Design considerations for a computer-vision-enabled ophthalmic augmented reality environment

Author(s):  
Jeffrey W. Berger ◽  
Michael E. Leventon ◽  
Nobuhiko Hata ◽  
William Wells ◽  
Ron Kikinis
2018 ◽  
Vol 1 (2) ◽  
pp. 17-23
Author(s):  
Takialddin Al Smadi

This survey outlines the use of computer vision in Image and video processing in multidisciplinary applications; either in academia or industry, which are active in this field.The scope of this paper covers the theoretical and practical aspects in image and video processing in addition of computer vision, from essential research to evolution of application.In this paper a various subjects of image processing and computer vision will be demonstrated ,these subjects are spanned from the evolution of mobile augmented reality (MAR) applications, to augmented reality under 3D modeling and real time depth imaging, video processing algorithms will be discussed to get higher depth video compression, beside that in the field of mobile platform an automatic computer vision system for citrus fruit has been implemented ,where the Bayesian classification with Boundary Growing to detect the text in the video scene. Also the paper illustrates the usability of the handed interactive method to the portable projector based on augmented reality.   © 2018 JASET, International Scholars and Researchers Association


Author(s):  
Gilles Simon

It is generally accepted that Jan van Eyck was unaware of perspective. However, an a-contrario analysis of the vanishing points in five of his paintings, realized between 1432 and 1439, unveils a recurring fishbone-like pattern that could only emerge from the use of a polyscopic perspective machine with two degrees of freedom. A 3D reconstruction of Arnolfini Portrait compliant with this pattern suggests that van Eyck's device answered a both aesthetic and scientific questioning on how to represent space as closely as possible to human vision. This discovery makes van Eyck the father of today's immersive and nomadic creative media such as augmented reality and synthetic holography.


Author(s):  
Zeenat S. AlKassim ◽  
Nader Mohamed

In this chapter, the authors discuss a unique technology known as the Sixth Sense Technology, highlighting the future opportunities of such technology in integrating the digital world with the real world. Challenges in implementing such technologies are also discussed along with a review of the different possible implementation approaches. This review is performed by exploring the different inventions in areas similar to the Sixth Sense Technology, namely augmented reality (AR), computer vision, image processing, gesture recognition, and artificial intelligence and then categorizing and comparing between them. Lastly, recommendations are discussed for improving such a unique technology that has the potential to create a new trend in human-computer interaction (HCI) in the coming years.


2014 ◽  
Vol 513-517 ◽  
pp. 1135-1138
Author(s):  
Kai Jiang ◽  
Shan Hong Zhu

Augmented reality (AR) technology is one of the hot issues in the field of computer vision, There are many technologies for the development of online virtual display, Such as Flash, Java and Web3D technology. Web3D technology is an emerging network3D technology, in which VRML and Cult3D technologies are commonly used. This paper chooses a convenient interactive technologyCult3D, Cult3D Designer platform is given in a 3D virtual scene and product display of the implementation process, through a set of instructions to achieve user interactions with the product and the virtual museum roaming.


2016 ◽  
Vol 43 (6Part3) ◽  
pp. 3329-3329 ◽  
Author(s):  
R.D. MacDougall ◽  
S Don ◽  
B Scherrer

Sensors ◽  
2019 ◽  
Vol 19 (19) ◽  
pp. 4254
Author(s):  
Tiago Davi Oliveira de Araújo ◽  
Carlos Gustavo Resque dos Santos ◽  
Rodrigo Santos do Amor Divino Lima ◽  
Bianchi Serique Meiguins

The adaptability between different environments remains a challenge for Mobile Augmented Reality (MAR). If not done seamlessly, such transitions may cause discontinuities in navigation, consequently disorienting users and undermining the acceptance of this technology. The transition between environments is hard because there are currently no localization techniques that work well in any place: sensor-based applications can be harmed by obstacles that hamper sensor communication (e.g., GPS) and by infrastructure limitations (e.g., Wi-Fi), and image-based applications can be affected by lighting conditions that impair computer vision techniques. Hence, this paper presents an adaptive model to perform transitions between different types of environments for MAR applications. The model has a hybrid approach, choosing the best combination of long-range sensors, short-range sensors, and computer vision techniques to perform fluid transitions between environments that mitigate problems in location, orientation, and registration. To assess the model, we developed a MAR application and conducted a navigation test with volunteers to validate transitions between outdoor and indoor environments, followed by a short interview. The results show that the transitions were well succeeded, since the application self-adapted to the studied environments, seamlessly changing sensors when needed.


2015 ◽  
Vol 3 (3) ◽  
pp. 179-184 ◽  
Author(s):  
Nadim Mahmud ◽  
Jonah Cohen ◽  
Kleovoulos Tsourides ◽  
Tyler M. Berzin

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