4,121 research outputs found

    Immersive interconnected virtual and augmented reality : a 5G and IoT perspective

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    Despite remarkable advances, current augmented and virtual reality (AR/VR) applications are a largely individual and local experience. Interconnected AR/VR, where participants can virtually interact across vast distances, remains a distant dream. The great barrier that stands between current technology and such applications is the stringent end-to-end latency requirement, which should not exceed 20 ms in order to avoid motion sickness and other discomforts. Bringing AR/VR to the next level to enable immersive interconnected AR/VR will require significant advances towards 5G ultra-reliable low-latency communication (URLLC) and a Tactile Internet of Things (IoT). In this article, we articulate the technical challenges to enable a future AR/VR end-to-end architecture, that combines 5G URLLC and Tactile IoT technology to support this next generation of interconnected AR/VR applications. Through the use of IoT sensors and actuators, AR/VR applications will be aware of the environmental and user context, supporting human-centric adaptations of the application logic, and lifelike interactions with the virtual environment. We present potential use cases and the required technological building blocks. For each of them, we delve into the current state of the art and challenges that need to be addressed before the dream of remote AR/VR interaction can become reality

    Business Case and Technology Analysis for 5G Low Latency Applications

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    A large number of new consumer and industrial applications are likely to change the classic operator's business models and provide a wide range of new markets to enter. This article analyses the most relevant 5G use cases that require ultra-low latency, from both technical and business perspectives. Low latency services pose challenging requirements to the network, and to fulfill them operators need to invest in costly changes in their network. In this sense, it is not clear whether such investments are going to be amortized with these new business models. In light of this, specific applications and requirements are described and the potential market benefits for operators are analysed. Conclusions show that operators have clear opportunities to add value and position themselves strongly with the increasing number of services to be provided by 5G.Comment: 18 pages, 5 figure

    Material Sight: A Sensorium for Fundamental Physics

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    Often our attempts to connect to the spatial and temporal scales of fundamental physics - from the subatomic to the multiverse - provoke a form of perceptual vertigo, especially for non-scientists. When we approach ideas of paralysing abstraction through the perceptual range of our sensing bodies, a ‘phenomenological dissonance’ can be said to be invoked, between material presence and radical remoteness. This relational dynamic, between materiality and remoteness, formed the conceptual springboard for 'Material Sight' (2016-2018), a research project based at three world-leading facilities for fundamental physics, that brought to fruition a body of photographic objects, film works and immersive soundscape that re-presented the spaces of fundamental physics as sites of material encounter. The research was premised on a paradoxical desire to create a sensorium for fundamental physics, asking if photography, film and sound can embody the spaces of experimental science and present them back to scientists and non-scientists alike, not as illustrations of the technical sublime but as sites of phenomenological encounter. This article plots the key conceptual coordinates of 'Material Sight' and looks at how the project’s methodological design – essentially the production of knowledge through the 'act of looking' – emphatically resisted the gravitational pull of art to be instrumentalised as an illustrative device within scientific contexts

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Collaborative Work Enabled by Immersive Environments

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    A perspective review on integrating VR/AR with haptics into STEM education for multi-sensory learning

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    As a result of several governments closing educational facilities in reaction to the COVID-19 pandemic in 2020, almost 80% of the world’s students were not in school for several weeks. Schools and universities are thus increasing their efforts to leverage educational resources and provide possibilities for remote learning. A variety of educational programs, platforms, and technologies are now accessible to support student learning; while these tools are important for society, they are primarily concerned with the dissemination of theoretical material. There is a lack of support for hands-on laboratory work and practical experience. This is particularly important for all disciplines related to science, technology, engineering, and mathematics (STEM), where labs and pedagogical assets must be continuously enhanced in order to provide effective study programs. In this study, we describe a unique perspective to achieving multi-sensory learning through the integration of virtual and augmented reality (VR/AR) with haptic wearables in STEM education. We address the implications of a novel viewpoint on established pedagogical notions. We want to encourage worldwide efforts to make fully immersive, open, and remote laboratory learning a reality.European Union through the Erasmus+ Program under Grant 2020-1-NO01-KA203-076540, project title Integrating virtual and AUGMENTED reality with WEARable technology into engineering EDUcation (AugmentedWearEdu), https://augmentedwearedu.uia.no/ [34] (accessed on 27 March 2022). This work was also supported by the Top Research Centre Mechatronics (TRCM), University of Agder (UiA), Norwa

    Enhancing Human-Robot Collaboration Transportation through Obstacle-Aware Vibrotactile Feedback

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    Transporting large and heavy objects can benefit from Human-Robot Collaboration (HRC), increasing the contribution of robots to our daily tasks and reducing the risk of injuries to the human operator. This approach usually posits the human collaborator as the leader, while the robot has the follower role. Hence, it is essential for the leader to be aware of the environmental situation. However, when transporting a large object, the operator's situational awareness can be compromised as the object may occlude different parts of the environment. This paper proposes a novel haptic-based environmental awareness module for a collaborative transportation framework that informs the human operator about surrounding obstacles. The robot uses two LIDARs to detect the obstacles in the surroundings. The warning module alerts the operator through a haptic belt with four vibrotactile devices that provide feedback about the location and proximity of the obstacles. By enhancing the operator's awareness of the surroundings, the proposed module improves the safety of the human-robot team in co-carrying scenarios by preventing collisions. Experiments with two non-expert subjects in two different situations are conducted. The results show that the human partner can successfully lead the co-transportation system in an unknown environment with hidden obstacles thanks to the haptic feedback.Comment: 6 pages, 5 figures, for associated video, see this https://youtu.be/UABeGPIIrH

    A Perspective Review on Integrating VR/AR with Haptics into STEM Education for Multi-Sensory Learning

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    As a result of several governments closing educational facilities in reaction to the COVID-19 pandemic in 2020, almost 80% of the world’s students were not in school for several weeks. Schools and universities are thus increasing their efforts to leverage educational resources and provide possibilities for remote learning. A variety of educational programs, platforms, and technologies are now accessible to support student learning; while these tools are important for society, they are primarily concerned with the dissemination of theoretical material. There is a lack of support for hands-on laboratory work and practical experience. This is particularly important for all disciplines related to science, technology, engineering, and mathematics (STEM), where labs and pedagogical assets must be continuously enhanced in order to provide effective study programs. In this study, we describe a unique perspective to achieving multi-sensory learning through the integration of virtual and augmented reality (VR/AR) with haptic wearables in STEM education. We address the implications of a novel viewpoint on established pedagogical notions. We want to encourage worldwide efforts to make fully immersive, open, and remote laboratory learning a reality.publishedVersio

    A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment

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    As Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial. In this paper, we are going to introduce a framework for the usability evaluation of collaborative 3D virtual environments based on a large-scale usability study of a mixedmodality collaborative VR system. We first review previous literature about important usability issues related to collaborative 3D virtual environments, supplemented with our research in which we conducted 122 interviews after participants solved a collaborative virtual reality task. Then, building on the literature review and our results, we extend previous usability frameworks. We identified twelve different usability problems, and based on the causes of the problems, we grouped them into three main categories: VR environment-, device interaction-, and task-specific problems. The framework can be used to guide the usability evaluation of collaborative VR environments
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