9 research outputs found

    Augmented Reality and Gamification in Heritage Museums

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    Hybrid Video/Optical See-Through HMD

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    An old but still ongoing subject of debate among augmented reality (AR) experts is about which see-through paradigm is best in wearable AR displays. Video see-through (VST) and optical see-through (OST) paradigms have both their own strengths and shortcomings with respect to technological and human-factor aspects. The major difference between these see-through paradigms is in providing an aided (VST) or unaided (OST) view of the real world. In this work, we present a novel approach for the development of AR stereoscopic head-mounted displays (HMDs) that can provide both the see-through mechanisms. Our idea is to dynamically modify the transparency of the display through a liquid crystal (LC)-based electro-optical shutter applied on the top of a standard OST device opportunely modified for housing a pair of external cameras. A plane-induced homography transformation is used for consistently warping the video images, hence reducing the parallax between cameras and displays. An externally applied drive voltage is used for smoothly controlling the light transmittance of the LC shutters so as to allow an easy transition between the unaided and the camera-mediated view of the real scene. Our tests have proven the efficacy of the proposed solution under worst-case lighting conditions

    A new head-mounted display-based augmented reality system in neurosurgical oncology: a study on phantom

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    Purpose: Benefits of minimally invasive neurosurgery mandate the development of ergonomic paradigms for neuronavigation. Augmented Reality (AR) systems can overcome the shortcomings of commercial neuronavigators. The aim of this work is to apply a novel AR system, based on a head-mounted stereoscopic video see-through display, as an aid in complex neurological lesion targeting. Effectiveness was investigated on a newly designed patient-specific head mannequin featuring an anatomically realistic brain phantom with embedded synthetically created tumors and eloquent areas. Materials and methods: A two-phase evaluation process was adopted in a simulated small tumor resection adjacent to Brocaâ\u80\u99s area. Phase I involved nine subjects without neurosurgical training in performing spatial judgment tasks. In Phase II, three surgeons were involved in assessing the effectiveness of the AR-neuronavigator in performing brain tumor targeting on a patient-specific head phantom. Results: Phase I revealed the ability of the AR scene to evoke depth perception under different visualization modalities. Phase II confirmed the potentialities of the AR-neuronavigator in aiding the determination of the optimal surgical access to the surgical target. Conclusions: The AR-neuronavigator is intuitive, easy-to-use, and provides three-dimensional augmented information in a perceptually-correct way. The system proved to be effective in guiding skin incision, craniotomy, and lesion targeting. The preliminary results encourage a structured study to prove clinical effectiveness. Moreover, our testing platform might be used to facilitate training in brain tumour resection procedures

    Perspective Preserving Solution for Quasi-Orthoscopic Video See-Through HMDs

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    In non-orthoscopic video see-through (VST) head-mounted displays (HMDs), depth perception through stereopsis is adversely affected by sources of spatial perception errors. Solutions for parallax-free and orthoscopic VST HMDs were considered to ensure proper space perception but at expenses of an increased bulkiness and weight. In this work, we present a hybrid video-optical see-through HMD the geometry of which explicitly violates the rigorous conditions of orthostereoscopy. For properly recovering natural stereo fusion of the scene within the personal space in a region around a predefined distance from the observer, we partially resolve the eye-camera parallax by warping the camera images through a perspective preserving homography that accounts for the geometry of the VST HMD and refers to such distance. For validating our solution; we conducted objective and subjective tests. The goal of the tests was to assess the efficacy of our solution in recovering natural depth perception in the space around said reference distance. The results obtained showed that the quasi-orthoscopic setting of the HMD; together with the perspective preserving image warping; allow the recovering of a correct perception of the relative depths. The perceived distortion of space around the reference plane proved to be not as severe as predicted by the mathematical models

    Towards Intelligent Telerobotics: Visualization and Control of Remote Robot

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    Human-machine cooperative or co-robotics has been recognized as the next generation of robotics. In contrast to current systems that use limited-reasoning strategies or address problems in narrow contexts, new co-robot systems will be characterized by their flexibility, resourcefulness, varied modeling or reasoning approaches, and use of real-world data in real time, demonstrating a level of intelligence and adaptability seen in humans and animals. The research I focused is in the two sub-field of co-robotics: teleoperation and telepresence. We firstly explore the ways of teleoperation using mixed reality techniques. I proposed a new type of display: hybrid-reality display (HRD) system, which utilizes commodity projection device to project captured video frame onto 3D replica of the actual target surface. It provides a direct alignment between the frame of reference for the human subject and that of the displayed image. The advantage of this approach lies in the fact that no wearing device needed for the users, providing minimal intrusiveness and accommodating users eyes during focusing. The field-of-view is also significantly increased. From a user-centered design standpoint, the HRD is motivated by teleoperation accidents, incidents, and user research in military reconnaissance etc. Teleoperation in these environments is compromised by the Keyhole Effect, which results from the limited field of view of reference. The technique contribution of the proposed HRD system is the multi-system calibration which mainly involves motion sensor, projector, cameras and robotic arm. Due to the purpose of the system, the accuracy of calibration should also be restricted within millimeter level. The followed up research of HRD is focused on high accuracy 3D reconstruction of the replica via commodity devices for better alignment of video frame. Conventional 3D scanner lacks either depth resolution or be very expensive. We proposed a structured light scanning based 3D sensing system with accuracy within 1 millimeter while robust to global illumination and surface reflection. Extensive user study prove the performance of our proposed algorithm. In order to compensate the unsynchronization between the local station and remote station due to latency introduced during data sensing and communication, 1-step-ahead predictive control algorithm is presented. The latency between human control and robot movement can be formulated as a linear equation group with a smooth coefficient ranging from 0 to 1. This predictive control algorithm can be further formulated by optimizing a cost function. We then explore the aspect of telepresence. Many hardware designs have been developed to allow a camera to be placed optically directly behind the screen. The purpose of such setups is to enable two-way video teleconferencing that maintains eye-contact. However, the image from the see-through camera usually exhibits a number of imaging artifacts such as low signal to noise ratio, incorrect color balance, and lost of details. Thus we develop a novel image enhancement framework that utilizes an auxiliary color+depth camera that is mounted on the side of the screen. By fusing the information from both cameras, we are able to significantly improve the quality of the see-through image. Experimental results have demonstrated that our fusion method compares favorably against traditional image enhancement/warping methods that uses only a single image

    A Wearable Head-mounted Projection Display

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    Conventional head-mounted projection displays (HMPDs) contain of a pair of miniature projection lenses, beamsplitters, and miniature displays mounted on the helmet, as well as a retro-reflective screen placed strategically in the environment. We have extened the HMPD technology integrating the screen into a fully mobile embodiment. Some initial efforts of demonstrating this technology has been captured followed by an investigation of the diffraction effects versus image degradation caused by integrating the retro-reflective screen within the HMPD. The key contribution of this research is the conception and development of a mobileHMPD (M-HMPD). We have included an extensive analysis of macro- and microscopic properties that encompass the retro-reflective screen. Furthermore, an evaluation of the overall performance of the optics will be assessed in both object space for the optical designer and visual space for the possible users of this technology. This research effort will also be focused on conceiving a mobile M-HMPD aimed for dual indoor/outdoor applications. The M-HMPD shares the known advantage such as ultralightweight optics (i.e. 8g per eye), unperceptible distortion (i.e. ≤ 2.5%), and lightweight headset (i.e. ≤ 2.5 lbs) compared with eyepiece type head-mounted displays (HMDs) of equal eye relief and field of view. In addition, the M-HMPD also presents an advantage over the preexisting HMPD in that it does not require a retro-reflective screen placed strategically in the environment. This newly developed M-HMPD has the ability to project clear images at three different locations within near- or far-field observation depths without loss of image quality. This particular M-HMPD embodiment was targeted to mixed reality, augmented reality, and wearable display applications

    VOLUMETRIC AND VARIFOCAL-OCCLUSION AUGMENTED REALITY DISPLAYS

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    Augmented Reality displays are a next-generation computing platform that offer unprecedented user experience by seamlessly combining physical and digital content, and could revolutionize the way we communicate, visualize, and interact with digital information. However, providing a seamless and perceptually realistic experience requires displays capable of presenting photorealistic imagery, and especially, perceptually realistic depth cues, resulting in virtual imagery being presented at any depth and of any opacity. Today's commercial augmented reality displays are far from perceptually realistic because they do not support important depth cues such as mutual occlusion and accommodation, resulting in a transparent image overlaid onto the real-world at a fixed depth. Previous research prototypes fall short by presenting occlusion only for a fixed depth, and by presenting accommodation and defocus-blur only for a narrow depth-range, or with poor depth or spatial resolution. To address these challenges, this thesis explores a computational display approach, where the display’s optics, electronics, and algorithms are co-designed to improve performance or enable new capabilities. In one design, a Volumetric Near-eye Augmented Reality Display was developed to simultaneously present many virtual objects at different depths across a large depth range (15 - 400 cm) without sacrificing spatial resolution, frame rate, or bitdepth. This was accomplished by (1) synchronizing a high-speed Digital Micromirror Device (DMD) projector and a focus-tunable lens to periodically sweep out a volume composed of 280 single-color binary images in front of the user's eye, (2) a new voxel-oriented decomposition algorithm, and (3) per-depth-plane illumination control. In a separate design, for the first time, we demonstrate depth-correct occlusion in optical see-through augmented reality displays. This was accomplished by an optical system composed of two fixed-focus lenses and two focus-tunable lenses to dynamically move the occlusion and virtual image planes in depth, and designing the optics to ensure unit magnification of the see-through real world irrespective of the occlusion or virtual image plane distance. Contributions of this thesis include new optical designs, new rendering algorithms, and prototype displays that demonstrate accommodation, defocus blur, and occlusion depth cues over an extended depth-range.Doctor of Philosoph

    Meshfree Approximation Methods For Free-form Optical Surfaces With Applications To Head-worn Displays

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    Compact and lightweight optical designs achieving acceptable image quality, field of view, eye clearance, eyebox size, operating across the visible spectrum, are the key to the success of next generation head-worn displays. The first part of this thesis reports on the design, fabrication, and analysis of off-axis magnifier designs. The first design is catadioptric and consists of two elements. The lens utilizes a diffractive optical element and the mirror has a free-form surface described with an x-y polynomial. A comparison of color correction between doublets and single layer diffractive optical elements in an eyepiece as a function of eye clearance is provided to justify the use of a diffractive optical element. The dual-element design has an 8 mm diameter eyebox, 15 mm eye clearance, 20 degree diagonal full field, and is designed to operate across the visible spectrum between 450-650 nm. 20% MTF at the Nyquist frequency with less than 3% distortion has been achieved in the dual-element head-worn display. An ideal solution for a head-worn display would be a single free-form surface mirror design. A single surface mirror does not have dispersion; therefore, color correction is not required. A single surface mirror can be made see-through by machining the appropriate surface shape on the opposite side to form a zero power shell. The second design consists of a single off-axis free-form mirror described with an x-y polynomial, which achieves a 3 mm diameter exit pupil, 15 mm eye relief, and a 24 degree diagonal full field of view. The second design achieves 10% MTF at the Nyquist frequency set by the pixel spacing of the VGA microdisplay with less than 3% distortion. Both designs have been fabricated using diamond turning techniques. Finally, this thesis addresses the question of what is the optimal surface shape for a single mirror constrained in an off-axis magnifier configuration with multiple fields? Typical optical surfaces implemented in raytrace codes today are functions mapping two dimensional vectors to real numbers. The majority of optical designs to-date have relied on conic sections and polynomials as the functions of choice. The choice of conic sections is justified since conic sections are stigmatic surfaces under certain imaging geometries. The choice of polynomials from the point of view of surface description can be challenged. A polynomial surface description may link a designer s understanding of the wavefront aberrations and the surface description. The limitations of using multivariate polynomials are described by a theorem due to Mairhuber and Curtis from approximation theory. This thesis proposes and applies radial basis functions to represent free-form optical surfaces as an alternative to multivariate polynomials. We compare the polynomial descriptions to radial basis functions using the MTF criteria. The benefits of using radial basis functions for surface description are summarized in the context of specific head-worn displays. The benefits include, for example, the performance increase measured by the MTF, or the ability to increase the field of view or pupil size. Even though Zernike polynomials are a complete and orthogonal set of basis over the unit circle and they can be orthogonalized for rectangular or hexagonal pupils using Gram-Schmidt, taking practical considerations into account, such as optimization time and the maximum number of variables available in current raytrace codes, for the specific case of the single off-axis magnifier with a 3 mm pupil, 15 mm eye relief, 24 degree diagonal full field of view, we found the Gaussian radial basis functions to yield a 20% gain in the average MTF at 17 field points compared to a Zernike (using 66 terms) and an x-y polynomial up to and including 10th order. The linear combination of radial basis function representation is not limited to circular apertures. Visualization tools such as field map plots provided by nodal aberration theory have been applied during the analysis of the off-axis systems discussed in this thesis. Full-field displays are used to establish node locations within the field of view for the dual-element head-worn display. The judicious separation of the nodes along the x-direction in the field of view results in well-behaved MTF plots. This is in contrast to an expectation of achieving better performance through restoring symmetry via collapsing the nodes to yield field-quadratic astigmatism

    Augmented Reality Interfaces for Procedural Tasks

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    Procedural tasks involve people performing established sequences of activities while interacting with objects in the physical environment to accomplish particular goals. These tasks span almost all aspects of human life and vary greatly in their complexity. For some simple tasks, little cognitive assistance is required beyond an initial learning session in which a person follows one-time compact directions, or even intuition, to master a sequence of activities. In the case of complex tasks, procedural assistance may be continually required, even for the most experienced users. Approaches for rendering this assistance employ a wide range of written, audible, and computer-based technologies. This dissertation explores an approach in which procedural task assistance is rendered using augmented reality. Augmented reality integrates virtual content with a user's natural view of the environment, combining real and virtual objects interactively, and aligning them with each other. Our thesis is that an augmented reality interface can allow individuals to perform procedural tasks more quickly while exerting less effort and making fewer errors than other forms of assistance. This thesis is supported by several significant contributions yielded during the exploration of the following research themes: What aspects of AR are applicable and beneficial to the procedural task problem? In answering this question, we developed two prototype AR interfaces that improve procedural task accomplishment. The first prototype was designed to assist mechanics carrying out maintenance procedures under field conditions. An evaluation involving professional mechanics showed our prototype reduced the time required to locate procedural tasks and resulted in fewer head movements while transitioning between tasks. Following up on this work, we constructed another prototype that focuses on providing assistance in the underexplored psychomotor phases of procedural tasks. This prototype presents dynamic and prescriptive forms of instruction and was evaluated using a demanding and realistic alignment task. This evaluation revealed that the AR prototype allowed participants to complete the alignment more quickly and accurately than when using an enhanced version of currently employed documentation systems. How does the user interact with an AR application assisting with procedural tasks? The application of AR to the procedural task problem poses unique user interaction challenges. To meet these challenges, we present and evaluate a novel class of user interfaces that leverage naturally occurring and otherwise unused affordances in the native environment to provide a tangible user interface for augmented reality applications. This class of techniques, which we call Opportunistic Controls, combines hand gestures, overlaid virtual widgets, and passive haptics to form an interface that was proven effective and intuitive during quantitative evaluation. Our evaluation of these techniques includes a qualitative exploration of various preferences and heuristics for Opportunistic Control-based designs
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