556 research outputs found
An observational study of children interacting with an augmented story book
We present findings of an observational study investigating how young children interact with augmented reality story books. Children aged between 6 and 7 read and interacted with one of two story books aimed at early literacy education. The books pages were augmented using animated virtual 3D characters, sound, and interactive tasks. Introducing novel media to young children requires system and story designers to consider not only technological issues but also questions arising from story design and the design of interactive sequences. We discuss findings of our study and implications regarding the implementation of augmented story books
AR Tennis
Modern mobile phones combine a display and processing power
with a camera, and so are ideal platforms for augmented reality
(AR), the overlay of computer graphics on the real world.
Henrysson [2] has ported the popular ARToolKit [1] computer
vision library to the Symbian operating system which allows
developers to build AR applications that run on a mobile phone
Local Descriptor by Zernike Moments for Real-time Keypoint Matching
This paper presents a real-time keypoint matching
algorithm using a local descriptor derived by Zernike
moments. From an input image, we find a set of keypoints
by using an existing corner detection algorithm.
At each keypoint we extract a fixed size image patch
and compute a local descriptor derived by Zernike
moments. The proposed local descriptor is invariant to
rotation and illumination changes. In order to speed
up the computation of Zernike moments, we compute
the Zernike basis functions in advance and store them
in a set of lookup tables. The matching is performed
with an Approximate Nearest Neighbor (ANN) method
and refined by a RANSAC algorithm. In the
experiments we confirmed that videos of frame size
320Ć240 with the scale, rotation, illumination and
even 3D viewpoint changes are processed at 25~30Hz
using the proposed method. Unlike existing keypoint
matching algorithms, our approach also works in realtime
for registering a reference image
Handheld AR for Collaborative Edutainment
Handheld Augmented Reality (AR) is expected to provide
ergonomic, intuitive user interfaces for untrained users. Yet no comparative
study has evaluated these assumptions against more traditional user interfaces
for an education task. In this paper we compare the suitability of a handheld AR
arts-history learning game against more traditional variants. We present results
from a user study that demonstrate not only the effectiveness of AR for
untrained users but also its fun-factor and suitability in environments such as
public museums. Based on these results we provide design guidelines that can
inform the design of future collaborative handheld AR applications
Through the Looking Glass: The Use of Lenses as an Interface Tool for Augmented Reality
Stephen N. Spencer The University of Washington
Program Chairs Alan Chalmers
Hock Soon Seah
Publisher ACM Press New York, NY, US
Transitional Interface: Concept, Issues and Framework
Transitional Interfaces have emerged as a new way to interact and
collaborate between different interaction spaces such as Reality,
Virtual Reality and Augmented Reality. In this paper we explore
this concept further. We introduce a descriptive model of the concept,
its collaborative aspect and how it can be generalized to describe
natural and continuous transitions between contexts (e.g.
across space, scale, viewpoint, and representation)
Evaluating the Augmented Reality Human-Robot Collaboration System
This paper discusses an experimental comparison of three user interface techniques for interaction with a mobile robot located remotely from the user. A typical means of operating a robot in such a situation is to teleoperate the robot using visual cues from a camera that displays the robotās view of its work environment. However, the operator often has a difficult time maintaining awareness of the robot in its surroundings due to this single ego-centric view. Hence, a multi-modal system has been developed that allows the remote human operator to view the robot in its work environment through an Augmented Reality (AR) interface. The operator is able to use spoken dialog, reach into the 3D graphic representation of the work environment and discuss the intended actions of the robot to create a true
collaboration. This study compares the typical ego-centric driven view to two versions of an AR interaction system for an
experiment remotely operating a simulated mobile robot. One
interface provides an immediate response from the remotely located robot. In contrast, the Augmented Reality Human-Robot Collaboration (AR-HRC) System interface enables the user to discuss and review a plan with the robot prior to execution. The AR-HRC interface was most effective, increasing accuracy by
30% with tighter variation, while reducing the number of close calls in operating the robot by factors of ~3x. It thus provides the means to maintain spatial awareness and give the users the feeling
they were working in a true collaborative environment
Collaborating with a Mobile Robot: An Augmented Reality Multimodal Interface
Invited paperWe have created an infrastructure that allows a human to collaborate in a natural manner with a robotic system. In this paper we describe our system and its implementation with a mobile robot. In our
prototype the human communicates with the mobile robot using natural speech and gestures, for example, by selecting a point in 3D space and saying āgo hereā or āgo behind thatā. The robot responds using
speech so the human is able to understand its intentions and beliefs. Augmented Reality (AR) technology is used to facilitate natural use of gestures and provide a common 3D spatial reference for both the robot and human, thus providing a means for grounding of communication and maintaining spatial awareness.
This paper first discusses related work then gives a brief overview of AR and its capabilities. The architectural design we have developed is outlined and then a case study is discussed
Magnetic Flux Braiding: Force-Free Equilibria and Current Sheets
We use a numerical nonlinear multigrid magnetic relaxation technique to
investigate the generation of current sheets in three-dimensional magnetic flux
braiding experiments. We are able to catalogue the relaxed nonlinear force-free
equilibria resulting from the application of deformations to an initially
undisturbed region of plasma containing a uniform, vertical magnetic field. The
deformations are manifested by imposing motions on the bounding planes to which
the magnetic field is anchored. Once imposed the new distribution of magnetic
footpoints are then taken to be fixed, so that the rest of the plasma must then
relax to a new equilibrium configuration. For the class of footpoint motions we
have examined, we find that singular and nonsingular equilibria can be
generated. By singular we mean that within the limits imposed by numerical
resolution we find that there is no convergence to a well-defined equilibrium
as the number of grid points in the numerical domain is increased. These
singular equilibria contain current "sheets" of ever-increasing current
intensity and decreasing width; they occur when the footpoint motions exceed a
certain threshold, and must include both twist and shear to be effective. On
the basis of these results we contend that flux braiding will indeed result in
significant current generation. We discuss the implications of our results for
coronal heating.Comment: 13 pages, 12 figure
An Evaluation of an Augmented Reality Multimodal Interface Using Speech and Paddle Gestures
This paper discusses an evaluation of an augmented reality (AR)
multimodal interface that uses combined speech and paddle gestures for interaction
with virtual objects in the real world. We briefly describe our AR multimodal
interface architecture and multimodal fusion strategies that are based on the
combination of time-based and domain semantics. Then, we present the results
from a user study comparing using multimodal input to using gesture input
alone. The results show that a combination of speech and paddle gestures improves
the efficiency of user interaction. Finally, we describe some design recommendations
for developing other multimodal AR interfaces
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