2,810 research outputs found

    An Inertial Device-based User Interaction with Occlusion-free Object Handling in a Handheld Augmented Reality

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    Augmented Reality (AR) is a technology used to merge virtual objects with real environments in real-time. In AR, the interaction which occurs between the end-user and the AR system has always been the frequently discussed topic. In addition, handheld AR is a new approach in which it delivers enriched 3D virtual objects when a user looks through the deviceรขโ‚ฌโ„ขs video camera. One of the most accepted handheld devices nowadays is the smartphones which are equipped with powerful processors and cameras for capturing still images and video with a range of sensors capable of tracking location, orientation and motion of the user. These modern smartphones offer a sophisticated platform for implementing handheld AR applications. However, handheld display provides interface with the interaction metaphors which are developed with head-mounted display attached along and it might restrict with hardware which is inappropriate for handheld. Therefore, this paper will discuss a proposed real-time inertial device-based interaction technique for 3D object manipulation. It also explains the methods used such for selection, holding, translation and rotation. It aims to improve the limitation in 3D object manipulation when a user can hold the device with both hands without requiring the need to stretch out one hand to manipulate the 3D object. This paper will also recap of previous works in the field of AR and handheld AR. Finally, the paper provides the experimental results to offer new metaphors to manipulate the 3D objects using handheld devices

    Requirement analysis and sensor specifications โ€“ First version

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    In this first version of the deliverable, we make the following contributions: to design the WEKIT capturing platform and the associated experience capturing API, we use a methodology for system engineering that is relevant for different domains such as: aviation, space, and medical and different professions such as: technicians, astronauts, and medical staff. Furthermore, in the methodology, we explore the system engineering process and how it can be used in the project to support the different work packages and more importantly the different deliverables that will follow the current. Next, we provide a mapping of high level functions or tasks (associated with experience transfer from expert to trainee) to low level functions such as: gaze, voice, video, body posture, hand gestures, bio-signals, fatigue levels, and location of the user in the environment. In addition, we link the low level functions to their associated sensors. Moreover, we provide a brief overview of the state-of-the-art sensors in terms of their technical specifications, possible limitations, standards, and platforms. We outline a set of recommendations pertaining to the sensors that are most relevant for the WEKIT project taking into consideration the environmental, technical and human factors described in other deliverables. We recommend Microsoft Hololens (for Augmented reality glasses), MyndBand and Neurosky chipset (for EEG), Microsoft Kinect and Lumo Lift (for body posture tracking), and Leapmotion, Intel RealSense and Myo armband (for hand gesture tracking). For eye tracking, an existing eye-tracking system can be customised to complement the augmented reality glasses, and built-in microphone of the augmented reality glasses can capture the expertโ€™s voice. We propose a modular approach for the design of the WEKIT experience capturing system, and recommend that the capturing system should have sufficient storage or transmission capabilities. Finally, we highlight common issues associated with the use of different sensors. We consider that the set of recommendations can be useful for the design and integration of the WEKIT capturing platform and the WEKIT experience capturing API to expedite the time required to select the combination of sensors which will be used in the first prototype.WEKI

    Novel Interaction Techniques for Mobile Augmented Reality applications. A Systematic Literature Review

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    This study reviews the research on interaction techniques and methods that could be applied in mobile augmented reality scenarios. The review is focused on themost recent advances and considers especially the use of head-mounted displays. Inthe review process, we have followed a systematic approach, which makes the reviewtransparent, repeatable, and less prone to human errors than if it was conducted in amore traditional manner. The main research subjects covered in the review are headorientation and gaze-tracking, gestures and body part-tracking, and multimodalityโ€“ as far as the subjects are related to human-computer interaction. Besides these,also a number of other areas of interest will be discussed.Siirretty Doriast

    Two Hand Gesture Based 3D Navigation in Virtual Environments

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    Natural interaction is gaining popularity due to its simple, attractive, and realistic nature, which realizes direct Human Computer Interaction (HCI). In this paper, we presented a novel two hand gesture based interaction technique for 3 dimensional (3D) navigation in Virtual Environments (VEs). The system used computer vision techniques for the detection of hand gestures (colored thumbs) from real scene and performed different navigation (forward, backward, up, down, left, and right) tasks in the VE. The proposed technique also allow users to efficiently control speed during navigation. The proposed technique is implemented via a VE for experimental purposes. Forty (40) participants performed the experimental study. Experiments revealed that the proposed technique is feasible, easy to learn and use, having less cognitive load on users. Finally gesture recognition engines were used to assess the accuracy and performance of the proposed gestures. kNN achieved high accuracy rates (95.7%) as compared to SVM (95.3%). kNN also has high performance rates in terms of training time (3.16 secs) and prediction speed (6600 obs/sec) as compared to SVM with 6.40 secs and 2900 obs/sec

    On Inter-referential Awareness in Collaborative Augmented Reality

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    For successful collaboration to occur, a workspace must support inter-referential awareness - or the ability for one participant to refer to a set of artifacts in the environment, and for that reference to be correctly interpreted by others. While referring to objects in our everyday environment is a straight-forward task, the non-tangible nature of digital artifacts presents us with new interaction challenges. Augmented reality (AR) is inextricably linked to the physical world, and it is natural to believe that the re-integration of physical artifacts into the workspace makes referencing tasks easier; however, we find that these environments combine the referencing challenges from several computing disciplines, which compound across scenarios. This dissertation presents our studies of this form of awareness in collaborative AR environments. It stems from our research in developing mixed reality environments for molecular modeling, where we explored spatial and multi-modal referencing techniques. To encapsulate the myriad of factors found in collaborative AR, we present a generic, theoretical framework and apply it to analyze this domain. Because referencing is a very human-centric activity, we present the results of an exploratory study which examines the behaviors of participants and how they generate references to physical and virtual content in co-located and remote scenarios; we found that participants refer to content using physical and virtual techniques, and that shared video is highly effective in disambiguating references in remote environments. By implementing user feedback from this study, a follow-up study explores how the environment can passively support referencing, where we discovered the role that virtual referencing plays during collaboration. A third study was conducted in order to better understand the effectiveness of giving and interpreting references using a virtual pointer; the results suggest the need for participants to be parallel with the arrow vector (strengthening the argument for shared viewpoints), as well as the importance of shadows in non-stereoscopic environments. Our contributions include a framework for analyzing the domain of inter-referential awareness, the development of novel referencing techniques, the presentation and analysis of our findings from multiple user studies, and a set of guidelines to help designers support this form of awareness

    ์ธ๊ฐ„ ๊ธฐ๊ณ„ ์ƒํ˜ธ์ž‘์šฉ์„ ์œ„ํ•œ ๊ฐ•๊ฑดํ•˜๊ณ  ์ •ํ™•ํ•œ ์†๋™์ž‘ ์ถ”์  ๊ธฐ์ˆ  ์—ฐ๊ตฌ

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ๊ธฐ๊ณ„ํ•ญ๊ณต๊ณตํ•™๋ถ€, 2021.8. ์ด๋™์ค€.Hand-based interface is promising for realizing intuitive, natural and accurate human machine interaction (HMI), as the human hand is main source of dexterity in our daily activities. For this, the thesis begins with the human perception study on the detection threshold of visuo-proprioceptive conflict (i.e., allowable tracking error) with or without cutantoues haptic feedback, and suggests tracking error specification for realistic and fluidic hand-based HMI. The thesis then proceeds to propose a novel wearable hand tracking module, which, to be compatible with the cutaneous haptic devices spewing magnetic noise, opportunistically employ heterogeneous sensors (IMU/compass module and soft sensor) reflecting the anatomical properties of human hand, which is suitable for specific application (i.e., finger-based interaction with finger-tip haptic devices). This hand tracking module however loses its tracking when interacting with, or being nearby, electrical machines or ferromagnetic materials. For this, the thesis presents its main contribution, a novel visual-inertial skeleton tracking (VIST) framework, that can provide accurate and robust hand (and finger) motion tracking even for many challenging real-world scenarios and environments, for which the state-of-the-art technologies are known to fail due to their respective fundamental limitations (e.g., severe occlusions for tracking purely with vision sensors; electromagnetic interference for tracking purely with IMUs (inertial measurement units) and compasses; and mechanical contacts for tracking purely with soft sensors). The proposed VIST framework comprises a sensor glove with multiple IMUs and passive visual markers as well as a head-mounted stereo camera; and a tightly-coupled filtering-based visual-inertial fusion algorithm to estimate the hand/finger motion and auto-calibrate hand/glove-related kinematic parameters simultaneously while taking into account the hand anatomical constraints. The VIST framework exhibits good tracking accuracy and robustness, affordable material cost, light hardware and software weights, and ruggedness/durability even to permit washing. Quantitative and qualitative experiments are also performed to validate the advantages and properties of our VIST framework, thereby, clearly demonstrating its potential for real-world applications.์† ๋™์ž‘์„ ๊ธฐ๋ฐ˜์œผ๋กœ ํ•œ ์ธํ„ฐํŽ˜์ด์Šค๋Š” ์ธ๊ฐ„-๊ธฐ๊ณ„ ์ƒํ˜ธ์ž‘์šฉ ๋ถ„์•ผ์—์„œ ์ง๊ด€์„ฑ, ๋ชฐ์ž…๊ฐ, ์ •๊ตํ•จ์„ ์ œ๊ณตํ•ด์ค„ ์ˆ˜ ์žˆ์–ด ๋งŽ์€ ์ฃผ๋ชฉ์„ ๋ฐ›๊ณ  ์žˆ๊ณ , ์ด๋ฅผ ์œ„ํ•ด ๊ฐ€์žฅ ํ•„์ˆ˜์ ์ธ ๊ธฐ์ˆ  ์ค‘ ํ•˜๋‚˜๊ฐ€ ์† ๋™์ž‘์˜ ๊ฐ•๊ฑดํ•˜๊ณ  ์ •ํ™•ํ•œ ์ถ”์  ๊ธฐ์ˆ  ์ด๋‹ค. ์ด๋ฅผ ์œ„ํ•ด ๋ณธ ํ•™์œ„๋…ผ๋ฌธ์—์„œ๋Š” ๋จผ์ € ์‚ฌ๋žŒ ์ธ์ง€์˜ ๊ด€์ ์—์„œ ์† ๋™์ž‘ ์ถ”์  ์˜ค์ฐจ์˜ ์ธ์ง€ ๋ฒ”์œ„๋ฅผ ๊ทœ๋ช…ํ•œ๋‹ค. ์ด ์˜ค์ฐจ ์ธ์ง€ ๋ฒ”์œ„๋Š” ์ƒˆ๋กœ์šด ์† ๋™์ž‘ ์ถ”์  ๊ธฐ์ˆ  ๊ฐœ๋ฐœ ์‹œ ์ค‘์š”ํ•œ ์„ค๊ณ„ ๊ธฐ์ค€์ด ๋  ์ˆ˜ ์žˆ์–ด ์ด๋ฅผ ํ”ผํ—˜์ž ์‹คํ—˜์„ ํ†ตํ•ด ์ •๋Ÿ‰์ ์œผ๋กœ ๋ฐํžˆ๊ณ , ํŠนํžˆ ์†๋ ์ด‰๊ฐ ์žฅ๋น„๊ฐ€ ์žˆ์„๋•Œ ์ด ์ธ์ง€ ๋ฒ”์œ„์˜ ๋ณ€ํ™”๋„ ๋ฐํžŒ๋‹ค. ์ด๋ฅผ ํ† ๋Œ€๋กœ, ์ด‰๊ฐ ํ”ผ๋“œ๋ฐฑ์„ ์ฃผ๋Š” ๊ฒƒ์ด ๋‹ค์–‘ํ•œ ์ธ๊ฐ„-๊ธฐ๊ณ„ ์ƒํ˜ธ์ž‘์šฉ ๋ถ„์•ผ์—์„œ ๋„๋ฆฌ ์—ฐ๊ตฌ๋˜์–ด ์™”์œผ๋ฏ€๋กœ, ๋จผ์ € ์†๋ ์ด‰๊ฐ ์žฅ๋น„์™€ ํ•จ๊ป˜ ์‚ฌ์šฉํ•  ์ˆ˜ ์žˆ๋Š” ์† ๋™์ž‘ ์ถ”์  ๋ชจ๋“ˆ์„ ๊ฐœ๋ฐœํ•œ๋‹ค. ์ด ์†๋ ์ด‰๊ฐ ์žฅ๋น„๋Š” ์ž๊ธฐ์žฅ ์™ธ๋ž€์„ ์ผ์œผ์ผœ ์ฐฉ์šฉํ˜• ๊ธฐ์ˆ ์—์„œ ํ”ํžˆ ์‚ฌ์šฉ๋˜๋Š” ์ง€์ž๊ธฐ ์„ผ์„œ๋ฅผ ๊ต๋ž€ํ•˜๋Š”๋ฐ, ์ด๋ฅผ ์ ์ ˆํ•œ ์‚ฌ๋žŒ ์†์˜ ํ•ด๋ถ€ํ•™์  ํŠน์„ฑ๊ณผ ๊ด€์„ฑ ์„ผ์„œ/์ง€์ž๊ธฐ ์„ผ์„œ/์†Œํ”„ํŠธ ์„ผ์„œ์˜ ์ ์ ˆํ•œ ํ™œ์šฉ์„ ํ†ตํ•ด ํ•ด๊ฒฐํ•œ๋‹ค. ์ด๋ฅผ ํ™•์žฅํ•˜์—ฌ ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š”, ์ด‰๊ฐ ์žฅ๋น„ ์ฐฉ์šฉ ์‹œ ๋ฟ ์•„๋‹ˆ๋ผ ๋ชจ๋“  ์žฅ๋น„ ์ฐฉ์šฉ / ํ™˜๊ฒฝ / ๋ฌผ์ฒด์™€์˜ ์ƒํ˜ธ์ž‘์šฉ ์‹œ์—๋„ ์‚ฌ์šฉ ๊ฐ€๋Šฅํ•œ ์ƒˆ๋กœ์šด ์† ๋™์ž‘ ์ถ”์  ๊ธฐ์ˆ ์„ ์ œ์•ˆํ•œ๋‹ค. ๊ธฐ์กด์˜ ์† ๋™์ž‘ ์ถ”์  ๊ธฐ์ˆ ๋“ค์€ ๊ฐ€๋ฆผ ํ˜„์ƒ (์˜์ƒ ๊ธฐ๋ฐ˜ ๊ธฐ์ˆ ), ์ง€์ž๊ธฐ ์™ธ๋ž€ (๊ด€์„ฑ/์ง€์ž๊ธฐ ์„ผ์„œ ๊ธฐ๋ฐ˜ ๊ธฐ์ˆ ), ๋ฌผ์ฒด์™€์˜ ์ ‘์ด‰ (์†Œํ”„ํŠธ ์„ผ์„œ ๊ธฐ๋ฐ˜ ๊ธฐ์ˆ ) ๋“ฑ์œผ๋กœ ์ธํ•ด ์ œํ•œ๋œ ํ™˜๊ฒฝ์—์„œ ๋ฐ–์— ์‚ฌ์šฉํ•˜์ง€ ๋ชปํ•œ๋‹ค. ์ด๋ฅผ ์œ„ํ•ด ๋งŽ์€ ๋ฌธ์ œ๋ฅผ ์ผ์œผํ‚ค๋Š” ์ง€์ž๊ธฐ ์„ผ์„œ ์—†์ด ์ƒ๋ณด์ ์ธ ํŠน์„ฑ์„ ์ง€๋‹ˆ๋Š” ๊ด€์„ฑ ์„ผ์„œ์™€ ์˜์ƒ ์„ผ์„œ๋ฅผ ์œตํ•ฉํ•˜๊ณ , ์ด๋•Œ ์ž‘์€ ๊ณต๊ฐ„์— ๋‹ค ์ž์œ ๋„์˜ ์›€์ง์ž„์„ ๊ฐ–๋Š” ์† ๋™์ž‘์„ ์ถ”์ ํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค์ˆ˜์˜ ๊ตฌ๋ถ„๋˜์ง€ ์•Š๋Š” ๋งˆ์ปค๋“ค์„ ์‚ฌ์šฉํ•œ๋‹ค. ์ด ๋งˆ์ปค์˜ ๊ตฌ๋ถ„ ๊ณผ์ • (correspondence search)๋ฅผ ์œ„ํ•ด ๊ธฐ์กด์˜ ์•ฝ๊ฒฐํ•ฉ (loosely-coupled) ๊ธฐ๋ฐ˜์ด ์•„๋‹Œ ๊ฐ•๊ฒฐํ•ฉ (tightly-coupled ๊ธฐ๋ฐ˜ ์„ผ์„œ ์œตํ•ฉ ๊ธฐ์ˆ ์„ ์ œ์•ˆํ•˜๊ณ , ์ด๋ฅผ ํ†ตํ•ด ์ง€์ž๊ธฐ ์„ผ์„œ ์—†์ด ์ •ํ™•ํ•œ ์† ๋™์ž‘์ด ๊ฐ€๋Šฅํ•  ๋ฟ ์•„๋‹ˆ๋ผ ์ฐฉ์šฉํ˜• ์„ผ์„œ๋“ค์˜ ์ •ํ™•์„ฑ/ํŽธ์˜์„ฑ์— ๋ฌธ์ œ๋ฅผ ์ผ์œผํ‚ค๋˜ ์„ผ์„œ ๋ถ€์ฐฉ ์˜ค์ฐจ / ์‚ฌ์šฉ์ž์˜ ์† ๋ชจ์–‘ ๋“ฑ์„ ์ž๋™์œผ๋กœ ์ •ํ™•ํžˆ ๋ณด์ •ํ•œ๋‹ค. ์ด ์ œ์•ˆ๋œ ์˜์ƒ-๊ด€์„ฑ ์„ผ์„œ ์œตํ•ฉ ๊ธฐ์ˆ  (Visual-Inertial Skeleton Tracking (VIST)) ์˜ ๋›ฐ์–ด๋‚œ ์„ฑ๋Šฅ๊ณผ ๊ฐ•๊ฑด์„ฑ์ด ๋‹ค์–‘ํ•œ ์ •๋Ÿ‰/์ •์„ฑ ์‹คํ—˜์„ ํ†ตํ•ด ๊ฒ€์ฆ๋˜์—ˆ๊ณ , ์ด๋Š” VIST์˜ ๋‹ค์–‘ํ•œ ์ผ์ƒํ™˜๊ฒฝ์—์„œ ๊ธฐ์กด ์‹œ์Šคํ…œ์ด ๊ตฌํ˜„ํ•˜์ง€ ๋ชปํ•˜๋˜ ์† ๋™์ž‘ ์ถ”์ ์„ ๊ฐ€๋Šฅ์ผ€ ํ•จ์œผ๋กœ์จ, ๋งŽ์€ ์ธ๊ฐ„-๊ธฐ๊ณ„ ์ƒํ˜ธ์ž‘์šฉ ๋ถ„์•ผ์—์„œ์˜ ๊ฐ€๋Šฅ์„ฑ์„ ๋ณด์—ฌ์ค€๋‹ค.1 Introduction 1 1.1. Motivation 1 1.2. Related Work 5 1.3. Contribution 12 2 Detection Threshold of Hand Tracking Error 16 2.1. Motivation 16 2.2. Experimental Environment 20 2.2.1. Hardware Setup 21 2.2.2. Virtual Environment Rendering 23 2.2.3. HMD Calibration 23 2.3. Identifying the Detection Threshold of Tracking Error 26 2.3.1. Experimental Setup 27 2.3.2. Procedure 27 2.3.3. Experimental Result 31 2.4. Enlarging the Detection Threshold of Tracking Error by Haptic Feedback 31 2.4.1. Experimental Setup 31 2.4.2. Procedure 32 2.4.3. Experimental Result 34 2.5. Discussion 34 3 Wearable Finger Tracking Module for Haptic Interaction 38 3.1. Motivation 38 3.2. Development of Finger Tracking Module 42 3.2.1. Hardware Setup 42 3.2.2. Tracking algorithm 45 3.2.3. Calibration method 48 3.3. Evaluation for VR Haptic Interaction Task 50 3.3.1. Quantitative evaluation of FTM 50 3.3.2. Implementation of Wearable Cutaneous Haptic Interface 51 3.3.3. Usability evaluation for VR peg-in-hole task 53 3.4. Discussion 57 4 Visual-Inertial Skeleton Tracking for Human Hand 59 4.1. Motivation 59 4.2. Hardware Setup and Hand Models 62 4.2.1. Human Hand Model 62 4.2.2. Wearable Sensor Glove 62 4.2.3. Stereo Camera 66 4.3. Visual Information Extraction 66 4.3.1. Marker Detection in Raw Images 68 4.3.2. Cost Function for Point Matching 68 4.3.3. Left-Right Stereo Matching 69 4.4. IMU-Aided Correspondence Search 72 4.5. Filtering-based Visual-Inertial Sensor Fusion 76 4.5.1. EKF States for Hand Tracking and Auto-Calibration 78 4.5.2. Prediction with IMU Information 79 4.5.3. Correction with Visual Information 82 4.5.4. Correction with Anatomical Constraints 84 4.6. Quantitative Evaluation for Free Hand Motion 87 4.6.1. Experimental Setup 87 4.6.2. Procedure 88 4.6.3. Experimental Result 90 4.7. Quantitative and Comparative Evaluation for Challenging Hand Motion 95 4.7.1. Experimental Setup 95 4.7.2. Procedure 96 4.7.3. Experimental Result 98 4.7.4. Performance Comparison with Existing Methods for Challenging Hand Motion 101 4.8. Qualitative Evaluation for Real-World Scenarios 105 4.8.1. Visually Complex Background 105 4.8.2. Object Interaction 106 4.8.3. Wearing Fingertip Cutaneous Haptic Devices 109 4.8.4. Outdoor Environment 111 4.9. Discussion 112 5 Conclusion 116 References 124 Abstract (in Korean) 139 Acknowledgment 141๋ฐ•

    The Effect of an Occluder on the Accuracy of Depth Perception in Optical See-Through Augmented Reality

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    Three experiments were conducted to study the effect of an occluder on the accuracy of nearield depth perception in optical-see-through augmented reality (AR). The first experiment was a duplicate experiment of the one in Edwards et al. [2004]. We found more accurate results than Edwards et al.โ€™s work and did not find the occluderโ€™s main effect or its two-way interaction effect with distance on the accuracy of observersโ€™ depth matching. The second experiment was an updated version of the first one using a within-subject design and a more accurate calibration method. The results were that errors ranged from โ€“5 to 3 mm when the occluder was present, โ€“3 to 2 mm when the occluder was absent, and observers judged the virtual object to be closer after the presentation of the occluder. The third experiment was conducted on three subjects who were depth perception researchers. The result showed significant individual effects
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