scholarly journals Visuo-Haptic Mixed Reality Simulation Using Unbound Handheld Tools

2020 ◽  
Vol 10 (15) ◽  
pp. 5344
Author(s):  
Mehmet Murat Aygün ◽  
Yusuf Çağrı Öğüt ◽  
Hulusi Baysal ◽  
Yiğit Taşcıoğlu

Visuo-haptic mixed reality (VHMR) adds virtual objects to a real scene and enables users to see and also touch them via a see-through display and a haptic device. Most studies with kinesthetic feedback use general-purpose haptic devices, which require the user to continuously hold an attached stylus. This approach constrains users to the mechanical limits of the device even when it is not needed. In this paper, we propose a novel VHMR concept with an encountered-type haptic display (ETHD), which consists of a precision hexapod positioner and a six-axis force/torque transducer. The main contribution is that the users work with unbound real-life tools with tracking markers. ETHD’s end-effector remains inside the virtual object and follows the tooltip to engage only during an interaction. We have developed a simulation setup and experimentally evaluated the relative accuracy and synchronization of the three major processes, namely tool tracking, haptic rendering, and visual rendering. The experiments successfully build-up to a simple simulation scenario where a tennis ball with a fixed center is deformed by the user.

2019 ◽  
Vol 12 (4) ◽  
pp. 1-33 ◽  
Author(s):  
Telmo Adão ◽  
Luís Pádua ◽  
David Narciso ◽  
Joaquim João Sousa ◽  
Luís Agrellos ◽  
...  

MixAR, a full-stack system capable of providing visualization of virtual reconstructions seamlessly integrated in the real scene (e.g. upon ruins), with the possibility of being freely explored by visitors, in situ, is presented in this article. In addition to its ability to operate with several tracking approaches to be able to deal with a wide variety of environmental conditions, MixAR system also implements an extended environment feature that provides visitors with an insight on surrounding points-of-interest for visitation during mixed reality experiences (positional rough tracking). A procedural modelling tool mainstreams augmentation models production. Tests carried out with participants to ascertain comfort, satisfaction and presence/immersion based on an in-field MR experience and respective results are also presented. Ease to adapt to the experience, desire to see the system in museums and a raised curiosity and motivation contributed as positive points for evaluation. In what regards to sickness and comfort, the lowest number of complaints seems to be satisfactory. Models' illumination/re-lightning must be addressed in the future to improve the user's engagement with the experiences provided by the MixAR system.


Author(s):  
Emanuele Frontoni ◽  
Adriano Mancini ◽  
Primo Zingaretti ◽  
Andrea Gatto

Advanced technical developments have increased the efficiency of devices in capturing trace amounts of energy from the environment (such as from human movements) and transforming them into electrical energy (e.g., to instantly charge mobile devices). In addition, advancements in microprocessor technology have increased power efficiency, effectively reducing power consumption requirements. In combination, these developments have sparked interest in the engineering community to develop more and more applications that utilize energy harvesting for power. The approach here described aims to designing and manufacturing an innovative easy-to-use and general-purpose device for energy harvesting in general purpose shoes. The novelty of this device is the integration of polymer and ceramic piezomaterials accomplished by injection molding. In this spirit, this paper examines different devices that can be built into a shoe, (where excess energy is readily harvested) and used for generating electrical power while walking. A Main purpose is the development of an indoor localization system embedded in shoes that periodically broadcasts a digital RFID as the bearer walks. Results are encouraging and real life test are conducted on the first series of prototypes.


Biosensors ◽  
2021 ◽  
Vol 11 (9) ◽  
pp. 343
Author(s):  
Chin-Teng Lin ◽  
Wei-Ling Jiang ◽  
Sheng-Fu Chen ◽  
Kuan-Chih Huang ◽  
Lun-De Liao

In the assistive research area, human–computer interface (HCI) technology is used to help people with disabilities by conveying their intentions and thoughts to the outside world. Many HCI systems based on eye movement have been proposed to assist people with disabilities. However, due to the complexity of the necessary algorithms and the difficulty of hardware implementation, there are few general-purpose designs that consider practicality and stability in real life. Therefore, to solve these limitations and problems, an HCI system based on electrooculography (EOG) is proposed in this study. The proposed classification algorithm provides eye-state detection, including the fixation, saccade, and blinking states. Moreover, this algorithm can distinguish among ten kinds of saccade movements (i.e., up, down, left, right, farther left, farther right, up-left, down-left, up-right, and down-right). In addition, we developed an HCI system based on an eye-movement classification algorithm. This system provides an eye-dialing interface that can be used to improve the lives of people with disabilities. The results illustrate the good performance of the proposed classification algorithm. Moreover, the EOG-based system, which can detect ten different eye-movement features, can be utilized in real-life applications.


2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Shuen-git Chow

This paper provides an overview of the Digital Guqin Museum built in Second Life that provides the user an opportunity to experience and interact with different facets of Chinese culture. The user will find examples of Guquin culture, considered by some to be a place holder for Chinese culture , such as the guqin, a rarely seen musical instrument sometimes confused with the guzheng, a more common popular instrument. Users can see the making of a guqin instrument and listen to guqin music being played, which represents both Chinese music, and more specifically, the guqin music genre - an elegant and quiet music – that might be considered a good match for a virtual world. The Digital Guqin Museam enables participants to play guqin music both in-world and via mixed-reality session, such as the recreation of an online “yaji” – elegant gatherings . This paper questions which groups of Guqin players would be interested and which group would not, and what types of uses might be most engaging . The Digital Guqin Museum in Second Life enables meetings possible only in a virtual world. Real life people could meet in virtual places, visit cities, venues as an end in itself. DGM has been shown to professional guqin players, in informal settings and at a specialists conference.


2021 ◽  
Author(s):  
Lohit Petikam

<p>Art direction is crucial for films and games to maintain a cohesive visual style. This involves carefully controlling visual elements like lighting and colour to unify the director's vision of a story. With today's computer graphics (CG) technology 3D animated films and games have become increasingly photorealistic. Unfortunately, art direction using CG tools remains laborious. Since realistic lighting can go against artistic intentions, art direction is almost impossible to preserve in real-time and interactive applications. New live applications like augmented and mixed reality (AR and MR) now demand automatically art-directed compositing in unpredictably changing real-world lighting. </p> <p>This thesis addresses the problem of dynamically art-directed 3D composition into real scenes. Realism is a basic component of art direction, so we begin by optimising scene geometry capture in realistic composites. We find low perceptual thresholds to retain perceived seamlessness with respect to optimised real-scene fidelity. We then propose new techniques for automatically preserving art-directed appearance and shading for virtual 3D characters. Our methods allow artists to specify their intended appearance for different lighting conditions. Unlike with previous work, artists can direct and animate stylistic edits to automatically adapt to changing real-world environments. We achieve this with a new framework for look development and art direction using a novel latent space of varied lighting conditions. For more dynamic stylised lighting, we also propose a new framework for art-directing stylised shadows using novel parametric shadow editing primitives. This is a first approach that preserves art direction and stylisation under varied lighting in AR/MR.</p>


2017 ◽  
Vol 53 (Supplement1) ◽  
pp. S176-S177
Author(s):  
Kohei WADA ◽  
Hidema SATO ◽  
Keisuke NAKAMURA ◽  
Hiroyuki MORIKAWA ◽  
Takashi KAWAI

Author(s):  
P. De Cleyn ◽  
C. Blondia

The OSI network layer model provides a strictly separated stacked architecture to abstract the behavior of one layer from the other. Although this model has a lot of advantages, it also makes it easy to lose the bigger picture. In this paper, the authors describe the advantages that can be made by cross-layering the link layer and networking layer to optimize handovers. The performance gain of these cross-layer adaptations will be analyzed using a simulation scenario and compared to the results from a real-life video streaming test. The authors will show that the performance gain in network parameters cannot be directly mapped on the gain of the video quality.


Author(s):  
Elaine Thai ◽  
Anil R. Kumar

Mechanisms for training pool skills have evolved from manually setting up balls in different positions on the table and hitting them one-by-one to now using technology to precisely set up these plays and practice the game virtually. The aim of this study was to investigate how adding haptic feedback into a pool video game affects transfer of training into real-life pool skills. A 2 x 4 mixed factorial design was used to see how haptic feedback (its absence or presence) and four types of shots affect pool performance. Half of the participants experienced the pool video game without haptic feedback while the other half experienced it with haptic feedback. Performance before and after the video game practice was recorded as successful or unsuccessful, with a series of the same 40 pre- and post-video-game shots. Results from 38 participants are presented, and their implications are discussed.


Author(s):  
Flavio Bonfatti ◽  
Paola Daniela Monari ◽  
Luca Martinelli

This chapter is aimed at presenting a practical approach, and its technological implementation, for enabling small companies to exchange business documents in different formats and languages with minimal impact on their legacy systems and working practices. The proposed solution differs from the general-purpose or theoretical approaches reported in other chapters of this book, as it is intended to focus on the basic interoperability requirements of small companies in their real life. Special attention is spent to show how to define a minimal reference ontology, use it for annotating the data fields in legacy systems, and map it onto existing standards in order to remove the cultural and technical obstacles for small companies to join the global electronic market. These techniques have been studied and prototyped, and are presently validated, by some EU-funded projects.


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