196 research outputs found

    A Virtual Testbed for Fish-Tank Virtual Reality: Improving Calibration with a Virtual-in-Virtual Display

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    With the development of novel calibration techniques for multimedia projectors and curved projection surfaces, volumetric 3D displays are becoming easier and more affordable to build. The basic requirements include a display shape that defines the volume (e.g. a sphere, cylinder, or cuboid) and a tracking system to provide each user's location for the perspective corrected rendering. When coupled with modern graphics cards, these displays are capable of high resolution, low latency, high frame rate, and even stereoscopic rendering; however, like many previous studies have shown, every component must be precisely calibrated for a compelling 3D effect. While human perceptual requirements have been extensively studied for head-tracked displays, most studies featured seated users in front of a flat display. It remains unclear if results from these flat display studies are applicable to newer, walk-around displays with enclosed or curved shapes. To investigate these issues, we developed a virtual testbed for volumetric head-tracked displays that can measure calibration accuracy of the entire system in real-time. We used this testbed to investigate visual distortions of prototype curved displays, improve existing calibration techniques, study the importance of stereo to performance and perception, and validate perceptual calibration with novice users. Our experiments show that stereo is important for task performance, but requires more accurate calibration, and that novice users can make effective use of perceptual calibration tools. We also propose a novel, real-time calibration method that can be used to fine-tune an existing calibration using perceptual feedback. The findings from this work can be used to build better head-tracked volumetric displays with an unprecedented amount of 3D realism and intuitive calibration tools for novice users

    Stereoscopic 3D Technologies for Accurate Depth Tasks: A Theoretical and Empirical Study

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    In the last decade an increasing number of application fields, including medicine, geoscience and bio-chemistry, have expressed a need to visualise and interact with data that are inherently three-dimensional. Stereoscopic 3D technologies can offer a valid support for these operations thanks to the enhanced depth representation they can provide. However, there is still little understanding of how such technologies can be used effectively to support the performance of visual tasks based on accurate depth judgements. Existing studies do not provide a sound and complete explanation of the impact of different visual and technical factors on depth perception in stereoscopic 3D environments. This thesis presents a new interpretative and contextualised analysis of the vision science literature to clarify the role of di®erent visual cues on human depth perception in such environments. The analysis identifies luminance contrast, spatial frequency, colour, blur, transparency and depth constancies as influential visual factors for depth perception and provides the theoretical foundation for guidelines to support the performance of accurate stereoscopic depth tasks. A novel assessment framework is proposed and used to conduct an empirical study to evaluate the performance of four distinct classes of 3D display technologies. The results suggest that 3D displays are not interchangeable and that the depth representation provided can vary even between displays belonging to the same class. The study also shows that interleaved displays may suffer from a number of aliasing artifacts, which in turn may affect the amount of perceived depth. The outcomes of the analysis of the influential visual factors for depth perception and the empirical comparartive study are used to propose a novel universal 3D cursor prototype suitable to support depth-based tasks in stereoscopic 3D environments. The contribution includes a number of both qualitative and quantitative guidelines that aim to guarantee a correct perception of depth in stereoscopic 3D environments and that should be observed when designing a stereoscopic 3D cursor

    Anatomy: The Relationship Between Internal and External Visualizations

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    This dissertation explored the relationship between internal and external visualizations and the implications of this relationship for comprehending visuospatial anatomical information. External visualizations comprised different computer representations of anatomical structures, including: static, animated, non-interactive, interactive, non-stereoscopic, and stereoscopic visualizations. Internal visualizations involved examining participants’ ability to apprehend, encode, and manipulate mental representations (i.e., spatial visualization ability or Vz). Comprehension was measured with a novel spatial anatomy task that involved mental manipulation of anatomical structures in three-dimensions and two-dimensional cross-sections. It was hypothesized that performance on the spatial anatomy task would involve a trade-off between internal and external visualizations available to the learner. Results from experiments 1, 2, and 3 demonstrated that in the absence of computer visualizations, spatial visualization ability (Vz) was the main contributor to variation in spatial anatomy task performance. Subjects with high Vz scored higher, spent less time, and were more accurate than those with low Vz. In the presence of external computer visualizations, variation in task performance was attributed to both Vz and visuospatial characteristics of the computer visualization. While static representations improved performance of high- and low-Vz subjects equally, animations particularly benefited high Vz subjects, as their mean score on the SAT was significantly higher than the mean score of low Vz subjects. The addition of interactivity and stereopsis to the displays offered no additional advantages over non-interactive and non-stereoscopic visualizations. Interactive, non-interactive, stereoscopic and non-stereoscopic visualizations improved the performance of high- and low-Vz subjects equally. It was concluded that comprehension of visuospatial anatomical information involved a trade-off between the perception of external visualizations and the ability to maintain and manipulate internal visualizations. There is an inherent belief that increasing the educational effectiveness of computer visualizations is a mere question of making them dynamic, interactive, and/or realistic. However, experiments 1, 2, and 3 clearly demonstrate that this is not the case, and that the benefits of computer visualizations vary according to learner characteristics, particularly spatial visualization ability

    Near-Field Depth Perception in Optical See-Though Augmented Reality

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    Augmented reality (AR) is a very promising display technology with many compelling industrial applications. However, before it can be used in actual settings, its fidelity needs to be investigated from a user-centric viewpoint. More specifically, how distance to the virtual objects is perceived in augmented reality is still an open question. To the best of our knowledge, there are only four previous studies that specifically studied distance perception in AR within reaching distances. Therefore, distance perception in augmented reality still remains a largely understudied phenomenon. This document presents research in depth perception in augmented reality in the near visual field. The specific goal of this research is to empirically study various measurement techniques for depth perception, and to study various factors that affect depth perception in augmented reality, specifically, eye accommodation, brightness, and participant age. This document discusses five experiments that have already been conducted. Experiment I aimed to determine if there are inherent difference between the perception of virtual and real objects by comparing depth judgments using two complementary distance judgment protocols: perceptual matching and blind reaching. This experiment found that real objects are perceived more accurately than virtual objects and matching is a relatively more accurate distance measure than reaching. Experiment II compared the two distance judgment protocols in the real world and augmented reality environments, with improved proprioceptive and visual feedback. This experiment found that reaching responses in the AR environment became more accurate with improved feedback. Experiment III studied the effect of different levels of accommodative demand (collimated, consistent, and midpoint) on distance judgments. This experiment found nearly accurate distance responses in the consistent and midpoint conditions, and a linear increase in error in the collimated condition. Experiment IV studied the effect of brightness of the target object on depth judgments. This experiment found that distance responses were shifted towards background for the dim AR target. Lastly, Experiment V studied the effect of participant age on depth judgments and found that older participants judged distance more accurately than younger participants. Taken together, these five experiments will help us understand how depth perception operates in augmented reality

    Near-Field Depth Perception in Optical See-Though Augmented Reality

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    Augmented reality (AR) is a very promising display technology with many compelling industrial applications. However, before it can be used in actual settings, its fidelity needs to be investigated from a user-centric viewpoint. More specifically, how distance to the virtual objects is perceived in augmented reality is still an open question. To the best of our knowledge, there are only four previous studies that specifically studied distance perception in AR within reaching distances. Therefore, distance perception in augmented reality still remains a largely understudied phenomenon. This document presents research in depth perception in augmented reality in the near visual field. The specific goal of this research is to empirically study various measurement techniques for depth perception, and to study various factors that affect depth perception in augmented reality, specifically, eye accommodation, brightness, and participant age. This document discusses five experiments that have already been conducted. Experiment I aimed to determine if there are inherent difference between the perception of virtual and real objects by comparing depth judgments using two complementary distance judgment protocols: perceptual matching and blind reaching. This experiment found that real objects are perceived more accurately than virtual objects and matching is a relatively more accurate distance measure than reaching. Experiment II compared the two distance judgment protocols in the real world and augmented reality environments, with improved proprioceptive and visual feedback. This experiment found that reaching responses in the AR environment became more accurate with improved feedback. Experiment III studied the effect of different levels of accommodative demand (collimated, consistent, and midpoint) on distance judgments. This experiment found nearly accurate distance responses in the consistent and midpoint conditions, and a linear increase in error in the collimated condition. Experiment IV studied the effect of brightness of the target object on depth judgments. This experiment found that distance responses were shifted towards background for the dim AR target. Lastly, Experiment V studied the effect of participant age on depth judgments and found that older participants judged distance more accurately than younger participants. Taken together, these five experiments will help us understand how depth perception operates in augmented reality

    Interactive Augmented Reality As A Support Tool For Parkinson’s Disease Rehabilitation Programs

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    In this thesis, an augmented reality system is proposed as an alternative to create multiple interactive virtual environments that might later be used in Parkinson’s Disease rehabilitation programs. The main objective of this thesis is to develop a Wearable Tangible Augmented Reality Environment focused on providing the sense of presence required to effectively immerse patients so that they are able to perform different tasks in context–specific scenarios. By using our system, patients are able to freely navigate different virtual environments. Moreover, by segmenting and then overlaying users’ hands and objects of interest above the 3D environment, patients have the ability to naturally interact with both real–life items as well as with virtually augmented objects using nothing but their bare hands. As part of this thesis, Parkinson’s Disease patients participated in a three–week dual– task assessment program in which several tasks were performed following a strict protocol. In order to assess patients’ performance, the tasks were carried out both in the real world and using the system. The findings of this thesis will help evaluate the viability of using augmented reality as an auxiliary tool for Parkinson’s Disease rehabilitation programs

    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

    Haptic-Enhanced Learning in Preclinical Operative Dentistry

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    Background: Virtual reality haptic simulators represent a new paradigm in dental education that may potentially impact the rate and efficiency of basic skill acquisition, as well as pedagogically influence the various aspects of students’ preclinical experience. However, the evidence to support their efficiency and inform their implementation is still limited. Objectives: This thesis set out to empirically examine how haptic VR simulator (Simodont®) can enhance the preclinical dental education experience particularly in the context of operative dentistry. We specify 4 distinct research themes to explore, namely: simulator validity (face, content and predictive), human factors in 3D stereoscopic display, motor skill acquisition, and curriculum integration. Methods: Chapter 3 explores the face and content validity of Simodont® haptic dental simulator among a group of postgraduate dental students. Chapter 4 examines the predictive utility of Simodont® in predicting subsequent preclinical and clinical performance. The results indicate the potential utility of the simulator in predicting future clinical dental performance among undergraduate students. Chapter 5 investigates the role of stereopsis in dentistry from two different perspectives via two studies. Chapter 6 explores the effect of qualitatively different types of pedagogical feedback on the training, transfer and retention of basic manual dexterity dental skills. The results indicate that the acquisition and retention of basic dental motor skills in novice trainees is best optimised through a combination of instructor and visualdisplay VR-driven feedback. A pedagogical model for integration of haptic dental simulator into the dental curriculum has been proposed in Chapter 7. Conclusion: The findings from this thesis provide new insights into the utility of the haptic virtual reality simulator in undergraduate preclinical dental education. Haptic simulators have promising potential as a pedagogical tool in undergraduate dentistry that complements the existing simulation methods. Integration of haptic VR simulators into the dental curriculum has to be informed by sound pedagogical principles and mapped into specific learning objectives

    Stereoscopic 3D user interfaces : exploring the potentials and risks of 3D displays in cars

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    During recent years, rapid advancements in stereoscopic digital display technology has led to acceptance of high-quality 3D in the entertainment sector and even created enthusiasm towards the technology. The advent of autostereoscopic displays (i.e., glasses-free 3D) allows for introducing 3D technology into other application domains, including but not limited to mobile devices, public displays, and automotive user interfaces - the latter of which is at the focus of this work. Prior research demonstrates that 3D improves the visualization of complex structures and augments virtual environments. We envision its use to enhance the in-car user interface by structuring the presented information via depth. Thus, content that requires attention can be shown close to the user and distances, for example to other traffic participants, gain a direct mapping in 3D space

    Visualization and Human-Machine Interaction

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    The digital age offers a lot of challenges in the eld of visualization. Visual imagery has been effectively used to communicate messages through the ages, to express both abstract and concrete ideas. Today, visualization has ever-expanding applications in science, engineering, education, medicine, entertainment and many other areas. Different areas of research contribute to the innovation in the eld of interactive visualization, such as data science, visual technology, Internet of things and many more. Among them, two areas of renowned importance are Augmented Reality and Visual Analytics. This thesis presents my research in the fields of visualization and human-machine interaction. The purpose of the proposed work is to investigate existing solutions in the area of Augmented Reality (AR) for maintenance. A smaller section of this thesis presents a minor research project on an equally important theme, Visual Analytics. Overall, the main goal is to identify the most important existing problems and then design and develop innovative solutions to address them. The maintenance application domain has been chosen since it is historically one of the first fields of application for Augmented Reality and it offers all the most common and important challenges that AR can arise, as described in chapter 2. Since one of the main problem in AR application deployment is reconfigurability of the application, a framework has been designed and developed that allows the user to create, deploy and update in real-time AR applications. Furthermore, the research focused on the problems related to hand-free interaction, thus investigating the area of speech-recognition interfaces and designing innovative solutions to address the problems of intuitiveness and robustness of the interface. On the other hand, the area of Visual Analytics has been investigated: among the different areas of research, multidimensional data visualization, similarly to AR, poses specific problems related to the interaction between the user and the machine. An analysis of the existing solutions has been carried out in order to identify their limitations and to point out possible improvements. Since this analysis delineates the scatterplot as a renowned visualization tool worthy of further research, different techniques for adapting its usage to multidimensional data are analyzed. A multidimensional scatterplot has been designed and developed in order to perform a comparison with another multidimensional visualization tool, the ScatterDice. The first chapters of my thesis describe my investigations in the area of Augmented Reality for maintenance. Chapter 1 provides definitions for the most important terms and an introduction to AR. The second chapter focuses on maintenance, depicting the motivations that led to choose this application domain. Moreover, the analysis concerning open problems and related works is described along with the methodology adopted to design and develop the proposed solutions. The third chapter illustrates how the adopted methodology has been applied in order to assess the problems described in the previous one. Chapter 4 describes the methodology adopted to carry out the tests and outlines the experimental results, whereas the fifth chapter illustrates the conclusions and points out possible future developments. Chapter 6 describes the analysis and research work performed in the eld of Visual Analytics, more specifically on multidimensional data visualizations. Overall, this thesis illustrates how the proposed solutions address common problems of visualization and human-machine interaction, such as interface de- sign, robustness of the interface and acceptance of new technology, whereas other problems are related to the specific research domain, such as pose tracking and reconfigurability of the procedure for the AR domain
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