scholarly journals Ecological design of augmentation improves helicopter ship landing maneuvers: An approach in augmented virtuality

PLoS ONE ◽  
2021 ◽  
Vol 16 (8) ◽  
pp. e0255779
Author(s):  
Antoine H. P. Morice ◽  
Thomas Rakotomamonjy ◽  
Julien R. Serres ◽  
Franck Ruffier

Helicopter landing on a ship is a visually regulated "rendezvous" task during which pilots must use fine control to land a powerful rotorcraft on the deck of a moving ship tossed by the sea while minimizing the energy at impact. Although augmented reality assistance can be hypothesized to improve pilots’ performance and the safety of landing maneuvers by guiding action toward optimal behavior in complex and stressful situations, the question of the optimal information to be displayed to feed the pilots’ natural information-movement coupling remains to be investigated. Novice participants were instructed to land a simplified helicopter on a ship in a virtual reality simulator while minimizing energy at impact and landing duration. The wave amplitude and related ship heave were manipulated. We compared the benefits of two types of visual augmentation whose design was based on either solving cockpit-induced visual occlusion problems or strengthening the online regulation of the deceleration by keeping the current τ˙ variable around an ideal value of -0.5 to conduct smooth and efficient landing. Our results showed that the second augmentation, ecologically grounded, offers benefits at several levels of analysis. It decreases the landing duration, improves the control of the helicopter displacement, and sharpens the sensitivity to changes in τ˙. This underlines the importance for designers of augmented reality systems to collaborate with psychologists to identify the relevant perceptual-motor strategy that must be encouraged before designing an augmentation that will enhance it.

Author(s):  
Alessandra Meschini ◽  
Daniele Rossi ◽  
Enrica Petrucci ◽  
Filippo Sicuranza

The purpose of this chapter is to investigate some of the opportunities offered by technological innovations, in particular referring the specific application areas of Augmented Reality and Augmented Virtuality. The contribution presents a series of applications based on effective tests of innovative communication, which are characterized by different levels of interactivity and immersion. The general subject of interest is the city of Ascoli Piceno considering both the city as a whole and particular places/buildings of value (case studies). The central aim is to construct an informational/educational approach to real objects in innovative terms, experimenting each time with the most useful ‘container' (communicational product) to enable the best knowledge of a determined heritage.


2020 ◽  
Vol 8 (4) ◽  
pp. 27-31
Author(s):  
A. Grinshkun

This article discusses the interim results of research under the RFBR project No. 19-29-14153 "Fundamentals of transformation of the content and methods of general education as a result of the use of the technology of augmented virtuality by students (on the example of teaching computer science)", which analyzed the technology of augmented reality in relation to other immersive technologies, real and virtual educational materials, as well as significant features of specialized school education. The article highlights various approaches to supplementing the virtual space with real objects, as well as the areas of their application in the framework of teaching schoolchildren at the profile level.


Author(s):  
Takefumi Hasegawa ◽  
Yuki Sumiyoshi ◽  
Shuhei Ota ◽  
Yayoi Hayashi ◽  
Ayumi Nishikawa ◽  
...  

2004 ◽  
Vol 13 (3) ◽  
pp. 338-354 ◽  
Author(s):  
H. Regenbrecht ◽  
T. Lum ◽  
P. Kohler ◽  
C. Ott ◽  
M. Wagner ◽  
...  

This paper describes the concept, prototypical implementation, and usability evaluation of the Augmented Virtuality (AV)-based videoconferencing (VC) system cAR/PE!. We present a solution that allows three participants at different locations to communicate over a network in an environment simulating a traditional face-to-face meeting. Integrated into the AV environment are live video streams of the participants spatially arranged around a virtual table, a large virtual presentation screen for 2D display and application sharing, and 3D geometry (models) within the room and on top of the table. We describe the general concept and application scenario as well as the actual hardware setup, the implementation, and the use of the system in its current state. Results of two usability studies with 87 subjects are presented that show the general usability of our approach as well as good overall satisfaction. Parts of the work described here were presented as a poster at the second International Symposium on Mixed and Augmented Reality (Regenbrecht, Ott, Wagner, Lum, Kohler, et al., 2003. An Augmented Virtuality Approach to 3D Videoconferencing. Poster at 2nd Int. Symp. on Mixed and Aug. Reality, Tokyo.).


2018 ◽  
Vol 4 (s1) ◽  
pp. 121-127
Author(s):  
Łukasz Bis

Abstract The purpose of this article is to introduce and rank information related to virtual reality as a new media phenomenon. In principle, in the Polish nomenclature, the term is so new that it is often confused, incomprehensible. This, in turn, translates into misunderstanding and the lack of the use of this communication channel. The article is a review of literature. In the first part concepts such as augmented reality, augmented virtuality, mixed reality, virtual reality, and immersion will be explained. A short historical outline of the virtual reality will also be shown. Then - in the next part of the article - the author compares this communication channel with well-known, such as the Internet, television, radio. Next the author will determine what are the fields of application of this communication channel and its condition.


1986 ◽  
Vol 99 (1) ◽  
pp. 171-177 ◽  
Author(s):  
W. Dahmen ◽  
C. A. Micchelli ◽  
P. W. Smith

In this paper we are concerned with the following question: Given a function class , the space of L2-one periodic complex valued functions, when does sampling a function give optimal information for approximation? To make this question precise, we introduce the quantity, where A is any mapping from ℝN and I is any continuous linear mapping from into ℝN.


Author(s):  
Carolyn Nohr ◽  
Ann Ayres

Texts on electron diffraction recommend that the camera constant of the electron microscope be determine d by calibration with a standard crystalline specimen, using the equation


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