A low-cost, low-latency approach to dynamic immersion in occlusive head-mounted displays

Author(s):  
Robert W. Lindeman
Author(s):  
Martin Gebert ◽  
Wolfgang Steger ◽  
Ralph Stelzer

Virtual Reality (VR) visualization of product data in engineering applications requires a largely manual process of translating various product data into a 3D representation. Modern game engines allow low-cost, high-end visualization using latest stereoscopic Head-Mounted Displays (HMDs) and input controllers. Thus, using them for VR tasks in the engineering industry is especially appealing. As standardized formats for 3D product representations do not currently meet the requirements that arise from engineering applications, the presented paper suggests an Enhanced Scene Graph (ESG) that carries arbitrary product data derived from various engineering tools. The ESG contains formal descriptions of geometric and non-geometric data that are functionally structured. A VR visualization may be derived from the formal description in the ESG immediately. The generic elements of the ESG offer flexibility in the choice of both engineering tools and renderers that create the virtual scene. Furthermore, the ESG allows storing user annotations, thereby sending feedback from the visualization directly to the engineers involved in the product development process. Individual user interfaces for VR controllers can be assigned and their controls mapped, guaranteeing intuitive scene interaction. The use of the ESG promises significant value to the visualization process as particular tasks are being automated and greatly simplified.


Author(s):  
Valery Tikhvinskiy ◽  
Grigory Bochechka ◽  
Andrey Gryazev ◽  
Altay Aitmagambetov

Optimization of 3GPP standards that apply to cellular technologies and their adaptation to LPWAN has not led to positive results only enabling to compete on the market with the growing number non-cellular greenfield LPWAN technologies – LoRa, Sigfox and others. The need to take into consideration, during the 3GPP standard optimization phase, the low-cost segment of narrow-band IoT devices relying on such new technologies as LTE-M, NB-IoT and EC-GSM, has also led to a loss of a number of technical characteristics and functions that offered low latency and guaranteed the quality of service. The aim of this article is therefore to review some of the most technical limitations and restrictions of the new 3GPP IoT technologies, as well as to indicate the direction for development of future standards applicable to cellular IoT technologies.


Author(s):  
Thiago D'Angelo ◽  
Saul Emanuel Delabrida Silva ◽  
Ricardo A. R. Oliveira ◽  
Antonio A. F. Loureiro

Virtual Reality and Augmented Reality Head-Mounted Displays (HMDs) have been emerging in the last years. These technologies sound like the new hot topic for the next years. Head-Mounted Displays have been developed for many different purposes. Users have the opportunity to enjoy these technologies for entertainment, work tasks, and many other daily activities. Despite the recent release of many AR and VR HMDs, two major problems are hindering the AR HMDs from reaching the mainstream market: the extremely high costs and the user experience issues. In order to minimize these problems, we have developed an AR HMD prototype based on a smartphone and on other low-cost materials. The prototype is capable of running Eye Tracking algorithms, which can be used to improve user interaction and user experience. To assess our AR HMD prototype, we choose a state-of-the-art method for eye center location found in the literature and evaluate its real-time performance in different development boards.


Author(s):  
Donghyuk Lee ◽  
Yoongu Kim ◽  
V. Seshadri ◽  
Jamie Liu ◽  
L. Subramanian ◽  
...  
Keyword(s):  
Low Cost ◽  

2017 ◽  
Vol 7 (6) ◽  
pp. 178-181
Author(s):  
Ali Aghdaei ◽  
Seyed A. (Reza) Zekavat
Keyword(s):  
Low Cost ◽  

2014 ◽  
Vol 4 (2) ◽  
pp. 1
Author(s):  
Vitor Reus ◽  
Márcio Mello ◽  
Luciana Nedel ◽  
Anderson Maciel

Head-mounted displays (HMD) allow a personal and immersive viewing of virtual environments, and can be used with almost any desktop computer. Most HMDs have inertial sensors embedded for tracking the user head rotations. These low-cost sensors have high quality and availability. However, even if they are very sensitive and precise, inertial sensors work with incremental information, easily introducing errors in the system. The most relevant is that head tracking suffers from drifting. In this paper we present important limitations that still prevent the wide use of inertial sensors for tracking. For instance, to compensate for the drifting, users of HMD-based immersive VEs move away from their suitable pose. We also propose a software solution for two problems: prevent the occurrence of drifting in incremental sensors, and avoid the user from move its body in relation to another tracking system that uses absolute sensors (e.g. MS Kinect). We analyze and evaluate our solutions experimentally, including user tests. Results show that our comfortable pose function is effective on eliminating drifting, and that it can be inverted and applied also to prevent the user from moving their body away of the absolute sensor range. The efficiency and accuracy of this method makes it suitable for a number of applications in immersive VR.


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