scholarly journals A New Approach to Accelerometer-based Head Tracking for Augmented Reality & Other Applications

Author(s):  
M. S. Keir ◽  
C. E. Hann ◽  
J. G. Chase ◽  
X. Q. Chen
1997 ◽  
Vol 6 (4) ◽  
pp. 413-432 ◽  
Author(s):  
Richard L. Holloway

Augmented reality (AR) systems typically use see-through head-mounted displays (STHMDs) to superimpose images of computer-generated objects onto the user's view of the real environment in order to augment it with additional information. The main failing of current AR systems is that the virtual objects displayed in the STHMD appear in the wrong position relative to the real environment. This registration error has many causes: system delay, tracker error, calibration error, optical distortion, and misalignment of the model, to name only a few. Although some work has been done in the area of system calibration and error correction, very little work has been done on characterizing the nature and sensitivity of the errors that cause misregistration in AR systems. This paper presents the main results of an end-to-end error analysis of an optical STHMD-based tool for surgery planning. The analysis was done with a mathematical model of the system and the main results were checked by taking measurements on a real system under controlled circumstances. The model makes it possible to analyze the sensitivity of the system-registration error to errors in each part of the system. The major results of the analysis are: (1) Even for moderate head velocities, system delay causes more registration error than all other sources combined; (2) eye tracking is probably not necessary; (3) tracker error is a significant problem both in head tracking and in system calibration; (4) the World (or reference) coordinate system adds error and should be omitted when possible; (5) computational correction of optical distortion may introduce more delay-induced registration error than the distortion error it corrects, and (6) there are many small error sources that will make submillimeter registration almost impossible in an optical STHMD system without feedback. Although this model was developed for optical STHMDs for surgical planning, many of the results apply to other HMDs as well.


2021 ◽  
Author(s):  
Phathompat Boonyasaknanon ◽  
Raymond Pols ◽  
Katja Schulze ◽  
Robert Rundle

Abstract An augmented reality (AR) system is presented which enhances the real-time collaboration of domain experts involved in the geologic modeling of complex reservoirs. An evaluation of traditional techniques is compared with this new approach. The objective of geologic modeling is to describe the subsurface as accurately and in as much detail as possible given the available data. This is necessarily an iterative process since as new wells are drilled more data becomes available which either validates current assumptions or forces a re-evaluation of the model. As the speed of reservoir development increases there is a need for expeditious updates of the subsurface model as working with an outdated model can lead to costly mistakes. Common practice is for a geologist to maintain the geologic model while working closely with other domain experts who are frequently not co-located with the geologist. Time-critical analysis can be hampered by the fact that reservoirs, which are inherently 3D objects, are traditionally viewed with 2D screens. The system presented here allows the geologic model to be rendered as a hologram in multiple locations to allow domain experts to collaborate and analyze the reservoir in real-time. Collaboration on 3D models has not changed significantly in a generation. For co-located personnel the approach is to gather around a 2D screen. For remote personnel the approach has been sharing a model through a 2D screen along with video chat. These approaches are not optimal for many reasons. Over the years various attempts have been tried to enhance the collaboration experience and have all fallen short. In particular virtual reality (VR) has been seen as a solution to this problem. However, we have found that augmented reality (AR) is a much better solution for many subtle reasons which are explored in the paper. AR has already acquired an impressive track record in various industries. AR will have applications in nearly all industries. For various historical reasons, the uptake for AR is much faster in some industries than others. It is too early to tell whether the use of augmented reality in geological applications will be transformative, however the results of this initial work are promising.


Author(s):  
Fernando Elemar Vicente dos Anjos ◽  
Luiz Alberto Oliveira Rocha ◽  
Débora Oliveira da Silva ◽  
Rodrigo Pacheco ◽  
Divina Márcia Borges Pinheiro

Cognitive approaches to teaching generate learning through the interaction between the subject and object of study. One of the strategies to create this interaction is related to the application of virtual and augmented reality in the teaching-learning processes. Through a systematic literature review, this work aims to describe the approaches used to measure the impacts on student learning who used virtual reality (VR) and augmented reality (AR) in the teaching-learning processes of engineering courses, the impacts on learning, and student satisfaction. The surveys showed that 70% of research analyzed, students who used virtual reality or augmented reality learned more, and 90% of the research described that students who used virtual or augmented reality were more satisfied with the new approach than the traditional teaching approach. The conclusion is that there are positive impacts, in the vast majority of cases, on learning and the satisfaction of students who use virtual or augmented reality in the teaching-learning processes applied in engineering courses.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Tayibe Seyman Guray ◽  
Burcu Kismet

Purpose The purpose of this paper is to introduce a digitalization model (DM) for building construction courses in architectural education as a response to the recent emerging technologies in the era of digital transformations. This DM is developed and applied through augmented reality (AR) technologies to boost perception, understandings and ability to solve building construction details. Design/methodology/approach Based on a thorough review of recent technologies like AR, virtual reality (VR), building information modelling (BIM) and their applications in architectural education, the methodology involves the generation of a model, its application and evaluation. The model is based on the integration of BIM and AR which is applied into a third year “Building Construction Project” course. Each student has designed a residential building and accordingly prepared the construction drawings by adapting the DM. An online survey –based on Technology Acceptance Model – is conducted to evaluate the DM by quantitative data analysis from SPSS and Excel. Findings The key findings of the study include the following items: determination of the proper digital tools, the definition of the steps and workflow based on the building project phases to develop construction drawings and define precise details effectively. By the help of this, the DM is generated and applied. According to the survey and results, the DM which involves BIM-based AR is considered as beneficial, highly motivating and providing better perception on construction details. Originality/value Implication of AR/VR technologies is frequently seen in design studios, whereas building construction courses state its traditional approach. However, there is a huge potential in the digitalization of building construction education by increasing the perception of students together with the increased level of communication. The study aims to close the gap of digitalization by proposing a DM, which brings a systematic approach considering each phase of building construction project as conceptual, schematic, design development and construction documents by using BIM integrated AR. Moreover, the novel model specifically brings a new approach by generation of QR codes for construction details to embed videos or simulations into the two-dimensional drawing sheets. Furthermore, the DM proposes a new approach to satisfy emerging needs and requirements of the Architecture Engineering Construction industry.


Leonardo ◽  
2020 ◽  
Vol 53 (1) ◽  
pp. 31-37 ◽  
Author(s):  
Panagiotis-Alexandros Bokaris ◽  
Michele Gouiffès ◽  
Véronique Caye ◽  
Jean-Marc Chomaz ◽  
Christian Jacquemin

Gardien du Temple is an interactive installation where the concealment or revelation of poems and images is achieved through diminished reality, a new approach to augmented reality using a projector-camera system. By capturing the environment with a camera and canceling parts of the scene by reprojecting inverted images, Gardien du Temple questions the control of our perception, of what is present or not. It reveals new perspectives for installations and performing arts aiming at erasing parts of the physical space.


2016 ◽  
Vol 7 (3) ◽  
pp. 230-253 ◽  
Author(s):  
M. Claudia tom Dieck ◽  
Timothy Jung ◽  
Dai-In Han

Purpose Recent advancements in wearable computing offer opportunities for art galleries to provide a unique experience. However, to ensure successful implementation of this new technology in the visitor industry, it is essential to understand user requirements from a visitor’s point of view. Therefore, the aim of this paper is to investigate visitors’ requirements for the development of a wearable smart glasses augmented reality (AR) application in the museum and art gallery context. Design/methodology/approach Interviews with 28 art gallery visitors were conducted and an affinity diagram technique was used to analyze the interviews. Findings The findings reveal that wearable AR is in its infancy and that technical and design issues have to be overcome for a full adoption. It reveals that content requirement, functional requirement, comfort, experience and resistance are important when developing and implementing the wearable AR application in the museum and art gallery contexts. Originality/value Mapping user requirements in the wearable smart glasses AR context using an affinity diagram is a new approach and therefore contributes to the creation of knowledge in the tourism domain. Practically, the area of wearable technologies and AR within the tourism and visitor industry context is still relatively unexplored, and the present paper provides a first foundation for the implementation of wearable smart glasses AR applications in the museum and art gallery context.


Symmetry ◽  
2019 ◽  
Vol 11 (4) ◽  
pp. 496 ◽  
Author(s):  
Kamil Židek ◽  
Peter Lazorík ◽  
Ján Piteľ ◽  
Alexander Hošovský

Small series production with a high level of variability is not suitable for full automation. So, a manual assembly process must be used, which can be improved by cooperative robots and assisted by augmented reality devices. The assisted assembly process needs reliable object recognition implementation. Currently used technologies with markers do not work reliably with objects without distinctive texture, for example, screws, nuts, and washers (single colored parts). The methodology presented in the paper introduces a new approach to object detection using deep learning networks trained remotely by 3D virtual models. Remote web application generates training input datasets from virtual 3D models. This new approach was evaluated by two different neural network models (Faster RCNN Inception v2 with SSD, MobileNet V2 with SSD). The main advantage of this approach is the very fast preparation of the 2D sample training dataset from virtual 3D models. The whole process can run in Cloud. The experiments were conducted with standard parts (nuts, screws, washers) and the recognition precision achieved was comparable with training by real samples. The learned models were tested by two different embedded devices with an Android operating system: Virtual Reality (VR) glasses, Cardboard (Samsung S7), and Augmented Reality (AR) smart glasses (Epson Moverio M350). The recognition processing delays of the learned models running in embedded devices based on an ARM processor and standard x86 processing unit were also tested for performance comparison.


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