1,583 research outputs found

    Spatial Augmented Reality Using Structured Light Illumination

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    Spatial augmented reality is a particular kind of augmented reality technique that uses projector to blend the real objects with virtual contents. Coincidentally, as a means of 3D shape measurement, structured light illumination makes use of projector as part of its system as well. It uses the projector to generate important clues to establish the correspondence between the 2D image coordinate system and the 3D world coordinate system. So it is appealing to build a system that can carry out the functionalities of both spatial augmented reality and structured light illumination. In this dissertation, we present all the hardware platforms we developed and their related applications in spatial augmented reality and structured light illumination. Firstly, it is a dual-projector structured light 3D scanning system that has two synchronized projectors operate simultaneously, consequently it outperforms the traditional structured light 3D scanning system which only include one projector in terms of the quality of 3D reconstructions. Secondly, we introduce a modified dual-projector structured light 3D scanning system aiming at detecting and solving the multi-path interference. Thirdly, we propose an augmented reality face paint system which detects human face in a scene and paints the face with any favorite colors by projection. Additionally, the system incorporates a second camera to realize the 3D space position tracking by exploiting the principle of structured light illumination. At last, a structured light 3D scanning system with its own built-in machine vision camera is presented as the future work. So far the standalone camera has been completed from the a bare CMOS sensor. With this customized camera, we can achieve high dynamic range imaging and better synchronization between the camera and projector. But the full-blown system that includes HDMI transmitter, structured light pattern generator and synchronization logic has yet to be done due to the lack of a well designed high speed PCB

    Poster: Exploring 3D Volumetric Medical Data using Mobile Devices

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    ABSTRACT Medical imaging specialists have traditionally used keyboard and mouse based techniques and interfaces for examining both 2D and 3D medical images, but with newer imaging technologies resulting in significantly larger volumes of 3D medical images, these techniques that have become increasingly cumbersome for imaging specialists. To replace traditional techniques, using mobile devices present an effective means for navigating and exploring complex 3D medical data sets, as they provide increased fluidity and flexibility, leveraging people's existing skills with tangible objects. 3D interactions using mobile devices may provide benefit for imaging specialists, but little is known about using these interactions in the medical imaging domain. In this paper, we explore the design of 3D interaction techniques using mobile devices and preliminary feedback from imaging specialists suggests that these interactions may be a viable solution for the medical imaging domain

    Visuohaptic Simulation of a Borescope for Aircraft Engine Inspection

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    Consisting of a long, fiber optic probe containing a small CCD camera controlled by hand-held articulation interface, a video borescope is used for remote visual inspection of hard to reach components in an aircraft. The knowledge and psychomotor skills, specifically the hand-eye coordination, required for effective inspection are hard to acquire through limited exposure to the borescope in aviation maintenance schools. Inexperienced aircraft maintenance technicians gain proficiency through repeated hands-on learning in the workplace along a steep learning curve while transitioning from the classroom to the workforce. Using an iterative process combined with focused user evaluations, this dissertation details the design, implementation and evaluation of a novel visuohaptic simulator for training novice aircraft maintenance technicians in the task of engine inspection using a borescope. First, we describe the development of the visual components of the simulator, along with the acquisition and modeling of a representative model of a {PT-6} aircraft engine. Subjective assessments with both expert and novice aircraft maintenance engineers evaluated the visual realism and the control interfaces of the simulator. In addition to visual feedback, probe contact feedback is provided through a specially designed custom haptic interface that simulates tip contact forces as the virtual probe intersects with the {3D} model surfaces of the engine. Compared to other haptic interfaces, the custom design is unique in that it is inexpensive and uses a real borescope probe to simulate camera insertion and withdrawal. User evaluation of this simulator with probe tip feedback suggested a trend of improved performance with haptic feedback. Next, we describe the development of a physically-based camera model for improved behavioral realism of the simulator. Unlike a point-based camera, the enhanced camera model simulates the interaction of the borescope probe, including multiple points of contact along the length of the probe. We present visual comparisons of a real probe\u27s motion with the simulated probe model and develop a simple algorithm for computing the resultant contact forces. User evaluation comparing our custom haptic device with two commonly available haptic devices, the Phantom Omni and the Novint Falcon, suggests that the improved camera model as well as probe contact feedback with the 3D engine model plays a significant role in the overall engine inspection process. Finally, we present results from a skill transfer study comparing classroom-only instruction with both simulator and hands-on training. Students trained using the simulator and the video borescope completed engine inspection using the real video borescope significantly faster than students who received classroom-only training. The speed improvements can be attributed to reduced borescope probe maneuvering time within the engine and improved psychomotor skills due to training. Given the usual constraints of limited time and resources, simulator training may provide beneficial skills needed by novice aircraft maintenance technicians to augment classroom instruction, resulting in a faster transition into the aviation maintenance workforce

    Measuring user experience for virtual reality

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    In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. These technologies have the potential to create new experiences that combine the advantages of reality and virtuality. While the technology for input as well as output devices is market ready, only a few solutions for everyday VR - online shopping, games, or movies - exist, and empirical knowledge about performance and user preferences is lacking. All this makes the development and design of human-centered user interfaces for VR a great challenge. This thesis investigates the evaluation and design of interactive VR experiences. We introduce the Virtual Reality User Experience (VRUX) model based on VR-specific external factors and evaluation metrics such as task performance and user preference. Based on our novel UX evaluation approach, we contribute by exploring the following directions: shopping in virtual environments, as well as text entry and menu control in the context of everyday VR. Along with this, we summarize our findings by design spaces and guidelines for choosing optimal interfaces and controls in VR.In den letzten Jahren haben Virtual Reality (VR) und 3D User Interfaces (3DUI) stark an PopularitĂ€t gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von RealitĂ€t und VirtualitĂ€t kombinieren. WĂ€hrend die Technologie sowohl fĂŒr Eingabe- als auch fĂŒr AusgabegerĂ€te marktreif ist, existieren nur wenige Lösungen fĂŒr den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen ĂŒber Leistung und BenutzerprĂ€ferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten BenutzeroberflĂ€chen fĂŒr VR zu einer großen Herausforderung. Diese Arbeit beschĂ€ftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingefĂŒhrt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und BenutzerprĂ€ferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und MenĂŒsteuerung im Kontext des tĂ€glichen VR. Die Ergebnisse werden außerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst

    Determining principles for the development of virtual environments for future clinical applications

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    The aim of the present research was to determine a range of principles for the development of virtual natural environments (VNEs), using low-cost commercial-off-the-shelf simulation technologies, for bedside and clinical healthcare applications. A series of studies have been conducted to systematically investigate different aspects of the VNEs on a wide variety of participants, ranging from undergraduate and postgraduate students, hospital patients and clinicians, to West Country villagers. The results of these studies suggest that naturalistic environmental spatial sounds can have a positive impact on user ratings of presence and stress levels. High visual fidelity and real-world-based VNEs can increase participants’ reported ratings of presence, quality and realism. The choice of input devices also has a significant impact on usability with these types of virtual environment (VE). Overall, the findings provide a strong set of principles supporting the future development of VNEs. Highly transferrable tools and techniques have also been developed in order to investigate the exploitation of new digital technology approaches in the generation of believable and engaging real-time, interactive virtual natural environments that can be modified and updated relatively easily, thereby delivering a system that can be regularly modified and updated to meet the needs of individual patients

    Touch- and Walkable Virtual Reality to Support Blind and Visually Impaired Peoples‘ Building Exploration in the Context of Orientation and Mobility

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    Der Zugang zu digitalen Inhalten und Informationen wird immer wichtiger fĂŒr eine erfolgreiche Teilnahme an der heutigen, zunehmend digitalisierten Zivilgesellschaft. Solche Informationen werden meist visuell prĂ€sentiert, was den Zugang fĂŒr blinde und sehbehinderte Menschen einschrĂ€nkt. Die grundlegendste Barriere ist oft die elementare Orientierung und MobilitĂ€t (und folglich die soziale MobilitĂ€t), einschließlich der Erlangung von Kenntnissen ĂŒber unbekannte GebĂ€ude vor deren Besuch. Um solche Barrieren zu ĂŒberbrĂŒcken, sollten technische Hilfsmittel entwickelt und eingesetzt werden. Es ist ein Kompromiss zwischen technologisch niedrigschwellig zugĂ€nglichen und verbreitbaren Hilfsmitteln und interaktiv-adaptiven, aber komplexen Systemen erforderlich. Die Anpassung der Technologie der virtuellen RealitĂ€t (VR) umfasst ein breites Spektrum an Entwicklungs- und Entscheidungsoptionen. Die Hauptvorteile der VR-Technologie sind die erhöhte InteraktivitĂ€t, die Aktualisierbarkeit und die Möglichkeit, virtuelle RĂ€ume und Modelle als Abbilder von realen RĂ€umen zu erkunden, ohne dass reale Gefahren und die begrenzte VerfĂŒgbarkeit von sehenden Helfern auftreten. Virtuelle Objekte und Umgebungen haben jedoch keine physische Beschaffenheit. Ziel dieser Arbeit ist es daher zu erforschen, welche VR-Interaktionsformen sinnvoll sind (d.h. ein angemessenes Verbreitungspotenzial bieten), um virtuelle ReprĂ€sentationen realer GebĂ€ude im Kontext von Orientierung und MobilitĂ€t berĂŒhrbar oder begehbar zu machen. Obwohl es bereits inhaltlich und technisch disjunkte Entwicklungen und Evaluationen zur VR-Technologie gibt, fehlt es an empirischer Evidenz. ZusĂ€tzlich bietet diese Arbeit einen Überblick ĂŒber die verschiedenen Interaktionen. Nach einer Betrachtung der menschlichen Physiologie, Hilfsmittel (z.B. taktile Karten) und technologischen Eigenschaften wird der aktuelle Stand der Technik von VR vorgestellt und die Anwendung fĂŒr blinde und sehbehinderte Nutzer und der Weg dorthin durch die EinfĂŒhrung einer neuartigen Taxonomie diskutiert. Neben der Interaktion selbst werden Merkmale des Nutzers und des GerĂ€ts, der Anwendungskontext oder die nutzerzentrierte Entwicklung bzw. Evaluation als Klassifikatoren herangezogen. BegrĂŒndet und motiviert werden die folgenden Kapitel durch explorative AnsĂ€tze, d.h. im Bereich 'small scale' (mit sogenannten Datenhandschuhen) und im Bereich 'large scale' (mit einer avatargesteuerten VR-Fortbewegung). Die folgenden Kapitel fĂŒhren empirische Studien mit blinden und sehbehinderten Nutzern durch und geben einen formativen Einblick, wie virtuelle Objekte in Reichweite der HĂ€nde mit haptischem Feedback erfasst werden können und wie verschiedene Arten der VR-Fortbewegung zur Erkundung virtueller Umgebungen eingesetzt werden können. Daraus werden gerĂ€teunabhĂ€ngige technologische Möglichkeiten und auch Herausforderungen fĂŒr weitere Verbesserungen abgeleitet. Auf der Grundlage dieser Erkenntnisse kann sich die weitere Forschung auf Aspekte wie die spezifische Gestaltung interaktiver Elemente, zeitlich und rĂ€umlich kollaborative Anwendungsszenarien und die Evaluation eines gesamten Anwendungsworkflows (d.h. Scannen der realen Umgebung und virtuelle Erkundung zu Trainingszwecken sowie die Gestaltung der gesamten Anwendung in einer langfristig barrierefreien Weise) konzentrieren.Access to digital content and information is becoming increasingly important for successful participation in today's increasingly digitized civil society. Such information is mostly presented visually, which restricts access for blind and visually impaired people. The most fundamental barrier is often basic orientation and mobility (and consequently, social mobility), including gaining knowledge about unknown buildings before visiting them. To bridge such barriers, technological aids should be developed and deployed. A trade-off is needed between technologically low-threshold accessible and disseminable aids and interactive-adaptive but complex systems. The adaptation of virtual reality (VR) technology spans a wide range of development and decision options. The main benefits of VR technology are increased interactivity, updatability, and the possibility to explore virtual spaces as proxies of real ones without real-world hazards and the limited availability of sighted assistants. However, virtual objects and environments have no physicality. Therefore, this thesis aims to research which VR interaction forms are reasonable (i.e., offering a reasonable dissemination potential) to make virtual representations of real buildings touchable or walkable in the context of orientation and mobility. Although there are already content and technology disjunctive developments and evaluations on VR technology, there is a lack of empirical evidence. Additionally, this thesis provides a survey between different interactions. Having considered the human physiology, assistive media (e.g., tactile maps), and technological characteristics, the current state of the art of VR is introduced, and the application for blind and visually impaired users and the way to get there is discussed by introducing a novel taxonomy. In addition to the interaction itself, characteristics of the user and the device, the application context, or the user-centered development respectively evaluation are used as classifiers. Thus, the following chapters are justified and motivated by explorative approaches, i.e., in the group of 'small scale' (using so-called data gloves) and in the scale of 'large scale' (using an avatar-controlled VR locomotion) approaches. The following chapters conduct empirical studies with blind and visually impaired users and give formative insight into how virtual objects within hands' reach can be grasped using haptic feedback and how different kinds of VR locomotion implementation can be applied to explore virtual environments. Thus, device-independent technological possibilities and also challenges for further improvements are derived. On the basis of this knowledge, subsequent research can be focused on aspects such as the specific design of interactive elements, temporally and spatially collaborative application scenarios, and the evaluation of an entire application workflow (i.e., scanning the real environment and exploring it virtually for training purposes, as well as designing the entire application in a long-term accessible manner)
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