Biblio
Coherent rendering in augmented reality deals with synthesizing virtual content that seamlessly blends in with the real content. Unfortunately, capturing or modeling every real aspect in the virtual rendering process is often unfeasible or too expensive. We present a post-processing method that improves the look of rendered overlays in a dental virtual try-on application. We combine the original frame and the default rendered frame in an autoencoder neural network in order to obtain a more natural output, inspired by artistic style transfer research. Specifically, we apply the original frame as style on the rendered frame as content, repeating the process with each new pair of frames. Our method requires only a single forward pass, our shallow architecture ensures fast execution, and our internal feedback loop inherently enforces temporal consistency.
What does it mean to trust, or not trust, an augmented reality system? Froma computer security point of view, trust in augmented reality represents a real threat to real people. The fact that augmented reality allows the programmer to tinker with the user's senses creates many opportunities for malfeasance. It might be natural to think that if we warn users to be careful it will lower their trust in the system, greatly reducing risk.
Over the past few years, virtual and mixed reality systems have evolved significantly yielding high immersive experiences. Most of the metaphors used for interaction with the virtual environment do not provide the same meaningful feedback, to which the users are used to in the real world. This paper proposes a cyber-glove to improve the immersive sensation and the degree of embodiment in virtual and mixed reality interaction tasks. In particular, we are proposing a cyber-glove system that tracks wrist movements, hand orientation and finger movements. It provides a decoupled position of the wrist and hand, which can contribute to a better embodiment in interaction and manipulation tasks. Additionally, the detection of the curvature of the fingers aims to improve the proprioceptive perception of the grasping/releasing gestures more consistent to visual feedback. The cyber-glove system is being developed for VR applications related to real estate promotion, where users have to go through divisions of the house and interact with objects and furniture. This work aims to assess if glove-based systems can contribute to a higher sense of immersion, embodiment and usability when compared to standard VR hand controller devices (typically button-based). Twenty-two participants tested the cyber-glove system against the HTC Vive controller in a 3D manipulation task, specifically the opening of a virtual door. Metric results showed that 83% of the users performed faster door pushes, and described shorter paths with their hands wearing the cyber-glove. Subjective results showed that all participants rated the cyber-glove based interactions as equally or more natural, and 90% of users experienced an equal or a significant increase in the sense of embodiment.
With advances in information and communication technologies, cities are getting smarter to enhance the quality of human life. In smart cities, safety (including security) is an essential issue. In this paper, by reviewing several safe city projects, smart city facilities for the safety are presented. With considering the facilities, a design for a crime intelligence system is introduced. Then, concentrating on how to support police activities (i.e., emergency call reporting reception, patrol activity, investigation activity, and arrest activity) with immersive technologies in order to reduce a crime rate and to quickly respond to emergencies in the safe city, smart policing with augmented reality (AR) and virtual reality (VR) is explained.
Mixed reality (MR) technologies are widely used in distributed collaborative learning scenarios and have made learning and training more flexible and intuitive. However, there are many challenges in the use of MR due to the difficulty in creating a physical presence, particularly when a physical task is being performed collaboratively. We therefore developed a novel MR system to overcomes these limitations and enhance the distributed collaboration user experience. The primary objective of this paper is to explore the potential of a MR-based hand gestures system to enhance the conceptual architecture of MR in terms of both visualization and interaction in distributed collaboration. We propose a synchronous prototype named MRCollab as an immersive collaborative approach that allows two or more users to communicate with a peer based on the integration of several technologies such as video, audio, and hand gestures.
Voice-based input is usually used as the primary input method for augmented reality (AR) headsets due to immersive AR experience and good recognition performance. However, recent researches have shown that an attacker can inject inaudible voice commands to the devices that lack voice verification. Even if we secure voice input with voice verification techniques, an attacker can easily steal the victim's voice using low-cast handy recorders and replay it to voice-based applications. To defend against voice-spoofing attacks, AR headsets should be able to determine whether the voice is from the person who is using the AR headsets. Existing voice-spoofing defense systems are designed for smartphone platforms. Due to the special locations of microphones and loudspeakers on AR headsets, existing solutions are hard to be implemented on AR headsets. To address this challenge, in this paper, we propose a voice-spoofing defense system for AR headsets by leveraging both the internal body propagation and the air propagation of human voices. Experimental results show that our system can successfully accept normal users with average accuracy of 97% and defend against two types of attacks with average accuracy of at least 98%.
Virtual reality (VR) recently is a promising technique in both industry and academia due to its potential applications in immersive experiences including website, game, tourism, or museum. VR technique provides an amazing 3-Dimensional (3D) experiences by requiring a very high amount of elements such as images, texture, depth, focus length, etc. However, in order to apply VR technique to various devices, especially in mobiles, ultra-high transmission rate and extremely low latency are really big challenge. Considering this problem, this paper proposes a novel combination model by transforming the computing capability of VR device into an equivalent caching amount while remaining low latency and fast transmission. In addition, Classic caching models are used to computing and catching capabilities which is easily apply to multi-user models.
Immersive technologies have been touted as empathetic mediums. This capability has yet to be fully explored through machine learning integration. Our demo seeks to explore proxemics in mixed-reality (MR) human-human interactions. The author developed a system, where spatial features can be manipulated in real time by identifying emotions corresponding to unique combinations of facial micro-expressions and tonal analysis. The Magic Leap One is used as the interactive interface, the first commercial spatial computing head mounted (virtual retinal) display (HUD). A novel spatial user interface visualization element is prototyped that leverages the affordances of mixed-reality by introducing both a spatial and affective component to interfaces.
We investigate mobile phone pointing in Spatial Augmented Reality (SAR). Three pointing methods are compared, raycasting, viewport, and tangible (i.e. direct contact), using a five-projector "full" SAR environment with targets distributed on varying surfaces. Participants were permitted free movement in the environment to create realistic variations in target occlusion and target incident angle. Our results show raycast is fastest for high and distant targets, tangible is fastest for targets in close proximity to the user, and viewport performance is in between.
While existing visual recognition approaches, which rely on 2D images to train their underlying models, work well for object classification, recognizing the changing state of a 3D object requires addressing several additional challenges. This paper proposes an active visual recognition approach to this problem, leveraging camera pose data available on mobile devices. With this approach, the state of a 3D object, which captures its appearance changes, can be recognized in real time. Our novel approach selects informative video frames filtered by 6-DOF camera poses to train a deep learning model to recognize object state. We validate our approach through a prototype for Augmented Reality-assisted hardware maintenance.
The utility of mediated environments increases when environmental scale (size and distance) is perceived accurately. We present the use of perceived affordances–-judgments of action capabilities–-as an objective way to assess space perception in an augmented reality (AR) environment. The current study extends the previous use of this methodology in virtual reality (VR) to AR. We tested two locomotion-based affordance tasks. In the first experiment, observers judged whether they could pass through a virtual aperture presented at different widths and distances, and also judged the distance to the aperture. In the second experiment, observers judged whether they could step over a virtual gap on the ground. In both experiments, the virtual objects were displayed with the HoloLens in a real laboratory environment. We demonstrate that affordances for passing through and perceived distance to the aperture are similar in AR to those measured in the real world, but that judgments of gap-crossing in AR were underestimated. These differences across two affordances may result from the different spatial characteristics of the virtual objects (on the ground versus extending off the ground).
This study discusses the results and findings of an augmented reality navigation app that was created using vector data uploaded to an online mapping software for indoor navigation. The main objective of this research is to determine the current issues with a solution of indoor navigation that relies on the use of GPS signals, as these signals are sparse in buildings. The data was uploaded in the form of GeoJSON files to MapBox which relayed the data to the app using an API in the form of Tilesets. The application converted the tilesets to a miniaturized map and calculated the navigation path, and then overlaid that navigation line onto the floor via the camera. Once the project setup was completed, multiple navigation paths have been tested numerous times between the different sync points and destination rooms. At the end, their accuracy, ease of access and several other factors, along with their issues, were recorded. The testing revealed that the navigation system was not only accurate despite the lack of GPS signal, but it also detected the device motion precisely. Furthermore, the navigation system did not take much time to generate the navigation path, as the app processed the data tile by tile. The application was also able to accurately measure the ground plane along with the walls, perfectly overlaying the navigation line. However, a few observations indicated various factors affected the accuracy of the navigation, and testing revealed areas where major improvements can be made to improve both accuracy and ease of access.
Conventional HVAC control systems are usually incognizant of the physical structures and materials of buildings. These systems merely follow pre-set HVAC control logic based on abstract building thermal response models, which are rough approximations to true physical models, ignoring dynamic spatial variations in built environments. To enable more accurate and responsive HVAC control, this paper introduces the notion of self-aware smart buildings, such that buildings are able to explicitly construct physical models of themselves (e.g., incorporating building structures and materials, and thermal flow dynamics). The question is how to enable self-aware buildings that automatically acquire dynamic knowledge of themselves. This paper presents a novel approach using augmented reality. The extensive user-environment interactions in augmented reality not only can provide intuitive user interfaces for building systems, but also can capture the physical structures and possibly materials of buildings accurately to enable real-time building simulation and control. This paper presents a building system prototype incorporating augmented reality, and discusses its applications.