Augmented reality goggles with an integrated tracking system for navigation in neurosurgery

Author(s):  
Ehsan Azimi ◽  
Jayfus Doswell ◽  
Peter Kazanzides
2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Ajune Wanis Ismail ◽  
Mark Bilinghust ◽  
Mohd Shahrizal Sunar

In this paper, we describe a new tracking approach for object handling in Augmented Reality (AR). Our approach improves the standard vision-based tracking system during marker extraction and its detection stage. It transforms a unique tracking pattern into set of vertices which are able to perform interaction such as translate, rotate, and copy. This is based on arobust real-time computer vision algorithm that tracks a paddle that a person uses for input. A paddle pose pattern is constructed in a one-time calibration process and through vertex-based calculation of the camera pose relative to the paddle we can show 3D graphics on top of it. This allows the user to look at virtual objects from different viewing angles in the AR interface and perform 3D object manipulation. This approach was implemented using marker-based tracking to improve the tracking in term of the accuracy and robustness in manipulating 3D objects in real-time. We demonstrate our improved tracking system with a sample Tangible AR application, and describe how the system could be improved in the future.


2017 ◽  
Vol 4 (1) ◽  
pp. 1359955 ◽  
Author(s):  
Seongpung Lee ◽  
Hyunki Lee ◽  
Hyunseok Choi ◽  
Sangseo Jeon ◽  
Jaesung Hong ◽  
...  

Author(s):  
P. Hübner ◽  
M. Weinmann ◽  
M. Hillemann ◽  
B. Jutzi ◽  
S. Wursthorn

The basic requirement for the successful deployment of a mobile augmented reality application is a reliable tracking system with high accuracy. Recently, a helmet-based inside-out tracking system which meets this demand has been proposed for self-localization in buildings. To realize an augmented reality application based on this tracking system, a display has to be added for visualization purposes. Therefore, the relative pose of this visualization platform with respect to the helmet has to be tracked. In the case of hand-held visualization platforms like smartphones or tablets, this can be achieved by means of image-based tracking methods like marker-based or model-based tracking. In this paper, we present two marker-based methods for tracking the relative pose between the helmet-based tracking system and a tablet-based visualization system. Both methods were implemented and comparatively evaluated in terms of tracking accuracy. Our results show that mobile inside-out tracking systems without integrated displays can easily be supplemented with a hand-held tablet as visualization device for augmented reality purposes.


2021 ◽  
Vol 5 (11) ◽  
pp. 66
Author(s):  
Michael Chan ◽  
Alvaro Uribe-Quevedo ◽  
Bill Kapralos ◽  
Michael Jenkin ◽  
Norman Jaimes ◽  
...  

Direct ophthalmoscopy (DO) is a medical procedure whereby a health professional, using a direct ophthalmoscope, examines the eye fundus. DO skills are in decline due to the use of interactive diagnostic equipment and insufficient practice with the direct ophthalmoscope. To address the loss of DO skills, physical and computer-based simulators have been developed to offer additional training. Among the computer-based simulations, virtual and augmented reality (VR and AR, respectively) allow simulated immersive and interactive scenarios with eye fundus conditions that are difficult to replicate in the classroom. VR and AR require employing 3D user interfaces (3DUIs) to perform the virtual eye examination. Using a combination of a between-subjects and within-subjects paradigm with two groups of five participants, this paper builds upon a previous preliminary usability study that compared the use of the HTC Vive controller, the Valve Index controller, and the Microsoft HoloLens 1 hand gesticulation interaction methods when performing a virtual direct ophthalmoscopy eye examination. The work described in this paper extends our prior work by considering the interactions with the Oculus Quest controller and Oculus Quest hand-tracking system to perform a virtual direct ophthalmoscopy eye examination while allowing us to compare these methods without our prior interaction techniques. Ultimately, this helps us develop a greater understanding of usability effects for virtual DO examinations and virtual reality in general. Although the number of participants was limited, n = 5 for Stage 1 (including the HTC Vive controller, the Valve Index controller, and the Microsoft HoloLens hand gesticulations), and n = 13 for Stage 2 (including the Oculus Quest controller and the Oculus Quest hand tracking), given the COVID-19 restrictions, our initial results comparing VR and AR 3D user interactions for direct ophthalmoscopy are consistent with our previous preliminary study where the physical controllers resulted in higher usability scores, while the Oculus Quest’s more accurate hand motion capture resulted in higher usability when compared to the Microsoft HoloLens hand gesticulation.


Author(s):  
Hirotake Ishii ◽  
Hidenori Fujino ◽  
Bian Zhiqiang ◽  
Tomoki Sekiyama ◽  
Toshinori Nakai ◽  
...  

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