scholarly journals Clean-AR: Using Augmented Reality for Reducing the Risk of Contamination from Airborne Disease Agents on Surfaces

2021 ◽  
Vol 7 (1) ◽  
pp. 6-10
Author(s):  
Kevin Yu ◽  
Daniel Ostler ◽  
Jonas Fuchtmann ◽  
Anna Zapaishchykova ◽  
Maximilian Berlet ◽  
...  

Abstract A core principle of modern health care is the compliance of hygienic and aseptic techniques in areas that are sensitive to contamination through bacteria, dust, aerosols, and fallout, primarily in operating theatres or around patients with contagious diseases. Keeping track of potentially contaminated surfaces in an environment is a major concern, especially when protecting from COVID-19. This work proposes a novel concept in using 3D sensing technology to track human movement within an indoor area and identifying high-risk contaminated surfaces in real-time. It combines recent Augmented Reality display technology, which allows keeping track of decontaminated surfaces during the cleaning process using an interactive visualization method. The proposed concept of Clean- AR is implemented in a clinical environment used for observation in COVID-19 scenarios. We discuss key challenges and outline further research direction in effectively reducing the risk of contamination using the proposed concept.

2018 ◽  
Vol 246 ◽  
pp. 03014
Author(s):  
Xin Huo ◽  
Hong Chen ◽  
YuHao Ma ◽  
Qing Wang

On the purpose of presenting the old appearance of the relics through digitalization, and overlapping the virtual scenes with the actual scenes at the relic site, in this paper, we introduced the positioning technology, posture sensing technology and system development technology, put forward constructing cultural relic tourism platform based on integration positioning and posture sensing technology, we conducted detailed research and analysis on the users’ experienced process of cultural tourism, designed a relic augmented reality system of integration positioning and posture sensing technology. This augmented reality system mainly utilizes positioning technology to guide the users to the correct location of the relic on the corresponding map, and then overlaps the virtual object with the real relic, achieveing a 360-degree view of the overlapping effect, and the presentation effect of near-small, far-big. The system mainly employs Unity to develop the system and realize the above system on mobile terminal. It is no longer limited to a fixed point experience environment, and is suitable for outdoor natural scenes, it makes a breakthrough on the traditional overlapping of virtual scenes and real scenes, realizes the precise overlap of virtual 3D scenes with actual images, and enables the users to feel the vicissitudes of history along the movement of the mobile device in outdoor natural scenes, so as to inherit the history and culture, enrich the information and add some fun to the displayed scene, it has the advantages of bringing people more immersive feelings compared with the traditional virtual display platform.


2014 ◽  
Vol 8 (2) ◽  
pp. 64-76 ◽  
Author(s):  
Julia Kantorovitch ◽  
Janne Väre ◽  
Vesa Pehkonen ◽  
Arto Laikari ◽  
Heikki Seppälä

Purpose – The purpose of this paper is to create new ideas for assistive technology products at home, especially products utilizing robotic consumer appliances available in the homes of elderly people. The work was founded on a reported increase in household robots as well as an ageing population in the industrialized world. Design/methodology/approach – Technology should be something that is perceived as belonging to our own world that fits our daily practices. Earlier studies show that in addition to cleaning functions, new household robots could change home routines and people's relationship to them. Taking the previous studies as a starting point, the paper proposes a vacuum cleaner robot as a platform for developing pervasive safety services and describe implementation of a conceptual prototype which brings the feeling of safety to an older person and their relatives by assisting in case of accidents. Moreover, the results are presented of an empirical evaluation of the prototype with end-users. Findings – It is proved that reasonably priced off-the-shelf components can be used to build the safety product demonstration model. The initial evaluation results, as well as referenced studies show that the acceptance rate of a household robot-based product is high, which is encouraging for further research in this domain. Also the paper could pinpoint areas that will require further work. Research limitations/implications – To add more practicality to the research and move towards product development, a strong industrial partner involved in household robotics would be needed. For increased reliability and robustness, more research is required in areas of advanced sensing technology and decision algorithms. Originality/value – A novel concept of a safety product for elderly care based on a vacuum cleaner robot is presented and an attempt is made to increase awareness that there will be a demand for such products.


2019 ◽  
Vol 9 (17) ◽  
pp. 3556 ◽  
Author(s):  
Li Na Lee ◽  
Mi Jeong Kim ◽  
Won Ju Hwang

Older adults face significant loss and limitations in terms of mobility, cognitive ability, and socialization. By using augmented reality and virtual reality technologies they have the potential to overcome such loss and limitations, and to eventually improve their quality of life. However, this group is often excluded in augmented reality and virtual reality deployment. Further, limited studies address their challenges when using augmented reality and virtual reality. Therefore, for a critical review of augmented reality and virtual reality for older adults, we developed a framework to evaluate related factors, including physical, social, and psychological wellbeing. Through the critical review, we identified that most augmented reality and virtual reality studies focus on physical wellbeing of older adults but also make substantial efforts to increase their psychological wellbeing. Fun factors that would motivate them are also extensively considered. Further, social isolation continues to be a significant issue for older adults, but the appropriate content to increase their social wellbeing is insufficient, although many commercial products have been developed. The contribution of the present study is to provide a contextual framework and an evaluation framework for the critical review of augmented reality and virtual reality technologies to promote wellbeing in older adults. This study also suggests the augmented reality and virtual reality research direction for studies on this group by identifying the research gap through the critical review process. Lastly, this study investigates design directions of augmented reality and virtual reality for older adults by introducing challenges and design issues that emerged through the critical review.


2021 ◽  
Vol 2 ◽  
Author(s):  
Richard Skarbez ◽  
Missie Smith ◽  
Mary C. Whitton

Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.


2020 ◽  
Vol 51 (1) ◽  
pp. 49-52
Author(s):  
Jonathan D. Waldern ◽  
Alastair J. Grant ◽  
Milan M. Popovich

Author(s):  
Kelly M. Torres ◽  
Aubrey Statti

Instructional and training approaches have evolved to become more inclusive of active learning activities that include diverse types of technologies such as augmented reality (AR). Although AR is not a novel concept, it has only recently gained more recognition as being an effective tool to use in formal learning contexts. Researchers who have focused on the use of AR in educational and organizational settings have found that it helps to enhance learners' levels of motivation and their attainment of content knowledge and critical thinking and problem-solving skills. AR tools are also considered to be beneficial since they provide users the opportunity to experience real-world events that they may not be able to experience due to cost constraints (e.g., travel) and lack of prior training (e.g., mechanical equipment).


Author(s):  
Daipayan Guha ◽  
Naif M. Alotaibi ◽  
Nhu Nguyen ◽  
Shaurya Gupta ◽  
Christopher McFaul ◽  
...  

AbstractAugmented reality (AR) superimposes computer-generated virtual objects onto the user’s view of the real world. Among medical disciplines, neurosurgery has long been at the forefront of image-guided surgery, and it continues to push the frontiers of AR technology in the operating room. In this systematic review, we explore the history of AR in neurosurgery and examine the literature on current neurosurgical applications of AR. Significant challenges to surgical AR exist, including compounded sources of registration error, impaired depth perception, visual and tactile temporal asynchrony, and operator inattentional blindness. Nevertheless, the ability to accurately display multiple three-dimensional datasets congruently over the area where they are most useful, coupled with future advances in imaging, registration, display technology, and robotic actuation, portend a promising role for AR in the neurosurgical operating room.


2014 ◽  
Vol 926-930 ◽  
pp. 2743-2746 ◽  
Author(s):  
Rui Min Hu ◽  
Zhen Dong He ◽  
Feng Bai

With the rapid development of computer technology, human motion tracking based on video is a kind of using ordinary camera tracking unmarked human movement technology. It has important application value in automatic monitoring, human-computer interaction, sports analysis and many other fields. This research is a hot research direction in the field of computer vision in recent years. Because of the complexity of the problem and the lack of understanding of the nature of the human visual tracking based on video is always a difficult problem in computer vision. The research content of this article is set in sports training, for motion analysis of non-contact, no interfere with measurement and simulation requirements, the use of computer graphics and computer vision technology, discussing 3D human motion simulation technology based on video analysis.


Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3779
Author(s):  
Cory Snyder ◽  
Aaron Martínez ◽  
Rüdiger Jahnel ◽  
Jason Roe ◽  
Thomas Stöggl

Recent developments in sensing technology have made wearable computing smaller and cheaper. While many wearable technologies aim to quantify motion, there are few which aim to qualify motion. (2) To develop a wearable system to quantify motion quality during alpine skiing, IMUs were affixed to the ski boots of nineteen expert alpine skiers while they completed a set protocol of skiing styles, included carving and drifting in long, medium, and short radii. The IMU data were processed according to the previously published skiing activity recognition chain algorithms for turn segmentation, enrichment, and turn style classification Principal component models were learned on the time series variables edge angle, symmetry, radial force, and speed to identify the sources of variability in a subset of reference skiers. The remaining data were scored by comparing the PC score distributions of variables to the reference dataset. (3) The algorithm was able to differentiate between an expert and beginner skier, but not between an expert and a ski instructor, or a ski instructor and a beginner. (4) The scoring algorithm is a novel concept to quantify motion quality but is limited by the accuracy and relevance of the input data.


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