scholarly journals HoloLens-Based AR System with a Robust Point Set Registration Algorithm

Sensors ◽  
2019 ◽  
Vol 19 (16) ◽  
pp. 3555 ◽  
Author(s):  
Jong-Chih Chien ◽  
Yao-Ren Tsai ◽  
Chieh-Tsai Wu ◽  
Jiann-Der Lee

By the standard of today’s image-guided surgery (IGS) technology, in order to check and verify the progress of the surgery, the surgeons still require divert their attention from the patients occasionally to check against the display. In this paper, a mixed-reality system for medical use is proposed that combines an Intel RealSense sensor with Microsoft’s Hololens head-mounted display system, for superimposing medical data onto the physical surface of a patient, so the surgeons do not need to divert their attention from their patients. The main idea of our proposed system is to display the 3D medical images of the patients on the actual patients themselves by placing the medical images and the patients in the same coordinate space. However, the virtual medical data may contain noises and outliers, so the transformation mapping function must be able to handle these problems. The transform function in our system is performed by the use of our proposed Denoised-Resampled-Weighted-and-Perturbed-Iterative Closest Points (DRWP-ICP) algorithm, which performs denoising and removal of outliers before aligning the pre-operative medical image data points to the patient’s physical surface position before displaying the result using the Microsoft HoloLens display system. The experimental results shows that our proposed mixed-reality system using DRWP-ICP is capable of performing accurate and robust mapping despite the presence of noise and outliers.

2003 ◽  
Author(s):  
Minoc Bablani ◽  
Jannick Rolland

1997 ◽  
Vol 68 (1-4) ◽  
pp. 25-32 ◽  
Author(s):  
Joseph C.T. Chen ◽  
Kirk Moffitt ◽  
Michael L. Levy

2013 ◽  
Author(s):  
Olivier Lemoine ◽  
Jean-Michel François ◽  
Pascal Point

2017 ◽  
Vol 26 (1) ◽  
pp. 16-41 ◽  
Author(s):  
Jonny Collins ◽  
Holger Regenbrecht ◽  
Tobias Langlotz

Virtual and augmented reality, and other forms of mixed reality (MR), have become a focus of attention for companies and researchers. Before they can become successful in the market and in society, those MR systems must be able to deliver a convincing, novel experience for the users. By definition, the experience of mixed reality relies on the perceptually successful blending of reality and virtuality. Any MR system has to provide a sensory, in particular visually coherent, set of stimuli. Therefore, issues with visual coherence, that is, a discontinued experience of a MR environment, must be avoided. While it is very easy for a user to detect issues with visual coherence, it is very difficult to design and implement a system for coherence. This article presents a framework and exemplary implementation of a systematic enquiry into issues with visual coherence and possible solutions to address those issues. The focus is set on head-mounted display-based systems, notwithstanding its applicability to other types of MR systems. Our framework, together with a systematic discussion of tangible issues and solutions for visual coherence, aims at guiding developers of mixed reality systems for better and more effective user experiences.


2020 ◽  
Vol 1 (1) ◽  
pp. 70-80
Author(s):  
Ekerin Oluseye Michael ◽  
Heidi Tan Yeen-Ju ◽  
Neo Tse Kian

Over the years educators have adopted a variety of technologies in a bid to improve student engagement, interest and understanding of abstract topics taught in the classroom. There has been an increasing interest in immersive technology such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). The ability of VR to bring ideas to life in three dimensional spaces in a way that is easy for students to understand the subject matter makes it one of the important tools available today for education. A key feature of VR is the ability to provide multi-sensory visuals and virtual interaction to students wearing a Head Mounted Display thus providing students better learning experience and connection to the subject matter. Virtual Reality has been used for training purposes in the health sector, military, workplace training, gamification and exploration of sites and countless others. With the potential benefits of virtual technology in visualizing abstract concepts in a realistic virtual world, this paper presents a plan to study the use of situated cognition theory as a learning framework to develop an immersive VR application that would be used to train and prepare students studying Telecommunications Engineering for the workplace. This paper presents a review of literature in the area of Virtual Reality in education, offers insight into the motivation behind this research and the planned methodology in carrying out the research.


2005 ◽  
Vol 41 (4) ◽  
pp. 213-217 ◽  
Author(s):  
Toshiaki TANAKA ◽  
Hiroyuki NARA ◽  
Shuichi INO ◽  
Tohru IFUKUBE

2016 ◽  
Vol 24 (17) ◽  
pp. 19531 ◽  
Author(s):  
Chang-Kun Lee ◽  
Seokil Moon ◽  
Seungjae Lee ◽  
Dongheon Yoo ◽  
Jong-Young Hong ◽  
...  

Author(s):  
C.S.-T. Choy ◽  
Ka-Chun Lu ◽  
Wing-Ming Chow ◽  
Ka-Man Sit ◽  
Ka-Hing Lay ◽  
...  

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