Augmented Reality Visualisation Concepts to Support Intraoperative Distance Estimation

Author(s):  
Florian Heinrich ◽  
Gerd Schmidt ◽  
Florian Jungmann ◽  
Christian Hansen
Author(s):  
Missie Smith ◽  
Valerie Kane ◽  
Joseph L. Gabbard ◽  
Gary Burnett ◽  
David R. Large

This study investigates the effects of Augmented Reality (AR) graphics on a drivers’ distance estimation and depth perception when using a video-based, AR-enhanced driver’s side mirror. Sixteen participants took part in the study, eight in a driving simulator and eight outside in a stationary vehicle. Participants experienced three different AR display image conditions, three different glance patterns, three different target vehicle speeds, and two own-vehicle image conditions. Distance data and confidence data were collected for each particpant and analyzed for any correlation between the conditions and performance. The results suggest that various AR images affected depth judgements and confidence levels. In addition, the vehicle speed and glance pattern of the videos also had significant effects.


Author(s):  
Soumyajit Chakraborty ◽  
Jeanine Stefanucci ◽  
Sarah Creem-Regehr ◽  
Bobby Bodenheimer

Author(s):  
Tarah N. Schmidt-Daly ◽  
Jennifer M. Riley ◽  
Charles R. Amburn ◽  
Kelly S. Hale ◽  
P. David Yacht

Augmented-reality (AR) can be used to supplement current analog technology (e.g. traditional Sand Table EXercises; STEX) used in training spatial knowledge and tactical decision making in the U.S. military. By utilizing an Augmented REality Sand table (ARES), an effectiveness evaluation was executed in order to scientifically evaluate performance on spatial knowledge tasks across three mediums (paper map, Google Earth©, and ARES). Post hoc analyses performed on demographic data revealed significant individual difference factors between those who reported playing video games often and those who reported playing rarely or not at all. Video game players performed better than non-video game players on distance estimation tasks and when they were utilizing computer-based tools. Additionally, participants who rated themselves as good or excellent video game players saw significant value and utility in an augmented-reality solution. These results benefit the cumulative research base both in multimodal learning literature and in video game play on cognition and visuospatial alteration.


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

Amp Up Your Treatment With Augmented Reality


2003 ◽  
Vol 15 (2) ◽  
pp. 141-156 ◽  
Author(s):  
eve Coste-Maniere ◽  
Louai Adhami ◽  
Fabien Mourgues ◽  
Alain Carpentier

2012 ◽  
Author(s):  
Matthew E. Jacovina ◽  
David N. Rapp
Keyword(s):  

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