Head Mounted Displays
|
|
- Bertha Haynes
- 5 years ago
- Views:
Transcription
1 Simon Chuptys KU Leuven Leuven, Belgium Head Mounted Displays Jeroen De Coninck KU Leuven Leuven, Belgium ABSTRACT Head Mounted Displays (HMD) are being heavily researched again, both as a new display technology and interaction medium. While they have been losing popularity after their initial hype, recent technological developments have stimulated the interest for HMD research again. In this paper we give an overview of the research that has been done related to head mounted displays. We will describe the applications of HMDs along with the major difficulties that are associated with them. TODO: should be about 150 words Author Keywords head mounted display; augmented reality; virtual reality; screen; ACM Classification Keywords H.5.m. Information Interfaces and Presentation (e.g. HCI): Miscellaneous See: for more information and the full list of ACM classifiers and descriptors. Mandatory section to be included in your final version. On the submission page only the classifiers letter-number combination will need to be entered. INTRODUCTION Head mounted displays have quite a long history of research. Initial designs, like TODO: list some early designs were built as heavy helmets strapped to the user s head, making them uncomfortable to wear for prolonged periods of time while also severely restricting head movement (let alone full body movement). Recent technological advancements have made the HMD lighter and smaller, in some cases barely different from normal glasses. Due to these advancements, HMD technology has become an exciting area of research once again. Therefore, we believe it is very important to provide an overview of current state of research, the problems typically associated with HMDs, the products that are currently available or in development and the application areas that may benefit from this technology. Paste the appropriate copyright statement here. ACM now supports three different copyright statements: ACM copyright: ACM holds the copyright on the work. This is the historical approach. License: The author(s) retain copyright, but ACM receives an exclusive publication license. Open Access: The author(s) wish to pay for the work to be open access. The additional fee must be paid to ACM. This text field is large enough to hold the appropriate release statement assuming it is single spaced. PRESENTED PAPERS TODO: An overview of the papers that are presented in this paper + short description + motivation. HEAD MOUNTED DISPLAYS Basically, head mounted displays include every kind of technology that mounts displays to the user s head. We can observe two major areas that make use of HMDs: Augmented Reality (AR) and (VR). While they both use similar devices, they each have very specific application areas and problems associated. Therefore, we think it feasible to address them separately. The idea behind (AR) is to enhance the normal vision by means of overlaying images using displays close to the eyes. This way, the wearer is assisted in everyday tasks. Possible applications include displaying relevant information about current activities, highlighting important environmental elements, or feeding the wearer information in a way that he can still carry on with normal activities. There are different possible configurations for using HMDs in AR: both a monocular (only one eye has a display) or a binocular setup can be used. Furthermore, the displays may be either transparent or opaque. Overlaying images onto the normal vision can be done in two ways: either using video see-through (VST) displays or optical see-through (OST) displays. VST-HMDs capture a video stream of the environment using cameras, which then is mixed with artificial content. The resulting images are typically projected on an opaque screen, so the user will only see images that are captured by the cameras mounted on the HMD. The advantage of this method is that conventional computer vision techniques can be used to synchronize the real-word and artificial imagery. Disadvantages include a limitation on the field of view (fov), as well as a lessened ability to focus on specific objects that are at different distances from the user. Also, latency issues may arise. OST-HMDs on the other hand make use of see-through displays, allowing the user to see real-world imagery in the conventional way, without fov, focussing or latency issues (at least, not for the real-world images). These devices typically make use of a half-silvered mirror to project the digital images onto while not obstructing the normal view (see figure 1). The disadvantages of this method are mostly due to the ever changing environmental conditions: changes in lighting 1
2 call for careful real-time adjustments in brightness and contrast. Furthermore, these AR devices typically suffer from visual interference, due to the overlaying of multiple image sources. Calibrating virtual images with what the user sees is also non-trivial. However, the OST method has been shown to offer the most natural viewing conditions [1]. Therefore, this is the most promising technique to consider regarding AR. Figure 1. Schematic overview of a typical OST device The popularity of AR has dramatically increased these past few years, mainly because of the development of the Google Glasses [2], which will allow accessibility to this technology for the general public. (VR) is where the HMD blocks out our normal vision and replaces it with a rendering of a virtual world. This is generally associated with entertainment purposes such as immersion in video games, but there are a lot of situations that can benefit from VR. Other example uses of VR are architectural visualisation, teleconferencing and visualisation of molecular structures. Replacing the entire visual field with an image on a display comes with a whole set of problems, mostly related to the differences between viewing the continuous light coming from the real world and viewing the discretized light emitted by an HMD. Like AR, VR is currently gaining popularity due to a HMD for the general public being in development (the Rift by Oculus VR). PROBLEM DESCRIPTION TODO: An overview of all problems related to HMDs, with sections for AR and VR where specific problems will be discussed. Uncontrollable conditions: Due to the ever changing lighting conditions, AR devices continuously need to make adjustments to the brightness and contrast of overlay images [3]. VST-HMDs have the specific problem of a limited dynamic range due to the use of cameras to capture real world imagery: over-bright or very dark real world footage may cause the video stream to become unrecognisable, literally blinding the user. Modern displays still can t display the dynamic range of real world luminance. OST-HDMs suffer from another problem, which is amplified by lack of proper occlusion between real and virtual images. This means that it is impossible to visualize black overlays: these regions appear transparent. This decreases readability of the overlaid footage in outdoor environments. Latency, resolution, display curvature: As mentioned before, VST-HMDs severely restrict the user s field of view. TODO: describe work of Kollenberg, Visual search in the (un)real world: how head-mounted displays affect eye movements, head movements and target detection. Furthermore, the delay due to capturing real world images and displaying them on the HMD introduces a slight latency during eye and head movement. This results in slower reaction times and reduced hand-eye coordination abilities of the wearer. Registration accuracy: When overlay footage needs to interact with the real world imagery, we need good calibration techniques in order to obtain a high registration accuracy. VST-HMDs typically suffer less from these issues, since a lot of the techniques of computer vision can be used to mix real world and virtual footage. OST-HMDs however typically can t use these techniques because of the lack of recordings from the real-world footage as seen by the user: The composition of real and virtual images happens on the user s retina instead of on the display. However, in [1] a method is explained for calibrating these OST devices. An extra video capture stream is used for this process, allowing to still use common computer vision techniques while calibration errors due to the facial structure of the wearer are minimized. Binocular rivalry: At each point in time, there is usually one eye which is more dominant than the other, meaning we mainly see images seen by that eye, while parts of the imagery captured by the other eye is discarded. Which eye is dominant and the duration of this dominance varies and is influenced by what is currently observed, making it unpredictable. This causes problems which are mainly apparent when using monocular HMDs because each eye sees a different image in this case: depending on the what the wearer is looking at, the eye with the virtual footage may not be dominant, resulting in the inability to see the virtual imagery. Depth of focus: In normal viewing, our eyes adjust themselves based on the distance to the object we are focussing at. When VST techniques are used however, all imagery resides at the same distance from the eyes, and only one focal distance is provided by the camera capturing the footage. So the perceived focal distance differs from the focal distance resulting from conventional viewing. When using monocular VST devices, the problem is even worse and could lead to one of two eyes being out of focus. For OST devices, the problems arise due to the varying focus of the real-world imagery (perceived by the wearer s eyes in the conventional manner) while focal distance of the digital images remains constant. [5] gives an overview of potential fixes to this problem, one of which makes use of a mechanism allowing dynamic ad- 2
3 justments of the focal distance (see figure 2). The method uses an adjustable liquid lens, placed between the eye and the display, which is able to translate the focal distance from infinity to the near view point of the eye. A major advantage of this approach is that it can be used in almost all existing configurations. Visual Displacement: The recorded view shown on a HMD may not match the view the user is used to. The cameras on a VST-HMD may be offset from the expected position (usually they are placed slightly more to the front and top than the users actual eyes) and the distance between the viewpoints for the left and right eye of the user may not match their actual inter pupillary distance. The former affects visuomotor performance and can be compensated for by adaptation of the displacement is not too extreme. The latter may cause eye strain.[8] frame-rates. Lowering latency thus negatively impacts the aesthetic quality and the price of the HMD.[6][11] Eyes moving relatively to the screen: The The Vestibulo- Ocular Reflex rotates the eyes in response to head movements in such a way that we keep looking in the same direction and that the image we see stays stable. Though as discussed in the previous paragraph on latency, the display doesn t update immediately in reaction to head movements. So the display moves with our head while our eyes keep looking in the same direction, and the image displayed on the screen will look as if it is constantly shifting away for a bit then snapping back into position. This same effect will also occur when tracking an object on the screen. This is explained in image 3. In the leftmost image an object is moving from left to right in the real world. The next image shows the same situation but the eye is now tracking the object. The third image is the same as the first but now it is a virtual object on a display with a limited framerate. The last image has the eye tracking the object again and we can clearly see the sawtooth causing the described effect. Depending on the type of display this will present as judder, blur, deformations and/or color fringing. The most obvious solution is again to raise the framerate, but it is currently not feasible to reach high enough frame-rates to eliminate these problems. Another solution is to use a low persistence display where instead of displaying the image for the whole duration of a frame it is only shortly flashed, and it is left up to the human visual system to do correct interpolation. In turn, this can cause problems when the human visual system expects blur, for instance when seeing objects moving at high speeds or during saccades (fast movements of the eye when changing focus to a different subject).[6][12] Figure 2. Schematic overview of an OST device allowing dynamic readjustment of focal distance. Depth of focus: As is the case with AR, the perceived distance of the screen as sensed from eye accomodation is fixed in a HMD, our eyes have to focus their lenses on this depth to see a sharp image. However, the distance information we receive from the HMD through stereo disparity does not match this (and can not match this since it varies for different points on the screen and different points in time). This mismatch of sensory information can cause eye strain and headaches. The only solution to this problem so far is to wait for our brain to get used to it.[7][6] Latency: The computer rendering the virtual world displayed on the HMD needs some time to calculate the image from the correct viewpoint every time we move our head, and the display updates at a fixed interval which can cause delays as well. Because of this, there will always be some degree of latency to updating the screen in reaction to our actions. This can be perceived as the whole world moving slightly, but the viewer can not feel this movement in their vestibular system. The reaction to mismatched vestibular inputs is motion sickness. Because of this, it is essential to keep latency as low as possible. This is done by lowering the quality of the rendering of the virtual world and by using displays with high Figure 3. Moving objects relative to the eye Limited resolution: The pixel density of displays has gone up a lot since the last wave of interest in VR, but individual pixels can still be resolved on HMDs because they are so close to our eyes. Anti-aliasing, which is also used on normal displays helps a lot but for truly immersive VR the resolution still needs to go up. The resolution issue does however seem 3
4 to be one people are willing to put up with (for now), unlike other problems that actively disrupt the VR experience such as motion sickness or headaches.[10] Visual Displacement: VR can also suffer from this problem we discussed in the section on AR, but in this should be easily solvable in the rendering software. It does require the developer to be aware of this though. EVALUATING APPLICATION DOMAINS The goal of using head mounted displays with augmented reality applications is to assist the users in their everyday tasks by improving the user s efficiency, accuracy, awareness and focus. In [3], Livingston describes some of the tasks that will most likely benefit from augmented reality. Examples include visual searching, navigation and tasks requiring situational awareness. One of the main difficulties in evaluating the use of AR in these tasks is the fact that current AR technology is fairly unoptimized. Most of the time, it consist of a single prototype model unfit for use outside of lab environments. Also, the available hardware limitations and the problems that come with it often impede human factor studies. Therefore, we need to make a strong distinction between technological and human factors when assessing the value of AR applications, which is a very difficult task. Figure 4. The warehouse testing environment In [4], the user strain as effect of augmented reality assisted tasks has been studied by analysing the heart rate variability of the test subjects. The experiment was conducted in a warehouse environment, where the test subjects were asked to retrieve a number of items identified by RFID tags (see figure 4). Each user did the experiment twice: once with a paper list of items to retrieve and replenish, and once wearing an seethrough head mounted display using an AR application to list which item to get next (along with its location). The heart rate variability showed no significant differences between the two methods (except during a short familiarization phase at the beginning of the experiment). However, the use of an HMD induced more eye strain (which can be classified as a technological problem factor). The test runs with an HMD also improved the accuracy of the given tasks. Figure 5. a) The view through the head mounted display. b)overhead view showing the correct solution. In [3], Livingston conducted a test designed to overcome the difficulties that arise due to technological factors. His solution is to conduct simple, single-task based tests that use a well designed part of the user interface. His exemplary test evaluates spatial awareness: the test involved seeing objects through walls by projecting them on a see-through HMD (see figure 5). This way, the test tried evaluating depth perception. The results measured the accuracy and variance of the perceived depth. While the depth perception behaved the same in case of real or virtual objects, the accuracy drops significantly with virtual objects, probably due to a lack of other objects at the same distance to compare dimensions with. The purpose of virtual reality is to give the user the experience of being inside of a world that does not physically exist. Providing the input to our most heavily relied on sense, vision, makes HMDs a key instrument in providing this experience. This also makes it extremely hard to perfect them, since humans are experts at detecting anything that does not look right. Some parts of the VR experience can however not (yet) be created, such as touch and acceleration. Therefore it can not really be tested how much a user believes they are in the virtual world. Some aspects that are critical to this can however be tested. R. Ruddle, E. Volkova and H. Blthoff.[9] for instance try different navigation interfaces for virtual worlds, and see how they affect travelling performance. In their tests, participants had to follow a path through an orthogonal grid of corridors. To travel well, a user needs to have an understanding of the space they are in, where they are located in it and how their actions in the real world relate to the virtual world. The paper gives a nice example of a VR-related problem that lies beyond just displaying the world convincingly. CURRENT TECHNOLOGY TODO: An overview of the products that are currently available or being developed. CONCLUSION TODO: 4
5 REFERENCES 1. S. Gilson, A. Fitzgibbon, A. Glennerster, Spatial calibration of an optical see-through head mounted display, J Neurosci Methods. 173(1): , Google, Project Glass, 3. M. Livingston, Evaluating human factors in augmented reality systems. Computer Graphics and Applications, IEEE, 25(6):6-9, J. Tumler, R. Mecke, M. Schenk, A. Huckauf, F. Doil, G. Paul, E. Pfister, I. Bockelmann, A. Roggentin, Mobile in Industrial Applications: Approaches for Solution of User-Related Issues. IEEE International Symposium on, D. Jackel, Head-mounted Displays. Proceedings RTMI, Eli Peli, Visual and Optometric Issues with Head-Mounted Displays, 1996, IS&T/OSA Optics & Imaging in the Information Age, 364, 6 pages 7. Takashi Shibata, Head mounted display, Displays, Volume 23, Issues 12, April 2002, Pages 57-64, ISSN , ( 8. Joong Ho Lee, Sei-young Kim, Hae Cheol Yoon, Bo Kyung Huh, and Ji-Hyung Park A preliminary investigation of human adaptations for various virtual eyes in video see-through HMDS. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 13). ACM, New York, NY, USA, DOI= / Roy A. Ruddle, Ekaterina Volkova, and Heinrich H. Blthoff Learning to walk in virtual reality. ACM Trans. Appl. Percept. 10, 2, Article 11 (June 2013), 17 pages. DOI= Michael Abrash, When it comes to resolution it s all relative. November 27th 2012, Blogpost, last retrieved December 3rd 2013 from Michael Abrash, Latency the sine qua non of AR and VR. December 29th 2012, Blogpost, last retrieved December 3rd 2013 from Michael Abrash, Why virtual isnt real to your brain. May 15th 2013, Blogpost, last retrieved December 3rd 2013 from 5
preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real...
v preface Motivation Augmented reality (AR) research aims to develop technologies that allow the real-time fusion of computer-generated digital content with the real world. Unlike virtual reality (VR)
More informationProperties Of A Peripheral Head-Mounted Display (PHMD)
Properties Of A Peripheral Head-Mounted Display (PHMD) Denys J.C. Matthies, Marian Haescher, Rebekka Alm, Bodo Urban Fraunhofer IGD, Rostock, Germany {denys.matthies,marian.haescher,rebekka.alm,bodo.urban}@igdr.fraunhofer.de
More informationBest Practices for VR Applications
Best Practices for VR Applications July 25 th, 2017 Wookho Son SW Content Research Laboratory Electronics&Telecommunications Research Institute Compliance with IEEE Standards Policies and Procedures Subclause
More informationEnhanced Virtual Transparency in Handheld AR: Digital Magnifying Glass
Enhanced Virtual Transparency in Handheld AR: Digital Magnifying Glass Klen Čopič Pucihar School of Computing and Communications Lancaster University Lancaster, UK LA1 4YW k.copicpuc@lancaster.ac.uk Paul
More information/ Impact of Human Factors for Mixed Reality contents: / # How to improve QoS and QoE? #
/ Impact of Human Factors for Mixed Reality contents: / # How to improve QoS and QoE? # Dr. Jérôme Royan Definitions / 2 Virtual Reality definition «The Virtual reality is a scientific and technical domain
More informationAUGMENTED VIRTUAL REALITY APPLICATIONS IN MANUFACTURING
6 th INTERNATIONAL MULTIDISCIPLINARY CONFERENCE AUGMENTED VIRTUAL REALITY APPLICATIONS IN MANUFACTURING Peter Brázda, Jozef Novák-Marcinčin, Faculty of Manufacturing Technologies, TU Košice Bayerova 1,
More informationEinführung in die Erweiterte Realität. 5. Head-Mounted Displays
Einführung in die Erweiterte Realität 5. Head-Mounted Displays Prof. Gudrun Klinker, Ph.D. Institut für Informatik,Technische Universität München klinker@in.tum.de Nov 30, 2004 Agenda 1. Technological
More informationIntroduction to Virtual Reality (based on a talk by Bill Mark)
Introduction to Virtual Reality (based on a talk by Bill Mark) I will talk about... Why do we want Virtual Reality? What is needed for a VR system? Examples of VR systems Research problems in VR Most Computers
More informationOptical Marionette: Graphical Manipulation of Human s Walking Direction
Optical Marionette: Graphical Manipulation of Human s Walking Direction Akira Ishii, Ippei Suzuki, Shinji Sakamoto, Keita Kanai Kazuki Takazawa, Hiraku Doi, Yoichi Ochiai (Digital Nature Group, University
More informationAnalysis of retinal images for retinal projection type super multiview 3D head-mounted display
https://doi.org/10.2352/issn.2470-1173.2017.5.sd&a-376 2017, Society for Imaging Science and Technology Analysis of retinal images for retinal projection type super multiview 3D head-mounted display Takashi
More informationThe eye, displays and visual effects
The eye, displays and visual effects Week 2 IAT 814 Lyn Bartram Visible light and surfaces Perception is about understanding patterns of light. Visible light constitutes a very small part of the electromagnetic
More informationINTERIOUR DESIGN USING AUGMENTED REALITY
INTERIOUR DESIGN USING AUGMENTED REALITY Miss. Arti Yadav, Miss. Taslim Shaikh,Mr. Abdul Samad Hujare Prof: Murkute P.K.(Guide) Department of computer engineering, AAEMF S & MS, College of Engineering,
More informationOutput Devices - Visual
IMGD 5100: Immersive HCI Output Devices - Visual Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu Overview Here we are concerned with technology
More informationFlexAR: A Tangible Augmented Reality Experience for Teaching Anatomy
FlexAR: A Tangible Augmented Reality Experience for Teaching Anatomy Michael Saenz Texas A&M University 401 Joe Routt Boulevard College Station, TX 77843 msaenz015@gmail.com Kelly Maset Texas A&M University
More informationPerceptual Characters of Photorealistic See-through Vision in Handheld Augmented Reality
Perceptual Characters of Photorealistic See-through Vision in Handheld Augmented Reality Arindam Dey PhD Student Magic Vision Lab University of South Australia Supervised by: Dr Christian Sandor and Prof.
More informationA Low Cost Optical See-Through HMD - Do-it-yourself
2016 IEEE International Symposium on Mixed and Augmented Reality Adjunct Proceedings A Low Cost Optical See-Through HMD - Do-it-yourself Saul Delabrida Antonio A. F. Loureiro Federal University of Minas
More informationRealization of Multi-User Tangible Non-Glasses Mixed Reality Space
Indian Journal of Science and Technology, Vol 9(24), DOI: 10.17485/ijst/2016/v9i24/96161, June 2016 ISSN (Print) : 0974-6846 ISSN (Online) : 0974-5645 Realization of Multi-User Tangible Non-Glasses Mixed
More informationRendering Challenges of VR
Lecture 27: Rendering Challenges of VR Computer Graphics CMU 15-462/15-662, Fall 2015 Virtual reality (VR) vs augmented reality (AR) VR = virtual reality User is completely immersed in virtual world (sees
More informationUser Interfaces in Panoramic Augmented Reality Environments
User Interfaces in Panoramic Augmented Reality Environments Stephen Peterson Department of Science and Technology (ITN) Linköping University, Sweden Supervisors: Anders Ynnerman Linköping University, Sweden
More informationArcaid: Addressing Situation Awareness and Simulator Sickness in a Virtual Reality Pac-Man Game
Arcaid: Addressing Situation Awareness and Simulator Sickness in a Virtual Reality Pac-Man Game Daniel Clarke 9dwc@queensu.ca Graham McGregor graham.mcgregor@queensu.ca Brianna Rubin 11br21@queensu.ca
More informationVirtual Reality I. Visual Imaging in the Electronic Age. Donald P. Greenberg November 9, 2017 Lecture #21
Virtual Reality I Visual Imaging in the Electronic Age Donald P. Greenberg November 9, 2017 Lecture #21 1968: Ivan Sutherland 1990s: HMDs, Henry Fuchs 2013: Google Glass History of Virtual Reality 2016:
More informationThe Human Visual System!
an engineering-focused introduction to! The Human Visual System! EE367/CS448I: Computational Imaging and Display! stanford.edu/class/ee367! Lecture 2! Gordon Wetzstein! Stanford University! nautilus eye,
More informationVR/AR Concepts in Architecture And Available Tools
VR/AR Concepts in Architecture And Available Tools Peter Kán Interactive Media Systems Group Institute of Software Technology and Interactive Systems TU Wien Outline 1. What can you do with virtual reality
More informationComputational Near-Eye Displays: Engineering the Interface Between our Visual System and the Digital World. Gordon Wetzstein Stanford University
Computational Near-Eye Displays: Engineering the Interface Between our Visual System and the Digital World Abstract Gordon Wetzstein Stanford University Immersive virtual and augmented reality systems
More informationDesign and Implementation of the 3D Real-Time Monitoring Video System for the Smart Phone
ISSN (e): 2250 3005 Volume, 06 Issue, 11 November 2016 International Journal of Computational Engineering Research (IJCER) Design and Implementation of the 3D Real-Time Monitoring Video System for the
More informationAugmented and Virtual Reality
CS-3120 Human-Computer Interaction Augmented and Virtual Reality Mikko Kytö 7.11.2017 From Real to Virtual [1] Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS
More informationChapter 1 - Introduction
1 "We all agree that your theory is crazy, but is it crazy enough?" Niels Bohr (1885-1962) Chapter 1 - Introduction Augmented reality (AR) is the registration of projected computer-generated images over
More informationRegan Mandryk. Depth and Space Perception
Depth and Space Perception Regan Mandryk Disclaimer Many of these slides include animated gifs or movies that may not be viewed on your computer system. They should run on the latest downloads of Quick
More informationVirtual Co-Location for Crime Scene Investigation and Going Beyond
Virtual Co-Location for Crime Scene Investigation and Going Beyond Stephan Lukosch Faculty of Technology, Policy and Management, Systems Engineering Section Delft University of Technology Challenge the
More informationSpecial Topic: Virtual Reality
Lecture 24: Special Topic: Virtual Reality Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 Credit: Kayvon Fatahalian created the majority of these lecture slides Virtual Reality (VR)
More informationVISUAL REQUIREMENTS ON AUGMENTED VIRTUAL REALITY SYSTEM
Annals of the University of Petroşani, Mechanical Engineering, 8 (2006), 73-78 73 VISUAL REQUIREMENTS ON AUGMENTED VIRTUAL REALITY SYSTEM JOZEF NOVÁK-MARCINČIN 1, PETER BRÁZDA 2 Abstract: Paper describes
More informationAugmented Reality in Transportation Construction
September 2018 Augmented Reality in Transportation Construction FHWA Contract DTFH6117C00027: LEVERAGING AUGMENTED REALITY FOR HIGHWAY CONSTRUCTION Hoda Azari, Nondestructive Evaluation Research Program
More informationVirtual Reality. NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9
Virtual Reality NBAY 6120 April 4, 2016 Donald P. Greenberg Lecture 9 Virtual Reality A term used to describe a digitally-generated environment which can simulate the perception of PRESENCE. Note that
More informationConsiderations for Standardization of VR Display. Suk-Ju Kang, Sogang University
Considerations for Standardization of VR Display Suk-Ju Kang, Sogang University Compliance with IEEE Standards Policies and Procedures Subclause 5.2.1 of the IEEE-SA Standards Board Bylaws states, "While
More informationBody Cursor: Supporting Sports Training with the Out-of-Body Sence
Body Cursor: Supporting Sports Training with the Out-of-Body Sence Natsuki Hamanishi Jun Rekimoto Interfaculty Initiatives in Interfaculty Initiatives in Information Studies Information Studies The University
More informationDESIGN STYLE FOR BUILDING INTERIOR 3D OBJECTS USING MARKER BASED AUGMENTED REALITY
DESIGN STYLE FOR BUILDING INTERIOR 3D OBJECTS USING MARKER BASED AUGMENTED REALITY 1 RAJU RATHOD, 2 GEORGE PHILIP.C, 3 VIJAY KUMAR B.P 1,2,3 MSRIT Bangalore Abstract- To ensure the best place, position,
More informationHead Tracking for Google Cardboard by Simond Lee
Head Tracking for Google Cardboard by Simond Lee (slee74@student.monash.edu) Virtual Reality Through Head-mounted Displays A head-mounted display (HMD) is a device which is worn on the head with screen
More informationDescription of and Insights into Augmented Reality Projects from
Description of and Insights into Augmented Reality Projects from 2003-2010 Jan Torpus, Institute for Research in Art and Design, Basel, August 16, 2010 The present document offers and overview of a series
More informationInterior Design using Augmented Reality Environment
Interior Design using Augmented Reality Environment Kalyani Pampattiwar 2, Akshay Adiyodi 1, Manasvini Agrahara 1, Pankaj Gamnani 1 Assistant Professor, Department of Computer Engineering, SIES Graduate
More informationOculus Rift Development Kit 2
Oculus Rift Development Kit 2 Sam Clow TWR 2009 11/24/2014 Executive Summary This document will introduce developers to the Oculus Rift Development Kit 2. It is clear that virtual reality is the future
More informationEffects of Visual-Vestibular Interactions on Navigation Tasks in Virtual Environments
Effects of Visual-Vestibular Interactions on Navigation Tasks in Virtual Environments Date of Report: September 1 st, 2016 Fellow: Heather Panic Advisors: James R. Lackner and Paul DiZio Institution: Brandeis
More informationDEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING
(Application to IMAGE PROCESSING) DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING SUBMITTED BY KANTA ABHISHEK IV/IV C.S.E INTELL ENGINEERING COLLEGE ANANTAPUR EMAIL:besmile.2k9@gmail.com,abhi1431123@gmail.com
More informationMECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES
INTERNATIONAL CONFERENCE ON ENGINEERING AND PRODUCT DESIGN EDUCATION 4 & 5 SEPTEMBER 2008, UNIVERSITAT POLITECNICA DE CATALUNYA, BARCELONA, SPAIN MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL
More informationdoi: /
doi: 10.1117/12.872287 Coarse Integral Volumetric Imaging with Flat Screen and Wide Viewing Angle Shimpei Sawada* and Hideki Kakeya University of Tsukuba 1-1-1 Tennoudai, Tsukuba 305-8573, JAPAN ABSTRACT
More informationVirtual Reality Technology and Convergence. NBA 6120 February 14, 2018 Donald P. Greenberg Lecture 7
Virtual Reality Technology and Convergence NBA 6120 February 14, 2018 Donald P. Greenberg Lecture 7 Virtual Reality A term used to describe a digitally-generated environment which can simulate the perception
More informationApplication of 3D Terrain Representation System for Highway Landscape Design
Application of 3D Terrain Representation System for Highway Landscape Design Koji Makanae Miyagi University, Japan Nashwan Dawood Teesside University, UK Abstract In recent years, mixed or/and augmented
More informationsynchrolight: Three-dimensional Pointing System for Remote Video Communication
synchrolight: Three-dimensional Pointing System for Remote Video Communication Jifei Ou MIT Media Lab 75 Amherst St. Cambridge, MA 02139 jifei@media.mit.edu Sheng Kai Tang MIT Media Lab 75 Amherst St.
More informationVisual Effects of Light. Prof. Grega Bizjak, PhD Laboratory of Lighting and Photometry Faculty of Electrical Engineering University of Ljubljana
Visual Effects of Light Prof. Grega Bizjak, PhD Laboratory of Lighting and Photometry Faculty of Electrical Engineering University of Ljubljana Light is life If sun would turn off the life on earth would
More informationRoadblocks for building mobile AR apps
Roadblocks for building mobile AR apps Jens de Smit, Layar (jens@layar.com) Ronald van der Lingen, Layar (ronald@layar.com) Abstract At Layar we have been developing our reality browser since 2009. Our
More informationREMOVING NOISE. H16 Mantra User Guide
REMOVING NOISE As described in the Sampling section, under-sampling is almost always the cause of noise in your renders. Simply increasing the overall amount of sampling will reduce the amount of noise,
More informationTeam Breaking Bat Architecture Design Specification. Virtual Slugger
Department of Computer Science and Engineering The University of Texas at Arlington Team Breaking Bat Architecture Design Specification Virtual Slugger Team Members: Sean Gibeault Brandon Auwaerter Ehidiamen
More informationMotion sickness issues in VR content
Motion sickness issues in VR content Beom-Ryeol LEE, Wookho SON CG/Vision Technology Research Group Electronics Telecommunications Research Institutes Compliance with IEEE Standards Policies and Procedures
More informationHigh Performance Imaging Using Large Camera Arrays
High Performance Imaging Using Large Camera Arrays Presentation of the original paper by Bennett Wilburn, Neel Joshi, Vaibhav Vaish, Eino-Ville Talvala, Emilio Antunez, Adam Barth, Andrew Adams, Mark Horowitz,
More informationSpatial Audio & The Vestibular System!
! Spatial Audio & The Vestibular System! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 13! stanford.edu/class/ee267/!! Updates! lab this Friday will be released as a video! TAs
More informationDECODING SCANNING TECHNOLOGIES
DECODING SCANNING TECHNOLOGIES Scanning technologies have improved and matured considerably over the last 10-15 years. What initially started as large format scanning for the CAD market segment in the
More informationLocalized Space Display
Localized Space Display EE 267 Virtual Reality, Stanford University Vincent Chen & Jason Ginsberg {vschen, jasong2}@stanford.edu 1 Abstract Current virtual reality systems require expensive head-mounted
More informationVisual Effects of. Light. Warmth. Light is life. Sun as a deity (god) If sun would turn off the life on earth would extinct
Visual Effects of Light Prof. Grega Bizjak, PhD Laboratory of Lighting and Photometry Faculty of Electrical Engineering University of Ljubljana Light is life If sun would turn off the life on earth would
More informationDynamic Platform for Virtual Reality Applications
Dynamic Platform for Virtual Reality Applications Jérémy Plouzeau, Jean-Rémy Chardonnet, Frédéric Mérienne To cite this version: Jérémy Plouzeau, Jean-Rémy Chardonnet, Frédéric Mérienne. Dynamic Platform
More informationApplication Note #548 AcuityXR Technology Significantly Enhances Lateral Resolution of White-Light Optical Profilers
Application Note #548 AcuityXR Technology Significantly Enhances Lateral Resolution of White-Light Optical Profilers ContourGT with AcuityXR TM capability White light interferometry is firmly established
More informationEvaluation of Visuo-haptic Feedback in a 3D Touch Panel Interface
Evaluation of Visuo-haptic Feedback in a 3D Touch Panel Interface Xu Zhao Saitama University 255 Shimo-Okubo, Sakura-ku, Saitama City, Japan sheldonzhaox@is.ics.saitamau.ac.jp Takehiro Niikura The University
More informationAR 2 kanoid: Augmented Reality ARkanoid
AR 2 kanoid: Augmented Reality ARkanoid B. Smith and R. Gosine C-CORE and Memorial University of Newfoundland Abstract AR 2 kanoid, Augmented Reality ARkanoid, is an augmented reality version of the popular
More informationVirtual Reality Technology and Convergence. NBAY 6120 March 20, 2018 Donald P. Greenberg Lecture 7
Virtual Reality Technology and Convergence NBAY 6120 March 20, 2018 Donald P. Greenberg Lecture 7 Virtual Reality A term used to describe a digitally-generated environment which can simulate the perception
More informationCSC Stereography Course I. What is Stereoscopic Photography?... 3 A. Binocular Vision Depth perception due to stereopsis
CSC Stereography Course 101... 3 I. What is Stereoscopic Photography?... 3 A. Binocular Vision... 3 1. Depth perception due to stereopsis... 3 2. Concept was understood hundreds of years ago... 3 3. Stereo
More informationAR Tamagotchi : Animate Everything Around Us
AR Tamagotchi : Animate Everything Around Us Byung-Hwa Park i-lab, Pohang University of Science and Technology (POSTECH), Pohang, South Korea pbh0616@postech.ac.kr Se-Young Oh Dept. of Electrical Engineering,
More informationActivities at SC 24 WG 9: An Overview
Activities at SC 24 WG 9: An Overview G E R A R D J. K I M, C O N V E N E R I S O J T C 1 S C 2 4 W G 9 Mixed and Augmented Reality (MAR) ISO SC 24 and MAR ISO-IEC JTC 1 SC 24 Have developed standards
More informationInvisibility Cloak. (Application to IMAGE PROCESSING) DEPARTMENT OF ELECTRONICS AND COMMUNICATIONS ENGINEERING
Invisibility Cloak (Application to IMAGE PROCESSING) DEPARTMENT OF ELECTRONICS AND COMMUNICATIONS ENGINEERING SUBMITTED BY K. SAI KEERTHI Y. SWETHA REDDY III B.TECH E.C.E III B.TECH E.C.E keerthi495@gmail.com
More informationICOS: Interactive Clothing System
ICOS: Interactive Clothing System Figure 1. ICOS Hans Brombacher Eindhoven University of Technology Eindhoven, the Netherlands j.g.brombacher@student.tue.nl Selim Haase Eindhoven University of Technology
More informationVR-programming. Fish Tank VR. To drive enhanced virtual reality display setups like. Monitor-based systems Use i.e.
VR-programming To drive enhanced virtual reality display setups like responsive workbenches walls head-mounted displays boomes domes caves Fish Tank VR Monitor-based systems Use i.e. shutter glasses 3D
More informationECEN 4606, UNDERGRADUATE OPTICS LAB
ECEN 4606, UNDERGRADUATE OPTICS LAB Lab 2: Imaging 1 the Telescope Original Version: Prof. McLeod SUMMARY: In this lab you will become familiar with the use of one or more lenses to create images of distant
More informationPrinceton University COS429 Computer Vision Problem Set 1: Building a Camera
Princeton University COS429 Computer Vision Problem Set 1: Building a Camera What to submit: You need to submit two files: one PDF file for the report that contains your name, Princeton NetID, all the
More informationE X P E R I M E N T 12
E X P E R I M E N T 12 Mirrors and Lenses Produced by the Physics Staff at Collin College Copyright Collin College Physics Department. All Rights Reserved. University Physics II, Exp 12: Mirrors and Lenses
More informationPinch-the-Sky Dome: Freehand Multi-Point Interactions with Immersive Omni-Directional Data
Pinch-the-Sky Dome: Freehand Multi-Point Interactions with Immersive Omni-Directional Data Hrvoje Benko Microsoft Research One Microsoft Way Redmond, WA 98052 USA benko@microsoft.com Andrew D. Wilson Microsoft
More informationVirtual Reality. Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015
Virtual Reality Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015 Virtual Reality What is Virtual Reality? Virtual Reality A term used to describe a computer generated environment which can simulate
More informationIntro to Virtual Reality (Cont)
Lecture 37: Intro to Virtual Reality (Cont) Computer Graphics and Imaging UC Berkeley CS184/284A Overview of VR Topics Areas we will discuss over next few lectures VR Displays VR Rendering VR Imaging CS184/284A
More informationColor and perception Christian Miller CS Fall 2011
Color and perception Christian Miller CS 354 - Fall 2011 A slight detour We ve spent the whole class talking about how to put images on the screen What happens when we look at those images? Are there any
More informationVision 1. Physical Properties of Light. Overview of Topics. Light, Optics, & The Eye Chaudhuri, Chapter 8
Vision 1 Light, Optics, & The Eye Chaudhuri, Chapter 8 1 1 Overview of Topics Physical Properties of Light Physical properties of light Interaction of light with objects Anatomy of the eye 2 3 Light A
More informationImproving Depth Perception in Medical AR
Improving Depth Perception in Medical AR A Virtual Vision Panel to the Inside of the Patient Christoph Bichlmeier 1, Tobias Sielhorst 1, Sandro M. Heining 2, Nassir Navab 1 1 Chair for Computer Aided Medical
More informationReinventing movies How do we tell stories in VR? Diego Gutierrez Graphics & Imaging Lab Universidad de Zaragoza
Reinventing movies How do we tell stories in VR? Diego Gutierrez Graphics & Imaging Lab Universidad de Zaragoza Computer Graphics Computational Imaging Virtual Reality Joint work with: A. Serrano, J. Ruiz-Borau
More informationCOPYRIGHTED MATERIAL. Overview
In normal experience, our eyes are constantly in motion, roving over and around objects and through ever-changing environments. Through this constant scanning, we build up experience data, which is manipulated
More informationUbiBeam++: Augmenting Interactive Projection with Head-Mounted Displays
UbiBeam++: Augmenting Interactive Projection with Head-Mounted Displays Pascal Knierim, Markus Funk, Thomas Kosch Institute for Visualization and Interactive Systems University of Stuttgart Stuttgart,
More informationEvaluation of Guidance Systems in Public Infrastructures Using Eye Tracking in an Immersive Virtual Environment
Evaluation of Guidance Systems in Public Infrastructures Using Eye Tracking in an Immersive Virtual Environment Helmut Schrom-Feiertag 1, Christoph Schinko 2, Volker Settgast 3, and Stefan Seer 1 1 Austrian
More informationCommunication Requirements of VR & Telemedicine
Communication Requirements of VR & Telemedicine Henry Fuchs UNC Chapel Hill 3 Nov 2016 NSF Workshop on Ultra-Low Latencies in Wireless Networks Support: NSF grants IIS-CHS-1423059 & HCC-CGV-1319567, CISCO,
More informationUnpredictable movement performance of Virtual Reality headsets
Unpredictable movement performance of Virtual Reality headsets 2 1. Introduction Virtual Reality headsets use a combination of sensors to track the orientation of the headset, in order to move the displayed
More informationChapter 25. Optical Instruments
Chapter 25 Optical Instruments Optical Instruments Analysis generally involves the laws of reflection and refraction Analysis uses the procedures of geometric optics To explain certain phenomena, the wave
More informationCOPYRIGHTED MATERIAL OVERVIEW 1
OVERVIEW 1 In normal experience, our eyes are constantly in motion, roving over and around objects and through ever-changing environments. Through this constant scanning, we build up experiential data,
More information3D and Sequential Representations of Spatial Relationships among Photos
3D and Sequential Representations of Spatial Relationships among Photos Mahoro Anabuki Canon Development Americas, Inc. E15-349, 20 Ames Street Cambridge, MA 02139 USA mahoro@media.mit.edu Hiroshi Ishii
More informationEnglish PRO-642. Advanced Features: On-Screen Display
English PRO-642 Advanced Features: On-Screen Display 1 Adjusting the Camera Settings The joystick has a middle button that you click to open the OSD menu. This button is also used to select an option that
More informationHuman Autonomous Vehicles Interactions: An Interdisciplinary Approach
Human Autonomous Vehicles Interactions: An Interdisciplinary Approach X. Jessie Yang xijyang@umich.edu Dawn Tilbury tilbury@umich.edu Anuj K. Pradhan Transportation Research Institute anujkp@umich.edu
More informationTHE RELATIVE IMPORTANCE OF PICTORIAL AND NONPICTORIAL DISTANCE CUES FOR DRIVER VISION. Michael J. Flannagan Michael Sivak Julie K.
THE RELATIVE IMPORTANCE OF PICTORIAL AND NONPICTORIAL DISTANCE CUES FOR DRIVER VISION Michael J. Flannagan Michael Sivak Julie K. Simpson The University of Michigan Transportation Research Institute Ann
More informationDriver behavior in mixed and virtual reality a comparative study
DSC 2016 Europe VR B. Blissing et al. Driver behavior in mixed and virtual reality a comparative study B. Blissing, F. Bruzelius, and O. Eriksson Swedish National Road and Transport Research Institute;
More information[VR Lens Distortion] [Sangkwon Peter Jeong / JoyFun Inc.,]
[VR Lens Distortion] [Sangkwon Peter Jeong / JoyFun Inc.,] Compliance with IEEE Standards Policies and Procedures Subclause 5.2.1 of the IEEE-SA Standards Board Bylaws states, "While participating in IEEE
More informationLecture 26. PHY 112: Light, Color and Vision. Finalities. Final: Thursday May 19, 2:15 to 4:45 pm. Prof. Clark McGrew Physics D 134
PHY 112: Light, Color and Vision Lecture 26 Prof. Clark McGrew Physics D 134 Finalities Final: Thursday May 19, 2:15 to 4:45 pm ESS 079 (this room) Lecture 26 PHY 112 Lecture 1 Introductory Chapters Chapters
More informationGeog183: Cartographic Design and Geovisualization Spring Quarter 2018 Lecture 2: The human vision system
Geog183: Cartographic Design and Geovisualization Spring Quarter 2018 Lecture 2: The human vision system Bottom line Use GIS or other mapping software to create map form, layout and to handle data Pass
More informationUniversidade de Aveiro Departamento de Electrónica, Telecomunicações e Informática. Output Devices - I
Universidade de Aveiro Departamento de Electrónica, Telecomunicações e Informática Output Devices - I Realidade Virtual e Aumentada 2017/2018 Beatriz Sousa Santos What is Virtual Reality? A high-end user
More informationPERCEPTUAL EFFECTS IN ALIGNING VIRTUAL AND REAL OBJECTS IN AUGMENTED REALITY DISPLAYS
41 st Annual Meeting of Human Factors and Ergonomics Society, Albuquerque, New Mexico. Sept. 1997. PERCEPTUAL EFFECTS IN ALIGNING VIRTUAL AND REAL OBJECTS IN AUGMENTED REALITY DISPLAYS Paul Milgram and
More informationloss of detail in highlights and shadows (noise reduction)
Introduction Have you printed your images and felt they lacked a little extra punch? Have you worked on your images only to find that you have created strange little halos and lines, but you re not sure
More informationtracker hardware data in tracker CAVE library coordinate system calibration table corrected data in tracker coordinate system
Line of Sight Method for Tracker Calibration in Projection-Based VR Systems Marek Czernuszenko, Daniel Sandin, Thomas DeFanti fmarek j dan j tomg @evl.uic.edu Electronic Visualization Laboratory (EVL)
More informationSubjective Image Quality Assessment of a Wide-view Head Mounted Projective Display with a Semi-transparent Retro-reflective Screen
Subjective Image Quality Assessment of a Wide-view Head Mounted Projective Display with a Semi-transparent Retro-reflective Screen Duc Nguyen Van 1 Tomohiro Mashita 1,2 Kiyoshi Kiyokawa 1,2 and Haruo Takemura
More informationREPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism
REPORT ON THE CURRENT STATE OF FOR DESIGN XL: Experiments in Landscape and Urbanism This report was produced by XL: Experiments in Landscape and Urbanism, SWA Group s innovation lab. It began as an internal
More informationMohammad Akram Khan 2 India
ISSN: 2321-7782 (Online) Impact Factor: 6.047 Volume 4, Issue 8, August 2016 International Journal of Advance Research in Computer Science and Management Studies Research Article / Survey Paper / Case
More information