scholarly journals Markerless Augmented Reality via Stereo Video See-Through Head-Mounted Display Device

2015 ◽  
Vol 2015 ◽  
pp. 1-13 ◽  
Author(s):  
Chung-Hung Hsieh ◽  
Jiann-Der Lee

Conventionally, the camera localization for augmented reality (AR) relies on detecting a known pattern within the captured images. In this study, a markerless AR scheme has been designed based on a Stereo Video See-Through Head-Mounted Display (HMD) device. The proposed markerless AR scheme can be utilized for medical applications such as training, telementoring, or preoperative explanation. Firstly, a virtual model for AR visualization is aligned to the target in physical space by an improved Iterative Closest Point (ICP) based surface registration algorithm, with the target surface structure reconstructed by a stereo camera pair; then, a markerless AR camera localization method is designed based on the Kanade-Lucas-Tomasi (KLT) feature tracking algorithm and the Random Sample Consensus (RANSAC) correction algorithm. Our AR camera localization method is shown to be better than the traditional marker-based and sensor-based AR environment. The demonstration system was evaluated with a plastic dummy head and the display result is satisfactory for a multiple-view observation.

Author(s):  
Eugene Hayden ◽  
Kang Wang ◽  
Chengjie Wu ◽  
Shi Cao

This study explores the design, implementation, and evaluation of an Augmented Reality (AR) prototype that assists novice operators in performing procedural tasks in simulator environments. The prototype uses an optical see-through head-mounted display (OST HMD) in conjunction with a simulator display to supplement sequences of interactive visual and attention-guiding cues to the operator’s field of view. We used a 2x2 within-subject design to test two conditions: with/without AR-cues, each condition had a voice assistant and two procedural tasks (preflight and landing). An experiment examined twenty-six novice operators. The results demonstrated that augmented reality had benefits in terms of improved situation awareness and accuracy, however, it yielded longer task completion time by creating a speed-accuracy trade-off effect in favour of accuracy. No significant effect on mental workload is found. The results suggest that augmented reality systems have the potential to be used by a wider audience of operators.


2021 ◽  
Author(s):  
Nina Rohrbach ◽  
Joachim Hermsdörfer ◽  
Lisa-Marie Huber ◽  
Annika Thierfelder ◽  
Gavin Buckingham

AbstractAugmented reality, whereby computer-generated images are overlaid onto the physical environment, is becoming significant part of the world of education and training. Little is known, however, about how these external images are treated by the sensorimotor system of the user – are they fully integrated into the external environmental cues, or largely ignored by low-level perceptual and motor processes? Here, we examined this question in the context of the size–weight illusion (SWI). Thirty-two participants repeatedly lifted and reported the heaviness of two cubes of unequal volume but equal mass in alternation. Half of the participants saw semi-transparent equally sized holographic cubes superimposed onto the physical cubes through a head-mounted display. Fingertip force rates were measured prior to lift-off to determine how the holograms influenced sensorimotor prediction, while verbal reports of heaviness after each lift indicated how the holographic size cues influenced the SWI. As expected, participants who lifted without augmented visual cues lifted the large object at a higher rate of force than the small object on early lifts and experienced a robust SWI across all trials. In contrast, participants who lifted the (apparently equal-sized) augmented cubes used similar force rates for each object. Furthermore, they experienced no SWI during the first lifts of the objects, with a SWI developing over repeated trials. These results indicate that holographic cues initially dominate physical cues and cognitive knowledge, but are dismissed when conflicting with cues from other senses.


2017 ◽  
Vol 26 (1) ◽  
pp. 16-41 ◽  
Author(s):  
Jonny Collins ◽  
Holger Regenbrecht ◽  
Tobias Langlotz

Virtual and augmented reality, and other forms of mixed reality (MR), have become a focus of attention for companies and researchers. Before they can become successful in the market and in society, those MR systems must be able to deliver a convincing, novel experience for the users. By definition, the experience of mixed reality relies on the perceptually successful blending of reality and virtuality. Any MR system has to provide a sensory, in particular visually coherent, set of stimuli. Therefore, issues with visual coherence, that is, a discontinued experience of a MR environment, must be avoided. While it is very easy for a user to detect issues with visual coherence, it is very difficult to design and implement a system for coherence. This article presents a framework and exemplary implementation of a systematic enquiry into issues with visual coherence and possible solutions to address those issues. The focus is set on head-mounted display-based systems, notwithstanding its applicability to other types of MR systems. Our framework, together with a systematic discussion of tangible issues and solutions for visual coherence, aims at guiding developers of mixed reality systems for better and more effective user experiences.


2021 ◽  
Author(s):  
Aysegul Koc

Technological Displacement: The Coat Check Interactive AR Installation in Perspective is a two-part dissertation that involves the research/creation of an augmented reality installation and a textual critique of displacement both as a socio-cultural phenomenon and a technology-driven status quo. Digital technologies involve a series of displacements from data storage and transfer to creating global networks. Going hand in hand with human mobilities technological displacement affects our lives and interactions deeply. Multimedia and digital overlaying of information and interconnectedness (mobile devices, tracking technologies, the internet...) make up our quotidian in various degrees, impelling us to be 'present' in time and places we actually are not. Technological displacement may be viewed as an extension of physical displacement of individuals and communities in that the need to reconcile, re-invent and innovatively market proximity becomes more and more an underlying theme of contemporary lives. Nowhere the reorientations of presence is more accentuated than 'augmented space', as described by Lev Manovich, "a physical space overlaid with dynamically changing information, multimedia in form and localized for each user." (219) It may be argued that our sense of reality is already 'augmented' by digital stimuli in many ways. Here I make the case that in an augmented or digitally enhanced environment we are displaced multiple times, or "multiplaced". Augmentation is superimposing multimedia to real space, blurring the boundary between the real and the virtual, creating a heterogeneous space defined neither by the standards of the virtual nor the real but the coexistence and cooperation of both. Augmented reality functions on the principle of multiple displacements in that real space is not a backdrop to multimedia: it is indispensable to the overall embodied experience. I created the Coat Check in 2011 using motion tracking technologies (Intersense IS900), specialized cameras (Point Grey 360 degree Spherical Vision Camera), screens (Fog Screen), software (Max/MSP), tools and applications (Snapdragon AR). The conceptualization of The Coat Check is based on an analogy between digital technologies and coat checks that are both storage, retrieval and displacement systems. The Coat Check also raises questions on identity and history as it refers to belonging, temporality, and mobility.


2021 ◽  
Author(s):  
Aysegul Koc

Technological Displacement: The Coat Check Interactive AR Installation in Perspective is a two-part dissertation that involves the research/creation of an augmented reality installation and a textual critique of displacement both as a socio-cultural phenomenon and a technology-driven status quo. Digital technologies involve a series of displacements from data storage and transfer to creating global networks. Going hand in hand with human mobilities technological displacement affects our lives and interactions deeply. Multimedia and digital overlaying of information and interconnectedness (mobile devices, tracking technologies, the internet...) make up our quotidian in various degrees, impelling us to be 'present' in time and places we actually are not. Technological displacement may be viewed as an extension of physical displacement of individuals and communities in that the need to reconcile, re-invent and innovatively market proximity becomes more and more an underlying theme of contemporary lives. Nowhere the reorientations of presence is more accentuated than 'augmented space', as described by Lev Manovich, "a physical space overlaid with dynamically changing information, multimedia in form and localized for each user." (219) It may be argued that our sense of reality is already 'augmented' by digital stimuli in many ways. Here I make the case that in an augmented or digitally enhanced environment we are displaced multiple times, or "multiplaced". Augmentation is superimposing multimedia to real space, blurring the boundary between the real and the virtual, creating a heterogeneous space defined neither by the standards of the virtual nor the real but the coexistence and cooperation of both. Augmented reality functions on the principle of multiple displacements in that real space is not a backdrop to multimedia: it is indispensable to the overall embodied experience. I created the Coat Check in 2011 using motion tracking technologies (Intersense IS900), specialized cameras (Point Grey 360 degree Spherical Vision Camera), screens (Fog Screen), software (Max/MSP), tools and applications (Snapdragon AR). The conceptualization of The Coat Check is based on an analogy between digital technologies and coat checks that are both storage, retrieval and displacement systems. The Coat Check also raises questions on identity and history as it refers to belonging, temporality, and mobility.


2006 ◽  
Vol 5 (3) ◽  
pp. 33-39 ◽  
Author(s):  
Seokhee Jeon ◽  
Hyeongseop Shim ◽  
Gerard J. Kim

In this paper, we have investigated the comparative usability among three different viewing configurations of augmented reality (AR) system that uses a desktop monitor instead of a head mounted display. In many cases, due to operational or cost reasons, the use of head mounted displays may not be viable. Such a configuration is bound to cause usability problems because of the mismatch in the user's proprioception, scale, hand eye coordination, and the reduced 3D depth perception. We asked a pool of subjects to carry out an object manipulation task in three different desktop AR set ups. We measured the subject's task performance and surveyed for the perceived usability and preference. Our results indicated that placing a fixed camera in the back of the user was the best option for convenience and attaching a camera on the user�s head for task performance. The results should provide a valuable guide for designing desktop augmented reality systems without head mounted displays


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