Viewing angle enlargement in holographic augmented reality using an off-axis holographic lens

Optik ◽  
2018 ◽  
Vol 172 ◽  
pp. 462-469 ◽  
Author(s):  
Yanfeng Su ◽  
Zhijian Cai ◽  
Wenlong Zou ◽  
Lingyan Shi ◽  
Feng Zhou ◽  
...  
2016 ◽  
Vol 14 (3) ◽  
pp. 91-106
Author(s):  
Wen-Chun Hsu ◽  
Ju-Ling Shih

In this study, to learn the routine of Tantui, a branch of martial arts was taken as an object of research. Fitts' stages of motor learning and augmented reality (AR) were applied to a 3D mobile-assisted learning system for martial arts, which was characterized by free viewing angles. With the new system, learners could rotate the viewing angle of an image freely in a three-dimensional space, zoom in or zoom out the image, and adjust its playback speed. The experimental participants were divided into two groups, i.e., the experimental group (EG) and the control group (CG). The same coach instructed the EG through the 3D mobile-assisted learning system with AR capability while the CG was taught through a 2D video-based learning system on common mobile devices. Finally, a one-way ANOVA was performed to investigate the differences in learning performance between the two groups. Also, questionnaire surveys and interviews were conducted to understand whether the 3D free viewing angle of AR was helpful to cognitive learning of motor skills, learning motivation, learning satisfaction, and conditions of technology acceptance. It is expected that this findings herein will contribute to mobile-assisted learning and martial arts teaching in the future.


2013 ◽  
Vol 21 (10) ◽  
pp. 12068 ◽  
Author(s):  
Yuan-Zhi Liu ◽  
Xiao-Ning Pang ◽  
Shaoji Jiang ◽  
Jian-Wen Dong

2016 ◽  
pp. 1000-1016 ◽  
Author(s):  
Wen-Chun Hsu ◽  
Ju-Ling Shih

In this study, to learn the routine of Tantui, a branch of martial arts was taken as an object of research. Fitts' stages of motor learning and augmented reality (AR) were applied to a 3D mobile-assisted learning system for martial arts, which was characterized by free viewing angles. With the new system, learners could rotate the viewing angle of an image freely in a three-dimensional space, zoom in or zoom out the image, and adjust its playback speed. The experimental participants were divided into two groups, i.e., the experimental group (EG) and the control group (CG). The same coach instructed the EG through the 3D mobile-assisted learning system with AR capability while the CG was taught through a 2D video-based learning system on common mobile devices. Finally, a one-way ANOVA was performed to investigate the differences in learning performance between the two groups. Also, questionnaire surveys and interviews were conducted to understand whether the 3D free viewing angle of AR was helpful to cognitive learning of motor skills, learning motivation, learning satisfaction, and conditions of technology acceptance. It is expected that the findings herein will contribute to mobile-assisted learning and martial arts teaching in the future.


2019 ◽  
Vol 9 (6) ◽  
pp. 1182 ◽  
Author(s):  
Hongyue Gao ◽  
Fan Xu ◽  
Jicheng Liu ◽  
Zehang Dai ◽  
Wen Zhou ◽  
...  

In this paper, we propose a holographic three-dimensional (3D) head-mounted display based on 4K-spatial light modulators (SLMs). This work is to overcome the limitation of stereoscopic 3D virtual reality and augmented reality head-mounted display. We build and compare two systems using 2K and 4K SLMs with pixel pitches 8.1 μm and 3.74 μm, respectively. One is a monocular system for each eye, and the other is a binocular system using two tiled SLMs for two eyes. The viewing angle of the holographic head-mounted 3D display is enlarged from 3.8 ∘ to 16.4 ∘ by SLM tiling, which demonstrates potential applications of true 3D displays in virtual reality and augmented reality.


2017 ◽  
Vol 3 (1) ◽  
Author(s):  
Hung-Chun Lin ◽  
Yung-Hsun Wu

AbstractAugmented reality (AR) provided extra information to the user by applying virtual image onto the real environment. There are many methods achieving AR. Holographic display is one of the potential ways due to its perfect 3D demonstration. Holographic display can provide the virtual 3D object with depth information. It can be realized an AR device with real 3D scene by combing holographic display. However, it is difficult to realize a compact holographic display with wide viewing angle and enough resolution. It limits holographic display to apply to AR. In this paper, we will discuss the requirements of holographic display based on the development of LCD, including resolution (ppi), viewing angle, image quality and backlight. We wish this article can provide preliminary direction for the LCD industry to develop AR technology using holographic display.


Photonics ◽  
2021 ◽  
Vol 8 (8) ◽  
pp. 337
Author(s):  
Jiacheng Shi ◽  
Jianyu Hua ◽  
Fengbin Zhou ◽  
Min Yang ◽  
Wen Qiao

Glasses-free augmented reality (AR) 3D display has attracted great interest in its ability to merge virtual 3D objects with real scenes naturally, without the aid of any wearable devices. Here we propose an AR vector light field display based on a view combiner and an off-the-shelf purchased projector. The view combiner is sparsely covered with pixelated multilevel blazed gratings (MBG) for the projection of perspective virtual images. Multi-order diffraction of the MBG is designed to increase the viewing distance and vertical viewing angle. In a 20-inch prototype, multiple sets of 16 horizontal views form a smooth parallax. The viewing distance of the 3D scene is larger than 5 m. The vertical viewing angle is 15.6°. The light efficiencies of all views are larger than 53%. We demonstrate that the displayed virtual 3D scene retains natural motion parallax and high brightness while having a consistent occlusion effect with natural objects. This research can be extended to applications in areas such as human–computer interaction, entertainment, education, and medical care.


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


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