8 research outputs found

    Visual Depth Perception of 3D CAD Models in Desktop and Immersive Virtual Environments

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    In this paper is presented an experimental study that aims to compare the depth perception of virtual prototypes in immersive virtual environments with the depth perception of CAD models using 2D LCD display. First, a multipurpose solution of a large-scale interactive multi wall projected virtual environment named Holo-CAVE is described and then the conducted experiments are presented. The experiments carried out highlight that perceived depth values estimated for virtual prototypes are significantly influenced by the 3D stereoscopic visualization. Another interesting result of the study is that the estimated depth accuracy increases with the depth size that has to be perceived. The results of experimental study illustrate that the use of immersive stereoscopic visualization is useful during Computer Aided Design related activities

    The Application of Augmented Reality in the Automotive Industry: A Systematic Literature Review

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    Augmented reality (AR) is a fairly new technology enabling human machine interaction by superimposing virtual information on a real environment. Potential applications can be found in many areas of research from recent years. This study presents a systematic review of existing AR systems in the automotive field, synthesizing 55 studies from 2002 to 2019. The main research questions are: where AR technology has been applied within the automotive industry, what is the purpose of its application, what are the general characteristics of these systems, and what are the emphasized benefits and challenges of using AR in this field? The aim of this paper is to provide an insight into the AR applications and technologies in the automotive field

    Augmented Reality in Cultural Heritage: An Overview of the Last Decade of Applications

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    Augmented reality is a mature technology that uses the real world as a substrate and extends it by overlaying computer-generated information. It has been applied to several domains. In particular, the technology was proven to be useful for the management and preservation of Cultural Heritage. This study provides an overview of the last decade of the use of augmented reality in cultural heritage through a detailed review of the scientific papers in the field. We analyzed the applications published on Scopus and Clarivate Web of Science databases over a period of 9 years (2012–2021). Bibliometric data consisted of 1201 documents, and their analysis was performed using various tools, including ScientoPy, VOS Viewer, and Microsoft Excel. The results revealed eight trending topics of applying augmented reality technology to cultural heritage: 3D reconstruction of cultural artifacts, digital heritage, virtual museums, user experience, education, tourism, intangible cultural heritage, and gamification. Each topic is discussed in detail in the article sections, providing insight into existing applications and research trends for each application field

    Mapping the Emergent Trends in Industrial Augmented Reality

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    Augmented reality (AR) is a rapidly developing technology with the potential to revolutionize various sectors of industry by integrating digital information with the real world. This paper presents an overview of the emergent trends in industrial augmented reality (IAR) over the past five years. The study utilizes a comprehensive literature review analysis of industrial studies (searched on two scientific databases: Scopus and Clarivate Web of Science) to map the evolution of IAR trends from 2018 to 2022. The results revealed ten trending topics of AR application: Industry 4.0, artificial intelligence, smart manufacturing, industrial robots, digital twin, assembly, Internet of Things, visualization, maintenance, and training. Each topic is discussed in detail, providing insight into existing applications and research trends for each application field

    An interactive haptic system for experiencing traditional archery

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    In the last decades, more and more virtual systems are used for various activities: training, explanation, simulation, or verifying different concepts. This paper presents a first attempt to create a CogInfoCom channel through which a Virtual Reality (VR) system communicates with a natural cognitive system (prototype and physical experimental system) in a way that improves human cognitive abilities to understand the way an ancient bow works and the sensations it exerts on the human body. This study proposes an immersive VR simulator for recreating the experience of shooting with 3 types of old bows, based on a customized haptic interface. The research focuses on optimizing the shooting experience by using the force characteristic measured from real replicas, as well as handling other important archery features such as the length of the draw or the weight of the bow. The results are mostly positive and the data collected demonstrates the adaptability and replicability of the developed solution, as the system is able to reproduce in VR any type of bow

    Study of Social Presence While Interacting in Metaverse with an Augmented Avatar during Autonomous Driving

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    In this paper, we studied the effects of using Microsoft HoloLens 2 in a Metaverse-based collaborative mixed reality environment on the driver’s social presence while using an autonomous driving system. In (semi-) autonomous vehicles the driver is the system’s monitor, and the driving process becomes a secondary task. Our approach is motivated by the advent of Microsoft Mesh XR technology that enables immersion in multi-person, shared mixed reality environments. We conducted a user study comparing the effects on social presence in two scenarios: baseline and mixed reality collaboration. During the baseline condition, participants communicated and interacted with another person using Skype/Meet which was installed on a mobile tablet. In the second scenario the participants used the Microsoft Mesh application installed on HoloLens 2 to collaborate in a mixed reality environment where each user is represented by an augmented 3D avatar. During the experiment, the participant had to perform a social interaction tell-a-lie task and a remote collaborative tic-tac-toe game, while also monitoring the vehicle’s behavior. The social presence was measured using the Harms and Biocca questionnaire, one of the most widely used tools for evaluating the user’s experience. We found that there are significant statistical differences for Co-presence, Perceived Emotional Interdependence, and Perceived Behavioral Interdependence, and participants were able to easily interact with the avatar in the mixed reality scenario. The proposed study procedure could be taken further to assess the driver’s performance during handover procedures, especially when the autonomous driving system encounters a critical situation

    Study of Social Presence While Interacting in Metaverse with an Augmented Avatar during Autonomous Driving

    No full text
    In this paper, we studied the effects of using Microsoft HoloLens 2 in a Metaverse-based collaborative mixed reality environment on the driver’s social presence while using an autonomous driving system. In (semi-) autonomous vehicles the driver is the system’s monitor, and the driving process becomes a secondary task. Our approach is motivated by the advent of Microsoft Mesh XR technology that enables immersion in multi-person, shared mixed reality environments. We conducted a user study comparing the effects on social presence in two scenarios: baseline and mixed reality collaboration. During the baseline condition, participants communicated and interacted with another person using Skype/Meet which was installed on a mobile tablet. In the second scenario the participants used the Microsoft Mesh application installed on HoloLens 2 to collaborate in a mixed reality environment where each user is represented by an augmented 3D avatar. During the experiment, the participant had to perform a social interaction tell-a-lie task and a remote collaborative tic-tac-toe game, while also monitoring the vehicle’s behavior. The social presence was measured using the Harms and Biocca questionnaire, one of the most widely used tools for evaluating the user’s experience. We found that there are significant statistical differences for Co-presence, Perceived Emotional Interdependence, and Perceived Behavioral Interdependence, and participants were able to easily interact with the avatar in the mixed reality scenario. The proposed study procedure could be taken further to assess the driver’s performance during handover procedures, especially when the autonomous driving system encounters a critical situation
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