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Human-display interaction technology: Emerging remote interfaces for pervasive display environments
This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ 2010 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.We're living in a world where information processing isn't confined to desktop computers - it's being integrated into everyday objects and activities. Pervasive computation is human centered: it permeates our physical world, helping us achieve goals and fulfill our needs with minimum effort by exploiting natural interaction styles. Remote interaction with screen displays requires a sensor-based, multimodal, touchless approach. For example, by processing user hand gestures, this paradigm removes constraints requiring physical contact and permits natural interaction with tangible digital information. Such touchless interaction can be multimodal, exploiting the visual, auditory, and olfactory senses.Ministerio de Educación y Ciencia and Amper Sistemas, SA
EyeScout: Active Eye Tracking for Position and Movement Independent Gaze Interaction with Large Public Displays
While gaze holds a lot of promise for hands-free interaction with public displays, remote eye trackers with their confined tracking box restrict users to a single stationary position in front of the display. We present EyeScout, an active eye tracking system that combines an eye tracker mounted on a rail system with a computational method to automatically detect and align the tracker with the user's lateral movement. EyeScout addresses key limitations of current gaze-enabled large public displays by offering two novel gaze-interaction modes for a single user: In "Walk then Interact" the user can walk up to an arbitrary position in front of the display and interact, while in "Walk and Interact" the user can interact even while on the move. We report on a user study that shows that EyeScout is well perceived by users, extends a public display's sweet spot into a sweet line, and reduces gaze interaction kick-off time to 3.5 seconds -- a 62% improvement over state of the art solutions. We discuss sample applications that demonstrate how EyeScout can enable position and movement-independent gaze interaction with large public displays
Towards Naturalistic Interfaces of Virtual Reality Systems
Interaction plays a key role in achieving realistic experience in virtual reality (VR). Its realization depends on interpreting the intents of human motions to give inputs to VR systems. Thus, understanding human motion from the computational perspective is essential to the design of naturalistic interfaces for VR.
This dissertation studied three types of human motions, including locomotion (walking), head motion and hand motion in the context of VR.
For locomotion, the dissertation presented a machine learning approach for developing a mechanical repositioning technique based on a 1-D treadmill for interacting with a unique new large-scale projective display, called the Wide-Field Immersive Stereoscopic Environment (WISE). The usability of the proposed approach was assessed through a novel user study that asked participants to pursue a rolling ball at variable speed in a virtual scene. In addition, the dissertation studied the role of stereopsis in avoiding virtual obstacles while walking by asking participants to step over obstacles and gaps under both stereoscopic and non-stereoscopic viewing conditions in VR experiments.
In terms of head motion, the dissertation presented a head gesture interface for interaction in VR that recognizes real-time head gestures on head-mounted displays (HMDs) using Cascaded Hidden Markov Models. Two experiments were conducted to evaluate the proposed approach. The first assessed its offline classification performance while the second estimated the latency of the algorithm to recognize head gestures. The dissertation also conducted a user study that investigated the effects of visual and control latency on teleoperation of a quadcopter using head motion tracked by a head-mounted display. As part of the study, a method for objectively estimating the end-to-end latency in HMDs was presented.
For hand motion, the dissertation presented an approach that recognizes dynamic hand gestures to implement a hand gesture interface for VR based on a static head gesture recognition algorithm. The proposed algorithm was evaluated offline in terms of its classification performance. A user study was conducted to compare the performance and the usability of the head gesture interface, the hand gesture interface and a conventional gamepad interface for answering Yes/No questions in VR.
Overall, the dissertation has two main contributions towards the improvement of naturalism of interaction in VR systems. Firstly, the interaction techniques presented in the dissertation can be directly integrated into existing VR systems offering more choices for interaction to end users of VR technology. Secondly, the results of the user studies of the presented VR interfaces in the dissertation also serve as guidelines to VR researchers and engineers for designing future VR systems
Towards markerless orthopaedic navigation with intuitive Optical See-through Head-mounted displays
The potential of image-guided orthopaedic navigation to improve surgical outcomes has been well-recognised during the last two decades. According to the tracked pose of target bone, the anatomical information and preoperative plans are updated and displayed to surgeons, so that they can follow the guidance to reach the goal with higher accuracy, efficiency and reproducibility. Despite their success, current orthopaedic navigation systems have two main limitations: for target tracking, artificial markers have to be drilled into the bone and calibrated manually to the bone, which introduces the risk of additional harm to patients and increases operating complexity; for guidance visualisation, surgeons have to shift their attention from the patient to an external 2D monitor, which is disruptive and can be mentally stressful.
Motivated by these limitations, this thesis explores the development of an intuitive, compact and reliable navigation system for orthopaedic surgery. To this end, conventional marker-based tracking is replaced by a novel markerless tracking algorithm, and the 2D display is replaced by a 3D holographic Optical see-through (OST) Head-mounted display (HMD) precisely calibrated to a user's perspective.
Our markerless tracking, facilitated by a commercial RGBD camera, is achieved through deep learning-based bone segmentation followed by real-time pose registration. For robust segmentation, a new network is designed and efficiently augmented by a synthetic dataset. Our segmentation network outperforms the state-of-the-art regarding occlusion-robustness, device-agnostic behaviour, and target generalisability. For reliable pose registration, a novel Bounded Iterative Closest Point (BICP) workflow is proposed. The improved markerless tracking can achieve a clinically acceptable error of 0.95 deg and 2.17 mm according to a phantom test.
OST displays allow ubiquitous enrichment of perceived real world with contextually blended virtual aids through semi-transparent glasses. They have been recognised as a suitable visual tool for surgical assistance, since they do not hinder the surgeon's natural eyesight and require no attention shift or perspective conversion. The OST calibration is crucial to ensure locational-coherent surgical guidance.
Current calibration methods are either human error-prone or hardly applicable to commercial devices. To this end, we propose an offline camera-based calibration method that is highly accurate yet easy to implement in commercial products, and an online alignment-based refinement that is user-centric and robust against user error. The proposed methods are proven to be superior to other similar State-of-
the-art (SOTA)s regarding calibration convenience and display accuracy.
Motivated by the ambition to develop the world's first markerless OST navigation system, we integrated the developed markerless tracking and calibration scheme into a complete navigation workflow designed for femur drilling tasks during knee replacement surgery. We verify the usability of our designed OST system with an experienced orthopaedic surgeon by a cadaver study. Our test validates the potential of the proposed markerless navigation system for surgical assistance, although further improvement is required for clinical acceptance.Open Acces
Development of an augmented reality guided computer assisted orthopaedic surgery system
Previously held under moratorium from 1st December 2016 until 1st December 2021.This body of work documents the developed of a proof of concept augmented reality
guided computer assisted orthopaedic surgery system – ARgCAOS.
After initial investigation a visible-spectrum single camera tool-mounted tracking
system based upon fiducial planar markers was implemented. The use of
visible-spectrum cameras, as opposed to the infra-red cameras typically used by
surgical tracking systems, allowed the captured image to be streamed to a display in
an intelligible fashion. The tracking information defined the location of physical
objects relative to the camera. Therefore, this information allowed virtual models to
be overlaid onto the camera image. This produced a convincing augmented
experience, whereby the virtual objects appeared to be within the physical world,
moving with both the camera and markers as expected of physical objects.
Analysis of the first generation system identified both accuracy and graphical
inadequacies, prompting the development of a second generation system. This too
was based upon a tool-mounted fiducial marker system, and improved performance
to near-millimetre probing accuracy. A resection system was incorporated into the
system, and utilising the tracking information controlled resection was performed,
producing sub-millimetre accuracies.
Several complications resulted from the tool-mounted approach. Therefore, a third
generation system was developed. This final generation deployed a stereoscopic
visible-spectrum camera system affixed to a head-mounted display worn by the user.
The system allowed the augmentation of the natural view of the user, providing
convincing and immersive three dimensional augmented guidance, with probing and
resection accuracies of 0.55±0.04 and 0.34±0.04 mm, respectively.This body of work documents the developed of a proof of concept augmented reality
guided computer assisted orthopaedic surgery system – ARgCAOS.
After initial investigation a visible-spectrum single camera tool-mounted tracking
system based upon fiducial planar markers was implemented. The use of
visible-spectrum cameras, as opposed to the infra-red cameras typically used by
surgical tracking systems, allowed the captured image to be streamed to a display in
an intelligible fashion. The tracking information defined the location of physical
objects relative to the camera. Therefore, this information allowed virtual models to
be overlaid onto the camera image. This produced a convincing augmented
experience, whereby the virtual objects appeared to be within the physical world,
moving with both the camera and markers as expected of physical objects.
Analysis of the first generation system identified both accuracy and graphical
inadequacies, prompting the development of a second generation system. This too
was based upon a tool-mounted fiducial marker system, and improved performance
to near-millimetre probing accuracy. A resection system was incorporated into the
system, and utilising the tracking information controlled resection was performed,
producing sub-millimetre accuracies.
Several complications resulted from the tool-mounted approach. Therefore, a third
generation system was developed. This final generation deployed a stereoscopic
visible-spectrum camera system affixed to a head-mounted display worn by the user.
The system allowed the augmentation of the natural view of the user, providing
convincing and immersive three dimensional augmented guidance, with probing and
resection accuracies of 0.55±0.04 and 0.34±0.04 mm, respectively
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