7 research outputs found
Measurement and Geometric Modelling of Human Spine Posture for Medical Rehabilitation Purposes Using a Wearable Monitoring System Based on Inertial Sensors
This paper presents a mathematical model that can be used to virtually reconstruct the posture of the human spine. By using orientation angles from a wearable monitoring system based on inertial sensors, the model calculates and represents the curvature of the spine. Several hypotheses are taken into consideration to increase the model precision. An estimation of the postures that can be calculated is also presented. A non-invasive solution to identify the human back shape can help reducing the time needed for medical rehabilitation sessions. Moreover, it prevents future problems caused by poor posture
Mapping the Emergent Trends in Industrial Augmented Reality
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
Talking on the Phone While Driving: A Literature Review on Driving Simulator Studies
Distracted driving is a growing concern around the world and has been the focus of many naturalistic and simulator-based studies. Driving simulators provide excellent practical and theoretical help in studying the driving process, and considerable efforts have been made to prove their validity. This research aimed to review relevant simulator-based studies focused on investigating the effects of the talking-on-the-phone-while-driving distraction on drivers’ behavior. This work is a scoping review which followed the Preferred Reporting Items for Systematic Reviews and Meta-Analysis Extension for Scoping Reviews (PRISMA-ScR) guidelines. The search was performed on five databases, covering twenty years of research results. It was focused on finding answers to three research questions that could offer an overview of the main sources of distraction, the research infrastructure, and the measures that were used to analyze and predict the effects of distractions. A number of 4332 studies were identified in the database search, from which 83 were included in the review. The main findings revealed that TPWD distraction negatively affects driving performance, exposing drivers to dangerous traffic situations. Moreover, there is a general understanding that the driver’s cognitive, manual, visual, and auditory resources are all involved, to a certain degree, when executing a secondary task while driving
Mobile augmented reality for cultural heritage: Following the footsteps of Ovid among different locations in Europe
There are many examples of cultural events that distinguish people nationally. Celebrating this can bring people closer, as inhabitants of different countries share similar cultural values. This study investigates a sustainable way to enhance these types of events. On the occasion of the 2000-year anniversary of the death of the Roman poet Ovid, we propose a mobile augmented reality (MAR) application that contains historical information related to his life. As Ovid often stated in his last poems, he feared his work would be forgotten after his exile from Rome. This paper focuses on assessing whether this is the case, while also disseminating factual, historic data to people who tested the application. Experiments were conducted in Italy and Romania, in three different cities: Sulmona, Rome, and Constanta. Based on the results collected, four constructs were investigated: comprehensibility, manipulability, enjoyment, and usefulness. The results revealed that the usability of the MAR application, and the interaction metaphor, are appropriate for the general public. The MAR application provided a positive experience, and thus, increased the extent of the occasion
Study of Social Presence While Interacting in Metaverse with an Augmented Avatar during Autonomous Driving
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
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