26 research outputs found

    Augmented reality and scene examination

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    The research presented in this thesis explores the impact of Augmented Reality on human performance, and compares this technology with Virtual Reality using a head-mounted video-feed for a variety of tasks that relate to scene examination. The motivation for the work was the question of whether Augmented Reality could provide a vehicle for training in crime scene investigation. The Augmented Reality application was developed using fiducial markers in the Windows Presentation Foundation, running on a wearable computer platform; Virtual Reality was developed using the Crytek game engine to present a photo-realistic 3D environment; and a video-feed was provided through head-mounted webcam. All media were presented through head-mounted displays of similar resolution to provide the sole source of visual information to participants in the experiments. The experiments were designed to increase the amount of mobility required to conduct the search task, i.e., from rotation in the horizontal or vertical plane through to movement around a room. In each experiment, participants were required to find objects and subsequently recall their location. It is concluded that human performance is affected not merely via the medium through which the world is perceived but moreover, the constraints governing how movement in the world is controlled

    Validazione di un dispositivo indossabile basato sulla realta aumentata per il riposizionamento del mascellare superiore

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    Aim: We present a newly designed, localiser-free, head-mounted system featuring augmented reality (AR) as an aid to maxillofacial bone surgery, and assess the potential utility of the device by conducting a feasibility study and validation. Also, we implement a novel and ergonomic strategy designed to present AR information to the operating surgeon (hPnP). Methods: The head-mounted wearable system was developed as a stand- alone, video-based, see-through device in which the visual features were adapted to facilitate maxillofacial bone surgery. The system is designed to exhibit virtual planning overlaying the details of a real patient. We implemented a method allowing performance of waferless, AR-assisted maxillary repositioning. In vitro testing was conducted on a physical replica of a human skull. Surgical accuracy was measured. The outcomes were compared with those expected to be achievable in a three-dimensional environment. Data were derived using three levels of surgical planning, of increasing complexity, and for nine different operators with varying levels of surgical skill. Results: The mean linear error was 1.70±0.51mm. The axial errors were 0.89±0.54mm on the sagittal axis, 0.60±0.20mm on the frontal axis, and 1.06±0.40mm on the craniocaudal axis. Mean angular errors were also computed. Pitch: 3.13°±1.89°; Roll: 1.99°±0.95°; Yaw: 3.25°±2.26°. No significant difference in terms of error was noticed among operators, despite variations in surgical experience. Feedback from surgeons was acceptable; all tests were completed within 15 min and the tool was considered to be both comfortable and usable in practice. Conclusion: Our device appears to be accurate when used to assist in waferless maxillary repositioning. Our results suggest that the method can potentially be extended for use with many surgical procedures on the facial skeleton. Further, it would be appropriate to proceed to in vivo testing to assess surgical accuracy under real clinical conditions.Obiettivo: Presentare un nuovo sistema indossabile, privo di sistema di tracciamento esterno, che utilizzi la realtà aumentata come ausilio alla chirurgia ossea maxillo-facciale. Abbiamo validato il dispositivo. Inoltre, abbiamo implementato un nuovo metodo per presentare le informazioni aumentate al chirurgo (hPnP). Metodi: Le caratteristiche di visualizzazione del sistema, basato sul paradigma video see-through, sono state sviluppate specificamente per la chirurgia ossea maxillo-facciale. Il dispositivo è progettato per mostrare la pianificazione virtuale della chirurgia sovrapponendola all’anatomia del paziente. Abbiamo implementato un metodo che consente una tecnica senza splint, basata sulla realtà aumentata, per il riposizionamento del mascellare superiore. Il test in vitro è stato condotto su una replica di un cranio umano. La precisione chirurgica è stata misurata confrontando i risultati reali con quelli attesi. Il test è stato condotto utilizzando tre pianificazioni chirurgiche di crescente complessità, per nove operatori con diversi livelli di abilità chirurgica. Risultati: L'errore lineare medio è stato di 1,70±0,51mm. Gli errori assiali erano: 0,89±0,54mm sull'asse sagittale, 0,60±0,20mm sull'asse frontale, e 1,06±0,40mm sull'asse craniocaudale. Anche gli errori angolari medi sono stati calcolati. Beccheggio: 3.13°±1,89°; Rollio: 1,99°±0,95°; Imbardata: 3.25°±2,26°. Nessuna differenza significativa in termini di errore è stata rilevata tra gli operatori. Il feedback dei chirurghi è stato soddisfacente; tutti i test sono stati completati entro 15 minuti e lo strumento è stato considerato comodo e utilizzabile nella pratica. Conclusione: Il nostro dispositivo sembra essersi dimostrato preciso se utilizzato per eseguire il riposizionamento del mascellare superiore senza splint. I nostri risultati suggeriscono che il metodo può potenzialmente essere esteso ad altre procedure chirurgiche sullo scheletro facciale. Inoltre, appare utile procedere ai test in vivo per valutare la precisione chirurgica in condizioni cliniche reali

    A Survey of Augmented Reality

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    © 2015 M. Billinghurst, A. Clark, and G. Lee. This survey summarizes almost 50 years of research and development in the field of Augmented Reality (AR). From early research in the 1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched

    The feasibility of using virtual prototyping technologies for product evaluation

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    With the continuous development in computer and communications technology the use of computer aided design in design processes is becoming more commonplace. A wide range of virtual prototyping technologies are currently in development, some of which are commercially viable for use within a product design process. These virtual prototyping technologies range from graphics tablets to haptic devices. With the compression of design cycles the feasibility of using these technologies for product evaluation is becoming an ever more important consideration. This thesis begins by presenting the findings of a comprehensive literature review defining product design with a focus on product evaluation and a discussion of current virtual prototyping technologies. From the literature review it was clear that user involvement in the product evaluation process is critical. The literature review was followed by a series of interconnected studies starting with an investigation into design consultancies' access and use of prototyping technologies and their evaluation methods. Although design consultancies are already using photo-realistic renderings, animations and sometimes 3600 view CAD models for their virtual product evaluations, current virtual prototyping hardware and software is often unsatisfactory for their needs. Some emergent technologies such as haptic interfaces are currently not commonly used in industry. This study was followed by an investigation into users' psychological acceptance and physiological discomfort when using a variety of virtual prototyping tools for product evaluation compared with using physical prototypes, ranging from on-screen photo-realistic renderings to 3D 3600 view models developed using a range of design software. The third study then went on to explore the feasibility of using these virtual prototyping tools and the effect on product preference when compared to using physical prototypes. The forth study looked at the designer's requirements for current and future virtual prototyping tools, design tools and evaluation methods. In the final chapters of the thesis the relative strengths and weaknesses of these technologies were re-evaluated and a definitive set of user requirements based on the documentary evidence of the previous studies was produced. This was followed by the development of a speculative series of scenarios for the next generation of virtual prototyping technologies ranging from improvements to existing technologies through to blue sky concepts. These scenarios were then evaluated by designers and consumers to produce documentary evidence and recommendations for preferred and suitable combinations of virtual prototyping technologies. Such hardware and software will require a user interface that is intuitive, simple, easy to use and suitable for both the designers who create the virtual prototypes and the consumers who evaluate them

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    Interactive Fiction in Cinematic Virtual Reality: Epistemology, Creation and Evaluation

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    This dissertation presents the Interactive Fiction in Cinematic Virtual Reality (IFcVR), an interactive digital narrative (IDN) that brings together the cinematic virtual reality (cVR) and the creation of virtual environments through 360\ub0 video within an interactive fiction (IF) structure. This work is structured in three components: an epistemological approach to this kind of narrative and media hybrid; the creation process of IFcVR, from development to postproduction; and user evaluation of IFcVR. In order to set the foundations for the creation of interactive VR fiction films, I dissect the IFcVR by investigating the aesthetics, narratological and interactive notions that converge and diverge in it, proposing a medium-conscious narratology for this kind of artefact. This analysis led to the production of an IFcVR functional prototype: \u201cZENA\u201d, the first interactive VR film shot in Genoa. ZENA\u2019s creation process is reported proposing some guidelines for interactive and immersive film-makers. In order to evaluate the effectiveness of the IFcVR as an entertaining narrative form and a vehicle for diverse types of messages, this study also proposes a methodology to measure User Experience (UX) on IFcVR. The full evaluation protocol gathers both qualitative and quantitative data through ad hoc instruments. The proposed protocol is illustrated through its pilot application on ZENA. Findings show interactors' positive acceptance of IFcVR as an entertaining experience
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