739 research outputs found

    Automated Multimodal Data Capture for Photorealistic Construction Progress Monitoring in Virtual Reality

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    Construction monitoring is vital for the timely delivery of projects. However manual data collection and fusion methods are arduous. We propose a framework for autonomous multimodal data collection and VR visualisation. Based on “work-in-progress” results we demonstrate its capabilities in-the-lab and validate its functionality on a real site. We explore how such a framework could complement construction-centric deep learning and 4D as-built datasets to aid human decision-making using V

    Interfaces for human-centered production and use of computer graphics assets

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    L'abstract è presente nell'allegato / the abstract is in the attachmen

    eXtended new reality

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    This article addresses some aspects of the potential of Extended Reality (XR) technologies in the context of the accelerated ongoing digital transformation, with public awareness and wider acceptance being prompted by current pandemic, due to the widespread adoption of teleworking, distance learning, and virtual conferences. The state-of-the-art of XR technologies and immersive environments is briefly addressed from the perspective of their sustained adoption in multiple scenarios, including education and training, well-being and active aging, and business.info:eu-repo/semantics/publishedVersio

    Multi-Robot Interfaces and Operator Situational Awareness: Study of the Impact of Immersion and Prediction

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    Multi-robot missions are a challenge for operators in terms of workload and situational awareness. These operators have to receive data from the robots, extract information, understand the situation properly, make decisions, generate the adequate commands, and send them to the robots. The consequences of excessive workload and lack of awareness can vary from inefficiencies to accidents. This work focuses on the study of future operator interfaces of multi-robot systems, taking into account relevant issues such as multimodal interactions, immersive devices, predictive capabilities and adaptive displays. Specifically, four interfaces have been designed and developed: a conventional, a predictive conventional, a virtual reality and a predictive virtual reality interface. The four interfaces have been validated by the performance of twenty-four operators that supervised eight multi-robot missions of fire surveillance and extinguishing. The results of the workload and situational awareness tests show that virtual reality improves the situational awareness without increasing the workload of operators, whereas the effects of predictive components are not significant and depend on their implementation

    Ambient Intelligence for Next-Generation AR

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    Next-generation augmented reality (AR) promises a high degree of context-awareness - a detailed knowledge of the environmental, user, social and system conditions in which an AR experience takes place. This will facilitate both the closer integration of the real and virtual worlds, and the provision of context-specific content or adaptations. However, environmental awareness in particular is challenging to achieve using AR devices alone; not only are these mobile devices' view of an environment spatially and temporally limited, but the data obtained by onboard sensors is frequently inaccurate and incomplete. This, combined with the fact that many aspects of core AR functionality and user experiences are impacted by properties of the real environment, motivates the use of ambient IoT devices, wireless sensors and actuators placed in the surrounding environment, for the measurement and optimization of environment properties. In this book chapter we categorize and examine the wide variety of ways in which these IoT sensors and actuators can support or enhance AR experiences, including quantitative insights and proof-of-concept systems that will inform the development of future solutions. We outline the challenges and opportunities associated with several important research directions which must be addressed to realize the full potential of next-generation AR.Comment: This is a preprint of a book chapter which will appear in the Springer Handbook of the Metavers

    A review on manipulation skill acquisition through teleoperation-based learning from demonstration

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    Manipulation skill learning and generalization have gained increasing attention due to the wide applications of robot manipulators and the spurt of robot learning techniques. Especially, the learning from demonstration method has been exploited widely and successfully in the robotic community, and it is regarded as a promising direction to realize the manipulation skill learning and generalization. In addition to the learning techniques, the immersive teleoperation enables the human to operate a remote robot with an intuitive interface and achieve the telepresence. Thus, it is a promising way to transfer manipulation skills from humans to robots by combining the learning methods and the teleoperation, and adapting the learned skills to different tasks in new situations. This review, therefore, aims to provide an overview of immersive teleoperation for skill learning and generalization to deal with complex manipulation tasks. To this end, the key technologies, e.g. manipulation skill learning, multimodal interfacing for teleoperation and telerobotic control, are introduced. Then, an overview is given in terms of the most important applications of immersive teleoperation platform for robot skill learning. Finally, this survey discusses the remaining open challenges and promising research topics

    Virtual reality interfaces for seamless interaction with the physical reality

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    In recent years head-mounted displays (HMDs) for virtual reality (VR) have made the transition from research to consumer product, and are increasingly used for productive purposes such as 3D modeling in the automotive industry and teleconferencing. VR allows users to create and experience real-world like models of products; and enables users to have an immersive social interaction with distant colleagues. These solutions are a promising alternative to physical prototypes and meetings, as they require less investment in time and material. VR uses our visual dominance to deliver these experiences, making users believe that they are in another reality. However, while their mind is present in VR their body is in the physical reality. From the user’s perspective, this brings considerable uncertainty to the interaction. Currently, they are forced to take off their HMD in order to, for example, see who is observing them and to understand whether their physical integrity is at risk. This disrupts their interaction in VR, leading to a loss of presence – a main quality measure for the success of VR experiences. In this thesis, I address this uncertainty by developing interfaces that enable users to stay in VR while supporting their awareness of the physical reality. They maintain this awareness without having to take off the headset – which I refer to as seamless interaction with the physical reality. The overarching research vision that guides this thesis is, therefore, to reduce this disconnect between the virtual and physical reality. My research is motivated by a preliminary exploration of user uncertainty towards using VR in co-located, public places. This exploration revealed three main foci: (a) security and privacy, (b) communication with physical collaborators, and (c) managing presence in both the physical and virtual reality. Each theme represents a section in my dissertation, in which I identify central challenges and give directions towards overcoming them as have emerged from the work presented here. First, I investigate security and privacy in co-located situations by revealing to what extent bystanders are able to observe general tasks. In this context, I explicitly investigate the security considerations of authentication mechanisms. I review how existing authentication mechanisms can be transferred to VR and present novel approaches that are more usable and secure than existing solutions from prior work. Second, to support communication between VR users and physical collaborators, I add to the field design implications for VR interactions that enable observers to choose opportune moments to interrupt HMD users. Moreover, I contribute methods for displaying interruptions in VR and discuss their effect on presence and performance. I also found that different virtual presentations of co-located collaborators have an effect on social presence, performance and trust. Third, I close my thesis by investigating methods to manage presence in both the physical and virtual realities. I propose systems and interfaces for transitioning between them that empower users to decide how much they want to be aware of the other reality. Finally, I discuss the opportunity to systematically allocate senses to these two realities: the visual one for VR and the auditory and haptic one for the physical reality. Moreover, I provide specific design guidelines on how to use these findings to alert VR users about physical borders and obstacles.In den letzten Jahren haben Head-Mounted-Displays (HMDs) für virtuelle Realität (VR) den Übergang von der Forschung zum Konsumprodukt vollzogen und werden zunehmend für produktive Zwecke, wie 3D-Modellierung in der Automobilindustrie oder Telekonferenzen, eingesetzt. VR ermöglicht es den Benutzern, schnell und kostengünstig, Prototypen zu erstellen und erlaubt eine immersive soziale Interaktion mit entfernten Kollegen. VR nutzt unsere visuelle Dominanz, um diese Erfahrungen zu vermitteln und gibt Benutzern das Gefühl sich in einer anderen Realität zu befinden. Während der Nutzer jedoch in der virtuellen Realität mental präsent ist, befindet sich der Körper weiterhin in der physischen Realität. Aus der Perspektive des Benutzers bringt dies erhebliche Unsicherheit in die Nutzung von HMDs. Aktuell sind Nutzer gezwungen, ihr HMD abzunehmen, um zu sehen, wer sie beobachtet und zu verstehen, ob ihr körperliches Wohlbefinden gefährdet ist. Dadurch wird ihre Interaktion in der VR gestört, was zu einem Verlust der Präsenz führt - ein Hauptqualitätsmaß für den Erfolg von VR-Erfahrungen. In dieser Arbeit befasse ich mich mit dieser Unsicherheit, indem ich Schnittstellen entwickle, die es den Nutzern ermöglichen, in VR zu bleiben und gleichzeitig unterstützen sie die Wahrnehmung für die physische Realität. Sie behalten diese Wahrnehmung für die physische Realität bei, ohne das Headset abnehmen zu müssen - was ich als nahtlose Interaktion mit der physischen Realität bezeichne. Daher ist eine übergeordenete Vision von meiner Forschung diese Trennung von virtueller und physicher Realität zu reduzieren. Meine Forschung basiert auf einer einleitenden Untersuchung, die sich mit der Unsicherheit der Nutzer gegenüber der Verwendung von VR an öffentlichen, geteilten Orten befasst. Im Kontext meiner Arbeit werden Räume oder Flächen, die mit anderen ortsgleichen Menschen geteilt werden, als geteilte Orte bezeichnet. Diese Untersuchung ergab drei Hauptschwerpunkte: (1) Sicherheit und Privatsphäre, (2) Kommunikation mit physischen Kollaborateuren, und (3) Umgang mit der Präsenz, sowohl in der physischen als auch in der virtuellen Realität. Jedes Thema stellt einen Fokus in meiner Dissertation dar, in dem ich zentrale Herausforderungen identifiziere und Lösungsansätze vorstelle. Erstens, untersuche ich Sicherheit und Privatsphäre an öffentlichen, geteilten Orten, indem ich aufdecke, inwieweit Umstehende in der Lage sind, allgemeine Aufgaben zu beobachten. In diesem Zusammenhang untersuche ich explizit die Gestaltung von Authentifizierungsmechanismen. Ich untersuche, wie bestehende Authentifizierungsmechanismen auf VR übertragen werden können, und stelle neue Ansätze vor, die nutzbar und sicher sind. Zweitens, um die Kommunikation zwischen HMD-Nutzern und Umstehenden zu unterstützen, erweitere ich das Forschungsfeld um VR-Interaktionen, die es Beobachtern ermöglichen, günstige Momente für die Unterbrechung von HMD-Nutzern zu wählen. Darüber hinaus steuere ich Methoden zur Darstellung von Unterbrechungen in VR bei und diskutiere ihre Auswirkungen auf Präsenz und Leistung von Nutzern. Meine Arbeit brachte auch hervor, dass verschiedene virtuelle Präsentationen von ortsgleichen Kollaborateuren einen Effekt auf die soziale Präsenz, Leistung und Vertrauen haben. Drittens, schließe ich meine Dissertation mit der Untersuchung von Methoden zur Verwaltung der Präsenz, sowohl in der physischen als auch in der virtuellen Realität ab. Ich schlage Systeme und Schnittstellen für den Übergang zwischen den Realitäten vor, die die Benutzer in die Lage versetzen zu entscheiden, inwieweit sie sich der anderen Realität bewusst sein wollen. Schließlich diskutiere ich die Möglichkeit, diesen beiden Realitäten systematisch Sinne zuzuordnen: die visuelle für VR und die auditive und haptische für die physische Realität. Darüber hinaus stelle ich spezifische Design-Richtlinien zur Verfügung, wie diese Erkenntnisse genutzt werden können, um VR-Anwender auf physische Grenzen und Hindernisse aufmerksam zu machen
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