1,036 research outputs found

    Challenges in passenger use of mixed reality headsets in cars and other transportation

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    This paper examines key challenges in supporting passenger use of augmented and virtual reality headsets in transit. These headsets will allow passengers to break free from the restraints of physical displays placed in constrained environments such as cars, trains and planes. Moreover, they have the potential to allow passengers to make better use of their time by making travel more productive and enjoyable, supporting both privacy and immersion. However, there are significant barriers to headset usage by passengers in transit contexts. These barriers range from impediments that would entirely prevent safe usage and function (e.g. motion sickness) to those that might impair their adoption (e.g. social acceptability). We identify the key challenges that need to be overcome and discuss the necessary resolutions and research required to facilitate adoption and realize the potential advantages of using mixed reality headsets in transit

    Virtual Community Heritage:An Immersive Approach to Community Heritage

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       Our relationship with cultural heritage has been transformed by digital technologies. Opportunities have emerged to preserve and access cultural heritage material while engaging an audience at both regional and global level. Accessibility of technology has enabled audiences to participate in digital heritage curation process. Participatory practices and co-production methodologies have created new relationships between museums and communities, as they are engaged to become active participants in the co-design and co-creation of heritage material. Audiences are more interested in experiences vs services nowadays and museums and heritage organisations have potential to entertain while providing engaging experiences beyond their physical walls. Mixed reality is an emerging method of engagement that has allowed enhanced interaction beyond traditional 3D visualisation models into fully immersive worlds. There is potential to transport audiences to past worlds that enhance their experience and understanding of cultural heritage

    High Fidelity Immersive Virtual Reality

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    Exploring Dual-Camera-Based Augmented Reality for Cultural Heritage Sites

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    Context: Augmented Reality (AR) provides a novel approach for presenting cultural heritage content. Recent advances in AR research and the uptake of powerful mobile devices means AR is a viable option for heritage institutions, but there are challenges that must be overcome before high-quality AR is commonplace. Aims: This project details the development of an AR “magic camera” system featuring novel dual-camera marker-based tracking, allowing users to take AR photos at outdoor heritage sites using a tablet computer. The aims of the project were to assess the feasibility of the tracking method, evaluate the usability of the AR system, and explore implications for the heritage sector. Method: A prototype system was developed. A user study was designed, where participants had to recreate reference images as closely as possible using an iPad and the AR system around the University grounds. Data, such as completion time and error rates, were collected for analysis. The images produced were rated for quality by three experts. Results: Participants responded positively to the system, and the new tracking method was used successfully. The usability study uncovered a number of issues, most of which are solvable in future software versions. However, some issues, such as difficulty orientating objects, rely on improving hardware and software before they can be fixed, but these problems did not affect the quality of the images produced. Participants completed each task more quickly after initial slowness, and while the system was frustrating for some, most found the experience enjoyable. Conclusion: The study successfully uncovered usability problems. The dual-camera tracking element was successful, but the marker-based element encountered lighting problems and high false-positive rates. Orientating objects using inertial sensors was not intuitive; more research in this area would be beneficial. The heritage sector must consider development, maintenance and training costs, and site modification issues

    Augmented reality device for first response scenarios

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    A prototype of a wearable computer system is proposed and implemented using commercial off-shelf components. The system is designed to allow the user to access location-specific information about an environment, and to provide capability for user tracking. Areas of applicability include primarily first response scenarios, with possible applications in maintenance or construction of buildings and other structures. Necessary preparation of the target environment prior to system\u27s deployment is limited to noninvasive labeling using optical fiducial markers. The system relies on computational vision methods for registration of labels and user position. With the system the user has access to on-demand information relevant to a particular real-world location. Team collaboration is assisted by user tracking and real-time visualizations of team member positions within the environment. The user interface and display methods are inspired by Augmented Reality1 (AR) techniques, incorporating a video-see-through Head Mounted Display (HMD) and fingerbending sensor glove.*. 1Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and augmented by the addition of computer generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. (Source: Wikipedia) *This dissertation is a compound document (contains both a paper copy and a CD as part of the dissertation). The CD requires the following system requirements: Adobe Acrobat; Microsoft Office; Windows MediaPlayer or RealPlayer

    INKJET PRINTING MATERIALS

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    An inkjet printing material comprises a mixture that includes a solvent and a crosslinkable organic material dispersed in the solvent, and an additive configured to modify a surface tension of the mixture. The additive includes a low surface tension surfactant, such as a siloxane based polymer or oligomer (e.g., polyether siloxanes or polyester siloxanes, such as polyether modified polydimethylsiloxane or polyether modified dimethylpolysiloxane), a fluorinated based polymer, oligomer, or small molecule surfactant, fluorinate siloxane, or a combination thereof. In some embodiments, a weight percentage of the additive is between about 0.1% and about 5% (e.g., between about 0.3% and about 1%) of the solid materials in the inkjet printing material

    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

    A Virtual Testbed for Fish-Tank Virtual Reality: Improving Calibration with a Virtual-in-Virtual Display

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    With the development of novel calibration techniques for multimedia projectors and curved projection surfaces, volumetric 3D displays are becoming easier and more affordable to build. The basic requirements include a display shape that defines the volume (e.g. a sphere, cylinder, or cuboid) and a tracking system to provide each user's location for the perspective corrected rendering. When coupled with modern graphics cards, these displays are capable of high resolution, low latency, high frame rate, and even stereoscopic rendering; however, like many previous studies have shown, every component must be precisely calibrated for a compelling 3D effect. While human perceptual requirements have been extensively studied for head-tracked displays, most studies featured seated users in front of a flat display. It remains unclear if results from these flat display studies are applicable to newer, walk-around displays with enclosed or curved shapes. To investigate these issues, we developed a virtual testbed for volumetric head-tracked displays that can measure calibration accuracy of the entire system in real-time. We used this testbed to investigate visual distortions of prototype curved displays, improve existing calibration techniques, study the importance of stereo to performance and perception, and validate perceptual calibration with novice users. Our experiments show that stereo is important for task performance, but requires more accurate calibration, and that novice users can make effective use of perceptual calibration tools. We also propose a novel, real-time calibration method that can be used to fine-tune an existing calibration using perceptual feedback. The findings from this work can be used to build better head-tracked volumetric displays with an unprecedented amount of 3D realism and intuitive calibration tools for novice users

    A Survey of Augmented Reality

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    © 2015 M. Billinghurst, A. Clark, and G. Lee. This survey summarizes almost 50 years of research and development in the field of Augmented Reality (AR). From early research in the 1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched

    Projected Augmented Reality to Drive Osteotomy Surgery: Implementation and Comparison With Video See-Through Technology

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    In recent years, the spreading of visual augmented reality as an effective tool in image-guided surgery, has stimulated the research community to investigate the use of commercial augmented reality headsets a broad range of potential applications. This aroused enthusiasm among clinicians for the potential of augmented reality, but also revealed some technological and human-factor limitations that still hinder its routine adoption in the operating room. In this work, we propose an alternative to head-mounted displays, based on projected augmented reality. Projected augmented reality completely preserves the surgeon’s natural view of the operating field, because it requires no perspective conversion and/or optical mediation. We selected a cranio-maxillofacial surgery application as a benchmark to test the proposed system and compare its accuracy with the one obtained with a video see-through system. The augmented reality overlay accuracy was evaluated by measuring the distance between a virtual osteotomy line and its real counterpart. The experimental tests showed that the accuracy of the two augmented reality modes is similar, with a median error discrepancy of about 0.3 mm for the projected augmented reality mode. Results suggest that projected augmented reality can be a valuable alternative to standard see-through head-mounted displays to support in-situ visualization of medical imaging data as surgical guidance
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