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Tu M, Jung H, Kim J, Kyme A. Head-Mounted Displays in Context-Aware Systems for Open Surgery: A State-of-the-Art Review. IEEE J Biomed Health Inform 2025; 29:1165-1175. [PMID: 39466871 DOI: 10.1109/jbhi.2024.3485023] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/30/2024]
Abstract
Surgical context-aware systems (SCAS), which leverage real-time data and analysis from the operating room to inform surgical activities, can be enhanced through the integration of head-mounted displays (HMDs). Rather than user-agnostic data derived from conventional, and often static, external sensors, HMD-based SCAS relies on dynamic user-centric sensing of the surgical context. The analyzed context-aware information is then augmented directly into a user's field of view via augmented reality (AR) to directly improve their task and decision-making capability. This state-of-the-art review complements previous reviews by exploring the advancement of HMD- based SCAS, including their development and impact on enhancing situational awareness and surgical outcomes in the operating room. The survey demonstrates that this technology can mitigate risks associated with gaps in surgical expertise, increase procedural efficiency, and improve patient outcomes. We also highlight key limitations still to be addressed by the research community, including improving prediction accuracy, robustly handling data heterogeneity, and reducing system latency.
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Nugegoda N, Jannat ME, Hasan K, Lasserre P. Exploring the Effect of Viewing Attributes of Mobile AR Interfaces on Remote Collaborative and Competitive Tasks. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:7288-7298. [PMID: 39250404 DOI: 10.1109/tvcg.2024.3456177] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/11/2024]
Abstract
Mobile devices have the potential to facilitate remote tasks through Augmented Reality (AR) solutions by integrating digital information into the real world. Although prior studies have explored Mobile Augmented Reality (MAR) for co-located collaboration, none have investigated the impact of various viewing attributes that can influence remote task performance, such as target object viewing angles, synchronization styles, or having a secondary small screen showing other users current view in the MAR environment. In this paper, we explore five techniques considering these attributes, specifically designed for two modes of remote tasks: collaborative and competitive. We conducted a user study employing various combinations of those attributes for both tasks. In both instances, results indicate users' optimal performance and preference for the technique that allows asynchronous viewing of object manipulations on the small screen. Overall, this paper contributes novel techniques for remote tasks in MAR, addressing aspects such as viewing angle and synchronization in object manipulation alongside secondary small-screen interfaces. Additionally, it presents the results of a user study evaluating the effectiveness, usability, and user preference of these techniques in remote settings and offers a set of recommendations for designing and implementing MAR solutions to enhance remote activities.
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Perz M, Luijten G, Kleesiek J, Schmalstieg D, Egger J, Gsaxner C. MultiAR: A Multi-User Augmented Reality Platform for Biomedical Education. ANNUAL INTERNATIONAL CONFERENCE OF THE IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY. IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY. ANNUAL INTERNATIONAL CONFERENCE 2024; 2024:1-7. [PMID: 40040092 DOI: 10.1109/embc53108.2024.10782948] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2025]
Abstract
This paper addresses the growing integration of Augmented Reality (AR) in biomedical sciences, emphasizing collaborative learning experiences. We present MultiAR, a versatile, domain-specific platform enabling multi-user interactions in AR for biomedical education. Unlike platform-specific solutions, MultiAR supports various AR devices, including handheld and head-mounted options. The framework extends across domains, augmenting biomedical education applications with collaborative capabilities. We define essential requirements for a multi-user AR framework in education, detail MultiAR's design and implementation, and comprehensively evaluate it using anatomy education examples. Quantitative and qualitative analyses, covering system performance, accuracy metrics, and a user study with 20 participants, highlight the urgent need for a tailored collaborative AR platform in biomedical education. Results underscore enthusiasm for collaborative AR technology, endorsing MultiAR as an accessible, versatile solution for developers and end-users in biomedical education.
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Biener V, Farzinnejad F, Schuster R, Tabaei S, Lindlein L, Hu J, Nouri N, Dudley JJ, Krlstensson PO, Muller J, Grubert J. Hold Tight: Identifying Behavioral Patterns During Prolonged Work in VR Through Video Analysis. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2796-2806. [PMID: 38437123 DOI: 10.1109/tvcg.2024.3372048] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
VR devices have recently been actively promoted as tools for knowledge workers and prior work has demonstrated that VR can support some knowledge worker tasks. However, only a few studies have explored the effects of prolonged use of VR such as a study observing 16 participants working in VR and a physical environment for one work-week each and reporting mainly on subjective feedback. As a nuanced understanding of participants' behavior in VR and how it evolves over time is still missing, we report on the results from an analysis of 559 hours of video material obtained in this prior study. Among other findings, we report that (1) the frequency of actions related to adjusting the headset reduced by 46% and the frequency of actions related to supporting the headset reduced by 42% over the five days; (2) the HMD was removed 31% less frequently over the five days but for 41% longer periods; (3) wearing an HMD is disruptive to normal patterns of eating and drinking, but not to social interactions, such as talking. The combined findings in this work demonstrate the value of long-term studies of deployed VR systems and can be used to inform the design of better, more ergonomic VR systems as tools for knowledge workers.
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Normand E, Pacchierotti C, Marchand E, Marchal M. Visuo-Haptic Rendering of the Hand during 3D Manipulation in Augmented Reality. IEEE TRANSACTIONS ON HAPTICS 2024; 17:277-291. [PMID: 38277254 DOI: 10.1109/toh.2024.3358910] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/28/2024]
Abstract
Manipulating virtual objects with bare hands is a key interaction in Augmented Reality (AR) applications. However, there are still several limitations that affect the manipulation, including the lack of mutual visual occlusion between virtual and real content as well as the lack of haptic sensations. To address the two abovementioned matters, the role of the visuo-haptic rendering of the hand as sensory feedback is investigated. The first experiment explores the effect of showing the hand of the user as seen by the AR system through an avatar, comparing six visual hand rendering. The second experiment explores the effect of the visuo-haptic hand rendering by comparing two vibrotactile contact techniques provided at four delocalized positions on the hand and combined with the two most representative visual hand renderings from the first experiment. Results show that delocalized vibrotactile haptic hand rendering improved perceived effectiveness, realism, and usefulness when provided close to the contact point. However, the farthest rendering position, i.e., on the contralateral hand, gave the best performance even though it was largely disliked. The visual hand rendering was perceived as less necessary for manipulation when the haptic hand rendering was available, but still provided useful feedback on the hand tracking.
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Moon S, Lee M. Analyzing the Impact of Objects in an Image on Location Estimation Accuracy in Visual Localization. SENSORS (BASEL, SWITZERLAND) 2024; 24:816. [PMID: 38339532 PMCID: PMC10857014 DOI: 10.3390/s24030816] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/08/2023] [Revised: 01/22/2024] [Accepted: 01/24/2024] [Indexed: 02/12/2024]
Abstract
Visual localization refers to the process of determining an observer's pose by analyzing the spatial relationships between a query image and a pre-existing set of images. In this procedure, matched visual features between images are identified and utilized for pose estimation; consequently, the accuracy of the estimation heavily relies on the precision of feature matching. Incorrect feature matchings, such as those between different objects and/or different points within an object in an image, should thus be avoided. In this paper, our initial evaluation focused on gauging the reliability of each object class within image datasets concerning pose estimation accuracy. This assessment revealed the building class to be reliable, while humans exhibited unreliability across diverse locations. The subsequent study delved deeper into the degradation of pose estimation accuracy by artificially increasing the proportion of the unreliable object-humans. The findings revealed a noteworthy decline started when the average proportion of the humans in the images exceeded 20%. We discuss the results and implications for dataset construction for visual localization.
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Affiliation(s)
- Sungho Moon
- Department of Information Convergence Engineering, Pusan National University, Busan 46241, Republic of Korea;
| | - Myungho Lee
- School of Computer Science and Engineering, Pusan National University, Busan 46241, Republic of Korea
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Minh Tran TT, Brown S, Weidlich O, Billinghurst M, Parker C. Wearable Augmented Reality: Research Trends and Future Directions from Three Major Venues. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:4782-4793. [PMID: 37782599 DOI: 10.1109/tvcg.2023.3320231] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/04/2023]
Abstract
Wearable Augmented Reality (AR) has attracted considerable attention in recent years, as evidenced by the growing number of research publications and industry investments. With swift advancements and a multitude of interdisciplinary research areas within wearable AR, a comprehensive review is crucial for integrating the current state of the field. In this paper, we present a review of 389 research papers on wearable AR, published between 2018 and 2022 in three major venues: ISMAR, TVCG, and CHI. Drawing inspiration from previous works by Zhou et al. and Kim et al., which summarized AR research at ISMAR over the past two decades (1998-2017), we categorize the papers into different topics and identify prevailing trends. One notable finding is that wearable AR research is increasingly geared towards enabling broader consumer adoption. From our analysis, we highlight key observations related to potential future research areas essential for capitalizing on this trend and achieving widespread adoption. These include addressing challenges in Display, Tracking, Interaction, and Applications, and exploring emerging frontiers in Ethics, Accessibility, Avatar and Embodiment, and Intelligent Virtual Agents.
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Lo WH, Regenbrecht H, Zollmann S. Sports Visualization in the Wild: The Impact of Technical Factors on User Experience in Augmented Reality Sports Spectating. IEEE COMPUTER GRAPHICS AND APPLICATIONS 2023; 43:64-74. [PMID: 37639424 DOI: 10.1109/mcg.2023.3308958] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 08/31/2023]
Abstract
The maturity of augmented reality (AR) technology allows for expansion into real-world applications, including visualizations for on-site sports spectating. However, it is crucial to understand the factors influencing user experience in AR applications. To optimize user experience, we conducted a user study where participants adjusted parameters to determine noticeable and disruptive values of latency, registration accuracy, and jitter using a mobile indirect AR prototype that simulates a rugby stadium experience. Our findings indicate that latency has the highest disruptive impact on users' experience, with registration accuracy following closely. Furthermore, when noticeable latency, registration accuracy, and jitter were combined, the user experience was negatively affected in a nonlinear, combinatorial manner. This suggests that addressing factors individually is necessary but not enough for successful user experiences. By understanding these factors, developers can optimize AR experiences when creating immersive AR sports experiences and other large-scale AR applications to ensure maximum enjoyment for users.
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Fidalgo CG, Yan Y, Cho H, Sousa M, Lindlbauer D, Jorge J. A Survey on Remote Assistance and Training in Mixed Reality Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:2291-2303. [PMID: 37027742 DOI: 10.1109/tvcg.2023.3247081] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
The recent pandemic, war, and oil crises have caused many to reconsider their need to travel for education, training, and meetings. Providing assistance and training remotely has thus gained importance for many applications, from industrial maintenance to surgical telemonitoring. Current solutions such as video conferencing platforms lack essential communication cues such as spatial referencing, which negatively impacts both time completion and task performance. Mixed Reality (MR) offers opportunities to improve remote assistance and training, as it opens the way to increased spatial clarity and large interaction space. We contribute a survey of remote assistance and training in MR environments through a systematic literature review to provide a deeper understanding of current approaches, benefits and challenges. We analyze 62 articles and contextualize our findings along a taxonomy based on degree of collaboration, perspective sharing, MR space symmetry, time, input and output modality, visual display, and application domain. We identify the main gaps and opportunities in this research area, such as exploring collaboration scenarios beyond one-expert-to-one-trainee, enabling users to move across the reality-virtuality spectrum during a task, or exploring advanced interaction techniques that resort to hand or eye tracking. Our survey informs and helps researchers in different domains, including maintenance, medicine, engineering, or education, build and evaluate novel MR approaches to remote training and assistance. All supplemental materials are available at https://augmented-perception.org/publications/2023-training-survey.html.
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Tainaka K, Fujimoto Y, Sawabe T, Kanbara M, Kato H. Selection framework of visualization methods in designing AR industrial task-support systems. COMPUT IND 2023. [DOI: 10.1016/j.compind.2022.103828] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
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Macedo MCF, Apolinario AL. Occlusion Handling in Augmented Reality: Past, Present and Future. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:1590-1609. [PMID: 34613916 DOI: 10.1109/tvcg.2021.3117866] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
One of the main goals of many augmented reality applications is to provide a seamless integration of a real scene with additional virtual data. To fully achieve that goal, such applications must typically provide high-quality real-world tracking, support real-time performance and handle the mutual occlusion problem, estimating the position of the virtual data into the real scene and rendering the virtual content accordingly. In this survey, we focus on the occlusion handling problem in augmented reality applications and provide a detailed review of 161 articles published in this field between January 1992 and August 2020. To do so, we present a historical overview of the most common strategies employed to determine the depth order between real and virtual objects, to visualize hidden objects in a real scene, and to build occlusion-capable visual displays. Moreover, we look at the state-of-the-art techniques, highlight the recent research trends, discuss the current open problems of occlusion handling in augmented reality, and suggest future directions for research.
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Syed TA, Siddiqui MS, Abdullah HB, Jan S, Namoun A, Alzahrani A, Nadeem A, Alkhodre AB. In-Depth Review of Augmented Reality: Tracking Technologies, Development Tools, AR Displays, Collaborative AR, and Security Concerns. SENSORS (BASEL, SWITZERLAND) 2022; 23:146. [PMID: 36616745 PMCID: PMC9824627 DOI: 10.3390/s23010146] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/25/2022] [Revised: 12/11/2022] [Accepted: 12/13/2022] [Indexed: 06/17/2023]
Abstract
Augmented reality (AR) has gained enormous popularity and acceptance in the past few years. AR is indeed a combination of different immersive experiences and solutions that serve as integrated components to assemble and accelerate the augmented reality phenomena as a workable and marvelous adaptive solution for many realms. These solutions of AR include tracking as a means for keeping track of the point of reference to make virtual objects visible in a real scene. Similarly, display technologies combine the virtual and real world with the user's eye. Authoring tools provide platforms to develop AR applications by providing access to low-level libraries. The libraries can thereafter interact with the hardware of tracking sensors, cameras, and other technologies. In addition to this, advances in distributed computing and collaborative augmented reality also need stable solutions. The various participants can collaborate in an AR setting. The authors of this research have explored many solutions in this regard and present a comprehensive review to aid in doing research and improving different business transformations. However, during the course of this study, we identified that there is a lack of security solutions in various areas of collaborative AR (CAR), specifically in the area of distributed trust management in CAR. This research study also proposed a trusted CAR architecture with a use-case of tourism that can be used as a model for researchers with an interest in making secure AR-based remote communication sessions.
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Affiliation(s)
- Toqeer Ali Syed
- Faculty of Computer and Information Systems, Islamic University of Madinah, Medina 42351, Saudi Arabia
| | - Muhammad Shoaib Siddiqui
- Faculty of Computer and Information Systems, Islamic University of Madinah, Medina 42351, Saudi Arabia
| | - Hurria Binte Abdullah
- School of Social Sciences and Humanities, National University of Science and Technology (NUST), Islamabad 44000, Pakistan
| | - Salman Jan
- Malaysian Institute of Information Technology, Universiti Kuala Lumpur, Kuala Lumpur 50250, Malaysia
- Department of Computer Science, Bacha Khan University Charsadda, Charsadda 24420, Pakistan
| | - Abdallah Namoun
- Faculty of Computer and Information Systems, Islamic University of Madinah, Medina 42351, Saudi Arabia
| | - Ali Alzahrani
- Faculty of Computer and Information Systems, Islamic University of Madinah, Medina 42351, Saudi Arabia
| | - Adnan Nadeem
- Faculty of Computer and Information Systems, Islamic University of Madinah, Medina 42351, Saudi Arabia
| | - Ahmad B. Alkhodre
- Faculty of Computer and Information Systems, Islamic University of Madinah, Medina 42351, Saudi Arabia
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Maldonado-Romo J, Maldonado-Romo A, Aldape-Pérez M. Path Generator with Unpaired Samples Employing Generative Adversarial Networks. SENSORS (BASEL, SWITZERLAND) 2022; 22:9411. [PMID: 36502113 PMCID: PMC9738659 DOI: 10.3390/s22239411] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 09/19/2022] [Revised: 11/12/2022] [Accepted: 11/25/2022] [Indexed: 06/17/2023]
Abstract
Interactive technologies such as augmented reality have grown in popularity, but specialized sensors and high computer power must be used to perceive and analyze the environment in order to obtain an immersive experience in real time. However, these kinds of implementations have high costs. On the other hand, machine learning has helped create alternative solutions for reducing costs, but it is limited to particular solutions because the creation of datasets is complicated. Due to this problem, this work suggests an alternate strategy for dealing with limited information: unpaired samples from known and unknown surroundings are used to generate a path on embedded devices, such as smartphones, in real time. This strategy creates a path that avoids virtual elements through physical objects. The authors suggest an architecture for creating a path using imperfect knowledge. Additionally, an augmented reality experience is used to describe the generated path, and some users tested the proposal to evaluate the performance. Finally, the primary contribution is the approximation of a path produced from a known environment by using an unpaired dataset.
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Affiliation(s)
- Javier Maldonado-Romo
- Institute of Advanced Materials and Sustainable Manufacturing, Tecnologico de Monterrey, Mexico City 14380, Mexico
- Centro de Innovación y Desarrollo Tecnológico en Cómputo, Instituto Politécnico Nacional, Unidad Profesional Adolfo López Mateos, Juan de Dios Bátiz s/n esq. Miguel Othón de Mendizábal, Mexico City 07700, Mexico
| | - Alberto Maldonado-Romo
- Centro de Investigación en Computación, Instituto Politécnico Nacional, Unidad Profesional Adolfo López Mateos, Juan de Dios Bátiz s/n esq. Miguel Othón de Mendizábal, Mexico City 07700, Mexico
| | - Mario Aldape-Pérez
- Centro de Innovación y Desarrollo Tecnológico en Cómputo, Instituto Politécnico Nacional, Unidad Profesional Adolfo López Mateos, Juan de Dios Bátiz s/n esq. Miguel Othón de Mendizábal, Mexico City 07700, Mexico
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Marques B, Silva S, Alves J, Araujo T, Dias P, Santos BS. A Conceptual Model and Taxonomy for Collaborative Augmented Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:5113-5133. [PMID: 34347599 DOI: 10.1109/tvcg.2021.3101545] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
To support the nuances of collaborative work, many researchers have been exploring the field of Augmented Reality (AR), aiming to assist in co-located or remote scenarios. Solutions using AR allow taking advantage from seamless integration of virtual objects and real-world objects, thus providing collaborators with a shared understanding or common ground environment. However, most of the research efforts, so far, have been devoted to experiment with technology and mature methods to support its design and development. Therefore, it is now time to understand where the field stands and how well can it address collaborative work with AR, to better characterize and evaluate the collaboration process. In this article, we perform an analysis of the different dimensions that should be taken into account when analysing the contributions of AR to the collaborative work effort. Then, we bring these dimensions forward into a conceptual framework and propose an extended human-centered taxonomy for the categorization of the main features of Collaborative AR. Our goal is to foster harmonization of perspectives for the field, which may help create a common ground for systematization and discussion. We hope to influence and improve how research in this field is reported by providing a structured list of the defining characteristics. Finally, some examples of the use of the taxonomy are presented to show how it can serve to gather information for characterizing AR-supported collaborative work, and illustrate its potential as the grounds to elicit further studies.
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Thiel KK, Naumann F, Jundt E, Gunnemann S, Klinker G. C.DOT - Convolutional Deep Object Tracker for Augmented Reality Based Purely on Synthetic Data. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:4434-4451. [PMID: 34125682 DOI: 10.1109/tvcg.2021.3089096] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
Augmented reality applications use object tracking to estimate the pose of a camera and to superimpose virtual content onto the observed object. Today, a number of tracking systems are available, ready to be used in industrial applications. However, such systems are hard to handle for a service maintenance engineer, due to obscure configuration procedures. In this article, we investigate options towards replacing the manual configuration process with a machine learning approach based on automatically synthesized data. We present an automated process of creating object tracker facilities exclusively from synthetic data. The data is highly enhanced to train a convolutional neural network, while still being able to receive reliable and robust results during real world applications only from simple RGB cameras. Comparison against related work using the LINEMOD dataset showed that we are able to outperform similar approaches. For our intended industrial applications with high accuracy demands, its performance is still lower than common object tracking methods with manual configuration. Yet, it can greatly support those as an add-on during initialization, due to its higher reliability.
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16
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Wang Z, Zhao Y, Lu F. Gaze-Vergence-Controlled See-Through Vision in Augmented Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:3843-3853. [PMID: 36049007 DOI: 10.1109/tvcg.2022.3203110] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Augmented Reality (AR) see-through vision is an interesting research topic since it enables users to see through a wall and see the occluded objects. Most existing research focuses on the visual effects of see-through vision, while the interaction method is less studied. However, we argue that using common interaction modalities, e.g., midair click and speech, may not be the optimal way to control see-through vision. This is because when we want to see through something, it is physically related to our gaze depth/vergence and thus should be naturally controlled by the eyes. Following this idea, this paper proposes a novel gaze-vergence-controlled (GVC) see-through vision technique in AR. Since gaze depth is needed, we build a gaze tracking module with two infrared cameras and the corresponding algorithm and assemble it into the Microsoft HoloLens 2 to achieve gaze depth estimation. We then propose two different GVC modes for see-through vision to fit different scenarios. Extensive experimental results demonstrate that our gaze depth estimation is efficient and accurate. By comparing with conventional interaction modalities, our GVC techniques are also shown to be superior in terms of efficiency and more preferred by users. Finally, we present four example applications of gaze-vergence-controlled see-through vision.
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Are the Instructions Clear? Evaluating the Visual Characteristics of Augmented Reality Content for Remote Guidance. MULTIMODAL TECHNOLOGIES AND INTERACTION 2022. [DOI: 10.3390/mti6100092] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/13/2022] Open
Abstract
Augmented Reality (AR) solutions are emerging in multiple scenarios of application as Industry 4.0 takes shape. In particular, for remote collaboration, flexible mechanisms such as authoring tools can be used to generate instructions and assist human operators as they experience increased complexity in their daily tasks. In addition to the traditional handicap of ensuring instructions can be intuitively created without having to understand complicated AR concepts, another relevant topic is the fact that the quality of said instructions is not properly analyzed prior to the tools being evaluated. This means that the characteristics of the visual content are not adequately assessed beforehand. Hence, it is essential to be aware of the cognitive workload associated with AR instructions to assert if they can be easily understood and accepted before being deployed in real-world scenarios. To address this, we focused on AR during sessions of remote guidance. Based on a participatory process with domain experts from the industry sector, a prototype for creating AR-based instructions was developed, and a user study with two parts was conducted: (1) first, a set of step-by-step instructions was produced, and their visual characteristics were evaluated by 129 participants based on a set of relevant dimensions; (2) afterward, these instructions were used by nine participants to understand if they could be used to assist on-site collaborators during real-life remote maintenance tasks. The results suggest that the AR instructions offer low visual complexity and considerable visual impact, clarity, and directed focus, thus improving situational understanding and promoting task resolution.
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Maio R, Marques B, Alves J, Santos BS, Dias P, Lau N. An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods. SENSORS (BASEL, SWITZERLAND) 2022; 22:7788. [PMID: 36298139 PMCID: PMC9610184 DOI: 10.3390/s22207788] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 09/13/2022] [Revised: 10/04/2022] [Accepted: 10/08/2022] [Indexed: 06/16/2023]
Abstract
This work proposes an augmented reality serious game (ARSG) for supporting individuals with motor disabilities while controlling robotic wheelchairs. A racing track was used as the game narrative; this included restriction areas, static and dynamic virtual objects, as well as obstacles and signs. To experience the game, a prior configuration of the environment, made through a smartphone or a computer, was required. Furthermore, a visualization tool was developed to exhibit user performance while using the ARSG. Two user studies were conducted with 10 and 20 participants, respectively, to compare (1) how different devices enable configuring the ARSG, and (2) different tracking capabilities, i.e., methods used to place virtual content on the real-world environment while the user interacts with the game and controls the wheelchair in the physical space: C1-motion tracking using cloud anchors; C2-offline motion tracking. Results suggest that configuring the environment with the computer is more efficient and accurate, in contrast to the smartphone, which is characterized as more engaging. In addition, condition C1 stood out as more accurate and robust, while condition C2 appeared to be easier to use.
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Affiliation(s)
- Rafael Maio
- IEETA, DETI, Campus Universitário de Santiago, University of Aveiro, 3810-193 Aveiro, Portugal
| | - Bernardo Marques
- IEETA, DETI, Campus Universitário de Santiago, University of Aveiro, 3810-193 Aveiro, Portugal
- DigiMedia, DeCA, Campus Universitário de Santiago, University of Aveiro, 3810-193 Aveiro, Portugal
| | - João Alves
- IEETA, DETI, Campus Universitário de Santiago, University of Aveiro, 3810-193 Aveiro, Portugal
| | - Beatriz Sousa Santos
- IEETA, DETI, Campus Universitário de Santiago, University of Aveiro, 3810-193 Aveiro, Portugal
| | - Paulo Dias
- IEETA, DETI, Campus Universitário de Santiago, University of Aveiro, 3810-193 Aveiro, Portugal
| | - Nuno Lau
- IEETA, DETI, Campus Universitário de Santiago, University of Aveiro, 3810-193 Aveiro, Portugal
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Raeburn G, Welton M, Tokarchuk L. Developing a play-anywhere handheld AR storytelling app using remote data collection. FRONTIERS IN COMPUTER SCIENCE 2022. [DOI: 10.3389/fcomp.2022.927177] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Immersive story experiences like immersive theater productions and escape rooms have grown in popularity in recent years, offering the audience a more active role in the events portrayed. However, many of these activities were forced to close at the start of the COVID-19 pandemic, arising from restrictions placed on group activities and travel. This created an opportunity for a story experience that users could take part in around their local neighborhoods. Five mobile applications (apps) were developed toward this goal, aiming to make effective use of available local map data, alongside virtual content overlaid on users' surroundings through Augmented Reality (AR), to offer additional story features not present in the real environment. The first two apps investigated the feasibility of such an approach, including the remote field testing of the apps, where participants used their own devices across a variety of locations. Two follow-up apps further aimed to offer an improved user experience, also adopting a more standardized testing procedure, to better ensure each app was completed in an intended manner by those participating remotely. Participants rated their experience through immersion and engagement questionnaire factors that tested for their appropriateness to rate such experiences, in addition to providing their feedback. A final app applied the same AR story implementation to a curated site-specific study, once pandemic restrictions had eased. This combination of remote studies and subsequent curated study offered a reverse methodology to much previous research in this field, but was found to offer advantages in corroborating the results of the remote studies, and also in offering new insights to further improve such an AR story app, that is designed to be used at an outdoor location of the user's choosing. Such an app offers benefits to those who may prefer the opportunity to take part in such an activity solo or close to home, as well as for storytellers to develop an outside story for use at a variety of locations, making it available to a larger audience, without the challenges and costs in migrating it to different locations.
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Adriana Cárdenas-Robledo L, Hernández-Uribe Ó, Reta C, Antonio Cantoral-Ceballos J. Extended reality applications in industry 4.0. – A systematic literature review. TELEMATICS AND INFORMATICS 2022. [DOI: 10.1016/j.tele.2022.101863] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/15/2022]
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21
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Benchmarking Built-In Tracking Systems for Indoor AR Applications on Popular Mobile Devices. SENSORS 2022; 22:s22145382. [PMID: 35891058 PMCID: PMC9320911 DOI: 10.3390/s22145382] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/20/2022] [Revised: 07/15/2022] [Accepted: 07/18/2022] [Indexed: 11/25/2022]
Abstract
As one of the most promising technologies for next-generation mobile platforms, Augmented Reality (AR) has the potential to radically change the way users interact with real environments enriched with various digital information. To achieve this potential, it is of fundamental importance to track and maintain accurate registration between real and computer-generated objects. Thus, it is crucially important to assess tracking capabilities. In this paper, we present a benchmark evaluation of the tracking performances of some of the most popular AR handheld devices, which can be regarded as a representative set of devices for sale in the global market. In particular, eight different next-gen devices including smartphones and tablets were considered. Experiments were conducted in a laboratory by adopting an external tracking system. The experimental methodology consisted of three main stages: calibration, data acquisition, and data evaluation. The results of the experimentation showed that the selected devices, in combination with the AR SDKs, have different tracking performances depending on the covered trajectory.
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22
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Lin L, Gao Y, Aung ZM, Xu H, Wang B, Yang X, Chai G, Xie L. Preliminary reports of augmented-reality assisted craniofacial bone fracture reduction. J Plast Reconstr Aesthet Surg 2022; 75:e1-e8. [DOI: 10.1016/j.bjps.2022.06.105] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/12/2021] [Revised: 05/01/2022] [Accepted: 06/05/2022] [Indexed: 10/31/2022]
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23
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The Hitchhiker’s Guide to Fused Twins: A Review of Access to Digital Twins In Situ in Smart Cities. REMOTE SENSING 2022. [DOI: 10.3390/rs14133095] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
Smart Cities already surround us, and yet they are still incomprehensibly far from directly impacting everyday life. While current Smart Cities are often inaccessible, the experience of everyday citizens may be enhanced with a combination of the emerging technologies Digital Twins (DTs) and Situated Analytics. DTs represent their Physical Twin (PT) in the real world via models, simulations, (remotely) sensed data, context awareness, and interactions. However, interaction requires appropriate interfaces to address the complexity of the city. Ultimately, leveraging the potential of Smart Cities requires going beyond assembling the DT to be comprehensive and accessible. Situated Analytics allows for the anchoring of city information in its spatial context. We advance the concept of embedding the DT into the PT through Situated Analytics to form Fused Twins (FTs). This fusion allows access to data in the location that it is generated in in an embodied context that can make the data more understandable. Prototypes of FTs are rapidly emerging from different domains, but Smart Cities represent the context with the most potential for FTs in the future. This paper reviews DTs, Situated Analytics, and Smart Cities as the foundations of FTs. Regarding DTs, we define five components (physical, data, analytical, virtual, and Connection Environments) that we relate to several cognates (i.e., similar but different terms) from existing literature. Regarding Situated Analytics, we review the effects of user embodiment on cognition and cognitive load. Finally, we classify existing partial examples of FTs from the literature and address their construction from Augmented Reality, Geographic Information Systems, Building/City Information Models, and DTs and provide an overview of future directions.
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Ayyanchira A, Mahfoud E, Wang W, Lu A. Toward cross-platform immersive visualization for indoor navigation and collaboration with augmented reality. J Vis (Tokyo) 2022. [DOI: 10.1007/s12650-022-00852-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
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Sereno M, Wang X, Besancon L, McGuffin MJ, Isenberg T. Collaborative Work in Augmented Reality: A Survey. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:2530-2549. [PMID: 33085619 DOI: 10.1109/tvcg.2020.3032761] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
In Augmented Reality (AR), users perceive virtual content anchored in the real world. It is used in medicine, education, games, navigation, maintenance, product design, and visualization, in both single-user and multi-user scenarios. Multi-user AR has received limited attention from researchers, even though AR has been in development for more than two decades. We present the state of existing work at the intersection of AR and Computer-Supported Collaborative Work (AR-CSCW), by combining a systematic survey approach with an exploratory, opportunistic literature search. We categorize 65 papers along the dimensions of space, time, role symmetry (whether the roles of users are symmetric), technology symmetry (whether the hardware platforms of users are symmetric), and output and input modalities. We derive design considerations for collaborative AR environments, and identify under-explored research topics. These include the use of heterogeneous hardware considerations and 3D data exploration research areas. This survey is useful for newcomers to the field, readers interested in an overview of CSCW in AR applications, and domain experts seeking up-to-date information.
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AR-AI Tools as a Response to High Employee Turnover and Shortages in Manufacturing during Regular, Pandemic, and War Times. SUSTAINABILITY 2022. [DOI: 10.3390/su14116729] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
The world faces the continuously increasing issue of a lack of skilled employees, staff migration, and turnover. It is strengthened by unexpected situations such as wars, pandemics, and other civilization crises. Solutions are sought and researched in various branches of industry and academia, including engineering, social sciences, management, and political and computer sciences. From the viewpoint of this paper, this is a side topic of Industry 4.0 and, more specifically, sustainability in working environments, and the issue is related to production employees who perform manual operations. Some of the tasks cannot be carried out under robotization or automation; therefore, novel human-work support tools are expected. This paper presents such highly demanded support tools related to augmented reality (AR) and artificial intelligence (AI). First, a panoramic literature review is given. Secondly, the authors explain the main objective of the presented contribution. Then the authors’ achievements are described—the R&D focus on such solutions and the introduction of the developed tools that are based on AR and AI. Benefits connected to the AR-AI technology applications are presented in terms of both time savings with the tool usage and job simplification, enabling inexperienced, unskilled, or less skilled employees to perform the work in the selected manual production processes.
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Li Y, Kim K, Erickson A, Norouzi N, Jules J, Bruder G, Welch GF. A Scoping Review of Assistance and Therapy with Head-Mounted Displays for People Who Are Visually Impaired. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2022. [DOI: 10.1145/3522693] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
Given the inherent visual affordances of Head-Mounted Displays (HMDs) used for Virtual and Augmented Reality (VR/AR), they have been actively used over many years as assistive and therapeutic devices for the people who are visually impaired. In this paper, we report on a scoping review of literature describing the use of HMDs in these areas. Our high-level objectives included detailed reviews and quantitative analyses of the literature, and the development of insights related to emerging trends and future research directions.
Our review began with a pool of 1251 papers collected through a variety of mechanisms. Through a structured screening process, we identified 61 English research papers employing HMDs to enhance the visual sense of people with visual impairments for more detailed analyses. Our analyses reveal that there is an increasing amount of HMD-based research on visual assistance and therapy, and there are trends in the approaches associated with the research objectives. For example, AR is most often used for visual assistive purposes, whereas VR is used for therapeutic purposes. We report on eight existing survey papers, and present detailed analyses of the 61 research papers, looking at the mitigation objectives of the researchers (assistive versus therapeutic), the approaches used, the types of HMDs, the targeted visual conditions, and the inclusion of user studies. In addition to our detailed reviews and analyses of the various characteristics, we present observations related to apparent emerging trends and future research directions.
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Affiliation(s)
- Yifan Li
- University of Central Florida, USA
| | - Kangsoo Kim
- University of Central Florida, USA and University of Calgary, Canada
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Holzinger A, Saranti A, Angerschmid A, Retzlaff CO, Gronauer A, Pejakovic V, Medel-Jimenez F, Krexner T, Gollob C, Stampfer K. Digital Transformation in Smart Farm and Forest Operations Needs Human-Centered AI: Challenges and Future Directions. SENSORS (BASEL, SWITZERLAND) 2022; 22:3043. [PMID: 35459028 PMCID: PMC9029836 DOI: 10.3390/s22083043] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/16/2022] [Revised: 04/06/2022] [Accepted: 04/13/2022] [Indexed: 02/01/2023]
Abstract
The main impetus for the global efforts toward the current digital transformation in almost all areas of our daily lives is due to the great successes of artificial intelligence (AI), and in particular, the workhorse of AI, statistical machine learning (ML). The intelligent analysis, modeling, and management of agricultural and forest ecosystems, and of the use and protection of soils, already play important roles in securing our planet for future generations and will become irreplaceable in the future. Technical solutions must encompass the entire agricultural and forestry value chain. The process of digital transformation is supported by cyber-physical systems enabled by advances in ML, the availability of big data and increasing computing power. For certain tasks, algorithms today achieve performances that exceed human levels. The challenge is to use multimodal information fusion, i.e., to integrate data from different sources (sensor data, images, *omics), and explain to an expert why a certain result was achieved. However, ML models often react to even small changes, and disturbances can have dramatic effects on their results. Therefore, the use of AI in areas that matter to human life (agriculture, forestry, climate, health, etc.) has led to an increased need for trustworthy AI with two main components: explainability and robustness. One step toward making AI more robust is to leverage expert knowledge. For example, a farmer/forester in the loop can often bring in experience and conceptual understanding to the AI pipeline-no AI can do this. Consequently, human-centered AI (HCAI) is a combination of "artificial intelligence" and "natural intelligence" to empower, amplify, and augment human performance, rather than replace people. To achieve practical success of HCAI in agriculture and forestry, this article identifies three important frontier research areas: (1) intelligent information fusion; (2) robotics and embodied intelligence; and (3) augmentation, explanation, and verification for trusted decision support. This goal will also require an agile, human-centered design approach for three generations (G). G1: Enabling easily realizable applications through immediate deployment of existing technology. G2: Medium-term modification of existing technology. G3: Advanced adaptation and evolution beyond state-of-the-art.
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Affiliation(s)
- Andreas Holzinger
- Human-Centered AI Lab, Institute of Forest Engineering, Department of Forest and Soil Sciences, University of Natural Resources and Life Sciences Vienna, 1190 Wien, Austria; (A.S.); (A.A.); (C.O.R.)
- xAI Lab, Alberta Machine Intelligence Institute, University of Alberta, Edmonton, AB T5J 3B1, Canada
| | - Anna Saranti
- Human-Centered AI Lab, Institute of Forest Engineering, Department of Forest and Soil Sciences, University of Natural Resources and Life Sciences Vienna, 1190 Wien, Austria; (A.S.); (A.A.); (C.O.R.)
| | - Alessa Angerschmid
- Human-Centered AI Lab, Institute of Forest Engineering, Department of Forest and Soil Sciences, University of Natural Resources and Life Sciences Vienna, 1190 Wien, Austria; (A.S.); (A.A.); (C.O.R.)
| | - Carl Orge Retzlaff
- Human-Centered AI Lab, Institute of Forest Engineering, Department of Forest and Soil Sciences, University of Natural Resources and Life Sciences Vienna, 1190 Wien, Austria; (A.S.); (A.A.); (C.O.R.)
- DAI Lab, Technical University Berlin, 10623 Berlin, Germany
| | - Andreas Gronauer
- Institute of Agricultural Engineering, Department of Sustainable Agricultural Systems, University of Natural Resources and Life Sciences Vienna, 1180 Wien, Austria; (A.G.); (V.P.); (F.M.-J.); (T.K.)
| | - Vladimir Pejakovic
- Institute of Agricultural Engineering, Department of Sustainable Agricultural Systems, University of Natural Resources and Life Sciences Vienna, 1180 Wien, Austria; (A.G.); (V.P.); (F.M.-J.); (T.K.)
| | - Francisco Medel-Jimenez
- Institute of Agricultural Engineering, Department of Sustainable Agricultural Systems, University of Natural Resources and Life Sciences Vienna, 1180 Wien, Austria; (A.G.); (V.P.); (F.M.-J.); (T.K.)
| | - Theresa Krexner
- Institute of Agricultural Engineering, Department of Sustainable Agricultural Systems, University of Natural Resources and Life Sciences Vienna, 1180 Wien, Austria; (A.G.); (V.P.); (F.M.-J.); (T.K.)
| | - Christoph Gollob
- Institute of Forest Growth, Department of Forest and Soil Sciences, University of Natural Resources and Life Sciences Vienna, 1180 Wien, Austria;
| | - Karl Stampfer
- Institute of Forest Engineering, Department of Forest and Soil Sciences, University of Natural Resources and Life Sciences Vienna, 1180 Wien, Austria;
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Du ZJ, Huang SS, Mu TJ, Zhao Q, Martin RR, Xu K. Accurate Dynamic SLAM Using CRF-Based Long-Term Consistency. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:1745-1757. [PMID: 33001804 DOI: 10.1109/tvcg.2020.3028218] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
Accurate camera pose estimation is essential and challenging for real world dynamic 3D reconstruction and augmented reality applications. In this article, we present a novel RGB-D SLAM approach for accurate camera pose tracking in dynamic environments. Previous methods detect dynamic components only across a short time-span of consecutive frames. Instead, we provide a more accurate dynamic 3D landmark detection method, followed by the use of long-term consistency via conditional random fields, which leverages long-term observations from multiple frames. Specifically, we first introduce an efficient initial camera pose estimation method based on distinguishing dynamic from static points using graph-cut RANSAC. These static/dynamic labels are used as priors for the unary potential in the conditional random fields, which further improves the accuracy of dynamic 3D landmark detection. Evaluation using the TUM and Bonn RGB-D dynamic datasets shows that our approach significantly outperforms state-of-the-art methods, providing much more accurate camera trajectory estimation in a variety of highly dynamic environments. We also show that dynamic 3D reconstruction can benefit from the camera poses estimated by our RGB-D SLAM approach.
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Comparing Desktop vs. Mobile Interaction for the Creation of Pervasive Augmented Reality Experiences. J Imaging 2022; 8:jimaging8030079. [PMID: 35324634 PMCID: PMC8949857 DOI: 10.3390/jimaging8030079] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/11/2022] [Revised: 03/08/2022] [Accepted: 03/16/2022] [Indexed: 02/04/2023] Open
Abstract
This paper presents an evaluation and comparison of interaction methods for the configuration and visualization of pervasive Augmented Reality (AR) experiences using two different platforms: desktop and mobile. AR experiences consist of the enhancement of real-world environments by superimposing additional layers of information, real-time interaction, and accurate 3D registration of virtual and real objects. Pervasive AR extends this concept through experiences that are continuous in space, being aware of and responsive to the user’s context and pose. Currently, the time and technical expertise required to create such applications are the main reasons preventing its widespread use. As such, authoring tools which facilitate the development and configuration of pervasive AR experiences have become progressively more relevant. Their operation often involves the navigation of the real-world scene and the use of the AR equipment itself to add the augmented information within the environment. The proposed experimental tool makes use of 3D scans from physical environments to provide a reconstructed digital replica of such spaces for a desktop-based method, and to enable positional tracking for a mobile-based one. While the desktop platform represents a non-immersive setting, the mobile one provides continuous AR in the physical environment. Both versions can be used to place virtual content and ultimately configure an AR experience. The authoring capabilities of the different platforms were compared by conducting a user study focused on evaluating their usability. Although the AR interface was generally considered more intuitive, the desktop platform shows promise in several aspects, such as remote configuration, lower required effort, and overall better scalability.
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Study of Augmented Reality Based Manufacturing for Further Integration of Quality Control 4.0: A Systematic Literature Review. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12041961] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/04/2022]
Abstract
Augmented Reality (AR) has gradually become a mainstream technology enabling Industry 4.0 and its maturity has also grown over time. AR has been applied to support different processes on the shop-floor level, such as assembly, maintenance, etc. As various processes in manufacturing require high quality and near-zero error rates to ensure the demands and safety of end-users, AR can also equip operators with immersive interfaces to enhance productivity, accuracy and autonomy in the quality sector. However, there is currently no systematic review paper about AR technology enhancing the quality sector. The purpose of this paper is to conduct a systematic literature review (SLR) to conclude about the emerging interest in using AR as an assisting technology for the quality sector in an industry 4.0 context. Five research questions (RQs), with a set of selection criteria, are predefined to support the objectives of this SLR. In addition, different research databases are used for the paper identification phase following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) methodology to find the answers for the predefined RQs. It is found that, in spite of staying behind the assembly and maintenance sector in terms of AR-based solutions, there is a tendency towards interest in developing and implementing AR-assisted quality applications. There are three main categories of current AR-based solutions for quality sector, which are AR-based apps as a virtual Lean tool, AR-assisted metrology and AR-based solutions for in-line quality control. In this SLR, an AR architecture layer framework has been improved to classify articles into different layers which are finally integrated into a systematic design and development methodology for the development of long-term AR-based solutions for the quality sector in the future.
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Xi N, Chen J, Gama F, Riar M, Hamari J. The challenges of entering the metaverse: An experiment on the effect of extended reality on workload. INFORMATION SYSTEMS FRONTIERS : A JOURNAL OF RESEARCH AND INNOVATION 2022; 25:659-680. [PMID: 35194390 PMCID: PMC8852991 DOI: 10.1007/s10796-022-10244-x] [Citation(s) in RCA: 26] [Impact Index Per Article: 8.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Accepted: 01/13/2022] [Indexed: 06/14/2023]
Abstract
Information technologies exist to enable us to either do things we have not done before or do familiar things more efficiently. Metaverse (i.e. extended reality: XR) enables novel forms of engrossing telepresence, but it also may make mundate tasks more effortless. Such technologies increasingly facilitate our work, education, healthcare, consumption and entertainment; however, at the same time, metaverse bring a host of challenges. Therefore, we pose the question whether XR technologies, specifically Augmented Reality (AR) and Virtual Reality (VR), either increase or decrease the difficulties of carrying out everyday tasks. In the current study we conducted a 2 (AR: with vs. without) × 2 (VR: with vs. without) between-subject experiment where participants faced a shopping-related task (including navigating, movement, hand-interaction, information processing, information searching, storing, decision making, and simple calculation) to examine a proposed series of hypotheses. The NASA Task Load Index (NASA-TLX) was used to measure subjective workload when using an XR-mediated information system including six sub-dimensions of frustration, performance, effort, physical, mental, and temporal demand. The findings indicate that AR was significantly associated with overall workload, especially mental demand and effort, while VR had no significant effect on any workload sub-dimensions. There was a significant interaction effect between AR and VR on physical demand, effort, and overall workload. The results imply that the resources and cost of operating XR-mediated realities are different and higher than physical reality.
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Affiliation(s)
- Nannan Xi
- Faculty of Information Technology and Communication Sciences, Tampere University, Kalevantie 4, 33100 Tampere, Finland
- School of Technology and Innovations, University of Vaasa, Wolffintie 34, 65200 Vaasa, Finland
| | - Juan Chen
- Faculty of Information Technology and Communication Sciences, Tampere University, Kalevantie 4, 33100 Tampere, Finland
- School of Business Administration, Anhui University of Finance and Economics, Benghu, 233030 China
| | - Filipe Gama
- Faculty of Information Technology and Communication Sciences, Tampere University, Kalevantie 4, 33100 Tampere, Finland
| | - Marc Riar
- Chair of Information and Communication Management, Technical University of Berlin, Straße des 17. Juni 135, 10623 Berlin, Germany
| | - Juho Hamari
- Faculty of Information Technology and Communication Sciences, Tampere University, Kalevantie 4, 33100 Tampere, Finland
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Gattullo M, Evangelista A, Uva AE, Fiorentino M, Gabbard JL. What, How, and Why are Visual Assets Used in Industrial Augmented Reality? A Systematic Review and Classification in Maintenance, Assembly, and Training (From 1997 to 2019). IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:1443-1456. [PMID: 32759085 DOI: 10.1109/tvcg.2020.3014614] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
Industrial Augmented Reality (iAR) has demonstrated its advantages to communicate technical information in the fields of maintenance, assembly, and training. However, literature is scattered among different visual assets (i.e., AR visual user interface elements associated with a real scene). In this work, we present a systematic literature review of visual assets used in these industrial fields. We searched five databases, initially finding 1757 papers. Then, we selected 122 iAR papers from 1997 to 2019 and extracted 348 visual assets. We propose a classification for visual assets according to (i) what is displayed, (ii) how it conveys information (frame of reference, color coding, animation), and, (iii) why it is used. Our review shows that product models, text and auxiliary models are, in order, the most common, with each most often used to support operating, checking and locating tasks respectively. Other visual assets are scarcely used. Product and auxiliary models are commonly rendered world-fixed, color coding is not used as often as expected, while animations are limited to product and auxiliary model. This survey provides a snapshot of over 20 years of literature in iAR, useful to understand established practices to orientate in iAR interface design and to present future research directions.
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Trepkowski C, Marquardt A, Eibich TD, Shikanai Y, Maiero J, Kiyokawa K, Kruijff E, Schoning J, Konig P. Multisensory Proximity and Transition Cues for Improving Target Awareness in Narrow Field of View Augmented Reality Displays. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:1342-1362. [PMID: 34591771 DOI: 10.1109/tvcg.2021.3116673] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
Augmented reality applications allow users to enrich their real surroundings with additional digital content. However, due to the limited field of view of augmented reality devices, it can sometimes be difficult to become aware of newly emerging information inside or outside the field of view. Typical visual conflicts like clutter and occlusion of augmentations occur and can be further aggravated especially in the context of dense information spaces. In this article, we evaluate how multisensory cue combinations can improve the awareness for moving out-of-view objects in narrow field of view augmented reality displays. We distinguish between proximity and transition cues in either visual, auditory or tactile manner. Proximity cues are intended to enhance spatial awareness of approaching out-of-view objects while transition cues inform the user that the object just entered the field of view. In study 1, user preference was determined for 6 different cue combinations via forced-choice decisions. In study 2, the 3 most preferred modes were then evaluated with respect to performance and awareness measures in a divided attention reaction task. Both studies were conducted under varying noise levels. We show that on average the Visual-Tactile combination leads to 63% and Audio-Tactile to 65% faster reactions to incoming out-of-view augmentations than their Visual-Audio counterpart, indicating a high usefulness of tactile transition cues. We further show a detrimental effect of visual and audio noise on performance when feedback included visual proximity cues. Based on these results, we make recommendations to determine which cue combination is appropriate for which application.
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35
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Verhulst I, Woods A, Whittaker L, Bennett J, Dalton P. Do VR and AR versions of an immersive cultural experience engender different user experiences? COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106951] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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Arici F, Yilmaz RM, Yilmaz M. Affordances of augmented reality technology for science education: Views of secondary school students and science teachers. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES 2021. [DOI: 10.1002/hbe2.310] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
Affiliation(s)
- Faruk Arici
- Department of Science Teaching, K.K. Education Faculty Ataturk University Erzurum Turkey
- Teacher in Republic of Turkey Ministry of National Education Erzurum Turkey
| | - Rabia M. Yilmaz
- Department of Software Engineering, Engineering Faculty, Ataturk University Erzurum Turkey
| | - Mehmet Yilmaz
- Department of Science Teaching, K.K. Education Faculty Ataturk University Erzurum Turkey
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An Efficient, Platform-Independent Map Rendering Framework for Mobile Augmented Reality. ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION 2021. [DOI: 10.3390/ijgi10090593] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
With the extensive application of big spatial data and the emergence of spatial computing, augmented reality (AR) map rendering has attracted significant attention. A common issue in existing solutions is that AR-GIS systems rely on different platform-specific graphics libraries on different operating systems, and rendering implementations can vary across various platforms. This causes performance degradation and rendering styles that are not consistent across environments. However, high-performance rendering consistency across devices is critical in AR-GIS, especially for edge collaborative computing. In this paper, we present a high-performance, platform-independent AR-GIS rendering engine; the augmented reality universal graphics library (AUGL) engine. A unified cross-platform interface is proposed to preserve AR-GIS rendering style consistency across platforms. High-performance AR-GIS map symbol drawing models are defined and implemented based on a unified algorithm interface. We also develop a pre-caching strategy, optimized spatial-index querying, and a GPU-accelerated vector drawing algorithm that minimizes IO latency throughout the rendering process. Comparisons to existing AR-GIS visualization engines indicate that the performance of the AUGL engine is two times higher than that of the AR-GIS rendering engine on the Android, iOS, and Vuforia platforms. The drawing efficiency for vector polygons is improved significantly. The rendering performance is more than three times better than the average performances of existing Android and iOS systems.
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Zollmann S, Langlotz T, Grasset R, Lo WH, Mori S, Regenbrecht H. Visualization Techniques in Augmented Reality: A Taxonomy, Methods and Patterns. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:3808-3825. [PMID: 32275601 DOI: 10.1109/tvcg.2020.2986247] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
In recent years, the development of Augmented Reality (AR) frameworks made AR application development widely accessible to developers without AR expert background. With this development, new application fields for AR are on the rise. This comes with an increased need for visualization techniques that are suitable for a wide range of application areas. It becomes more important for a wider audience to gain a better understanding of existing AR visualization techniques. In this article we provide a taxonomy of existing works on visualization techniques in AR. The taxonomy aims to give researchers and developers without an in-depth background in Augmented Reality the information to successively apply visualization techniques in Augmented Reality environments. We also describe required components and methods and analyze common patterns.
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Abstract
Augmented Reality aims to enhance the real world with computer-generated information. AR technology is both attractive and promising. Current AR experiences depend on external elements to launch, such as markers, images, and location. For an AR experience to be more personalized, this research proposes a scheme to trigger AR experiences based on human needs. This approach should enable human needs to be captured, and analyze them to select the most suited experiences that fulfill or aids in fulfilling needs. The contribution of this paper includes (1) a study of current AR technologies and triggers, (2) an analysis of human needs into measurable elements, and (3) a description of a needs-based AR application process with a demonstration of the process guidelines. The research presents a proof of concept prototype of a restaurant that satisfies the subsistence need for hunger. The results show the effectiveness of the guidelines in detecting human needs and recommending AR experiences; however, producing correct predictions and recommendations requires a well-established dataset.
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Lee M, Norouzi N, Bruder G, Wisniewski PJ, Welch GF. Mixed Reality Tabletop Gameplay: Social Interaction With a Virtual Human Capable of Physical Influence. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:3534-3545. [PMID: 31869794 DOI: 10.1109/tvcg.2019.2959575] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
In this article, we investigate the effects of the physical influence of a virtual human (VH) in the context of face-to-face interaction in a mixed reality environment. In Experiment 1, participants played a tabletop game with a VH, in which each player takes a turn and moves their own token along the designated spots on the shared table. We compared two conditions as follows: the VH in the virtual condition moves a virtual token that can only be seen through augmented reality (AR) glasses, while the VH in the physical condition moves a physical token as the participants do; therefore the VH's token can be seen even in the periphery of the AR glasses. For the physical condition, we designed an actuator system underneath the table. The actuator moves a magnet under the table which then moves the VH's physical token over the surface of the table. Our results indicate that participants felt higher co-presence with the VH in the physical condition, and participants assessed the VH as a more physical entity compared to the VH in the virtual condition. We further observed transference effects when participants attributed the VH's ability to move physical objects to other elements in the real world. Also, the VH's physical influence improved participants' overall experience with the VH. In Experiment 2, we further looked into the question how the physical-virtual latency in movements affected the perceived plausibility of the VH's interaction with the real world. Our results indicate that a slight temporal difference between the physical token reacting to the virtual hand's movement increased the perceived realism and causality of the mixed reality interaction. We discuss potential explanations for the findings and implications for future shared mixed reality tabletop setups.
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Time Travel to the Past of Bosnia and Herzegovina through Virtual and Augmented Reality. APPLIED SCIENCES-BASEL 2021. [DOI: 10.3390/app11083711] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.
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“I Want to Experience the Past”: Lessons from a Visitor Survey on How Immersive Technologies Can Support Historic Interpretation. INFORMATION 2020. [DOI: 10.3390/info12010015] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
This paper utilizes a visitor survey conducted at an open-air museum in New Harmony, Indiana to discuss design guidelines for immersive technologies that support historic interpretation–specifically, the visitor’s ability to experience the past. We focus on three themes that emerged from the survey: (1) Visitors at this site skewed older, with nearly a quarter over 70; (2) Despite literature suggesting the opposite, visitors at New Harmony liked to learn from a tour guide; and, (3) Visitors said they wanted to “experience the past.” The very notion of a single “experience” of the past, however, is complicated at New Harmony and other historic sites because they interpret multiple periods of significance. Ultimately, our findings suggest immersive technologies must be suited for older visitors, utilize the tour guide, and facilitate visitors’ ability to “experience the past” in such a way that they feel immersed in multiple timelines at the same site.
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Marquardt A, Trepkowski C, Eibich TD, Maiero J, Kruijff E, Schoning J. Comparing Non-Visual and Visual Guidance Methods for Narrow Field of View Augmented Reality Displays. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:3389-3401. [PMID: 32941150 DOI: 10.1109/tvcg.2020.3023605] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
Current augmented reality displays still have a very limited field of view compared to the human vision. In order to localize out-of-view objects, researchers have predominantly explored visual guidance approaches to visualize information in the limited (in-view) screen space. Unfortunately, visual conflicts like cluttering or occlusion of information often arise, which can lead to search performance issues and a decreased awareness about the physical environment. In this paper, we compare an innovative non-visual guidance approach based on audio-tactile cues with the state-of-the-art visual guidance technique EyeSee360 for localizing out-of-view objects in augmented reality displays with limited field of view. In our user study, we evaluate both guidance methods in terms of search performance and situation awareness. We show that although audio-tactile guidance is generally slower than the well-performing EyeSee360 in terms of search times, it is on a par regarding the hit rate. Even more so, the audio-tactile method provides a significant improvement in situation awareness compared to the visual approach.
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Parsons TD, Gaggioli A, Riva G. Extended Reality for the Clinical, Affective, and Social Neurosciences. Brain Sci 2020; 10:E922. [PMID: 33265932 PMCID: PMC7761460 DOI: 10.3390/brainsci10120922] [Citation(s) in RCA: 16] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/20/2020] [Revised: 11/21/2020] [Accepted: 11/26/2020] [Indexed: 12/15/2022] Open
Abstract
Brain science research often involves the use of low-dimensional tools and stimuli that lack several of the potentially valuable features of everyday activities and interactions. Although this research has provided important information about cognitive, affective, and social processes for both clinical and nonclinical populations, there is growing interest in high-dimensional simulations that extend reality. These high-dimensional simulations involve dynamic stimuli presented serially or concurrently to permit the assessment and training of perceivers' integrative processes over time. Moreover, high-dimensional simulation platforms can contextually restrain interpretations of cues about a target's internal states. Extended reality environments extend assessment and training platforms that balance experimental control with emotionally engaging background narratives aimed at extending the affective experience and social interactions. Herein, we highlight the promise of extended reality platforms for greater ecological validity in the clinical, affective, and social neurosciences.
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Affiliation(s)
- Thomas D. Parsons
- iCenter for Affective Neurotechnologies (iCAN), Denton, TX 76203, USA
- Computational Neuropsychology and Simulation (CNS) Laboratory, University of North Texas, Denton, TX 76203, USA
- College of Information, University of North Texas, Denton, TX 76203, USA
| | - Andrea Gaggioli
- Humane Technology Lab, Università Cattolica del Sacro Cuore, 20123 Milan, Italy; (A.G.); (G.R.)
- Applied Technology for Neuro-Psychology Laboratory, Istituto Auxologico Italiano, 20145 Milan, Italy
| | - Giuseppe Riva
- Humane Technology Lab, Università Cattolica del Sacro Cuore, 20123 Milan, Italy; (A.G.); (G.R.)
- Applied Technology for Neuro-Psychology Laboratory, Istituto Auxologico Italiano, 20145 Milan, Italy
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Intelligent Blended Agents: Reality–Virtuality Interaction with Artificially Intelligent Embodied Virtual Humans. MULTIMODAL TECHNOLOGIES AND INTERACTION 2020. [DOI: 10.3390/mti4040085] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Intelligent virtual agents (VAs) already support us in a variety of everyday tasks such as setting up appointments, monitoring our fitness, and organizing messages. Adding a humanoid body representation to these mostly voice-based VAs has enormous potential to enrich the human–agent communication process but, at the same time, raises expectations regarding the agent’s social, spatial, and intelligent behavior. Embodied VAs may be perceived as less human-like if they, for example, do not return eye contact, or do not show a plausible collision behavior with the physical surroundings. In this article, we introduce a new model that extends human-to-human interaction to interaction with intelligent agents and covers different multi-modal and multi-sensory channels that are required to create believable embodied VAs. Theoretical considerations of the different aspects of human–agent interaction are complemented by implementation guidelines to support the practical development of such agents. In this context, we particularly emphasize one aspect that is distinctive of embodied agents, i.e., interaction with the physical world. Since previous studies indicated negative effects of implausible physical behavior of VAs, we were interested in the initial responses of users when interacting with a VA with virtual–physical capabilities for the first time. We conducted a pilot study to collect subjective feedback regarding two forms of virtual–physical interactions. Both were designed and implemented in preparation of the user study, and represent two different approaches to virtual–physical manipulations: (i) displacement of a robotic object, and (ii) writing on a physical sheet of paper with thermochromic ink. The qualitative results of the study indicate positive effects of agents with virtual–physical capabilities in terms of their perceived realism as well as evoked emotional responses of the users. We conclude with an outlook on possible future developments of different aspects of human–agent interaction in general and the physical simulation in particular.
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de Melo CM, Kim K, Norouzi N, Bruder G, Welch G. Reducing Cognitive Load and Improving Warfighter Problem Solving With Intelligent Virtual Assistants. Front Psychol 2020; 11:554706. [PMID: 33281659 PMCID: PMC7705099 DOI: 10.3389/fpsyg.2020.554706] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/22/2020] [Accepted: 10/23/2020] [Indexed: 11/30/2022] Open
Abstract
Recent times have seen increasing interest in conversational assistants (e.g., Amazon Alexa) designed to help users in their daily tasks. In military settings, it is critical to design assistants that are, simultaneously, helpful and able to minimize the user's cognitive load. Here, we show that embodiment plays a key role in achieving that goal. We present an experiment where participants engaged in an augmented reality version of the relatively well-known desert survival task. Participants were paired with a voice assistant, an embodied assistant, or no assistant. The assistants made suggestions verbally throughout the task, whereas the embodied assistant further used gestures and emotion to communicate with the user. Our results indicate that both assistant conditions led to higher performance over the no assistant condition, but the embodied assistant achieved this with less cognitive burden on the decision maker than the voice assistant, which is a novel contribution. We discuss implications for the design of intelligent collaborative systems for the warfighter.
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Affiliation(s)
- Celso M. de Melo
- Computational and Information Sciences, CCDC US Army Research Laboratory, Playa Vista, CA, United States
| | - Kangsoo Kim
- College of Nursing, University of Central Florida, Orlando, FL, United States
- Institute for Simulation and Training, University of Central Florida, Orlando, FL, United States
| | - Nahal Norouzi
- Department of Computer Science, University of Central Florida, Orlando, FL, United States
| | - Gerd Bruder
- Institute for Simulation and Training, University of Central Florida, Orlando, FL, United States
| | - Gregory Welch
- College of Nursing, University of Central Florida, Orlando, FL, United States
- Institute for Simulation and Training, University of Central Florida, Orlando, FL, United States
- Department of Computer Science, University of Central Florida, Orlando, FL, United States
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Szajna A, Stryjski R, Woźniak W, Chamier-Gliszczyński N, Kostrzewski M. Assessment of Augmented Reality in Manual Wiring Production Process with Use of Mobile AR Glasses. SENSORS 2020; 20:s20174755. [PMID: 32842693 PMCID: PMC7506974 DOI: 10.3390/s20174755] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/09/2020] [Revised: 08/20/2020] [Accepted: 08/20/2020] [Indexed: 01/14/2023]
Abstract
Digitalization of production environment, also called Industry 4.0 (the term invented by Wahlster Wolfgang in Germany) is now one of the hottest topics in the computer science departments at universities and companies. One of the most significant topics in this area is augmented reality (AR). The interest in AR has grown especially after the introduction of the Microsoft HoloLens in 2016, which made this technology available for researchers and developers all around the world. It is divided into numerous subtopics and technologies. These wireless, see-through glasses give a very natural human-machine interface, with the possibility to present certain necessary information right in front of the user's eyes as 3D virtual objects, in parallel with the observation of the real world, and the possibility to communicate with the system by simple gestures and speech. Scientists noted that in-depth studies connected to the effects of AR applications are presently sparse. In the first part of this paper, the authors recall the research from 2019 about the new method of manual wiring support with the AR glasses. In the second part, the study (tests) for this method carried out by the research team is described. The method was applied in the actual production environment with consideration of the actual production process, which is manual wiring of the industrial enclosures (control cabinets). Finally, authors deliberate on conclusions, technology's imperfections, limitations, and future possible development of the presented solution.
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Affiliation(s)
| | - Roman Stryjski
- Faculty of Mechanical Engineering, University of Zielona Góra, 65-001 Zielona Góra, Poland; (R.S.); (W.W.)
| | - Waldemar Woźniak
- Faculty of Mechanical Engineering, University of Zielona Góra, 65-001 Zielona Góra, Poland; (R.S.); (W.W.)
| | | | - Mariusz Kostrzewski
- Faculty of Transport, Warsaw University of Technology, 00-662 Warsaw, Poland;
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Evangelista A, Ardito L, Boccaccio A, Fiorentino M, Messeni Petruzzelli A, Uva AE. Unveiling the technological trends of augmented reality: A patent analysis. COMPUT IND 2020. [DOI: 10.1016/j.compind.2020.103221] [Citation(s) in RCA: 28] [Impact Index Per Article: 5.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/15/2023]
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Geronazzo M, Vieira LS, Nilsson NC, Udesen J, Serafin S. Superhuman Hearing - Virtual Prototyping of Artificial Hearing: a Case Study on Interactions and Acoustic Beamforming. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:1912-1922. [PMID: 32070968 DOI: 10.1109/tvcg.2020.2973059] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
Directivity and gain in microphone array systems for hearing aids or hearable devices allow users to acoustically enhance the information of a source of interest. This source is usually positioned directly in front. This feature is called acoustic beamforming. The current study aimed to improve users' interactions with beamforming via a virtual prototyping approach in immersive virtual environments (VEs). Eighteen participants took part in experimental sessions composed of a calibration procedure and a selective auditory attention voice-pairing task. Eight concurrent speakers were placed in an anechoic environment in two virtual reality (VR) scenarios. The scenarios were a purely virtual scenario and a realistic 360° audio-visual recording. Participants were asked to find an individual optimal parameterization for three different virtual beamformers: (i) head-guided, (ii) eye gaze-guided, and (iii) a novel interaction technique called dual beamformer, where head-guided is combined with an additional hand-guided beamformer. None of the participants were able to complete the task without a virtual beamformer (i.e., in normal hearing condition) due to the high complexity introduced by the experimental design. However, participants were able to correctly pair all speakers using all three proposed interaction metaphors. Providing superhuman hearing abilities in the form of a dual acoustic beamformer guided by head and hand movements resulted in statistically significant improvements in terms of pairing time, suggesting the task-relevance of interacting with multiple points of interests.
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Erickson A, Norouzi N, Kim K, LaViola JJ, Bruder G, Welch GF. Effects of Depth Information on Visual Target Identification Task Performance in Shared Gaze Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:1934-1944. [PMID: 32070964 DOI: 10.1109/tvcg.2020.2973054] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
Human gaze awareness is important for social and collaborative interactions. Recent technological advances in augmented reality (AR) displays and sensors provide us with the means to extend collaborative spaces with real-time dynamic AR indicators of one's gaze, for example via three-dimensional cursors or rays emanating from a partner's head. However, such gaze cues are only as useful as the quality of the underlying gaze estimation and the accuracy of the display mechanism. Depending on the type of the visualization, and the characteristics of the errors, AR gaze cues could either enhance or interfere with collaborations. In this paper, we present two human-subject studies in which we investigate the influence of angular and depth errors, target distance, and the type of gaze visualization on participants' performance and subjective evaluation during a collaborative task with a virtual human partner, where participants identified targets within a dynamically walking crowd. First, our results show that there is a significant difference in performance for the two gaze visualizations ray and cursor in conditions with simulated angular and depth errors: the ray visualization provided significantly faster response times and fewer errors compared to the cursor visualization. Second, our results show that under optimal conditions, among four different gaze visualization methods, a ray without depth information provides the worst performance and is rated lowest, while a combination of a ray and cursor with depth information is rated highest. We discuss the subjective and objective performance thresholds and provide guidelines for practitioners in this field.
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