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Spatial calibration of an optical see-through head-mounted display
We present here a method for calibrating an optical see-through Head Mounted Display (HMD) using techniques usually applied to camera calibration (photogrammetry). Using a camera placed inside the HMD to take pictures simultaneously of a tracked object and features in the HMD display, we could exploit established camera calibration techniques to recover both the intrinsic and extrinsic properties of the~HMD (width, height, focal length, optic centre and principal ray of the display). Our method gives low re-projection errors and, unlike existing methods, involves no time-consuming and error-prone human measurements, nor any prior estimates about the HMD geometry
Evaluation of optimisation techniques for multiscopic rendering
A thesis submitted to the University of Bedfordshire in fulfilment of the requirements for the degree of Master of Science by ResearchThis project evaluates different performance optimisation techniques applied to stereoscopic and multiscopic rendering for interactive applications. The artefact
features a robust plug-in package for the Unity game engine. The thesis provides background information for the performance optimisations, outlines all the findings, evaluates the optimisations and provides suggestions for future work.
Scrum development methodology is used to develop the artefact and quantitative research methodology is used to evaluate the findings by measuring performance.
This project concludes that the use of each performance optimisation has specific use case scenarios in which performance benefits. Foveated rendering provides
greatest performance increase for both stereoscopic and multiscopic rendering but is also more computationally intensive as it requires an eye tracking solution.
Dynamic resolution is very beneficial when overall frame rate smoothness is needed and frame drops are present. Depth optimisation is beneficial for vast open environments but can lead to decreased performance if used inappropriately
Overview of open source augmented reality toolkit
Augmented reality or also known as AR is not a new technology. The technology has existed for almost 40 years ago after Ivan Sutherland introduced the first virtual reality (VR) application. At that time, works and research were mainly concerned to establish the hardware aspects of the technology. The head-mounted display (HMD) or some might called head-worn display is the result of augmented reality research and also one of the fundamental equipment for accessing the technology. As time goes by, the augmented reality technology has begin to mature to a point where the hardware cost and capabilities have collided to deliver a more feasible AR thus enable the rapid development of AR applications in many fields including education. To create a non-commercial AR application specifically for education, the ARToolkit can be taken into consideration. ARToolkit is the product of AR community and it is registered under the GNU General Public License. The user is provided with basic source code that lets the user easily develop Augmented Reality applications. Despite the fact that AR is not a new technology, people may unaware or unfamiliar with its existence. Therefore this paper is intended to (1) give an overview of augmented reality; and provides (2) solution to the technical problems that one’s will face in setting up open-source augmented reality toolkit
A Tele-Operated Display With a Predictive Display Algorithm
Tele-operated display systems with head mounted displays (HMD) are becoming popular as visual feedback systems for tele-operation systems. However, the users are suffered from time-varying bidirectional delays caused by the latency and limited bandwidth of wireless communication networks. Here, we develop a tele-operated display system and a predictive display algorithm allowing comfortable use of HMDs by operators of tele-operation systems. Inspired by the kinematic model of the human head-neck complex, we built a robot neck-camera system to capture the field of view in any desired orientation. To reduce the negative effects of the time-varying bidirectional communication delay and operation delay of the robot neck, we developed a predictive display algorithm based on a kinematic model of the human/robot neck-camera system, and a geometrical model of a camera. Experimental results showed that the system provide predicted images with high frame rate to the user
Use of stereo camera systems for assessment of rockfish abundance in untrawlable areas and for recording pollock behavior during midwater trawls
We describe the application of two types of stereo camera
systems in fisheries research, including the design, calibration, analysis techniques, and precision of the data
obtained with these systems. The first is a stereo video system deployed by using a quick-responding winch with a
live feed to provide species- and size- composition data adequate to produce acoustically based biomass estimates
of rockfish. This system was tested on the eastern Bering Sea slope where rockfish were measured. Rockfish sizes were similar to those sampled with a bottom trawl and the relative error in multiple measurements of the same rockfish in multiple still-frame images was small. Measurement errors of up to 5.5% were found on a calibration target of known size. The second system consisted of a pair of still-image digital cameras mounted
inside a midwater trawl. Processing of the stereo images allowed fish length, fish orientation in relation to the camera platform, and relative distance of the fish to the trawl netting to be determined. The video system was useful for surveying fish in Alaska, but it could also be used
broadly in other situations where it is difficult to obtain species-composition or size-composition information.
Likewise, the still-image system could be used for fisheries research to obtain data on size, position, and
orientation of fish
Capturing natural-colour 3D models of insects for species discovery
Collections of biological specimens are fundamental to scientific
understanding and characterization of natural diversity. This paper presents a
system for liberating useful information from physical collections by bringing
specimens into the digital domain so they can be more readily shared, analyzed,
annotated and compared. It focuses on insects and is strongly motivated by the
desire to accelerate and augment current practices in insect taxonomy which
predominantly use text, 2D diagrams and images to describe and characterize
species. While these traditional kinds of descriptions are informative and
useful, they cannot cover insect specimens "from all angles" and precious
specimens are still exchanged between researchers and collections for this
reason. Furthermore, insects can be complex in structure and pose many
challenges to computer vision systems. We present a new prototype for a
practical, cost-effective system of off-the-shelf components to acquire
natural-colour 3D models of insects from around 3mm to 30mm in length. Colour
images are captured from different angles and focal depths using a digital
single lens reflex (DSLR) camera rig and two-axis turntable. These 2D images
are processed into 3D reconstructions using software based on a visual hull
algorithm. The resulting models are compact (around 10 megabytes), afford
excellent optical resolution, and can be readily embedded into documents and
web pages, as well as viewed on mobile devices. The system is portable, safe,
relatively affordable, and complements the sort of volumetric data that can be
acquired by computed tomography. This system provides a new way to augment the
description and documentation of insect species holotypes, reducing the need to
handle or ship specimens. It opens up new opportunities to collect data for
research, education, art, entertainment, biodiversity assessment and
biosecurity control.Comment: 24 pages, 17 figures, PLOS ONE journa
An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display
We present a tele-immersive system that enables people to interact with each
other in a virtual world using body gestures in addition to verbal
communication. Beyond the obvious applications, including general online
conversations and gaming, we hypothesize that our proposed system would be
particularly beneficial to education by offering rich visual contents and
interactivity. One distinct feature is the integration of egocentric pose
recognition that allows participants to use their gestures to demonstrate and
manipulate virtual objects simultaneously. This functionality enables the
instructor to ef- fectively and efficiently explain and illustrate complex
concepts or sophisticated problems in an intuitive manner. The highly
interactive and flexible environment can capture and sustain more student
attention than the traditional classroom setting and, thus, delivers a
compelling experience to the students. Our main focus here is to investigate
possible solutions for the system design and implementation and devise
strategies for fast, efficient computation suitable for visual data processing
and network transmission. We describe the technique and experiments in details
and provide quantitative performance results, demonstrating our system can be
run comfortably and reliably for different application scenarios. Our
preliminary results are promising and demonstrate the potential for more
compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201
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