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2023-08-24
Riedel, Paul, Riesner, Michael, Wendt, Karsten, Aßmann, Uwe.  2022.  Data-Driven Digital Twins in Surgery utilizing Augmented Reality and Machine Learning. 2022 IEEE International Conference on Communications Workshops (ICC Workshops). :580–585.
On the one hand, laparoscopic surgery as medical state-of-the-art method is minimal invasive, and thus less stressful for patients. On the other hand, laparoscopy implies higher demands on physicians, such as mental load or preparation time, hence appropriate technical support is essential for quality and suc-cess. Medical Digital Twins provide an integrated and virtual representation of patients' and organs' data, and thus a generic concept to make complex information accessible by surgeons. In this way, minimal invasive surgery could be improved significantly, but requires also a much more complex software system to achieve the various resulting requirements. The biggest challenges for these systems are the safe and precise mapping of the digital twin to reality, i.e. dealing with deformations, movement and distortions, as well as balance out the competing requirement for intuitive and immersive user access and security. The case study ARAILIS is presented as a proof in concept for such a system and provides a starting point for further research. Based on the insights delivered by this prototype, a vision for future Medical Digital Twins in surgery is derived and discussed.
ISSN: 2694-2941
2023-03-06
Mallik, Abhidipta, Kapila, Vikram.  2020.  Interactive Learning of Mobile Robots Kinematics Using ARCore. 2020 5th International Conference on Robotics and Automation Engineering (ICRAE). :1–6.
Recent years have witnessed several educational innovations to provide effective and engaging classroom instruction with the integration of immersive interactions based on augmented reality and virtual reality (AR/VR). This paper outlines the development of an ARCore-based application (app) that can impart interactive experiences for hands-on learning in engineering laboratories. The ARCore technology enables a smartphone to sense its environment and detect horizontal and vertical surfaces, thus allowing the smartphone to estimate any position in its workspace. In this mobile app, with touch-based interaction and AR feedback, the user can interact with a wheeled mobile robot and reinforce the concepts of kinematics for a differential drive mobile robot. The user experience is evaluated and system performance is validated through a user study with participants. The assessment shows that the proposed AR interface for interacting with the experimental setup is intuitive, easy to use, exciting, and recommendable.
2022-03-14
Wang, Xindan, Chen, Qu, Li, Zhi.  2021.  A 3D Reconstruction Method for Augmented Reality Sandbox Based on Depth Sensor. 2021 IEEE 2nd International Conference on Information Technology, Big Data and Artificial Intelligence (ICIBA). 2:844—849.
This paper builds an Augmented Reality Sandbox (AR Sandbox) system based on augmented reality technology, and performs a 3D reconstruction for the sandbox terrain using the depth sensor Microsoft Kinect in the AR Sandbox, as an entry point to pave the way for later development of related metaverse applications, such as the metaverse architecting and visual interactive modeling. The innovation of this paper is that for the AR Sandbox scene, a 3D reconstruction method based on depth sensor is proposed, which can automatically cut off the edge of the sandbox table in Kinect field of view, and accurately and completely reconstruct the sandbox terrain in Matlab.
2022-01-25
de Atocha Sosa Jiménez, Eduardo Joel, Aguilar Vera, Raúl A., López Martínez, José Luis, Díaz Mendoza, Julio C..  2021.  Methodological Proposal for the development of Computerized Educational Materials based on Augmented Reality. 2021 Mexican International Conference on Computer Science (ENC). :1—6.
This article describes a research work in progress, in which a methodology for the development of computerized educational materials based on augmented reality is proposed. The development of the proposal is preceded by a systematic review of the literature in which the convenience of having a methodology that assists teachers and developers interested in the development of educational materials related to augmented reality technology is concluded. The proposed methodology consists of four stages: (1) initiation, (2) design of the learning scenario, (3) implementation and (4) evaluation, as well as specific elements that must be considered in each of them for their correct fulfillment. Finally, the article briefly describes the validation strategy designed to evaluate this methodological proposal.
Santoso, Dylan Juliano, Angga, William Silvano, Silvano, Frederick, Anjaya, Hanzel Edgar Samudera, Maulana, Fairuz Iqbal, Ramadhani, Mirza.  2021.  Traditional Mask Augmented Reality Application. 2021 International Conference on Information Management and Technology (ICIMTech). 1:595—598.
The industrial revolution 4.0 has become a challenge for various sectors in mastering information technology, one of which is the arts and culture sector. Cultural arts that are quite widely spread and developed in Indonesia are traditional masks. Traditional masks are one of the oldest and most beautiful cultures in Indonesia. However, with the development of the era to the digital world in the era of the industrial revolution 4.0, this beloved culture is fading due to the entry of foreign cultures and technological developments. Many young people who succeed the nation do not understand this cultural art, namely traditional masks. So those cultural arts such as traditional masks can still keep up with the development of digital technology in industry 4.0, we conduct research to use technology to preserve this traditional mask culture. The research uses the ADDIE method starting with Analyze, Design, Develop, Implement, and Evaluate. We took some examples of traditional masks such as Malangan masks, Cirebon masks, and Panji masks from several regions in Indonesia. This research implements marker-based Augmented reality technology and makes a traditional mask book that can be a means of augmented reality.
Sureshkumar, S, Agash, C P, Ramya, S, Kaviyaraj, R, Elanchezhiyan, S.  2021.  Augmented Reality with Internet of Things. 2021 International Conference on Artificial Intelligence and Smart Systems (ICAIS). :1426—1430.
Today technological changes make the probability of more complex things made into simple tasks with more accuracy in major areas and mostly in Manufacturing Industry. Internet of things contributes its major part in automation which helps human to make life easy by monitoring and directed to a related person with in a fraction of second. Continuous advances and improvement in computer vision, mobile computing and tablet screens have led to a revived interest in Augmented Reality the Augmented Reality makes the complex automation into an easier task by making more realistic real time animation in monitoring and automation on Internet of Things (eg like temperature, time, object information, installation manual, real time testing).In order to identify and link the augmented content, like object control of home appliances, industrial appliances. The AR-IoT will have a much cozier atmosphere and enhance the overall Interactivity of the IoT environment. Augmented Reality applications use a myriad of data generated by IoT devices and components, AR helps workers become more competitive and productive with the realistic environment in IoT. Augmented Reality and Internet of Things together plays a critical role in the development of next generation technologies. This paper describes the concept of how Augmented Reality can be integrated with industry(AR-IoT)4.0 and how the sensors are used to monitoring objects/things contiguously round the clock, and make the process of converting real-time physical objects into smart things for the upcoming new era with AR-IoT.
Kozlova, Liudmila P., Kozlova, Olga A..  2021.  Expanding Space with Augmented Reality. 2021 IEEE Conference of Russian Young Researchers in Electrical and Electronic Engineering (ElConRus). :965—967.
Replacing real life with the virtual space has long ceased to be a theory. Among the whole variety of visualization, systems that allow projecting non-existent objects into real-world space are especially distinguished. Thus, augmented reality technology has found its application in many different fields. The article discusses the general concepts and principles of building augmented reality systems.
Wynn, Nathan, Johnsen, Kyle, Gonzalez, Nick.  2021.  Deepfake Portraits in Augmented Reality for Museum Exhibits. 2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). :513—514.
In a collaboration with the Georgia Peanut Commission’s Education Center and museum in Georgia, USA, we developed an augmented reality app to guide visitors through the museum and offer immersive educational information about the artifacts, exhibits, and artwork displayed therein. Notably, our augmented reality system applies the First Order Motion Model for Image Animation to several portraits of individuals influential to the Georgia peanut industry to provide immersive animated narration and monologue regarding their contributions to the peanut industry. [4]
Meyer, Fabian, Gehrke, Christian, Schäfer, Michael.  2021.  Evaluating User Acceptance using WebXR for an Augmented Reality Information System. 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). :418—419.
Augmented Reality has a long history and has seen major technical advantages in the last years. With WebXR, a new web standard, Mobile Augmented Reality (MAR) applications are now available in the web browser. With our work, we implemented an Augmented Reality Information System and conducted a case study to evaluate the user acceptance of such an application build with WebXR. Our results indicate that the user acceptance regarding web-based MAR applications for our specific use case seems to be given. With our proposed architecture we also lay the foundation for other AR information systems.
Lu, Lu, Duan, Pengshuai, Shen, Xukun, Zhang, Shijin, Feng, Huiyan, Flu, Yong.  2021.  Gaze-Pinch Menu: Performing Multiple Interactions Concurrently in Mixed Reality. 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). :536—537.
Performing an interaction using gaze and pinch has been certified as an efficient interactive method in Mixed Reality, for such techniques can provide users concise and natural experiences. However, executing a task with individual interactions gradually is inefficient in some application scenarios. In this paper, we propose the Hand-Pinch Menu, which core concept is to reduce unnecessary operations by combining several interactions. Users can continuously perform multiple interactions on a selected object concurrently without changing gestures by using this technique. The user study results show that our Gaze-Pinch Menu can improve operational efficiency effectively.
Azevedo, João, Faria, Pedro, Romero, Luís.  2021.  Framework for Creating Outdoors Augmented and Virtual Reality. 2021 16th Iberian Conference on Information Systems and Technologies (CISTI). :1—6.
In this article we propose the architecture of a system in which its central objective is focused on creating a complete framework for creating outdoor environments of Augmented Reality (AR) and Virtual Reality (VR) allowing its users to digitize reality for hypermedia format. Subsequently, there will be an internal process with the objective of merging / grouping these 3D models, thus enabling clear and intuitive navigation within infinite virtual realities (based on the captured real world). In this way, the user is able to create points of interest within their parallel realities, being able to navigate and traverse their new worlds through these points.
Gonsher, Ian, Lei, Zhenhong.  2021.  Prototype of Force Feedback Tool for Mixed Reality Applications. 2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). :508—509.
This prototype demonstrates the viability of manipulating both physical and virtual objects with the same tool in order to maintain object permanence across both modes of interaction. Using oppositional force feedback, provided by a servo, and an augmented visual interface, provided by the user’s smartphone, this tool simulates the look and feel of a physical object within an augmented environment. Additionally, the tool is also able to manipulate physical objects that are not part of the augmented reality, such as a physical nut. By integrating both modes of interaction into the same tool, users can fluidly move between these different modes of interaction, manipulating both physical and virtual objects as the need arises. By overlaying this kind of visual and haptic augmentation onto a common tool such as a pair of pliers, we hope to further explore scenarios for collaborative telepresence in future work.
Shaikh, Fiza Saifan.  2021.  Augmented Reality Search to Improve Searching Using Augmented Reality. 2021 6th International Conference for Convergence in Technology (I2CT). :1—5.
In the current scenario we are facing the issue of real view which is object deal with image or in virtual world for such kind of difficulties the Augmented Reality has came into existence (AR). This paper deal with Augmented Reality Search (ARS). In this Augmented Reality Search (ARS) just user have to make the voice command and the Augmented Reality Search (ARS) will provide you real view of that object. Consider real world scenario where a student searched for NIT Bangalore then it will show the real view of that campus.
2021-07-02
Lehman, Sarah M., Alrumayh, Abrar S., Ling, Haibin, Tan, Chiu C..  2020.  Stealthy Privacy Attacks Against Mobile AR Apps. 2020 IEEE Conference on Communications and Network Security (CNS). :1—5.
The proliferation of mobile augmented reality applications and the toolkits to create them have serious implications for user privacy. In this paper, we explore how malicious AR app developers can leverage capabilities offered by commercially available AR libraries, and describe how edge computing can be used to address this privacy problem.
Yang, Yang, Wang, Ruchuan.  2020.  LBS-based location privacy protection mechanism in augmented reality. 2020 International Conference on Internet of Things and Intelligent Applications (ITIA). :1—6.
With the development of augmented reality(AR) technology and location-based service (LBS) technology, combining AR with LBS will create a new way of life and socializing. In AR, users may consider the privacy and security of data. In LBS, the leakage of user location privacy is an important threat to LBS users. Therefore, it is very important for privacy management of positioning information and user location privacy to avoid loopholes and abuse. In this review, the concepts and principles of AR technology and LBS would be introduced. The existing privacy measurement and privacy protection framework would be analyzed and summarized. Also future research direction of location privacy protection would be discussed.
Arpaia, Pasquale, Bonavolontà, Francesco, Cioffi, Antonella.  2020.  Security vulnerability in Internet of Things sensor networks protected by Advanced Encryption Standard. 2020 IEEE International Workshop on Metrology for Industry 4.0 IoT. :452—457.
In the new era of Internet of Things, the emerging of smart devices makes security and privacy the first requirements and the major challenges of a distributed network. Despite the implementation of security measures, as encryption mechanisms protecting sensor data, and cryptographic algorithms, various attacks seem to undermine the IoT devices security. This paper reports the preliminary results of a side-channel attack (scatter attack) addressed on an 8-bit IoT microcontroller protected by the Advanced Encryption Standard. The attack, based on an high-SNR data acquisition micro-system and a suitable statistical analysis, allows to discover part of the encryption key, demonstrating the security vulnerability of Internet of Things sensor networks protected by the AES.
Braeken, An, Porambage, Pawani, Puvaneswaran, Amirthan, Liyanage, Madhusanka.  2020.  ESSMAR: Edge Supportive Secure Mobile Augmented Reality Architecture for Healthcare. 2020 5th International Conference on Cloud Computing and Artificial Intelligence: Technologies and Applications (CloudTech). :1—7.
The recent advances in mobile devices and wireless communication sector transformed Mobile Augmented Reality (MAR) from science fiction to reality. Among the other MAR use cases, the incorporation of this MAR technology in the healthcare sector can elevate the quality of diagnosis and treatment for the patients. However, due to the highly sensitive nature of the data available in this process, it is also highly vulnerable to all types of security threats. In this paper, an edge-based secure architecture is presented for a MAR healthcare application. Based on the ESSMAR architecture, a secure key management scheme is proposed for both the registration and authentication phases. Then the security of the proposed scheme is validated using formal and informal verification methods.
Haque, Shaheryar Ehsan I, Saleem, Shahzad.  2020.  Augmented reality based criminal investigation system (ARCRIME). 2020 8th International Symposium on Digital Forensics and Security (ISDFS). :1—6.
Crime scene investigation and preservation are fundamentally the pillars of forensics. Numerous cases have been discussed in this paper where mishandling of evidence or improper investigation leads to lengthy trials and even worse incorrect verdicts. Whether the problem is lack of training of first responders or any other scenario, it is essential for police officers to properly preserve the evidence. Second problem is the criminal profiling where each district department has its own method of storing information about criminals. ARCRIME intends to digitally transform the way police combat crime. It will allow police officers to create a copy of the scene of crime so that it can be presented in courts or in forensics labs. It will be in the form of wearable glasses for officers on site whereas officers during training will be wearing a headset. The trainee officers will be provided with simulations of cases which have already been resolved. Officers on scene would be provided with intelligence about the crime and the suspect they are interviewing. They would be able to create a case file with audio recording and images which can be digitally sent to a prosecution lawyer. This paper also explores the risks involved with ARCRIME and also weighs in their impact and likelihood of happening. Certain contingency plans have been highlighted in the same section as well to respond to emergency situations.
Yao, Xiaoyong, Pei, Yuwen, Wu, Pingdong, Huang, Man-ling.  2020.  Study on Integrative Control between the Stereoscopic Image and the Tactile Feedback in Augmented Reality. 2020 IEEE 3rd International Conference on Electronics and Communication Engineering (ICECE). :177—180.
The precise integrative control between the stereoscopic image and the tactile feedback is very essential in augmented reality[1]-[4]. In order to study this question, this paper will introduce a stereoscopic-imaging and tactile integrative augmented-reality system, and a stereoscopic-imaging and tactile integrative algorithm. The system includes a stereoscopic-imaging part and a string-based tactile part. The integrative algorithm is used to precisely control the interaction between the two parts. The results for testing the system and the algorithm demonstrate the system to be perfect through 5 testers' operation and will be presented in the last part of the paper.
2021-06-24
King, Andrew, Kaleem, Faisal, Rabieh, Khaled.  2020.  A Survey on Privacy Issues of Augmented Reality Applications. 2020 IEEE Conference on Application, Information and Network Security (AINS). :32—40.
Privacy is one of the biggest concerns of the coming decade, ranking third among concerns of consumers. Data breaches and leaks are constantly in the news with companies like Facebook and Amazon being outed for their excessive data collection. With companies and governmental agencies tracking and monitoring individuals to a great degree, there are concerns that contemporary technologies that feed into these systems can be misused or misappropriated further. Frameworks currently in place fail to address many of these consumer's concerns and even the legal framework could use further elaboration to better control the way data is handled. In this paper, We address the current industrial standards, frameworks, and concerns of one of the biggest technology trends right now, the Augmented Reality. The expected prevalence of augmented reality applications necessitates a deeper study not only of their security but the expected challenges of users using such applications as well.
2021-03-01
Hynes, E., Flynn, R., Lee, B., Murray, N..  2020.  An Evaluation of Lower Facial Micro Expressions as an Implicit QoE Metric for an Augmented Reality Procedure Assistance Application. 2020 31st Irish Signals and Systems Conference (ISSC). :1–6.
Augmented reality (AR) has been identified as a key technology to enhance worker utility in the context of increasing automation of repeatable procedures. AR can achieve this by assisting the user in performing complex and frequently changing procedures. Crucial to the success of procedure assistance AR applications is user acceptability, which can be measured by user quality of experience (QoE). An active research topic in QoE is the identification of implicit metrics that can be used to continuously infer user QoE during a multimedia experience. A user's QoE is linked to their affective state. Affective state is reflected in facial expressions. Emotions shown in micro facial expressions resemble those expressed in normal expressions but are distinguished from them by their brief duration. The novelty of this work lies in the evaluation of micro facial expressions as a continuous QoE metric by means of correlation analysis to the more traditional and accepted post-experience self-reporting. In this work, an optimal Rubik's Cube solver AR application was used as a proof of concept for complex procedure assistance. This was compared with a paper-based procedure assistance control. QoE expressed by affect in normal and micro facial expressions was evaluated through correlation analysis with post-experience reports. The results show that the AR application yielded higher task success rates and shorter task durations. Micro facial expressions reflecting disgust correlated moderately to the questionnaire responses for instruction disinterest in the AR application.
2021-02-03
Velaora, M., Roy, R. van, Guéna, F..  2020.  ARtect, an augmented reality educational prototype for architectural design. 2020 Fourth World Conference on Smart Trends in Systems, Security and Sustainability (WorldS4). :110—115.

ARtect is an Augmented Reality application developed with Unity 3D, which envisions an educational interactive and immersive tool for architects, designers, researchers, and artists. This digital instrument renders the competency to visualize custom-made 3D models and 2D graphics in interior and exterior environments. The user-friendly interface offers an accurate insight before the materialization of any architectural project, enabling evaluation of the design proposal. This practice could be integrated into learning architectural design process, saving resources of printed drawings, and 3D carton models during several stages of spatial conception.

Bahaei, S. Sheikh.  2020.  A Framework for Risk Assessment in Augmented Reality-Equipped Socio-Technical Systems. 2020 50th Annual IEEE-IFIP International Conference on Dependable Systems and Networks-Supplemental Volume (DSN-S). :77—78.

New technologies, such as augmented reality (AR) are used to enhance human capabilities and extend human functioning; nevertheless they may cause distraction and incorrect human functioning. Systems including socio entities (such as human) and technical entities (such as augmented reality) are called socio-technical systems. In order to do risk assessment in such systems, considering new dependability threats caused by augmented reality is essential, for example failure of an extended human function is a new type of dependability threat introduced to the system because of new technologies. In particular, it is required to identify these new dependability threats and extend modeling and analyzing techniques to be able to uncover their potential impacts. This research aims at providing a framework for risk assessment in AR-equipped socio-technical systems by identifying AR-extended human failures and AR-caused faults leading to human failures. Our work also extends modeling elements in an existing metamodel for modeling socio-technical systems, to enable AR-relevant dependability threats modeling. This extended metamodel is expected to be used for extending analysis techniques to analyze AR-equipped socio-technical systems.

Martin, S., Parra, G., Cubillo, J., Quintana, B., Gil, R., Perez, C., Castro, M..  2020.  Design of an Augmented Reality System for Immersive Learning of Digital Electronic. 2020 XIV Technologies Applied to Electronics Teaching Conference (TAEE). :1—6.

This article describes the development of two mobile applications for learning Digital Electronics. The first application is an interactive app for iOS where you can study the different digital circuits, and which will serve as the basis for the second: a game of questions in augmented reality.

2020-12-15
Reardon, C., Lee, K., Fink, J..  2018.  Come See This! Augmented Reality to Enable Human-Robot Cooperative Search. 2018 IEEE International Symposium on Safety, Security, and Rescue Robotics (SSRR). :1—7.

Robots operating alongside humans in field environments have the potential to greatly increase the situational awareness of their human teammates. A significant challenge, however, is the efficient conveyance of what the robot perceives to the human in order to achieve improved situational awareness. We believe augmented reality (AR), which allows a human to simultaneously perceive the real world and digital information situated virtually in the real world, has the potential to address this issue. Motivated by the emerging prevalence of practical human-wearable AR devices, we present a system that enables a robot to perform cooperative search with a human teammate, where the robot can both share search results and assist the human teammate in navigation to the search target. We demonstrate this ability in a search task in an uninstrumented environment where the robot identifies and localizes targets and provides navigation direction via AR to bring the human to the correct target.