8 research outputs found

    Hybrid Video/Optical See-Through HMD

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    An old but still ongoing subject of debate among augmented reality (AR) experts is about which see-through paradigm is best in wearable AR displays. Video see-through (VST) and optical see-through (OST) paradigms have both their own strengths and shortcomings with respect to technological and human-factor aspects. The major difference between these see-through paradigms is in providing an aided (VST) or unaided (OST) view of the real world. In this work, we present a novel approach for the development of AR stereoscopic head-mounted displays (HMDs) that can provide both the see-through mechanisms. Our idea is to dynamically modify the transparency of the display through a liquid crystal (LC)-based electro-optical shutter applied on the top of a standard OST device opportunely modified for housing a pair of external cameras. A plane-induced homography transformation is used for consistently warping the video images, hence reducing the parallax between cameras and displays. An externally applied drive voltage is used for smoothly controlling the light transmittance of the LC shutters so as to allow an easy transition between the unaided and the camera-mediated view of the real scene. Our tests have proven the efficacy of the proposed solution under worst-case lighting conditions

    The role of camera convergence in stereoscopic video see-through augmented reality displays

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    In the realm of wearable augmented reality (AR) systems, stereoscopic video see-through displays raise issues related to the user's perception of the three-dimensional space. This paper seeks to put forward few considerations regarding the perceptual artefacts common to standard stereoscopic video see-through displays with fixed camera convergence. Among the possible perceptual artefacts, the most significant one relates to diplopia arising from reduced stereo overlaps and too large screen disparities. Two state-of-the-art solutions are reviewed. The first one suggests a dynamic change, via software, of the virtual camera convergence, whereas the second one suggests a matched hardware/software solution based on a series of predefined focus/vergence configurations. Potentialities and limits of both the solutions are outlined so as to provide the AR community, a yardstick for developing new stereoscopic video see-through systems suitable for different working distances

    Key Ergonomics Requirements and Possible Mechanical Solutions for Augmented Reality Head-Mounted Displays in Surgery

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    In the context of a European project, we identified over 150 requirements for the development of an augmented reality (AR) head-mounted display (HMD) specifically tailored to support highly challenging manual surgical procedures. The requirements were established by surgeons from different specialties and by industrial players working in the surgical field who had strong commitments to the exploitation of this technology. Some of these requirements were specific to the project, while others can be seen as key requirements for the implementation of an efficient and reliable AR headset to be used to support manual activities in the peripersonal space. The aim of this work is to describe these ergonomic requirements that impact the mechanical design of the HMDs, the possible innovative solutions to these requirements, and how these solutions have been used to implement the AR headset in surgical navigation. We also report the results of a preliminary qualitative evaluation of the AR headset by three surgeons

    Perspective Preserving Solution for Quasi-Orthoscopic Video See-Through HMDs

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    In non-orthoscopic video see-through (VST) head-mounted displays (HMDs), depth perception through stereopsis is adversely affected by sources of spatial perception errors. Solutions for parallax-free and orthoscopic VST HMDs were considered to ensure proper space perception but at expenses of an increased bulkiness and weight. In this work, we present a hybrid video-optical see-through HMD the geometry of which explicitly violates the rigorous conditions of orthostereoscopy. For properly recovering natural stereo fusion of the scene within the personal space in a region around a predefined distance from the observer, we partially resolve the eye-camera parallax by warping the camera images through a perspective preserving homography that accounts for the geometry of the VST HMD and refers to such distance. For validating our solution; we conducted objective and subjective tests. The goal of the tests was to assess the efficacy of our solution in recovering natural depth perception in the space around said reference distance. The results obtained showed that the quasi-orthoscopic setting of the HMD; together with the perspective preserving image warping; allow the recovering of a correct perception of the relative depths. The perceived distortion of space around the reference plane proved to be not as severe as predicted by the mathematical models

    Photorealistic rendering: a survey on evaluation

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    This article is a systematic collection of existing methods and techniques for evaluating rendering category in the field of computer graphics. The motive for doing this study was the difficulty of selecting appropriate methods for evaluating and validating specific results reported by many researchers. This difficulty lies in the availability of numerous methods and lack of robust discussion of them. To approach such problems, the features of well-known methods are critically reviewed to provide researchers with backgrounds on evaluating different styles in photo-realistic rendering part of computer graphics. There are many ways to evaluating a research. For this article, classification and systemization method is use. After reviewing the features of different methods, their future is also discussed. Finally, dome pointers are proposed as to the likely future issues in evaluating the research on realistic rendering. It is expected that this analysis helps researchers to overcome the difficulties of evaluation not only in research, but also in application

    Distance Perception Through Head-Mounted Displays

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    It has been shown in numerous research studies that people tend to underestimate distances while wearing head-mounted displays (HMDs). We investigated various possible factors affecting the perception of distance is HMDs through multiple studies. Many contributing factors has been identified by researchers in the past decades, however, further investigation is required to provide a better understanding of this problem. In order to find a baseline for distance underestimation, we performed a study to compare the distance perception in real world versus a fake headset versus a see-through HMD. Users underestimated distances while wearing the fake headset or the see-through HMD. The fake headset and see-through HMD had similar result, while they had significant difference with the real-world results. Since the fake headset and the HMD had similar underestimation results, we decided to focus on the FOV of the headset which was a common factor between these two conditions. To understand the effects of FOV on the perception of distance in a virtual environment we performed a study through a blind-throwing task. FOVs at three different diagonal angles, 60°, 110° and 200° were compared with each other. The results showed people underestimate the distances more in restricted FOVs. As this study was performed using static 360° images of a single environment, we decided to see if the results can be extended to various 3D environments. A mixed-design study to compare the effect of horizontal FOV and vertical FOV on egocentric distance perception in four different realistic VEs was performed. The results indicated more accurate distance judgement with larger horizontal FOV with no significant effect of vertical FOV. More accurate distance judgement in indoor VEs compared to outdoor VEs was observed. Also, participants judged distances more accurately in cluttered environments versus uncluttered environments. These results highlights the importance of the environment in distance-critical VR applications and also shows that wider horizontal FOV should be considered for an improved distance judgment

    Mundos virtuales y reales. Estudio de la integración de la realidad aumentada y virtual en educación formal

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    Tesis doctoral inédita leída en la Universidad Autónoma de Madrid, Facultad de Formación de Profesorado y Educación, Departamento de Didáctica y Teoría de la Educación. Fecha de lectura: 8-09-201
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