Sixth Sense Technology

2017 ◽  
Vol 1 (2) ◽  
pp. 18-41
Author(s):  
Zeenat AlKassim ◽  
Nader Mohamed

This paper discusses recent and unique inventions in Human Computer Interaction (HCI). To that end, firstly the authors discuss the Sixth Sense Technology. This technology allows users to interact with virtual objects in the real world in a unique manner. It has a number of applications which are further discussed. Then the opportunities and challenges are discussed. Most importantly, a list of inventions in fields of Augmented Reality (AR) and Virtual Reality (VR) in the recent years are discussed, grouped and compared. These include the smart eye glasses, VR headsets, smart watches, and more. Future implications of all those technologies are brought into light considering the new advancements in software and hardware designs. Recommendations are highlighted for future inventions.

2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


Author(s):  
Zeenat S. AlKassim ◽  
Nader Mohamed

In this chapter, the authors discuss a unique technology known as the Sixth Sense Technology, highlighting the future opportunities of such technology in integrating the digital world with the real world. Challenges in implementing such technologies are also discussed along with a review of the different possible implementation approaches. This review is performed by exploring the different inventions in areas similar to the Sixth Sense Technology, namely augmented reality (AR), computer vision, image processing, gesture recognition, and artificial intelligence and then categorizing and comparing between them. Lastly, recommendations are discussed for improving such a unique technology that has the potential to create a new trend in human-computer interaction (HCI) in the coming years.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2020 ◽  
Vol 3 (1) ◽  
pp. 9-10
Author(s):  
Rehan Ahmed Khan

In the field of surgery, major changes that have occurred include the advent of minimally invasive surgery and the realization of the importance of the ‘systems’ in the surgical care of the patient (Pierorazio & Allaf, 2009). Challenges in surgical training are two-fold: (i) to train the surgical residents to manage a patient clinically (ii) to train them in operative skills (Singh & Darzi,2013). In Pakistan, another issue with surgical training is that we have the shortest duration of surgical training in general surgery of four years only, compared to six to eight years in Europe and America (Zafar & Rana, 2013). Along with it, the smaller number of patients to surgical residents’ ratio is also an issue in surgical training. This warrants formal training outside the operation room. It has been reported by many authors that changes are required in the current surgical training system due to the significant deficiencies in the graduating surgeon (Carlsen et al., 2014; Jarman et al., 2009; Parsons, Blencowe, Hollowood, & Grant, 2011). Considering surgical training, it is imperative that a surgeon is competent in clinical management and operative skills at the end of the surgical training. To achieve this outcome in this challenging scenario, a resident surgeon should be provided with the opportunities of training outside the operation theatre, before s/he can perform procedures on a real patient. The need for this training was felt more when the Institute of Medicine in the USA published a report, ‘To Err is Human’ (Stelfox, Palmisani, Scurlock, Orav, & Bates, 2006), with an aim to reduce medical errors. This is required for better training and objective assessment of the surgical residents. The options for this training include but are not limited to the use of mannequins, virtual patients, virtual simulators, virtual reality, augmented reality, and mixed reality. Simulation is a technique to substitute or add to real experiences with guided ones, often immersive in nature, that reproduce substantial aspects of the real world in a fully interactive way. Mannequins, virtual simulators are in use for a long time now. They are available in low fidelity to high fidelity mannequins and virtual simulators and help residents understand the surgical anatomy, operative site and practice their skills. Virtual patients can be discussed with students in a simple format of the text, pictures, and videos as case files available online, or in the form of customized software applications based on algorithms. In a study done by Courtielle et al, they reported that knowledge retention is increased in residents when it is delivered through virtual patients as compared to lecturing (Courteille et al., 2018).But learning the skills component requires hands-on practice. This gap can be bridged with virtual, augmented, or mixed reality. There are three types of virtual reality (VR) technologies: (i) non-immersive, (ii) semi-immersive, and (iii) fully immersive. Non-immersive (VR) involves the use of software and computers. In semi-immersive and immersive VR, the virtual image is presented through the head-mounted display(HMD), the difference being that in the fully immersive type, the virtual image is completely obscured from the actual world. Using handheld devices with haptic feedback the trainee can perform a procedure in the virtual environment (Douglas, Wilke, Gibson, Petricoin, & Liotta, 2017). Augmented reality (AR) can be divided into complete AR or mixed reality (MR). Through AR and MR, a trainee can see a virtual and a real-world image at the same time, making it easy for the supervisor to explain the steps of the surgery. Similar to VR, in AR and MR the user wears an HMD that shows both images. In AR, the virtual image is transparent whereas, in MR, it appears solid (Douglas et al., 2017). Virtual augmented and mixed reality has more potential to train surgeons as they provide fidelity very close to the real situation and require fewer physical resources and space compared to the simulators. But they are costlier, and affordability is an issue. To overcome this, low-cost solutions to virtual reality have been developed. It is high time that we also start thinking on the same lines and develop this means of training our surgeons at an affordable cost.


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


Reality is shaped differently in software environments through Virtual Reality VR and augmented Reality AR, it has a remarkable position and an important background with its role of ensuring contact between the software environment and the user. It was popular in the entertainment sector, in particularly industry, but over time, it becomes apparent that there would be a much greater need for VR/AR technologies in different areas dealing with tasks/issues in the real world. In This article we provide an overview of virtual and augmented reality systems and their principal domains of applications.


Author(s):  
Mark Pegrum

What is it? Augmented Reality (AR) bridges the real and the digital. It is part of the Extended Reality (XR) spectrum of immersive technological interfaces. At one end of the continuum, Virtual Reality (VR) immerses users in fully digital simulations which effectively substitute for the real world. At the other end of the continuum, AR allows users to remain immersed in the real world while superimposing digital overlays on the world. The term mixed reality, meanwhile, is sometimes used as an alternative to AR and sometimes as an alternative to XR.


2020 ◽  
Vol 8 (6) ◽  
pp. 4667-4673

Virtual Reality, Augmented Reality and other such immersive environments have gained popularity with the increase in technological trends in the past decade. As they became widely used, the human computer interface design and the designing criteria emerges as a challenging task. Virtual and Augmented Reality provide a wide range of applications ranging from a primitive level like improving learning, education experiences to complex industrial and medical operations. Virtual reality is a viable alternative that can be focussed on, in the future interface design development because it can remove existing generic and complex physical interfaces and replace them with an alternative sensory relayed input form. It provides a natural and efficient mode of interaction, that the users can work with.Virtual and Augmented reality eradicates the need for development of different acceptable standards for user interfaces as it can provide a whole and generic interface to accommodate the work setting.In this paper, we investigated various prospects of applications for user interaction in Virtual and Augemnted realities and the limitations in the respective domains. The paper provides an outline on how the new era of human computer interaction leading to cognition-based communications, and how Virtual and Augmented realities can tailor the user needs and address the future demands which replaces the need for command-based interaction between the humans and computers.


Author(s):  
V. Barrile ◽  
G. Bilotta ◽  
G. M. Meduri ◽  
D. De Carlo ◽  
A. Nunnari

In this study, using technologies such as laser scanner and GPR it was desired to see their potential in the cultural heritage. Also with regard to the processing part we are compared the results obtained by the various commercial software and algorithms developed and implemented in Matlab. Moreover, Virtual Reality and Augmented Reality allow integrating the real world with historical-artistic information, laser scanners and georadar (GPR) data and virtual objects, virtually enriching it with multimedia elements, graphic and textual information accessible through smartphones and tablets.


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