2,597 research outputs found
Augmented reality X-ray vision on optical see-through head mounted displays
Abstract. In this thesis, we present the development and evaluation of an augmented reality X-ray system on optical see-through head-mounted displays. Augmented reality X-ray vision allows users to see through solid surfaces such as walls and facades, by augmenting the real view with virtual images representing the hidden objects. Our system is developed based on the optical see-through mixed reality headset Microsoft Hololens. We have developed an X-ray cutout algorithm that uses the geometric data of the environment and enables seeing through surfaces. We have developed four different visualizations as well based on the algorithm. The first visualization renders simply the X-ray cutout without displaying any information about the occluding surface. The other three visualizations display features extracted from the occluder surface to help the user to get better depth perception of the virtual objects. We have used Sobel edge detection to extract the information. The three visualizations differ in the way to render the extracted features. A subjective experiment is conducted to test and evaluate the visualizations and to compare them with each other. The experiment consists of two parts; depth estimation task and a questionnaire. Both the experiment and its results are presented in the thesis
GIFT: Gesture-Based Interaction by Fingers Tracking, an Interaction Technique for Virtual Environment
Three Dimensional (3D) interaction is the plausible human interaction inside a Virtual Environment (VE). The rise of the Virtual Reality (VR) applications in various domains demands for a feasible 3D interface. Ensuring immersivity in a virtual space, this paper presents an interaction technique where manipulation is performed by the perceptive gestures of the two dominant fingers; thumb and index. The two fingertip-thimbles made of paper are used to trace states and positions of the fingers by an ordinary camera. Based on the positions of the fingers, the basic interaction tasks; selection, scaling, rotation, translation and navigation are performed by intuitive gestures of the fingers. Without keeping a gestural database, the features-free detection of the fingers guarantees speedier interactions. Moreover, the system is user-independent and depends neither on the size nor on the color of the users’ hand. With a case-study project; Interactions by the Gestures of Fingers (IGF) the technique is implemented for evaluation. The IGF application traces gestures of the fingers using the libraries of OpenCV at the back-end. At the front-end, the objects of the VE are rendered accordingly using the Open Graphics Library; OpenGL. The system is assessed in a moderate lighting condition by a group of 15 users. Furthermore, usability of the technique is investigated in games. Outcomes of the evaluations revealed that the approach is suitable for VR applications both in terms of cost and accuracy
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3D (embodied) projection mapping and sensing bodies : a study in interactive dance performance
This dissertation identifies the synergies between physical and virtual environments when designing for immersive experiences in interactive dance performances. The integration of virtual information in physical space is transforming our interactions and experiences with the world. By using the body and creative expression as the interface between real and virtual worlds, dance performance creates a privileged framework to research and design interactive mixed reality environments and immersive augmented architectures. The research is primarily situated in the fields of visual art and interaction design. It combines performance with transdisciplinary fields and intertwines practice with theory. The theoretical and conceptual implications involved in designing and experiencing immersive hybrid environments are analyzed using the reality–virtuality continuum. These theories helped frame the ways augmented reality architectures are achieved through the integration of dance performance with digital software and reception displays. They also helped identify the main artistic affordances and restrictions in the design of augmented reality and augmented virtuality environments for live performance. These pervasive media architectures were materialized in three field experiments, the live dance performances. Each performance was created in three different stages of conception, design and production. The first stage was to “digitize” the performer’s movement and brain activity to the virtual environment and our system. This was accomplished through the use of depth sensor cameras, 3D motion capture, and brain computer interfaces. The second stage was the creation of the computational architecture and software that aggregates the connections and mapping between the physical body and the spatial dynamics of the virtual environment. This process created real-time interactions between the performer’s behavior and motion and the real-time generative computer 3D graphics. Finally, the third stage consisted of the output modality: 3D projector based augmentation techniques were adopted in order to overlay the virtual environment onto physical space. This thesis proposes and lays out theoretical, technical, and artistic frameworks between 3D digital environments and moving bodies in dance performance. By sensing the body and the brain with the 3D virtual environments, new layers of augmentation and interactions are established, and ultimately this generates mixed reality environments for embodied improvisational self-expression.Radio-Television-Fil
3D Interaction System with Multiple Identified,Small,Wireless,Battery-less,Occlusion-free Magnetic Markers
Tohoku University北村喜
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