scholarly journals Aligning Realities: Correlating Content between Projected and Head Worn Displays

2020 ◽  
Vol 4 (3) ◽  
pp. 67
Author(s):  
James Walsh ◽  
Bruce H. Thomas

Enabling the effective representation of an object’s position and depth in augmented reality (AR) is crucial not just for realism, but also to enable augmented reality’s wider utilization in real world applications. Domains such as architecture and building design cannot leverage AR’s advantages without the effective representation of position. Prior work has examined how the human visual system perceives and interprets such cues in AR. However, it has focused on application systems that only use a single AR modality, i.e., head-mounted display, tablet/handheld, or projection. However, given the respective limitations of each modality regarding shared experience, stereo display, field of view, etc., prior work has ignored the possible benefits of utilizing multiple AR modalities together. By using multiple AR systems together, we can attempt to address the deficiencies of one modality by leveraging the features of other modalities. This work examines methods for representing position in a multi-modal AR system consisting of a stereo head-mounted display and a ceiling mounted projection system. Given that the AR content is now rendered across two separate AR realities, how does the user know which projected object matches the object shown in their head-mounted display? We explore representations to correlate and fuse objects across modalities. In this paper, we review previous work on position and depth in AR, before then describing multiple representations for head-mounted and projector-based AR that can be paired together across modalities. To the authors’ knowledge, this work represents the first step towards utilizing multiple AR modalities in which the AR content is designed directly to compliment deficiencies in the other modality.

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.


1993 ◽  
Vol 2 (3) ◽  
pp. 185-202 ◽  
Author(s):  
Jiantao Ma ◽  
John M. Hollerbach ◽  
Ian W. Hunter

This paper presents a design concept for a head-mounted display, incorporating color stereo vision using commercial LCDs and our own optical relay design. The focus here is on the optical system design, which must meet specifications for a wide field of view, size and cost constraints, and aberration minimization based on human factors. Two multispherical lens systems are presented and compared, one a straight structure and the other a folded structure, which satisfy the design constraints. Their aberrations (distortion, coma, lateral color, field curvature, and astigmatism) have been well corrected, according to human perceptual constraints explicitly discussed. Each has a 20-mm eye relief and an instantaneous field of view greater than 60°; the former has an exit pupil of 10 mm and the latter of 8 mm.


Author(s):  
Nikhil Kumar Singh ◽  
Sikha Hota

This paper presents the nonstationary nonmaneuvering target interception with all possible desired impact angles in a two-dimensional (2D) aerial engagement scenario, where the target can move in any direction. The paper also considers the field-of-view (FOV) constraint for designing the guidance law so that the target is always visible while following the missile trajectory in the entire engagement time, which makes it feasible for real world applications. The guidance law is based on the pure proportional navigation (PPN) to achieve any impact angle of the entire angular spectrum. The proposed guidance law is then simulated for intercepting a nonstationary nonmaneuvering target using a kinematic model of a missile to demonstrate the efficacy of the presented scheme. A comparison with the related work existing in the literature has also been added to establish the superiority of the present work.


2019 ◽  
Vol 39 (6) ◽  
pp. 0612002 ◽  
Author(s):  
陆驰豪 Chihao Lu ◽  
李海峰 Haifeng Li ◽  
高涛 Tao Gao ◽  
徐良 Liang Xu ◽  
李海丽 Haili Li

Author(s):  
Kenneth Nemire

Effects of visual and auditory display enhancements to a pick-and-place task performed in an immersive virtual environment were evaluated to determine whether the enhancements may replace depth information provided by stereoscopic visual displays. Participants used a commercial head-mounted display, spatial trackers on the head and hand, and a control wand. Independent variables included biocular or stereo viewing, movement amplitude, target diameter, and audio or visual enhancements. Dependent variables were movement time and number of discrete movements required to complete the task. Results indicated the stereo display and the display enhancements provided no performance advantages over the biocular display for the easier task conditions. Further, visual and auditory enhancements to the biocular display were found that resulted in performance that was not different from using stereoscopic displays. Implications of the results are discussed.


2009 ◽  
Vol 48 (14) ◽  
pp. 2655 ◽  
Author(s):  
Dewen Cheng ◽  
Yongtian Wang ◽  
Hong Hua ◽  
M. M. Talha

2020 ◽  
Vol 10 (2) ◽  
pp. 712
Author(s):  
Eduard Muslimov ◽  
Thibault Behaghel ◽  
Emmanuel Hugot ◽  
Kelly Joaquina ◽  
Ilya Guskov

In the present paper, we discuss the design of a projection system with curved display and its enhancement by variably adjusting the curvature. We demonstrate that the focal surface curvature varies significantly with a change of the object position and that it can easily be computed with the Seidel aberration theory. Using this analytically derived curvature value as the starting point, we optimise a refocusable projection system with 90 ° field of view and F / # = 6.2 . It is demonstrated that such a system can provide stable image quality and illumination when refocusing from infinity to 1.5 m. The gain in spatial resolution is as high as 1.54 times with respect to a flat focal surface. Furthermore, we prove that a silicon die can be curved to the required shape with a safety factor of 4.3 in terms of the mechanical stress. Finally, it is shown that the developed system can be used in a virtual reality headset providing high resolution, low distortion and a flexible focusing mode.


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