51,603 research outputs found

    Parametric Surfaces for Augmented Architecture representation

    Get PDF
    Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation

    PERANCANGAN APLIKASI PENGENALAN KENDARAAN BERMOTOR BERBASIS AUGMENTED REALITY DENGAN METODE MARKERLESS TRACKING

    Get PDF
    Augmented Reality is a real illustration depicted through a virtual world explaining the actual situation displayed in the form of video and 3D animation. The advanced features of the smartphone allow using the android operating system. Augmented Reality is relevant as a medium of information, such as information about beat motor spareparts, knowledge about the function of each sparepart and information about the characteristics of damage experienced by motorcycle spareparts. Augmented Reality work system detects objects that have been captured first, this is called a marker. Markerless is an image or involving an object that is detected directly for container that spawns 3D objects in the application. The application design requires Unity software for making AR applications and processing script programs, Vuforia is a database for storing markers. CorelDraw is a graphic design modeling software that is used to make markers. Blender in making 3D objects. Augmented Reality application that is applied to smartphone media using an Android-based operating system. The use of AR applications is expected to be an innovative communication from the workshop to consumers. Consumers also independently analyze and determine what spare parts are being damaged.   &nbsp

    Recreating Daily life in Pompeii

    Full text link
    [EN] We propose an integrated Mixed Reality methodology for recreating ancient daily life that features realistic simulations of animated virtual human actors (clothes, body, skin, face) who augment real environments and re-enact staged storytelling dramas. We aim to go further from traditional concepts of static cultural artifacts or rigid geometrical and 2D textual augmentations and allow for 3D, interactive, augmented historical character-based event representations in a mobile and wearable setup. This is the main contribution of the described work as well as the proposed extensions to AR Enabling technologies: a VR/AR character simulation kernel framework with real-time, clothed virtual humans that are dynamically superimposed on live camera input, animated and acting based on a predefined, historically correct scenario. We demonstrate such a real-time case study on the actual site of ancient Pompeii.The work presented has been supported by the Swiss Federal Office for Education and Science and the EU IST programme, in frame of the EU IST LIFEPLUS 34545 and EU ICT INTERMEDIA 38417 projects.Magnenat-Thalmann, N.; Papagiannakis, G. (2010). Recreating Daily life in Pompeii. Virtual Archaeology Review. 1(2):19-23. https://doi.org/10.4995/var.2010.4679OJS192312P. MILGRAM, F. KISHINO, (1994) "A Taxonomy of Mixed Reality Visual Displays", IEICE Trans. Information Systems, vol. E77-D, no. 12, pp. 1321-1329R. AZUMA, Y. BAILLOT, R. BEHRINGER, S. FEINER, S. JULIER, B. MACINTYRE, (2001) "Recent Advances in Augmented Reality", IEEE Computer Graphics and Applications, November/December http://dx.doi.org/10.1109/38.963459D. STRICKER, P. DĂ„HNE, F. SEIBERT, I. CHRISTOU, L. ALMEIDA, N. IOANNIDIS, (2001) "Design and Development Issues for ARCHEOGUIDE: An Augmented Reality-based Cultural Heritage On-site Guide", EuroImage ICAV 3D Conference in Augmented Virtual Environments and Three-dimensional Imaging, Mykonos, Greece, 30 May-01 JuneW. WOHLGEMUTH, G. TRIEBFĂśRST, (2000)"ARVIKA: augmented reality for development, production and service", DARE 2000 on Designing augmented reality environments, Elsinore, Denmark http://dx.doi.org/10.1145/354666.354688H. TAMURA, H. YAMAMOTO, A. KATAYAMA, (2001) "Mixed reality: Future dreams seen at the border between real and virtual worlds", Computer Graphics and Applications, vol.21, no.6, pp.64-70 http://dx.doi.org/10.1109/38.963462M. PONDER, G. PAPAGIANNAKIS, T. MOLET, N. MAGNENAT-THALMANN, D. THALMANN, (2003) "VHD++ Development Framework: Towards Extendible, Component Based VR/AR Simulation Engine Featuring Advanced Virtual Character Technologies", IEEE Computer Society Press, CGI Proceedings, pp. 96-104 http://dx.doi.org/10.1109/cgi.2003.1214453Archaeological Superintendence of Pompeii (2009), http://www.pompeiisites.orgG. PAPAGIANNAKIS, S. SCHERTENLEIB, B. O'KENNEDY , M. POIZAT, N.MAGNENAT-THALMANN, A. STODDART, D.THALMANN, (2005) "Mixing Virtual and Real scenes in the site of ancient Pompeii",Journal of CAVW, p 11-24, Volume 16, Issue 1, John Wiley and Sons Ltd, FebruaryEGGES, A., PAPAGIANNAKIS, G., MAGNENAT-THALMANN, N., (2007) "Presence and Interaction in Mixed Reality", The Visual Computer, Springer-Verlag Volume 23, Number 5, MaySEO H., MAGNENAT-THALMANN N. (2003), An Automatic Modeling of Human Bodies from Sizing Parameters. In ACM SIGGRAPH, Symposium on Interactive 3D Graphics, pp19-26, pp234. http://dx.doi.org/10.1145/641480.641487VOLINO P., MAGNENAT-THALMANN N. (2006), Resolving Surface Collisions through Intersection Contour Minimization. In ACM Transactions on Graphics (Siggraph 2006 proceedings), 25(3), pp 1154-1159. http://dx.doi.org/10.1145/1179352.1142007http://dx.doi.org/10.1145/1141911.1142007PAPAGIANNAKIS, G., SINGH, G., MAGNENAT-THALMANN, N., (2008) "A survey of mobile and wireless technologies for augmented reality systems", Journal of Computer Animation and Virtual Worlds, John Wiley and Sons Ltd, 19, 1, pp. 3-22, February http://dx.doi.org/10.1002/cav.22

    Punto de realidad aumentada: proyecto PATRAC, subproyecto 3

    Get PDF
    Esta contribución presenta una aproximación a la aplicación desarrollada dentro del subproyecto 3: Entornos inteligentes y sistemas de control de patrimonio del proyecto PATRAC, en el que se describe la metodología de trabajo desarrollada desde el levantamiento con escáner láser terrestre del Museo Marítimo de Barcelona, la creación del modelo 3d, y la incorporación de aplicaciones de realidad virtual y aumentada para la mejora de la accesibilidad y la experiencia museística de un usuario en silla de ruedas. Se exploran tres formas innovadoras de accesibilidad a través de: panoramas de alta resolución, realidad virtual y etiquetas inteligentes a través de realidad aumentada. En este trabajo se exponen dos procesos, uno: la construcción de un modelo 3d con alta precisión mediante el uso del escáner láser terrestre y su modelado en 3d, y dos: la aplicación de realidad virtual y su interacción con dispositivos físicos. Finalmente se concluye sobre las diversas aplicaciones y conceptos de interacción planteados, para el uso de esta tecnología en usuarios con movilidad reducidaThis contribution presents an approach to the application developed within the subproject 3 "Intelligent Environments and control systems" of the PATRAC project, which describes the workflow developed from terrestrial laser scanner survey of the Maritime Museum of Barcelona, 3d model creation, and incorporation of virtual and augmented reality to improve accessibility and user experience of a museum in a wheelchair. The project proposes three innovative ways to access information: high-resolution panoramas as 2.5D, virtual reality as 3D information and smart tags through augmented reality. In this paper two processes are described, one is the construction of a high accuracy 3d model created from terrestrial laser scanner data and its theorical modeling, and two: the application of virtual reality and its interaction with physical devices. Finally conclusions on the various applications and interaction concepts raised are discussed, for the use of this technology to users with disabilities.Peer Reviewe

    Implementation of Visualization and Modeling Technologies for Transportation Construction

    Get PDF
    State departments of transportation (DOTs) increasingly use visualization and modeling technologies for delivering transportation projects across the United States. Advanced and innovative technologies have the ability to improve various construction processes and tasks while making the construction process more efficient and productive. Visualization and modeling technologies, which include building information modeling for infrastructure, light detection and ranging, virtual reality, and augmented reality, are becoming more commonplace in transportation construction. Yet, the use of these technologies varies among state DOTs. The intent of this study is to investigate the use of visualization and modeling technologies for transportation construction. This study employed a triangulation research methodology including an extensive literature review, survey questionnaire of DOTs, and seven case studies. Results of the study show that 92% of state DOTs use visualization and modeling technologies for construction. Then, 81% of DOTs use visualization and modeling technologies for constructability reviews, 38% use them for documentation of as-builts and simulating bridge and structure construction, and 35% use them for quality management, inspections, and monitoring progress of work. The main barriers to using visualization and modeling technologies include legal concerns with using digital models as contract documents, incompatibilities in software and hardware between the DOTs and contracted parties, and the appropriate knowledge, skills, and abilities required to use visualization and modeling technologies for construction. The findings from this study provides valuable information for state DOTs to approach their implementation and use of visualization and modeling technologies for transportation construction delivery. &nbsp

    Design da personagem “Bruxa” para Realidade Aumentada do projeto transmídia “Balança, Bruxa!”

    Get PDF
    PCC(graduação) - Universidade Federal de Santa Catarina. Centro de Comunicação e Expressão. Design.Este trabalho utiliza a Realidade Aumentada para imersão cultural dentro do universo narrativo do projeto transmídia “Balança, Bruxa!”, buscando desenvolver o design da personagem “Bruxa” para então realizar sua modelagem tridimensional para posterior aplicação em Realidade Aumentada. Realidade Aumentada é a interação do mundo virtual com a realidade por meio da sobreposição de informações proporcionando o enriquecimento do cenário ou da compreensão do usuário utilizando algum mecanismo com câmera como um smartphone ou tablet para rastrear e decodificar um marcador que servirá como um gatilho para ativar as informações, como projeções tridimensionais, bidimensionais ou hiperlinks (FIALHO, 2018). As metodologias utilizadas para desenvolver o projeto foram Double Diamond, Desenvolvimento de Personagem Tridimensional e Virtual e Modelagem e Animação 2D e 3D para jogos que também serviram para a construção de uma quarta metodologia que mescla características e etapas das metodologias originais que se adequa melhor aos objetivos deste projeto.This work uses the Augmented Reality for cultural immersion within the narrative universe of the transmedia project "Scale, Witch!", Seeking to develop the design of the character "Witch" to then carry out its three - dimensional modeling for later application in Augmented Reality. Augmented Reality is the interaction of the virtual world with reality by overlaying information by providing enrichment of the scenario or user understanding by using some camera mechanism such as a smartphone or tablet to track and decode a marker that will serve as a trigger to activate information, such as three-dimensional, two-dimensional projections or hyperlinks (FIALHO, 2018). The methodologies used to develop the project were Double Diamond, 3D and Virtual Character Development and 2D and 3D Modeling and Animation for games that also served to build a fourth methodology that merges characteristics and stages of the original methodologies that best suits the objectives this project

    Comparative study of AR versus video tutorials for minor maintenance operations

    Full text link
    [EN] Augmented Reality (AR) has become a mainstream technology in the development of solutions for repair and maintenance operations. Although most of the AR solutions are still limited to specific contexts in industry, some consumer electronics companies have started to offer pre-packaged AR solutions as alternative to video-based tutorials (VT) for minor maintenance operations. In this paper, we present a comparative study of the acquired knowledge and user perception achieved with AR and VT solutions in some maintenance tasks of IT equipment. The results indicate that both systems help users to acquire knowledge in various aspects of equipment maintenance. Although no statistically significant differences were found between AR and VT solutions, users scored higher on the AR version in all cases. Moreover, the users explicitly preferred the AR version when evaluating three different usability and satisfaction criteria. For the AR version, a strong and significant correlation was found between the satisfaction and the achieved knowledge. Since the AR solution achieved similar learning results with higher usability scores than the video-based tutorials, these results suggest that AR solutions are the most effective approach to substitute the typical paper-based instructions in consumer electronics.This work has been supported by Spanish MINECO and EU ERDF programs under grant RTI2018-098156-B-C55.Morillo, P.; García García, I.; Orduña, JM.; Fernández, M.; Juan, M. (2020). Comparative study of AR versus video tutorials for minor maintenance operations. Multimedia Tools and Applications. 79(11-12):7073-7100. https://doi.org/10.1007/s11042-019-08437-9S707371007911-12Ahn J, Williamson J, Gartrell M, Han R, Lv Q, Mishra S (2015) Supporting healthy grocery shopping via mobile augmented reality. ACM Trans Multimedia Comput Commun Appl 12(1s):16:1–16:24. https://doi.org/10.1145/2808207Anderson TW (2011) Anderson–darling tests of goodness-of-fit. Springer, Berlin, pp 52–54. https://doi.org/10.1007/978-3-642-04898-2_118Awad N, Lewandowski SE, Decker EW (2015) Event management system for facilitating user interactions at a venue. US Patent App. 14/829,382Azuma R (1997) A survey of augmented reality. Presence: Teleoperators and Virtual Environments 6(4):355–385Baird K, Barfield W (1999) Evaluating the effectiveness of augmented reality displays for a manual assembly task. Virtual Reality 4:250–259Ballo P (2018) Hardware and software for ar/vr development. In: Augmented and virtual reality in libraries, pp 45–55. LITA guidesBarrile V, Fotia A, Bilotta G (2018) Geomatics and augmented reality experiments for the cultural heritage. Applied Geomatics. https://doi.org/10.1007/s12518-018-0231-5Billinghurst M, Duenser A (2012) Augmented reality in the classroom. Computer 45(7):56–63. https://doi.org/10.1109/MC.2012.111Bowman DA, McMahan RP (2007) Virtual reality: how much immersion is enough? Computer 40(7)Brown TA (2015) Confirmatory factor analysis for applied research. Guilford PublicationsDodge Y. (ed) (2008) Kruskal-Wallis test. Springer, New York. https://doi.org/10.1007/978-0-387-32833-1_216Elmunsyah H, Hidayat WN, Asfani K (2019) Interactive learning media innovation: utilization of augmented reality and pop-up book to improve user’s learning autonomy. J Phys Conf Ser 1193(012):031. https://doi.org/10.1088/1742-6596/1193/1/012031Entertainment L (2017) Dolphin Player. https://play.google.com/store/apps/details?id=com.broov.player. Online; Accessed 09-September-2017Fletcher J, Belanich J, Moses F, Fehr A, Moss J (2017) Effectiveness of augmented reality & augmented virtuality. In: MODSIM Modeling & simulation of systems and applications) world conferenceFraga-Lamas P, Fernández-Caramés TM, Blanco-Novoa O, Vilar-Montesinos MA (2018) A review on industrial augmented reality systems for the industry 4.0 shipyard. IEEE Access 6:13,358–13,375. https://doi.org/10.1109/ACCESS.2018.2808326Furió D, Juan MC, Seguí I, Vivó R (2015) Mobile learning vs. traditional classroom lessons: a comparative study. J Comput Assist Learn 31(3):189–201. https://doi.org/10.1111/jcal.12071Gavish N, Gutiérrez T, Webel S, Rodríguez J, Peveri M, Bockholt U, Tecchia F (2015) Evaluating virtual reality and augmented reality training for industrial maintenance and assembly tasks. Interact Learn Environ 23(6):778–798. https://doi.org/10.1080/10494820.2013.815221Gimeno J, Morillo P, Orduña JM, Fernández M (2013) A new ar authoring tool using depth maps for industrial procedures. Comput Ind 64(9):1263–1271. https://doi.org/10.1016/j.compind.2013.06.012Holzinger A, Kickmeier-Rust MD, Albert D (2008) Dynamic media in computer science education; content complexity and learning performance: is less more? Educational Technology & Society 11(1):279–290Hornbaek K (2013) Some whys and hows of experiments in human–computer interaction. Foundations and TrendsⓇ in Human–Computer Interaction 5(4):299–373. https://doi.org/10.1561/1100000043Huang J, Liu S, Xing J, Mei T, Yan S (2014) Circle & search: Attribute-aware shoe retrieval. ACM Trans Multimedia Comput Commun Appl 11 (1):3:1–3:21. https://doi.org/10.1145/2632165Jiang S, Wu Y, Fu Y (2018) Deep bidirectional cross-triplet embedding for online clothing shopping. ACM Trans Multimedia Comput Commun Appl 14(1):5:1–5:22. https://doi.org/10.1145/3152114Kim SK, Kang SJ, Choi YJ, Choi MH, Hong M (2017) Augmented-reality survey: from concept to application. KSII Transactions on Internet and Information Systems 11:982–1004. https://doi.org/10.3837/tiis.2017.02.019Langlotz T, Zingerle M, Grasset R, Kaufmann H, Reitmayr G (2012) Ar record&replay: Situated compositing of video content in mobile augmented reality. In: Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI ’12. ACM, New York, pp 318–326, DOI https://doi.org/10.1145/2414536.2414588, (to appear in print)Martin-SanJose JF, Juan MC, Mollá R, Vivó R (2017) Advanced displays and natural user interfaces to support learning. Interact Learn Environ 25(1):17–34. https://doi.org/10.1080/10494820.2015.1090455Massey FJ (1951) The kolmogorov-Smirnov test for goodness of fit. J Am Stat Assoc 46(253):68–78van der Meij H, van der Meij J, Voerman T, Duipmans E (2018) Supporting motivation, task performance and retention in video tutorials for software training. Educ Technol Res Dev 66(3):597–614. https://doi.org/10.1007/s11423-017-9560-zvan der Meij J, van der Meij H (2015) A test of the design of a video tutorial for software training. J Comput Assist Learn 31 (2):116–132. https://doi.org/10.1111/jcal.12082Mestre LS (2012) Student preference for tutorial design: a usability study. Ref Serv Rev 40(2):258–276. https://doi.org/10.1108/00907321211228318Mohr P, Kerbl B, Donoser M, Schmalstieg D, Kalkofen D (2015) Retargeting technical documentation to augmented reality. In: Proceedings of the 33rd annual ACM conference on human factors in computing systems, CHI ’15. ACM, New York, pp 3337–3346, DOI https://doi.org/10.1145/2702123.2702490, (to appear in print)Mohr P, Mandl D, Tatzgern M, Veas E, Schmalstieg D, Kalkofen D (2017) Retargeting video tutorials showing tools with surface contact to augmented reality. In: Proceedings of the 2017 CHI conference on human factors in computing systems, CHI ’17. ACM, New York, pp 6547–6558, DOI https://doi.org/10.1145/3025453.3025688, (to appear in print)Montgomery DC, Runger GC (2003) Applied statistics and probability for engineers. Wiley, New YorkMorillo P, Orduña JM, Casas S, Fernández M (2019) A comparison study of ar applications versus pseudo-holographic systems as virtual exhibitors for luxury watch retail stores. Multimedia Systems. https://doi.org/10.1007/s00530-019-00606-yMorse JM (2000) Determining sample size. Qual Health Res 10(1):3–5. https://doi.org/10.1177/104973200129118183Muñoz-Montoya F, Juan M, Mendez-Lopez M, Fidalgo C (2019) Augmented reality based on slam to assess spatial short-term memory. IEEE Access 7:2453–2466. https://doi.org/10.1109/ACCESS.2018.2886627Neuhäuser M (2011) Wilcoxon–Mann–Whitney test. Springer, Berlin, pp 1656–1658Neumann U, Majoros A (1998) Cognitive, performance, and systems issues for augmented reality applications in manufacturing and maintenance. In: Inproceedings of the IEEE virtual reality annual international symposium (VR ’98), pp 4–11no JJA, Juan MC, Gil-Gómez JA, Mollá R. (2014) A comparative study using an autostereoscopic display with augmented and virtual reality. Behaviour & Information Technology 33(6):646–655. https://doi.org/10.1080/0144929X.2013.815277Palmarini R, Erkoyuncu JA, Roy R, Torabmostaedi H (2018) A systematic review of augmented reality applications in maintenance. Robot Comput Integr Manuf 49:215–228Quint F, Loch F (2015) Using smart glasses to document maintenance processes. Mensch und Computer 2015–WorkshopbandRadkowski R, Herrema J, Oliver J (2015) Augmented reality-based manual assembly support with visual features for different degrees of difficulty. International Journal of Human–Computer Interaction 31(5):337–349. https://doi.org/10.1080/10447318.2014.994194Regenbrecht H, Schubert T (2002) Measuring presence in augmented reality environments: design and a first test of a questionnaire, Porto, PortugalRobertson J (2012) Likert-type scales, statistical methods, and effect sizes. Commun ACM 55(5):6–7. https://doi.org/10.1145/2160718.2160721Rodríguez-Andrés D, Juan MC, Méndez-López M, Pérez-Hernández E, Lluch J (2016) Mnemocity task: Assessment of childrens spatial memory using stereoscopy and virtual environments. PLos ONE 1(8). https://doi.org/10.1371/journal.pone.0161858Sanna A, Manuri F, Lamberti F, Paravati G, Pezzolla P (2015) Using handheld devices to support augmented reality-based maintenance and assembly tasks. In: 2015 IEEE International conference on consumer electronics (ICCE), pp. 178–179. https://doi.org/10.1109/ICCE.2015.7066370Schmidt S, Ehrenbrink P, Weiss B, Voigt-Antons J, Kojic T, Johnston A, Moller S (2018) Impact of virtual environments on motivation and engagement during exergames. In: 2018 Tenth international conference on quality of multimedia experience (qoMEX), pp 1–6. https://doi.org/10.1109/QoMEX.2018.8463389Shapiro SS, Wilk MB (1965) An analysis of variance test for normality (complete samples). Biometrika 52(3/4):591–611Tang A, Owen C, Biocca F, Mou W (2003) Comparative effectiveness of augmented reality in object assembly. In: Proceedings of the SIGCHI conference on human factors in computing systems, CHI ’03. ACM, New York, pp 73–80, DOI https://doi.org/10.1145/642611.642626, (to appear in print)Tomás JM, Oliver A, Galiana L, Sancho P, Lila M (2013) Explaining method effects associated with negatively worded items in trait and state global and domain-specific self-esteem scales. Structural Equation Modeling: A Multidisciplinary Journal 20(2):299–313. https://doi.org/10.1080/10705511.2013.769394Uva AE, Gattullo M, Manghisi VM, Spagnulo D, Cascella GL, Fiorentino M (2017) Evaluating the effectiveness of spatial augmented reality in smart manufacturing: a solution for manual working stations. The Int J Adv Manuf Technol: 1–13Wang X, Ong SK, Nee AYC (2016) A comprehensive survey of augmented reality assembly research. Advances in Manufacturing 4(1):1–22. https://doi.org/10.1007/s40436-015-0131-4Westerfield G, Mitrovic A, Billinghurst M (2015) Intelligent augmented reality training for motherboard assembly. Int J Artif Intell Educ 25(1):157–172. https://doi.org/10.1007/s40593-014-0032-xWiedenmaier S, Oehme O, Schmidt L, Luczak H (2003) Augmented reality (ar) for assembly processes - design and experimental evaluation. International Journal of Human-Computer Interaction 16(3):497–514Witmer BG, Singer MJ (1998) Measuring presence in virtual environments: a presence questionnaire. Presence: Teleoperators and Virtual Environments 7(3):225–240Wu HK, Lee SWY, Chang HY, Liang JC (2013) Current status, opportunities and challenges of augmented reality in education. Computers & Education 62:41–49. https://doi.org/10.1016/j.compedu.2012.10.024Yim MYC, Chu SC, Sauer PL (2017) Is augmented reality technology an effective tool for e-commerce? an interactivity and vividness perspective. Journal of Interactive Marketing 39(http://www.sciencedirect.com/science/article/pii/S1094996817300336):89–103. https://doi.org/10.1016/j.intmar.2017.04.001Yuan ML, Ong SK, Nee AYC (2008) Augmented reality for assembly guidance using a virtual interactive tool. Int J Prod Res 46(7):1745–1767. https://doi.org/10.1080/0020754060097293

    Augmented reality fonts with enhanced out-of-focus text legibility

    Get PDF
    In augmented reality, information is often distributed between real and virtual contexts, and often appears at different distances from the viewer. This raises the issues of (1) context switching, when attention is switched between real and virtual contexts, (2) focal distance switching, when the eye accommodates to see information in sharp focus at a new distance, and (3) transient focal blur, when information is seen out of focus, during the time interval of focal distance switching. This dissertation research has quantified the impact of context switching, focal distance switching, and transient focal blur on human performance and eye fatigue in both monocular and binocular viewing conditions. Further, this research has developed a novel font that when seen out-of-focus looks sharper than standard fonts. This SharpView font promises to mitigate the effect of transient focal blur. Developing this font has required (1) mathematically modeling out-of-focus blur with Zernike polynomials, which model focal deficiencies of human vision, (2) developing a focus correction algorithm based on total variation optimization, which corrects out-of-focus blur, and (3) developing a novel algorithm for measuring font sharpness. Finally, this research has validated these fonts through simulation and optical camera-based measurement. This validation has shown that, when seen out of focus, SharpView fonts are as much as 40 to 50% sharper than standard fonts. This promises to improve font legibility in many applications of augmented reality
    • …
    corecore