203 research outputs found

    Towards Intelligent Telerobotics: Visualization and Control of Remote Robot

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    Human-machine cooperative or co-robotics has been recognized as the next generation of robotics. In contrast to current systems that use limited-reasoning strategies or address problems in narrow contexts, new co-robot systems will be characterized by their flexibility, resourcefulness, varied modeling or reasoning approaches, and use of real-world data in real time, demonstrating a level of intelligence and adaptability seen in humans and animals. The research I focused is in the two sub-field of co-robotics: teleoperation and telepresence. We firstly explore the ways of teleoperation using mixed reality techniques. I proposed a new type of display: hybrid-reality display (HRD) system, which utilizes commodity projection device to project captured video frame onto 3D replica of the actual target surface. It provides a direct alignment between the frame of reference for the human subject and that of the displayed image. The advantage of this approach lies in the fact that no wearing device needed for the users, providing minimal intrusiveness and accommodating users eyes during focusing. The field-of-view is also significantly increased. From a user-centered design standpoint, the HRD is motivated by teleoperation accidents, incidents, and user research in military reconnaissance etc. Teleoperation in these environments is compromised by the Keyhole Effect, which results from the limited field of view of reference. The technique contribution of the proposed HRD system is the multi-system calibration which mainly involves motion sensor, projector, cameras and robotic arm. Due to the purpose of the system, the accuracy of calibration should also be restricted within millimeter level. The followed up research of HRD is focused on high accuracy 3D reconstruction of the replica via commodity devices for better alignment of video frame. Conventional 3D scanner lacks either depth resolution or be very expensive. We proposed a structured light scanning based 3D sensing system with accuracy within 1 millimeter while robust to global illumination and surface reflection. Extensive user study prove the performance of our proposed algorithm. In order to compensate the unsynchronization between the local station and remote station due to latency introduced during data sensing and communication, 1-step-ahead predictive control algorithm is presented. The latency between human control and robot movement can be formulated as a linear equation group with a smooth coefficient ranging from 0 to 1. This predictive control algorithm can be further formulated by optimizing a cost function. We then explore the aspect of telepresence. Many hardware designs have been developed to allow a camera to be placed optically directly behind the screen. The purpose of such setups is to enable two-way video teleconferencing that maintains eye-contact. However, the image from the see-through camera usually exhibits a number of imaging artifacts such as low signal to noise ratio, incorrect color balance, and lost of details. Thus we develop a novel image enhancement framework that utilizes an auxiliary color+depth camera that is mounted on the side of the screen. By fusing the information from both cameras, we are able to significantly improve the quality of the see-through image. Experimental results have demonstrated that our fusion method compares favorably against traditional image enhancement/warping methods that uses only a single image

    SPATIO-TEMPORAL REGISTRATION IN AUGMENTED REALITY

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    The overarching goal of Augmented Reality (AR) is to provide users with the illusion that virtual and real objects coexist indistinguishably in the same space. An effective persistent illusion requires accurate registration between the real and the virtual objects, registration that is spatially and temporally coherent. However, visible misregistration can be caused by many inherent error sources, such as errors in calibration, tracking, and modeling, and system delay. This dissertation focuses on new methods that could be considered part of "the last mile" of spatio-temporal registration in AR: closed-loop spatial registration and low-latency temporal registration: 1. For spatial registration, the primary insight is that calibration, tracking and modeling are means to an end---the ultimate goal is registration. In this spirit I present a novel pixel-wise closed-loop registration approach that can automatically minimize registration errors using a reference model comprised of the real scene model and the desired virtual augmentations. Registration errors are minimized in both global world space via camera pose refinement, and local screen space via pixel-wise adjustments. This approach is presented in the context of Video See-Through AR (VST-AR) and projector-based Spatial AR (SAR), where registration results are measurable using a commodity color camera. 2. For temporal registration, the primary insight is that the real-virtual relationships are evolving throughout the tracking, rendering, scanout, and display steps, and registration can be improved by leveraging fine-grained processing and display mechanisms. In this spirit I introduce a general end-to-end system pipeline with low latency, and propose an algorithm for minimizing latency in displays (DLP DMD projectors in particular). This approach is presented in the context of Optical See-Through AR (OST-AR), where system delay is the most detrimental source of error. I also discuss future steps that may further improve spatio-temporal registration. Particularly, I discuss possibilities for using custom virtual or physical-virtual fiducials for closed-loop registration in SAR. The custom fiducials can be designed to elicit desirable optical signals that directly indicate any error in the relative pose between the physical and projected virtual objects.Doctor of Philosoph

    Holographic reality: enhancing the artificial reality experience throuhg interactive 3D holography

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    Holography was made know by several science-fiction productions, however this technology dates back to the year 1940. Despite the considerable age of this discovery, this technology remains inaccessible to the average consumer. The main goal of this manuscript is to advance the state of the art in interactive holography, providing an accessible and low-cost solution. The final product intends to nudge the HCI com munity to explore potential applications, in particular to be aquatic centric and environmentally friendly. Two main user studies are performed, in order to determine the impact of the proposed solution by a sample audience. Provided user studies include a first prototype as a Tangible User Interface - TUI for Holographic Reality - HR Second study included the Holographic Mounted Display - HMD for proposed HR interface, further analyzing the interactive holographic experience without hand-held devices. Both of these studies were further compared with an Augmented Reality setting. Obtained results demonstrate a significantly higher score for the HMD approach. This suggests it is the better solution, most likely due to the added simplicity and immersiveness features it has. However the TUI study did score higher in several key parameters, and should be considered for future studies. Comparing with an AR experience, the HMD study scores slightly lower, but manages to surpass AR in several parameters. Several approaches were outlined and evaluated, depicting different methods for the creation of Interactive Holographic Reality experiences. In spite of the low maturity of holographic technology, it can be concluded it is comparable and can keep up to other more developed and mature artificial reality settings, further supporting the need for the existence of the Holographic Reality conceptA tecnologia holográfica tornou-se conhecida através da ficção científica, contudo esta tecnologia remonta até ao ano 1940. Apesar da considerável idade desta descoberta, esta tecnologia continua a não ser acessíveil para o consumidor. O objetivo deste manuscrito é avançar o estado de arte da Holografia Interactiva, e fornecer uma solução de baixo custo. O objetivo do produto final é persuadir a comunidade HCI para a exploração de aplicações desta tecnologia, em particular em contextos aquáticos e pró-ambientais. Dois estudos principais foram efetuados, de modo a determinar qual o impacto da solução pro posta numa amostra. Os estudos fornecidos incluem um protótipo inicial baseado numa Interface Tangível e Realidade Holográfica e um dispositivo tangível. O segundo estudo inclui uma interface baseada num dispositivo head-mounted e em Realidade Holográfica, de modo a analisar e avaliar a experiência interativa e holográfica. Ambos os estudos são comparados com uma experiência semelhante, em Realidade Aumentada. Os resultados obtidos demonstram que o estudo HMD recebeu uma avaliação significante mel hor, em comparação com a abordagem TUI. Isto sugere que uma abordagem "head-mounted" tende a ser melhor solução, muito provavelmente devido às vantagens que possui em relação à simplicidade e imersividade que oferece. Contudo, o estudo TUI recebeu pontuações mais altas em alguns parâmetros chave, e deve ser considerados para a implementação de futuros estudos. Comparando com uma experiência de realidade aumentada, o estudo HMD recebeu uma avaliação ligeiramente menor, mas por uma margem mínima, e ultrapassando a AR em alguns parâmetros. Várias abordagens foram deliniadas e avaliadas, com diferentes métodos para a criação de experiências de Realidade Holográfica. Apesar da pouca maturidade da tecnologia holográfica, podemos concluir que a mesma é comparável e consegue acompanhar outros tipos de realidade artificial, que são muito mais desenvolvidos, o que suporta a necessidade da existência do conceito de Realidade Holográfica

    Situated Displays in Telecommunication

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    In face to face conversation, numerous cues of attention, eye contact, and gaze direction provide important channels of information. These channels create cues that include turn taking, establish a sense of engagement, and indicate the focus of conversation. However, some subtleties of gaze can be lost in common videoconferencing systems, because the single perspective view of the camera doesn't preserve the spatial characteristics of the face to face situation. In particular, in group conferencing, the `Mona Lisa effect' makes all observers feel that they are looked at when the remote participant looks at the camera. In this thesis, we present designs and evaluations of four novel situated teleconferencing systems, which aim to improve the teleconferencing experience. Firstly, we demonstrate the effectiveness of a spherical video telepresence system in that it allows a single observer at multiple viewpoints to accurately judge where the remote user is placing their gaze. Secondly, we demonstrate the gaze-preserving capability of a cylindrical video telepresence system, but for multiple observers at multiple viewpoints. Thirdly, we demonstrated the further improvement of a random hole autostereoscopic multiview telepresence system in conveying gaze by adding stereoscopic cues. Lastly, we investigate the influence of display type and viewing angle on how people place their trust during avatar-mediated interaction. The results show the spherical avatar telepresence system has the ability to be viewed qualitatively similarly from all angles and demonstrate how trust can be altered depending on how one views the avatar. Together these demonstrations motivate the further study of novel display configurations and suggest parameters for the design of future teleconferencing systems

    Enhancing Access at the Tower of London

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    The Tower of London is a 1000-year-old fortress with many access challenges for D/deaf and disabled visitors. The purpose of this project was to enhance access through non-traditional means using digital technologies. We performed background research, distributed a survey, and conducted accompanied tours to help us determine the best technologies to increase access. From our findings we recommend 3D printed models, Signly, and Virtual Reality be implemented at the Tower. The implementation of these recommended technologies at the Tower of London would greatly improve accessibility for D/deaf and disabled individuals

    Calibration Methods for Head-Tracked 3D Displays

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    Head-tracked 3D displays can provide a compelling 3D effect, but even small inaccuracies in the calibration of the participant’s viewpoint to the display can disrupt the 3D illusion. We propose a novel interactive procedure for a participant to easily and accurately calibrate a head-tracked display by visually aligning patterns across a multi-screen display. Head-tracker measurements are then calibrated to these known viewpoints. We conducted a user study to evaluate the effectiveness of different visual patterns and different display shapes. We found that the easiest to align shape was the spherical display and the best calibration pattern was the combination of circles and lines. We performed a quantitative camera-based calibration of a cubic display and found visual calibration outperformed manual tuning and generated viewpoint calibrations accurate to within a degree. Our work removes the usual, burdensome step of manual calibration when using head-tracked displays and paves the way for wider adoption of this inexpensive and effective 3D display technology

    Videos in Context for Telecommunication and Spatial Browsing

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    The research presented in this thesis explores the use of videos embedded in panoramic imagery to transmit spatial and temporal information describing remote environments and their dynamics. Virtual environments (VEs) through which users can explore remote locations are rapidly emerging as a popular medium of presence and remote collaboration. However, capturing visual representation of locations to be used in VEs is usually a tedious process that requires either manual modelling of environments or the employment of specific hardware. Capturing environment dynamics is not straightforward either, and it is usually performed through specific tracking hardware. Similarly, browsing large unstructured video-collections with available tools is difficult, as the abundance of spatial and temporal information makes them hard to comprehend. At the same time, on a spectrum between 3D VEs and 2D images, panoramas lie in between, as they offer the same 2D images accessibility while preserving 3D virtual environments surrounding representation. For this reason, panoramas are an attractive basis for videoconferencing and browsing tools as they can relate several videos temporally and spatially. This research explores methods to acquire, fuse, render and stream data coming from heterogeneous cameras, with the help of panoramic imagery. Three distinct but interrelated questions are addressed. First, the thesis considers how spatially localised video can be used to increase the spatial information transmitted during video mediated communication, and if this improves quality of communication. Second, the research asks whether videos in panoramic context can be used to convey spatial and temporal information of a remote place and the dynamics within, and if this improves users' performance in tasks that require spatio-temporal thinking. Finally, the thesis considers whether there is an impact of display type on reasoning about events within videos in panoramic context. These research questions were investigated over three experiments, covering scenarios common to computer-supported cooperative work and video browsing. To support the investigation, two distinct video+context systems were developed. The first telecommunication experiment compared our videos in context interface with fully-panoramic video and conventional webcam video conferencing in an object placement scenario. The second experiment investigated the impact of videos in panoramic context on quality of spatio-temporal thinking during localization tasks. To support the experiment, a novel interface to video-collection in panoramic context was developed and compared with common video-browsing tools. The final experimental study investigated the impact of display type on reasoning about events. The study explored three adaptations of our video-collection interface to three display types. The overall conclusion is that videos in panoramic context offer a valid solution to spatio-temporal exploration of remote locations. Our approach presents a richer visual representation in terms of space and time than standard tools, showing that providing panoramic contexts to video collections makes spatio-temporal tasks easier. To this end, videos in context are suitable alternative to more difficult, and often expensive solutions. These findings are beneficial to many applications, including teleconferencing, virtual tourism and remote assistance

    Low Latency Displays for Augmented Reality

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    The primary goal for Augmented Reality (AR) is bringing the real and virtual together into a common space. Maintaining this illusion, however, requires preserving spatially and temporally consistent registration despite changes in user or object pose. The greatest source of registration error is latency—the delay between when something moves and the display changes in response—which breaks temporal consistency. Furthermore, the real world varies greatly in brightness; ranging from bright sunlight to deep shadows. Thus, a compelling AR system must also support High-Dynamic Range (HDR) to maintain its virtual objects’ appearance both spatially and temporally consistent with the real world. This dissertation presents new methods, implementations, results (both visual and performance), and future steps for low latency displays, primarily in the context of Optical See-through Augmented Reality (OST-AR) Head-Mounted Displays, focusing on temporal consistency in registration, HDR color support, and spatial and temporal consistency in brightness: 1. For registration temporal consistency, the primary insight is breaking the conventional display paradigm: computers render imagery, frame by frame, and then transmit it to the display for emission. Instead, the display must also contribute towards rendering by performing a post-rendering, post-transmission warp of the computer-supplied imagery in the display hardware. By compensating in the display for system latency by using the latest tracking information, much of the latency can be short-circuited. Furthermore, the low latency display must support ultra-high frequency (multiple kHz) refreshing to minimize pose displacement between updates. 2. For HDR color support, the primary insight is developing new display modulation techniques. DMDs, a type of ultra-high frequency display, emit binary output, which require modulation to produce multiple brightness levels. Conventional modulation breaks low latency guarantees, and modulation of bright LEDs illuminators at frequencies to support kHz-order HDR exceeds their capabilities. Thus one must directly synthesize the necessary variation in brightness. 3. For spatial and temporal brightness consistency, the primary insight is integrating HDR light sensors into the display hardware: the same processes which both compensate for latency and generate HDR output can also modify it in response to the spatially sensed brightness of the real world.Doctor of Philosoph

    Merging the Real and the Virtual: An Exploration of Interaction Methods to Blend Realities

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    We investigate, build, and design interaction methods to merge the real with the virtual. An initial investigation looks at spatial augmented reality (SAR) and its effects on pointing with a real mobile phone. A study reveals a set of trade-offs between the raycast, viewport, and direct pointing techniques. To further investigate the manipulation of virtual content within a SAR environment, we design an interaction technique that utilizes the distance that a user holds mobile phone away from their body. Our technique enables pushing virtual content from a mobile phone to an external SAR environment, interact with that content, rotate-scale-translate it, and pull the content back into the mobile phone. This is all done in a way that ensures seamless transitions between the real environment of the mobile phone and the virtual SAR environment. To investigate the issues that occur when the physical environment is hidden by a fully immersive virtual reality (VR) HMD, we design and investigate a system that merges a realtime 3D reconstruction of the real world with a virtual environment. This allows users to freely move, manipulate, observe, and communicate with people and objects situated in their physical reality without losing their sense of immersion or presence inside a virtual world. A study with VR users demonstrates the affordances provided by the system and how it can be used to enhance current VR experiences. We then move to AR, to investigate the limitations of optical see-through HMDs and the problem of communicating the internal state of the virtual world with unaugmented users. To address these issues and enable new ways to visualize, manipulate, and share virtual content, we propose a system that combines a wearable SAR projector. Demonstrations showcase ways to utilize the projected and head-mounted displays together, such as expanding field of view, distributing content across depth surfaces, and enabling bystander collaboration. We then turn to videogames to investigate how spectatorship of these virtual environments can be enhanced through expanded video rendering techniques. We extract and combine additional data to form a cumulative 3D representation of the live game environment for spectators, which enables each spectator to individually control a personal view into the stream while in VR. A study shows that users prefer spectating in VR when compared with a comparable desktop rendering
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