registration and tracking systems, and absence of security protocols
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