Connecting the Real-World and the Virtual World Through Dynamic Environment Rendering

Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

Immersive Virtual Reality (VR) systems such as the Oculus Rift or HTC Vive provide a sense of “presence” that is not available in traditional voice or video based communication methods. Without the sense of “presence” in the environment, a designer’s interpretation of the environment or design in question may be ill informed or skewed, based on the communication medium. The authors of this paper present a method to dynamically recreate a real-world environment in a virtual environment and provide an interface for physically-present individuals and geographically dispersed team members to collaborate. The method allows multiple remote users to naturally and immersively view a realistic representation of a dynamic real-world location in real time. This process incorporates consumer RGB-D sensors and VR systems into a distributed, multi-user virtual environment that has the ability to render large visual data in real-time. A case study using commodity RGB-D sensors, computing hardware, and standard TCP internet connections is presented to demonstrate the viability of the proposed method.

Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


1997 ◽  
Vol 6 (5) ◽  
pp. 590-595 ◽  
Author(s):  
John Towell ◽  
Elizabeth Towell

A text-based networked virtual environment represents to a user a system of rooms joined by exits and entrances. When navigating this system of rooms, a user can communicate in real time with other connected users occupying the same room. Hence, these virtual environments are aptly suited for networked conferencing and teaching. Anecdotal information suggested that some people feel a sense of “being there” or presence when connected to one of these environments. To determine how many people feel this sense of presence, we surveyed 207 people from 6 different groups of users of text-based networked virtual environments. The results indicated that 69% of these subjects felt a sense of presence. Experiments with people in text-based networked virtual environments may be helpful in understanding the contribution to presence by social interaction in other virtual environments.


2002 ◽  
Vol 11 (6) ◽  
pp. 665-676 ◽  
Author(s):  
Phil Turner ◽  
Susan Turner

A consideration of eventual context of use is crucially important for the success of virtual environments destined for real-world organizations, yet it is frequently absent from accounts of the design of such applications. We describe how contextual requirements have influenced the design of a collaborative virtual environment (CVE) to support the delivery of safety-critical training, and suggest how context and purpose of use may be a significant factor in the sense of presence and engagement in both virtual and physical simulated environments.


CJEM ◽  
2017 ◽  
Vol 19 (S1) ◽  
pp. S96-S97
Author(s):  
C. Farrell ◽  
S. Teed ◽  
N. Costain ◽  
M.A. Austin ◽  
A. Willmore ◽  
...  

Introduction/Innovation Concept: In 2014, Eastern Ontario paramedic services, their medical director staff and area community colleges developed an EMS Boot Camp experience to orient Queen’s University and the University of Ottawa emergency medicine residents to the role of paramedics and the challenges they face in the field. Current EMS ride-alongs and didactic classroom sessions were deemed ineffective at adequately preparing residents to provide online medical control. From those early discussions came the creation of a real-world, real-time (RWRT) educational experience. Methods: Specific challenges unique to paramedicine are difficult to communicate to a medical control physician at the other end of a telephone. The goal of this one-day educational experience is for residents to gain insight into the complexity and time sensitive nature of delivering medical care in the field. Residents are immersed as responding paramedics in a day of intense RWRT simulation exercises reflecting the common paramedic logistical challenges to delivering patient care in an uncontrolled and dynamic environment. Curriculum, Tool, or Material: Scenarios, run by paramedic students, are overseen by working paramedics from participating paramedic services. Residents learn proper use of key equipment found on an Ontario ambulance while familiarize themselves with patient care standards and medical directives. Scenarios focus on prehospital-specific clinical care issues; performing dynamic CPR in a moving vehicle, extricating a bariatric patient with limited personnel, large scale multi-casualty triage as well as other time sensitive, high risk procedures requiring online medical control approval (i.e. chest needle thoracostomy). Conclusion: EMS Boot Camp dispels preconceived biases regarding “what it’s really like” to deliver high quality prehospital clinical care. When providing online medical control in the future, the residents will be primed to understand and expect certain challenges that may arise. The educational experience fosters collaboration between prehospital and hospital-based providers. The sessions provide a reproducible, standardized experience for all participants; something that cannot be guaranteed with traditional EMS ride-alongs. Future sessions will evaluate participant satisfaction and self-efficacy with the use of a standard evaluation form including pre/post self-evaluations.


Author(s):  
Roy C. Davies ◽  
Gerd Johansson ◽  
Anita Linden ◽  
Kersin Boschian ◽  
Berigt Sonesson ◽  
...  

2018 ◽  
Author(s):  
Kyle Plunkett

This manuscript provides two demonstrations of how Augmented Reality (AR), which is the projection of virtual information onto a real-world object, can be applied in the classroom and in the laboratory. Using only a smart phone and the free HP Reveal app, content rich AR notecards were prepared. The physical notecards are based on Organic Chemistry I reactions and show only a reagent and substrate. Upon interacting with the HP Reveal app, an AR video projection shows the product of the reaction as well as a real-time, hand-drawn curved-arrow mechanism of how the product is formed. Thirty AR notecards based on common Organic Chemistry I reactions and mechanisms are provided in the Supporting Information and are available for widespread use. In addition, the HP Reveal app was used to create AR video projections onto laboratory instrumentation so that a virtual expert can guide the user during the equipment setup and operation.


Electronics ◽  
2020 ◽  
Vol 10 (1) ◽  
pp. 13
Author(s):  
Balaji M ◽  
Chandrasekaran M ◽  
Vaithiyanathan Dhandapani

A Novel Rail-Network Hardware with simulation facilities is presented in this paper. The hardware is designed to facilitate the learning of application-oriented, logical, real-time programming in an embedded system environment. The platform enables the creation of multiple unique programming scenarios with variability in complexity without any hardware changes. Prior experimental hardware comes with static programming facilities that focus the students’ learning on hardware features and programming basics, leaving them ill-equipped to take up practical applications with more real-time constraints. This hardware complements and completes their learning to help them program real-world embedded systems. The hardware uses LEDs to simulate the movement of trains in a network. The network has train stations, intersections and parking slots where the train movements can be controlled by using a 16-bit Renesas RL78/G13 microcontroller. Additionally, simulating facilities are provided to enable the students to navigate the trains by manual controls using switches and indicators. This helps them get an easy understanding of train navigation functions before taking up programming. The students start with simple tasks and gradually progress to more complicated ones with real-time constraints, on their own. During training, students’ learning outcomes are evaluated by obtaining their feedback and conducting a test at the end to measure their knowledge acquisition during the training. Students’ Knowledge Enhancement Index is originated to measure the knowledge acquired by the students. It is observed that 87% of students have successfully enhanced their knowledge undergoing training with this rail-network simulator.


Author(s):  
Wenqiang Chen ◽  
Lin Chen ◽  
Meiyi Ma ◽  
Farshid Salemi Parizi ◽  
Shwetak Patel ◽  
...  

Wearable devices, such as smartwatches and head-mounted devices (HMD), demand new input devices for a natural, subtle, and easy-to-use way to input commands and text. In this paper, we propose and investigate ViFin, a new technique for input commands and text entry, which harness finger movement induced vibration to track continuous micro finger-level writing with a commodity smartwatch. Inspired by the recurrent neural aligner and transfer learning, ViFin recognizes continuous finger writing, works across different users, and achieves an accuracy of 90% and 91% for recognizing numbers and letters, respectively. We quantify our approach's accuracy through real-time system experiments in different arm positions, writing speeds, and smartwatch position displacements. Finally, a real-time writing system and two user studies on real-world tasks are implemented and assessed.


Data ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 1
Author(s):  
Ahmed Elmogy ◽  
Hamada Rizk ◽  
Amany M. Sarhan

In data mining, outlier detection is a major challenge as it has an important role in many applications such as medical data, image processing, fraud detection, intrusion detection, and so forth. An extensive variety of clustering based approaches have been developed to detect outliers. However they are by nature time consuming which restrict their utilization with real-time applications. Furthermore, outlier detection requests are handled one at a time, which means that each request is initiated individually with a particular set of parameters. In this paper, the first clustering based outlier detection framework, (On the Fly Clustering Based Outlier Detection (OFCOD)) is presented. OFCOD enables analysts to effectively find out outliers on time with request even within huge datasets. The proposed framework has been tested and evaluated using two real world datasets with different features and applications; one with 699 records, and another with five millions records. The experimental results show that the performance of the proposed framework outperforms other existing approaches while considering several evaluation metrics.


Sign in / Sign up

Export Citation Format

Share Document