23 research outputs found

    Off-Line Camera-Based Calibration for Optical See-Through Head-Mounted Displays

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    In recent years, the entry into the market of self contained optical see-through headsets with integrated multi-sensor capabilities has led the way to innovative and technology driven augmented reality applications and has encouraged the adoption of these devices also across highly challenging medical and industrial settings. Despite this, the display calibration process of consumer level systems is still sub-optimal, particularly for those applications that require high accuracy in the spatial alignment between computer generated elements and a real-world scene. State-of-the-art manual and automated calibration procedures designed to estimate all the projection parameters are too complex for real application cases outside laboratory environments. This paper describes an off-line fast calibration procedure that only requires a camera to observe a planar pattern displayed on the see-through display. The camera that replaces the user’s eye must be placed within the eye-motion-box of the see-through display. The method exploits standard camera calibration and computer vision techniques to estimate the projection parameters of the display model for a generic position of the camera. At execution time, the projection parameters can then be refined through a planar homography that encapsulates the shift and scaling effect associated with the estimated relative translation from the old camera position to the current user’s eye position. Compared to classical SPAAM techniques that still rely on the human element and to other camera based calibration procedures, the proposed technique is flexible and easy to replicate in both laboratory environments and real-world settings

    Collecting the Memories: The Potential of Augmented Reality Souvenirs in Agro-Tourism

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    Souvenirs are an essential artifact in tourism because tourists want to keep a memory of the places they visit. Despite the enormous variation in souvenirs, there are no decent souvenirs for agro-tourism in Indonesia. Agro-tourism allows tourists to experience the natural beauty of landscapes and to be exposed to farming products, making the agricultural products the souvenirs themselves. Some Indonesian agro-tourism provides undifferentiated souvenirs like keychains or T-shirts that exhibit the place’s logo, which we perceive as an opportunity to develop a novel design of souvenir. Our previous study about augmented reality products in agro-tourism delivered good outcomes but needs further research. This article explored the potential of developing agro-tourism souvenirs with technology to engage tourist enthusiasm with augmented reality. The researchers conducted literature studies, interviews and product testings to answer the main research question: “What is the tourist attitude towards augmented reality souvenirs in Indonesian agro-tourism?”. The findings during the prototype trial indicated that augmented reality souvenirs could escalate tourism experiences. However, we found there was a problem in human-computer interaction: some of the target audience’s tools cannot support the technology. Although the immersive sensation from augmented reality souvenirs potentially enhances the tourist experience, future studies about the effectiveness of its more extended implementation are necessary. Keywords: augmented reality souvenir, agro-tourism, souvenir, digital souveni

    How to Build a Patient-Specific Hybrid Simulator for Orthopaedic Open Surgery: Benefits and Limits of Mixed-Reality Using the Microsoft HoloLens

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    Orthopaedic simulators are popular in innovative surgical training programs, where trainees gain procedural experience in a safe and controlled environment. Recent studies suggest that an ideal simulator should combine haptic, visual, and audio technology to create an immersive training environment. This article explores the potentialities of mixed-reality using the HoloLens to develop a hybrid training system for orthopaedic open surgery. Hip arthroplasty, one of the most common orthopaedic procedures, was chosen as a benchmark to evaluate the proposed system. Patient-specific anatomical 3D models were extracted from a patient computed tomography to implement the virtual content and to fabricate the physical components of the simulator. Rapid prototyping was used to create synthetic bones. The Vuforia SDK was utilized to register virtual and physical contents. The Unity3D game engine was employed to develop the software allowing interactions with the virtual content using head movements, gestures, and voice commands. Quantitative tests were performed to estimate the accuracy of the system by evaluating the perceived position of augmented reality targets. Mean and maximum errors matched the requirements of the target application. Qualitative tests were carried out to evaluate workload and usability of the HoloLens for our orthopaedic simulator, considering visual and audio perception and interaction and ergonomics issues. The perceived overall workload was low, and the self-assessed performance was considered satisfactory. Visual and audio perception and gesture and voice interactions obtained a positive feedback. Postural discomfort and visual fatigue obtained a nonnegative evaluation for a simulation session of 40 minutes. These results encourage using mixed-reality to implement a hybrid simulator for orthopaedic open surgery. An optimal design of the simulation tasks and equipment setup is required to minimize the user discomfort. Future works will include Face Validity, Content Validity, and Construct Validity to complete the assessment of the hip arthroplasty simulator

    How to Build a Patient-Specific Hybrid Simulator for Orthopaedic Open Surgery: Benefits and Limits of Mixed-Reality Using the Microsoft HoloLens

    Get PDF
    Orthopaedic simulators are popular in innovative surgical training programs, where trainees gain procedural experience in a safe and controlled environment. Recent studies suggest that an ideal simulator should combine haptic, visual, and audio technology to create an immersive training environment. This article explores the potentialities of mixed-reality using the HoloLens to develop a hybrid training system for orthopaedic open surgery. Hip arthroplasty, one of the most common orthopaedic procedures, was chosen as a benchmark to evaluate the proposed system. Patient-specific anatomical 3D models were extracted from a patient computed tomography to implement the virtual content and to fabricate the physical components of the simulator. Rapid prototyping was used to create synthetic bones. The Vuforia SDK was utilized to register virtual and physical contents. The Unity3D game engine was employed to develop the software allowing interactions with the virtual content using head movements, gestures, and voice commands. Quantitative tests were performed to estimate the accuracy of the system by evaluating the perceived position of augmented reality targets. Mean and maximum errors matched the requirements of the target application. Qualitative tests were carried out to evaluate workload and usability of the HoloLens for our orthopaedic simulator, considering visual and audio perception and interaction and ergonomics issues. The perceived overall workload was low, and the self-assessed performance was considered satisfactory. Visual and audio perception and gesture and voice interactions obtained a positive feedback. Postural discomfort and visual fatigue obtained a nonnegative evaluation for a simulation session of 40 minutes. These results encourage using mixed-reality to implement a hybrid simulator for orthopaedic open surgery. An optimal design of the simulation tasks and equipment setup is required to minimize the user discomfort. Future works will include Face Validity, Content Validity, and Construct Validity to complete the assessment of the hip arthroplasty simulator

    Untersuchung des Zusammenhangs von Presence und User Experience in der Virtuellen Realität als Grundlage für die Entwicklung von Trainingssystemen und Medizinprodukten in der Chirurgie

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    Die Dissertation untersucht grundlegende psychologische Faktoren für die Nutzbarmachung der Potentiale von Virtueller Realität für die chirurgische Ausbildung und Medizinprodukteentwicklung.:I Abkürzungsverzeichnis .................................................................................................................... 4 II Abbildungsverzeichnis..................................................................................................................... 5 1 Einführung in die Thematik ............................................................................................................. 6 1.1 Einsatz von Virtual Reality in Medizin und Chirurgie .............................................................. 6 1.1.1 Virtual Reality für chirurgisches Training und Telechirurgie ........................................... 6 1.1.2 Virtual Reality in der Therapie und Rehabilitation.......................................................... 7 1.2 Presence, User Experience und Usability ................................................................................ 8 1.2.1 Begriffe ............................................................................................................................ 8 1.2.2 Verwendete Messmethoden für Presence, User Experience und Usability ................. 10 1.3 Potentiale von Virtual Reality in der Medizinproduktentwicklung....................................... 11 1.4 Motivation und Ziele der Arbeit............................................................................................ 13 1.5 Experimenteller Aufbau ........................................................................................................ 16 1.5.1 Studienaufbau ............................................................................................................... 16 1.5.2 Experimentaltechnik...................................................................................................... 20 2 Publikationsmanuskripte............................................................................................................... 22 2.1 Brade, J., Lorenz, M. et al. (2017). Being there again – Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task..... 22 2.2 Lorenz, M. et al. (2018). Presence and User Experience in a Virtual Environment under the Influence of Ethanol: An Explorative Study....................................................................................... 35 2.3 Diskussion.............................................................................................................................. 51 3 Zusammenfassung der Arbeit ....................................................................................................... 53 3.1 Hintergrund ........................................................................................................................... 53 3.2 Ziele ....................................................................................................................................... 53 3.3 Methoden.............................................................................................................................. 54 3.4 Ergebnisse.............................................................................................................................. 54 3.5 Schlussfolgerungen................................................................................................................ 55 4 Literaturverzeichnis....................................................................................................................... 56 III Darstellung des eigenen Beitrags.................................................................................................. 64 IV Erklärung über die eigenständige Abfassung der Arbeit............................................................... 66 V Wissenschaftliche Veröffentlichungen und Vorträge ................................................................... 67 VI Danksagung ................................................................................................................................... 7

    Wearable augmented reality platform for aiding complex 3D trajectory tracing

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    Augmented reality (AR) Head-Mounted Displays (HMDs) are emerging as the most efficient output medium to support manual tasks performed under direct vision. Despite that, technological and human-factor limitations still hinder their routine use for aiding high-precision manual tasks in the peripersonal space. To overcome such limitations, in this work, we show the results of a user study aimed to validate qualitatively and quantitatively a recently developed AR platform specifically conceived for guiding complex 3D trajectory tracing tasks. The AR platform comprises a new-concept AR video see-through (VST) HMD and a dedicated software framework for the effective deployment of the AR application. In the experiments, the subjects were asked to perform 3D trajectory tracing tasks on 3D-printed replica of planar structures or more elaborated bony anatomies. The accuracy of the trajectories traced by the subjects was evaluated by using templates designed ad hoc to match the surface of the phantoms. The quantitative results suggest that the AR platform could be used to guide high-precision tasks: on average more than 94% of the traced trajectories stayed within an error margin lower than 1 mm. The results confirm that the proposed AR platform will boost the profitable adoption of AR HMDs to guide high precision manual tasks in the peripersonal space

    The Challenge of Augmented Reality in Surgery

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    Imaging has revolutionized surgery over the last 50 years. Diagnostic imaging is a key tool for deciding to perform surgery during disease management; intraoperative imaging is one of the primary drivers for minimally invasive surgery (MIS), and postoperative imaging enables effective follow-up and patient monitoring. However, notably, there is still relatively little interchange of information or imaging modality fusion between these different clinical pathway stages. This book chapter provides a critique of existing augmented reality (AR) methods or application studies described in the literature using relevant examples. The aim is not to provide a comprehensive review, but rather to give an indication of the clinical areas in which AR has been proposed, to begin to explain the lack of clinical systems and to provide some clear guidelines to those intending pursue research in this area

    Current challenges and future research directions in augmented reality for education

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    The progression and adoption of innovative learning methodologies signify that a respective part of society is open to new technologies and ideas and thus is advancing. The latest innovation in teaching is the use of Augmented Reality (AR). Applications using this technology have been deployed successfully in STEM (Science, Technology, Engineering, and Mathematics) education for delivering the practical and creative parts of teaching. Since AR technology already has a large volume of published studies about education that reports advantages, limitations, effectiveness, and challenges, classifying these projects will allow for a review of the success in the different educational settings and discover current challenges and future research areas. Due to COVID-19, the landscape of technology-enhanced learning has shifted more toward blended learning, personalized learning spaces and user-centered approach with safety measures. The main findings of this paper include a review of the current literature, investigating the challenges, identifying future research areas, and finally, reporting on the development of two case studies that can highlight the first steps needed to address these research areas. The result of this research ultimately details the research gap required to facilitate real-time touchless hand interaction, kinesthetic learning, and machine learning agents with a remote learning pedagogy

    Methodology for the Field Evaluation of the Impact of Augmented Reality Tools for Maintenance Workers in the Aeronautic Industry

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    Augmented Reality (AR) enhances the comprehension of complex situations by making the handling of contextual information easier. Maintenance activities in aeronautics consist of complex tasks carried out on various high-technology products under severe constraints from the sector and work environment. AR tools appear to be a potential solution to improve interactions between workers and technical data to increase the productivity and the quality of aeronautical maintenance activities. However, assessments of the actual impact of AR on industrial processes are limited due to a lack of methods and tools to assist in the integration and evaluation of AR tools in the field. This paper presents a method for deploying AR tools adapted to maintenance workers and for selecting relevant evaluation criteria of the impact in an industrial context. This method is applied to design an AR tool for the maintenance workshop, to experiment on real use cases, and to observe the impact of AR on productivity and user satisfaction for all worker profiles. Further work aims to generalize the results to the whole maintenance process in the aeronautical industry. The use of the collected data should enable the prediction of the impact of AR for related maintenance activities

    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
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