6,838 research outputs found

    Multi Layered Multi Task Marker Based Interaction in Information Rich Virtual Environments

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    Simple and cheap interaction has a key role in the operation and exploration of any Virtual Environment (VE). In this paper, we propose an interaction technique that provides two different ways of interaction (information and control) on complex objects in a simple and computationally cheap way. The interaction is based on the use of multiple embedded markers in a specialized manner. The proposed marker like an interaction peripheral works just like a touch paid which can perform any type of interaction in a 3D VE. The proposed marker is not only used for interaction with Augmented Reality (AR), but also with Mixed Reality. A biological virtual learning application is developed which is used for evaluation and experimentation. We conducted our experiments in two phases. First, we compared a simple VE with the proposed layered VE. Second, a comparative study is conducted between the proposed marker, a simple layered marker, and multiple single markers. We found the proposed marker with improved learning, easiness in interaction, and comparatively less task execution time. The results gave improved learning for layered VE as compared to simple VE

    WeeliciousCuisine quick response (QR)

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    This paper attempts to create a WeeliciousCuisine quick respond (QR) code content which including some guideline video to guide the users on how to use this product and also providing some recipe to teach them how to used and how to made a complete dishes.The target of audience ages are in seventeen to twenty five years old.Besides that, it also aim for the restaurants, shops and bars to provide them a better understanding of how the products have been use as to improve the services of the tourism industry as this application provides the useful information related to the products or ingredients that required by the foreigners, so the users can get the right ingredients in overseas for example, Malaysia.Research conducted by using the descriptive statistics and result shown more than 58% respondents are still not familiar with Quick respond code but more than a half respondents are interested to know more about Quick respond code and requested to improve their content on food and beverage.In conclusion, WeeliciousCuisine Quick Response (QR) is a system that helps user to have a quick look and learn how to cook in short time.The function of this system is to prevent users for choosing the wrong ingredients and also help them to save time and cost in the supermarket

    Augmented Reality and Surgery: Human Factors, Challenges, and Future Steps

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    Augmented reality (AR) has shown much potential when applied in surgical settings, which can help guide surgeons through complex procedures, train students, and provide heads-up and hands-free spatial information. In this position paper, we discuss some of the current use cases of AR in surgical practice, evaluation measures, challenges and potential directions for future research. The aim of this paper is to start important discussion to improve future research and outcomes for system implementations for surgery

    UNBODY: A Poetry Escape Room in Augmented Reality

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    The integration of augmented reality (AR) technology into personal computing is happening fast, and augmented workplaces for professionals in areas such as Industry 4.0 or digital health can reasonably be expected to form liminal zones that push the boundary of what currently possible. The application potential in the creative industries, however, is vast and can target broad audiences, so with UNBODY, we set out to push boundaries of a different kind and depart from the graphic-centric worlds of AR to explore textual and aural dimensions of an extended reality, in which words haunt and re-create our physical selves. UNBODY is an AR installation for smart glasses that embeds poetry in the user’s surroundings. The augmented experience turns reality into a medium where holographic texts and film clips spill from dayglow billboards and totems. In this paper, we develop a blueprint for an AR escape room dedicated to the spoken and written word, with its open source code facilitating uptake by others into existing or new AR escape rooms. We outline the user-centered process of designing, building, and evaluating UNBODY. More specifically, we deployed a system usability scale (SUS) and a spatial interaction evaluation (SPINE) in order to validate its wider applicability. In this paper, we also describe the composition and concept of the experience, identifying several components (trigger posters, posters with video overlay, word dropper totem, floating object gallery, and a user trail visualization) as part of our first version before evaluation. UNBODY provides a sense of situational awareness and immersivity from inside an escape room. The recorded average mean for the SUS was 59.7, slightly under the recommended 68 average but still above ‘OK’ in the zone of low marginal acceptable. The findings for the SPINE were moderately positive, with the highest scores for output modalities and navigation support. This indicated that the proposed components and escape room concept work. Based on these results, we improved the experience, adding, among others, an interactive word composer component. We conclude that a poetry escape room is possible, outline our co-creation process, and deliver an open source technical framework as a blueprint for adding enhanced support for the spoken and written word to existing or coming AR escape room experiences. In an outlook, we discuss additional insight on timing, alignment, and the right level of personalization

    Natural Notation for the Domestic Internet of Things

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    This study explores the use of natural language to give instructions that might be interpreted by Internet of Things (IoT) devices in a domestic `smart home' environment. We start from the proposition that reminders can be considered as a type of end-user programming, in which the executed actions might be performed either by an automated agent or by the author of the reminder. We conducted an experiment in which people wrote sticky notes specifying future actions in their home. In different conditions, these notes were addressed to themselves, to others, or to a computer agent.We analyse the linguistic features and strategies that are used to achieve these tasks, including the use of graphical resources as an informal visual language. The findings provide a basis for design guidance related to end-user development for the Internet of Things.Comment: Proceedings of the 5th International symposium on End-User Development (IS-EUD), Madrid, Spain, May, 201

    CULTURAL HERITAGE DISSEMINATION: BIM MODELLING AND AR APPLICATION FOR A DIACHRONIC TALE

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    The research purpose is to present a project of cultural dissemination and enhancement of the “Madonna della Pace” Sanctuary at Rocchetta di Airuno (Lecco - Italy), based on an immersive experience of knowledge of the history and places that characterize not only the sanctuary but also the “Cammino di Sant’Agostino” (of which it is one of the stages). The research goal focuses on the direct employment and exploitation of HBIM models for the digital fruition project. An integrated digital survey based on a terrestrial laser scanner and photogrammetry was conducted to provide a complete geometrical representation of the sanctuary and its surroundings. Both output point clouds were employed as metric and geometric references to create the reality-based parametric model. Specifically, the work focuses on creating a three-dimensional chronological model of the sanctuary, which not only represents the current state of the cultural asset but is also enriched through the definition of different evolutionary phases of the architectural artifact based on an indepth study of the photographic and bibliographic documentations. Four Project Phasing has been identified to represent the most significant transformations of the building and were managed using the time parameter in the same BIM project. The sanctuary geometric and parametric models were displayed and navigable thanks to the aid of Virtual and Augmented Reality applications. A VR environment was defined to display in the first person the textured model. Finally, an AR smartphone app prototype was developed to show tourists the sanctuary’s historical transformation over time

    2017 Robotic Instrument Segmentation Challenge

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    In mainstream computer vision and machine learning, public datasets such as ImageNet, COCO and KITTI have helped drive enormous improvements by enabling researchers to understand the strengths and limitations of different algorithms via performance comparison. However, this type of approach has had limited translation to problems in robotic assisted surgery as this field has never established the same level of common datasets and benchmarking methods. In 2015 a sub-challenge was introduced at the EndoVis workshop where a set of robotic images were provided with automatically generated annotations from robot forward kinematics. However, there were issues with this dataset due to the limited background variation, lack of complex motion and inaccuracies in the annotation. In this work we present the results of the 2017 challenge on robotic instrument segmentation which involved 10 teams participating in binary, parts and type based segmentation of articulated da Vinci robotic instruments

    Supporting the creation of hybrid museum experiences

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    This paper presents the evolution of a tool to support the rapid prototyping of hybrid museum experiences by domain professionals. The developed tool uses visual markers to associate digital resources with physical artefacts. We present the iterative development of the tool through a user centred design process and demonstrate its use by domain experts to realise two distinct hybrid exhibits. The process of design and refinement of the tool highlights the need to adopt an experience oriented approach allowing authors to think in terms of the physical and digital “things” that comprise a hybrid experience rather than in terms of the underlying technical components
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