scholarly journals Do Head-Mounted Augmented Reality Devices Affect Muscle Activity and Eye Strain of Utility Workers Who Do Procedural Work? Studies of Operators and Manhole Workers

Author(s):  
Richard W. Marklin ◽  
Ashley M. Toll ◽  
Eric H. Bauman ◽  
John J. Simmins ◽  
John F. LaDisa ◽  
...  

Objective The objective was to determine the effect of two head-mounted display (HMD) augmented reality (AR) devices on muscle activity and eye strain of electric utility workers. The AR devices were the Microsoft HoloLens and RealWear HMT-1. Background The HoloLens is an optical see-through device. The HMT-1 has a small display that is mounted to the side of one eye of the user. Method Twelve power plant operators and 13 manhole workers conducted their normal procedural tasks on-site in three conditions: HoloLens, HMT-1, and “No AR” (regular method). Duration of test trials ranged up to 30 s for operators and up to 10 min for manhole workers. Mean and peak values of surface electromyographic (sEMG) signals from eight neck muscles were measured. A small eye camera measured blink rate of the right eye. Results In general, there were no differences in sEMG activity between the AR and “No AR” conditions for both groups of workers. For the manhole workers, the HoloLens blink rate was 8 to 11 blinks per min lower than the HMT-1 in two tasks and 6.5 fewer than “No AR” in one task. Subjective assessment of the two AR devices did not vary in general. Conclusion The decrease in blink rate with the HoloLens may expose utility manhole workers to risk of eye strain or dry-eye syndrome. Application HMD AR devices should be tested thoroughly with respect to risk of eye strain before deployment by manhole workers for long-duration procedural work.

Author(s):  
Ashley M. Toll ◽  
Richard W. Marklin ◽  
Eric H. Bauman ◽  
John J. Simmins

Two head-mounted augmented reality (AR) systems, Microsoft HoloLens and RealWear HMT-1, were tested to determine their effect on blink rate and muscle activity of the neck and shoulder muscles of electric utility manhole workers. The task of splicing a cable was performed under three conditions: HoloLens, HMT-1, and No AR (normal). Surface electromyography (sEMG) of the right and left sternocleidomastoid, splenius, semispinalis capitis, and upper trapezius muscles were measured on 13 manhole workers, and a small camera recorded blink rate of the right eye. Results revealed, in general, no significant differences in 50th and 90th percentile sEMG between the three conditions. There was no difference in blink rate between the HMT-1 and No AR, but the HoloLens blink rate was 7.8 to 11 blinks/min lower than the HMT-1 for two of the three tasks. A decrease in blink rate of these magnitudes may indicate risk of eye strain to manhole workers who use an OST AR device without appropriate rest breaks. Head-mounted AR devices deployed for underground utility workers warrant further study.


Author(s):  
Richard W. Marklin ◽  
Ashley M. Toll ◽  
Eric H. Bauman ◽  
John J. Simmins

Augmented reality (AR) is a technology that combines real and virtual information presented to the user in an interactive way in real time. The Microsoft HoloLens and RealWear HMT-1 are two common types of head-mounted AR available to industrial field workers. These two AR systems were tested on how they affected blink rate, an indicator of eye strain, and electromyographic (sEMG) activity of the neck and shoulder muscles of electric utility power plant operators while they performed five routine inspection tasks of coal equipment. The inspection tasks were conducted under three conditions: HoloLens, HMT-1, and No AR (regular method). Workers communicated with the HoloLens with a right-hand gesture and by voice input to the HMT-1. The duration of the inspection tasks ranged from an average of 10 to 28 sec. Twelve experienced power plant operators participated in the study. sEMG) of the right and left sternocleidomastoid, splenius, semispinalis capitis, and upper trapezius muscles were measured, and a small camera recorded blink rate of the right eye. Results reveal generally no significant differences in 50th and 90th percentile sEMG between the three conditions for all eight muscles. Although the means of blink rate appeared consistently lower with the HoloLens than the No AR and HMT-1 (approximately 4.4 blinks/min), these differences were not significant at the 0.05 level (p=0.06 to 0.17). Future studies should investigate a larger sample size of workers wearing AR devices for longer time periods (> 30 min) to determine long-term effects of AR devices on muscle activity and eye strain. A system of hardware, software, and experimental protocol was developed that follow-up studies may employ to test physiological effects of AR devices.


2019 ◽  
Vol 9 (11) ◽  
pp. 2225 ◽  
Author(s):  
Francesco Osti ◽  
Gian Maria Santi ◽  
Gianni Caligiana

In this paper, we present a solution for the photorealistic ambient light render of holograms into dynamic real scenes, in augmented reality applications. Based on Microsoft HoloLens, we achieved this result with an Image Base Lighting (IBL) approach. The real-time image capturing that has been designed is able to automatically locate and position directional lights providing the right illumination to the holograms. We also implemented a negative “shadow drawing” shader that contributes to the final photorealistic and immersive effect of holograms in real life. The main focus of this research was to achieve a superior photorealism through the combination of real-time lights placement and negative “shadow drawing” shader. The solution was evaluated in various Augmented Reality case studies, from classical ones (using Vuforia Toolkit) to innovative applications (using HoloLens).


2020 ◽  
Vol 1 ◽  
Author(s):  
Claire L. Hughes ◽  
Cali Fidopiastis ◽  
Kay M. Stanney ◽  
Peyton S. Bailey ◽  
Ernesto Ruiz

Augmented reality (AR) is rapidly being adopted by industry leaders and militaries around the globe. With the Defense Health Agency pushing AR as a solution to the distributed learning problem, along with AR applications being explored within primary care and operational medical settings, it is crucial for these immersive platforms to have a standardized, scientifically based paradigm on which they are designed and used. One area of particular concern is the potential for physiological maladaptation following prolonged AR exposure, which is expected to vary from that associated with virtual reality exposure. Such maladaptation is potentially driven by limitations that exist with regard to the types and extent of perceptual issues characteristic of AR head-worn displays (e.g., mismatches between visually displayed information and other senses, restricted field of view, mismatched interpupillary distance). Associated perceptual limitations can reduce training effectiveness or impose patient and/or trainee safety concerns. Thus, while AR technology has the potential to advance simulation training, there is a need to approach AR-based research—particularly that which relates to long-exposure-duration scenarios—from a bottom-up perspective, where its physiological impact is more fully understood. In the hopes of assisting this process, this study presents a comparison of cybersickness between two common forms of AR displays. Specifically, by comparing the Microsoft HoloLens, a head-worn display that has seen rapid adoption by the scientific community, with an AR Tablet–based platform within the context of long-duration AR training exposure, it will be possible to determine what differences, if any, exist between the two display platforms in terms of their physiological impact as measured via cybersickness severity and symptom profile. Results from this psychometric assessment will be used to evaluate the physiological impact of AR exposure and develop usage protocols to ensure AR is safe and effective to use for military medical training.


2019 ◽  
Vol 11 (22) ◽  
pp. 6453
Author(s):  
Eun-Young Lee ◽  
Van Thanh Tran ◽  
Dongho Kim

In this paper, we present a new augmented reality (AR) head mounted display (HMD)-based balance rehabilitation method. This method assesses the individual’s postural stability quantitatively by measuring head movement via the inertial measurement unit sensor integrated in the AR HMD. In addition, it provides visual feedback to train through holographic objects, which interacts with the head position in real-time. We implemented applications for Microsoft HoloLens and conducted experiments with eight participants to verify the method we proposed. Participants performed each of three postural tasks three times depending on the presence or absence of augmented reality, the center of pressure (COP) displacement was measured through the Wii Balance Board, and the head displacement was measured through the HoloLens. There are significant correlations (p < 0.05) between COP and head displacement and significant differences (p < 0.05) between with/without AR feedback, although most of them were not statistically significant likely due to the small sample. Despite the results, we confirmed the applicability and potential of the AR HMD-based balance rehabilitation method we proposed. We expect the proposed method could be used as a convenient and effective rehabilitation tool for both patients and therapists in the future.


Author(s):  
Rafael Radkowski ◽  
Sravya Kanunganti

The Microsoft HoloLens is the latest augmented reality (AR) capable head-mounted-display (HMD) with the potential to leverage AR applications in manufacturing and design. Its optical system and the embedded tracking capability are superior to many precursor HMDs and mitigate several known obstacles such as size, massive weight, visual quality, and tracking latency. Especially the last one, the not-noticeable tracking latency, is a convincing factor for people outside an AR community. Along with its onboard tracking, it allows the HoloLens to populate the physical world with virtual objects and to maintain their position while the user is moving. Although these capabilities are already convincing, the majority of applications in assembly and design require a precise alignment of virtual objects with physical parts. Especially, if a user moves the majority of components in an application situation, thus, virtual information need to move along with the physical part to convey them semantically correct. Object tracking and automatic registration are required to establish this functionality. This paper introduces an AR system which integrates an external range camera-based tracking system and the HoloLens. It incorporates two calibration procedures, which are required to register virtual 3D objects with physical components. This AR system can be used for different visualization tasks along the product life-cycle, spanning the range from training to decision making, although our major area is currently manual assembly.


2018 ◽  
Author(s):  
Oliver A Kannape ◽  
Ethan JT Smith ◽  
Peter Moseley ◽  
Mark P Roy ◽  
Bigna Lenggenhager

ABSTRACTThe seemingly stable construct of our bodily self depends on the continued, successful integration of multisensory feedback about our body, rather than its purely physical composition. Accordingly, pathological disruption of such neural processing is linked to striking alterations of the bodily self, ranging from limb misidentification to disownership, and even the desire to amputate a healthy limb. While previous embodiment research has relied on experimental setups using supernumerary limbs in variants of the Rubber Hand Illusion, we here used Augmented Reality to directly manipulate the feeling of ownership for one’s own, biological limb. Using a Head-Mounted Display, participants received visual feedback about their own arm, from an embodied first-person perspective. In a series of three studies, in independent cohorts, we altered embodiment by providing visuotactile feedback that could be synchronous (control condition) or asynchronous (400ms delay, Real Hand Illusion). During the illusion, participants reported a significant decrease in ownership of their own limb, along with a lowered sense of agency. Supporting the right-parietal body network, we found an increased illusion strength for the left upper limb as well as a modulation of the feeling of ownership during anodal transcranial direct current stimulation. Extending previous research, these findings demonstrate that a controlled, visuotactile conflict about one’s own limb can be used to directly and systematically modulate ownership – without a proxy. This not only corroborates the malleability of body representation but questions its permanence. These findings warrant further exploration of combined VR and neuromodulation therapies for disorders of the bodily self.


2021 ◽  
Vol 36 (4) ◽  
pp. 225-232
Author(s):  
Courtney Smyth ◽  
Gary A Mirka

OBJECTIVE: Clarinetists often report discomfort of the right wrist and thumb and note that it is likely the result of the constant force applied to the area from the instrument’s weight and the musician’s technique. One preventative measure to reduce this discomfort is the use of a neck strap. The objective of the current study was to document the biomechanical impacts of this intervention. METHODS: Eight experienced clarinetists played a series of three etude pieces while playing both with and without a neck strap. For each condition, the force between the right thumb and clarinet was measured, electromyographic (EMG) data were collected from seven muscle groups, and subjective assessment of perceived effort was obtained. RESULTS: The results showed that when the neck strap was used, there was a significant decrease in the average force between the thumb and clarinet (p<0.05) and a decrease in the average perceived effort required for the right shoulder and thumb of the participants (p<0.05). Importantly, there were no statistically significant increases in the muscle activity of any of the neck and shoulder muscles with the introduction of the neck strap intervention. CONCLUSION: A neck strap intervention had positive effects on the right thumb while not causing any known adverse effects to other areas such as the neck, upper back, and shoulders.


2008 ◽  
Author(s):  
Harry Litaker ◽  
Shelby Thompson ◽  
Ronald Archer

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