1,499 research outputs found
Improving Situational Awareness in Military Operations using Augmented Reality
During military operations, the battlefields become fractured zones where the level of confusion, noise and ambiguity impact on achieving tactical objectives. Situational Awareness (SA) becomes a challenge because the unstable perception of the situation leads to a degraded understanding that disables the soldier in projecting the proper results. To meet this challenge various military projects have focused their efforts on designing integrated digital system to support decision-making for military personnel in unknown environments. This paper presents the state of art of military systems using Augmented Reality (AR) in the battlefield.Facultad de Informátic
Improving Situational Awareness in Military Operations using Augmented Reality
During military operations, the battlefields become fractured zones where the level of confusion, noise and ambiguity impact on achieving tactical objectives. Situational Awareness (SA) becomes a challenge because the unstable perception of the situation leads to a degraded understanding that disables the soldier in projecting the proper results. To meet this challenge various military projects have focused their efforts on designing integrated digital system to support decision-making for military personnel in unknown environments. This paper presents the state of art of military systems using Augmented Reality (AR) in the battlefield.Facultad de Informátic
Collaborative geographic visualization
Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de
Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e
Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative
visualization purposes.
Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment
VNect: Real-time 3D Human Pose Estimation with a Single RGB Camera
We present the first real-time method to capture the full global 3D skeletal
pose of a human in a stable, temporally consistent manner using a single RGB
camera. Our method combines a new convolutional neural network (CNN) based pose
regressor with kinematic skeleton fitting. Our novel fully-convolutional pose
formulation regresses 2D and 3D joint positions jointly in real time and does
not require tightly cropped input frames. A real-time kinematic skeleton
fitting method uses the CNN output to yield temporally stable 3D global pose
reconstructions on the basis of a coherent kinematic skeleton. This makes our
approach the first monocular RGB method usable in real-time applications such
as 3D character control---thus far, the only monocular methods for such
applications employed specialized RGB-D cameras. Our method's accuracy is
quantitatively on par with the best offline 3D monocular RGB pose estimation
methods. Our results are qualitatively comparable to, and sometimes better
than, results from monocular RGB-D approaches, such as the Kinect. However, we
show that our approach is more broadly applicable than RGB-D solutions, i.e. it
works for outdoor scenes, community videos, and low quality commodity RGB
cameras.Comment: Accepted to SIGGRAPH 201
Design Patterns for Situated Visualization in Augmented Reality
Situated visualization has become an increasingly popular research area in
the visualization community, fueled by advancements in augmented reality (AR)
technology and immersive analytics. Visualizing data in spatial proximity to
their physical referents affords new design opportunities and considerations
not present in traditional visualization, which researchers are now beginning
to explore. However, the AR research community has an extensive history of
designing graphics that are displayed in highly physical contexts. In this
work, we leverage the richness of AR research and apply it to situated
visualization. We derive design patterns which summarize common approaches of
visualizing data in situ. The design patterns are based on a survey of 293
papers published in the AR and visualization communities, as well as our own
expertise. We discuss design dimensions that help to describe both our patterns
and previous work in the literature. This discussion is accompanied by several
guidelines which explain how to apply the patterns given the constraints
imposed by the real world. We conclude by discussing future research directions
that will help establish a complete understanding of the design of situated
visualization, including the role of interactivity, tasks, and workflows.Comment: To appear in IEEE VIS 202
Multimodal, Embodied and Location-Aware Interaction
This work demonstrates the development of mobile, location-aware, eyes-free applications which utilise multiple sensors to provide a continuous, rich and embodied interaction. We bring together ideas from the fields of
gesture recognition, continuous multimodal interaction, probability theory and audio interfaces to design and develop location-aware applications and embodied interaction in both a small-scale, egocentric body-based case and a large-scale, exocentric `world-based' case.
BodySpace is a gesture-based application, which utilises multiple sensors and pattern recognition enabling the human body to be used as the interface for an application. As an example, we describe the development of a gesture controlled music player, which functions by placing the device at different parts of the body. We describe a new approach to the segmentation and recognition of gestures for this kind of application and show how simulated physical model-based interaction techniques and the use of real world constraints can shape the gestural interaction.
GpsTunes is a mobile, multimodal navigation system equipped with inertial control that enables users to actively explore and navigate through an area in an augmented physical space, incorporating and displaying uncertainty resulting from inaccurate sensing and unknown user intention. The system propagates uncertainty appropriately via Monte Carlo sampling and output is displayed both visually and in audio, with audio rendered via granular synthesis. We demonstrate the use of uncertain prediction in the real world and show that appropriate display of the full distribution of potential future user positions with respect to sites-of-interest can improve the quality
of interaction over a simplistic interpretation of the sensed data. We show that this system enables eyes-free navigation around set trajectories or paths unfamiliar to the user for varying trajectory width and context. We demon-
strate the possibility to create a simulated model of user behaviour, which may be used to gain an insight into the user behaviour observed in our field trials. The extension of this application to provide a general mechanism for
highly interactive context aware applications via density exploration is also presented. AirMessages is an example application enabling users to take an embodied approach to scanning a local area to find messages left in their
virtual environment
Multimodal, Embodied and Location-Aware Interaction
This work demonstrates the development of mobile, location-aware, eyes-free applications which utilise multiple sensors to provide a continuous, rich and embodied interaction. We bring together ideas from the fields of
gesture recognition, continuous multimodal interaction, probability theory and audio interfaces to design and develop location-aware applications and embodied interaction in both a small-scale, egocentric body-based case and a large-scale, exocentric `world-based' case.
BodySpace is a gesture-based application, which utilises multiple sensors and pattern recognition enabling the human body to be used as the interface for an application. As an example, we describe the development of a gesture controlled music player, which functions by placing the device at different parts of the body. We describe a new approach to the segmentation and recognition of gestures for this kind of application and show how simulated physical model-based interaction techniques and the use of real world constraints can shape the gestural interaction.
GpsTunes is a mobile, multimodal navigation system equipped with inertial control that enables users to actively explore and navigate through an area in an augmented physical space, incorporating and displaying uncertainty resulting from inaccurate sensing and unknown user intention. The system propagates uncertainty appropriately via Monte Carlo sampling and output is displayed both visually and in audio, with audio rendered via granular synthesis. We demonstrate the use of uncertain prediction in the real world and show that appropriate display of the full distribution of potential future user positions with respect to sites-of-interest can improve the quality
of interaction over a simplistic interpretation of the sensed data. We show that this system enables eyes-free navigation around set trajectories or paths unfamiliar to the user for varying trajectory width and context. We demon-
strate the possibility to create a simulated model of user behaviour, which may be used to gain an insight into the user behaviour observed in our field trials. The extension of this application to provide a general mechanism for
highly interactive context aware applications via density exploration is also presented. AirMessages is an example application enabling users to take an embodied approach to scanning a local area to find messages left in their
virtual environment
Opportunities for using eye tracking technology in manufacturing and logistics: Systematic literature review and research agenda
Workers play essential roles in manufacturing and logistics. Releasing workers from routine tasks and enabling them to focus on creative, value-adding activities can enhance their performance and wellbeing, and it is also key to the successful implementation of Industry 4.0. One technology that can help identify patterns of worker-system interaction is Eye Tracking (ET), which is a non-intrusive technology for measuring human eye movements. ET can provide moment-by-moment insights into the cognitive state of the subject during task execution, which can improve our understanding of how humans behave and make decisions within complex systems. It also enables explorations of the subject’s interaction mode with the working environment. Earlier research has investigated the use of ET in manufacturing and logistics, but the literature is fragmented and has not yet been discussed in a literature review yet.
This article therefore conducts a systematic literature review to explore the applications of ET, summarise its benefits, and outline future research opportunities of using ET in manufacturing and logistics. We first propose a conceptual framework to guide our study and then conduct a systematic literature search in scholarly databases, obtaining 71 relevant papers. Building on the proposed framework, we systematically review the use of ET and categorize the identified papers according to their application in manufacturing (product development, production, quality inspection) and logistics. Our results reveal that ET has several use cases in the manufacturing sector, but that its application in logistics has not been studied extensively so far. We summarize the benefits of using ET in terms of process performance, human performance, and work environment and safety, and also discuss the methodological characteristics of the ET literature as well as typical ET measures used. We conclude by illustrating future avenues for ET research in manufacturing and logistics
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