9,416 research outputs found
TransparentHMD: Revealing the HMD User's Face to Bystanders
While the eyes are very important in human communication, once a user puts on a head mounted display (HMD), the face is obscured from the outside world's perspective. This leads to communication problems when bystanders approach or collaborate with an HMD user. We introduce transparentHMD, which employs a head-coupled perspective technique to produce an illusion of a transparent HMD to bystanders. We created a self contained system, based on a mobile device mounted on the HMD with the screen facing bystanders. By tracking the relative position of the bystander using the smartphone's camera, we render an adapting perspective view in realtime that creates the illusion of a transparent HMD. By revealing the user's face to bystanders, our easy to implement system allows for opportunities to investigate a plethora of research questions particularly related to collaborative VR systems
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A Smartphone-Based Tool for Rapid, Portable, and Automated Wide-Field Retinal Imaging.
Purpose:High-quality, wide-field retinal imaging is a valuable method for screening preventable, vision-threatening diseases of the retina. Smartphone-based retinal cameras hold promise for increasing access to retinal imaging, but variable image quality and restricted field of view can limit their utility. We developed and clinically tested a smartphone-based system that addresses these challenges with automation-assisted imaging. Methods:The system was designed to improve smartphone retinal imaging by combining automated fixation guidance, photomontage, and multicolored illumination with optimized optics, user-tested ergonomics, and touch-screen interface. System performance was evaluated from images of ophthalmic patients taken by nonophthalmic personnel. Two masked ophthalmologists evaluated images for abnormalities and disease severity. Results:The system automatically generated 100° retinal photomontages from five overlapping images in under 1 minute at full resolution (52.3 pixels per retinal degree) fully on-phone, revealing numerous retinal abnormalities. Feasibility of the system for diabetic retinopathy (DR) screening using the retinal photomontages was performed in 71 diabetics by masked graders. DR grade matched perfectly with dilated clinical examination in 55.1% of eyes and within 1 severity level for 85.2% of eyes. For referral-warranted DR, average sensitivity was 93.3% and specificity 56.8%. Conclusions:Automation-assisted imaging produced high-quality, wide-field retinal images that demonstrate the potential of smartphone-based retinal cameras to be used for retinal disease screening. Translational Relevance:Enhancement of smartphone-based retinal imaging through automation and software intelligence holds great promise for increasing the accessibility of retinal screening
Analysis of distracted pedestrians' waiting time: Head-Mounted Immersive Virtual Reality application
This paper analyzes the distracted pedestrians' waiting time before crossing
the road in three conditions: 1) not distracted, 2) distracted with a
smartphone and 3) distracted with a smartphone in the presence of virtual
flashing LED lights on the crosswalk as a safety measure. For the means of data
collection, we adapted an in-house developed virtual immersive reality
environment (VIRE). A total of 42 volunteers participated in the experiment.
Participants' positions and head movements were recorded and used to calculate
walking speeds, acceleration and deceleration rates, surrogate safety measures,
time spent playing smartphone game, etc. After a descriptive analysis on the
data, the effects of these variables on pedestrians' waiting time are analyzed
by employing a cox proportional hazard model. Several factors were identified
as having impact on waiting time. The results show that an increase in initial
walk speed, percentage of time the head was oriented toward smartphone during
crossing, bigger minimum missed gaps and unsafe crossings resulted in shorter
waiting times. On the other hand, an increase in the percentage of time the
head was oriented toward smartphone during waiting time, crossing time and maze
solving time, means longer waiting times for participants.Comment: Published in the proceedings of Pedestrian and Evacuation Dynamics
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Discomfort luminance level of head-mounted displays depending on the adapting luminance
The Images in an immersive head-mounted display (HMD) for virtual reality provide the sole source for visual adaptation. Thus, significant, near-instantaneous increases in luminance while viewing an HMD can result in visual discomfort. Therefore, the current study investigated the luminance change necessary to induce this discomfort. Based on the psychophysical experiment data collected from 10 subjects, a prediction model was derived using four complex images and one neutral image, with four to six levels of average scene luminance. Result showed that maximum area luminance has a significant correlation with the discomfort luminance level than average, median, or maximum pixel luminance. According to the prediction model, the discomfort luminance level of a head-mounted display was represented as a positive linear function in log(10) units using the previous adaptation luminance when luminance is calculated as maximum area luminance
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