Virtual reality(VR)and augmented reality(AR)technologies have become increasingly important instruments in the field of art education as information technology develops quickly,transforming the conventional art educat...Virtual reality(VR)and augmented reality(AR)technologies have become increasingly important instruments in the field of art education as information technology develops quickly,transforming the conventional art education approach.The present situation,benefits,difficulties,and potential development tendencies of VR and AR technologies in art education will be investigated in this study.By means of literature analysis and case studies,this paper presents the fundamental ideas of VR and AR technologies together with their several uses in art education,namely virtual museums,interactive art production,art history instruction,and distant art cooperation.The research examines how these technologies might improve students’immersion,raise their learning motivation,and encourage innovative ideas and multidisciplinary cooperation.Practical application concerns including technology costs,content production obstacles,user acceptance,privacy,and ethical questions also come under discussion.At last,the article offers ideas and suggestions to help VR and AR technologies be effectively integrated into art education through teacher training,curriculum design,technology infrastructure development,and multidisciplinary cooperation.This study offers useful advice for teachers of art as well as important references for legislators and technology developers working together to further the creative growth of art education.展开更多
Background With an increasing number of vehicles becoming autonomous,intelligent,and connected,paying attention to the future usage of car human-machine interface with these vehicles should become more relevant.Severa...Background With an increasing number of vehicles becoming autonomous,intelligent,and connected,paying attention to the future usage of car human-machine interface with these vehicles should become more relevant.Several studies have addressed car HMI but were less attentive to designing and implementing interactive glazing for every day(autonomous)driving contexts.Methods Reflecting on the literature,we describe an engineering psychology practice and the design of six novel future user scenarios,which envision the application of a specific set of augmented reality(AR)support user interactions.Additionally,we conduct evaluations on specific scenarios and experiential prototypes,which reveal that these AR scenarios aid the target user groups in experiencing a new type of interaction.The overall evaluation is positive with valuable assessment results and suggestions.Conclusions This study can interest applied psychology educators who aspire to teach how AR can be operationalized in a human-centered design process to students with minimal pre-existing expertise or minimal scientific knowledge in engineering psychology.展开更多
This study comprehensively reviews the literature to deeply explore the role of computer science and internet technologies in addressing educational inequality and socio-psychological issues,with a particular focus on...This study comprehensively reviews the literature to deeply explore the role of computer science and internet technologies in addressing educational inequality and socio-psychological issues,with a particular focus on applications of 5G,artificial intelligence(AI),and augmented/virtual reality(AR/VR).By analyzing how these technologies are reshaping learning and their potential to ameliorate educational disparities,the study reveals challenges present in ensuring educational equity.The research methodology includes exhaustive reviews of applications of AI and machine learning,the Internet of Things and wearable technologies integration,big data analytics and data mining,and the effects of online platforms and social media on socio-psychological issues.Besides,the study discusses applications of these technologies in educational inequality and socio-psychological problem-solving through the lens of 5G,AI,and AR/VR,while also delineating challenges faced by these emerging technologies and future outlooks.The study finds that while computer science and internet technologies hold promise to bridge academic divides and address socio-psychological problems,the complexity of technology access and infrastructure,lack of digital literacy and skills,and critical ethical and privacy issues can impact widespread adoption and efficacy.Overall,the study provides a novel perspective to understand the potential of computer science and internet technologies in ameliorating educational inequality and socio-psychological issues,while pointing to new directions for future research.It also emphasizes the importance of cooperation among educational institutions,technology vendors,policymakers and researchers,and establishing comprehensive ethical guidelines and regulations to ensure the responsible use of these technologies.展开更多
Background Mixed-reality technologies,including virtual reality(VR)and augmented reality(AR),are considered to be promising potential tools for science teaching and learning processes that could foster positive emotio...Background Mixed-reality technologies,including virtual reality(VR)and augmented reality(AR),are considered to be promising potential tools for science teaching and learning processes that could foster positive emotions,motivate autonomous learning,and improve learning outcomes.Methods In this study,a technology-aided biological microscope learning system based on VR/AR is presented.The structure of the microscope is described in a detailed three-dimensional(3D)model,each component being represented with their topological interrelationships and associations among them being established.The interactive behavior of the model was specified,and a standard operating guide was compiled.The motion control of components was simulated based on collision detection.Combined with immersive VR equipment and AR technology,we developed a virtual microscope subsystem and a mobile virtual microscope guidance system.Results The system consisted of a VR subsystem and an AR subsystem.The focus of the VR subsystem was to simulate operating the microscope and associated interactive behaviors that allowed users to observe and operate the components of the 3D microscope model by means of natural interactions in an immersive scenario.The AR subsystem allowed participants to use a mobile terminal that took a picture of a microscope from a textbook and then displayed the structure and functions of the instrument,as well as the relevant operating guidance.This flexibly allowed students to use the system before or after class without time and space constraints.The system allowed users to switch between the VR and AR subsystems.Conclusions The system is useful for helping learners(especially K-12 students)to recognize a microscope's structure and grasp the required operational skills by simulating operations using an interactive process.In the future,such technology-assisted education would be a successful learning platform in an open learning space.展开更多
Background Gesture is a basic interaction channel that is frequently used by humans to communicate in daily life. In this paper, we explore to use gesture-based approaches for target acquisition in virtual and augment...Background Gesture is a basic interaction channel that is frequently used by humans to communicate in daily life. In this paper, we explore to use gesture-based approaches for target acquisition in virtual and augmented reality. A typical process of gesture-based target acquisition is: when a user intends to acquire a target, she performs a gesture with her hands, head or other parts of the body, the computer senses and recognizes the gesture and infers the most possible target. Methods We build mental model and behavior model of the user to study two key parts of the interaction process. Mental model describes how user thinks up a gesture for acquiring a target, and can be the intuitive mapping between gestures and targets. Behavior model describes how user moves the body parts to perform the gestures, and the relationship between the gesture that user intends to perform and signals that computer senses. Results In this paper, we present and discuss three pieces of research that focus on the mental model and behavior model of gesture-based target acquisition in VR and AR. Conclusions We show that leveraging these two models, interaction experience and performance can be improved in VR and AR environments.展开更多
Wireless smart sensors(WSS)process field data and inform inspectors about the infrastructure health and safety.In bridge engineering,inspectors need reliable data about changes in displacements under loads to make cor...Wireless smart sensors(WSS)process field data and inform inspectors about the infrastructure health and safety.In bridge engineering,inspectors need reliable data about changes in displacements under loads to make correct decisions about repairs and replacements.Access to displacement information in the field and in real-time remains a challenge as inspectors do not see the data in real time.Displacement data from WSS in the field undergoes additional processing and is seen at a different location.If inspectors were able to see structural displacements in real-time at the locations of interest,they could conduct additional observations,creating a new,information-based,decision-making reality in the field.This paper develops a new,human-centered interface that provides inspectors with real-time access to actionable structural data during inspection and monitoring enhanced by augmented reality(AR).It summarizes and evaluates the development and validation of the new human-infrastructure interface in laboratory experiments.The experiments demonstrate that the interface that processes all calculations in the AR device accurately estimates dynamic displacements in comparison with the laser.Using this new AR interface tool,inspectors can observe and compare displacement data,share it across space and time,visualize displacements in time history,and understand structural deflection more accurately through a displacement time history visualization.展开更多
We propose an eye-shaped keyboard for high-speed text entry in virtual reality (VR), having the shape of dual eyes with characters arranged along the curved eyelids, which ensures low density and short spacing of the ...We propose an eye-shaped keyboard for high-speed text entry in virtual reality (VR), having the shape of dual eyes with characters arranged along the curved eyelids, which ensures low density and short spacing of the keys. The eye-shaped keyboard references the QWERTY key sequence, allowing the users to benefit from their experience using the QWERTY keyboard. The user interacts with an eye-shaped keyboard using rays controlled with both the hands. A character can be entered in one step by moving the rays from the inner eye regions to regions of the characters. A high-speed auto-complete system was designed for the eye-shaped keyboard. We conducted a pilot study to determine the optimal parameters, and a user study to compare our eye-shaped keyboard with the QWERTY and circular keyboards. For beginners, the eye-shaped keyboard performed significantly more efficiently and accurately with less task load and hand movement than the circular keyboard. Compared with the QWERTY keyboard, the eye-shaped keyboard is more accurate and significantly reduces hand translation while maintaining similar efficiency. Finally, to evaluate the potential of eye-shaped keyboards, we conducted another user study. In this study, the participants were asked to type continuously for three days using the proposed eye-shaped keyboard, with two sessions per day. In each session, participants were asked to type for 20min, and then their typing performance was tested. The eye-shaped keyboard was proven to be efficient and promising, with an average speed of 19.89 words per minute (WPM) and mean uncorrected error rate of 1.939%. The maximum speed reached 24.97 WPM after six sessions and continued to increase.展开更多
Augmented Reality is a technique that allows users to overlap digital information with their physical world.The Augmented Reality(AR)displays have an exceptional characteristic from the Human–Computer Interaction(HCI...Augmented Reality is a technique that allows users to overlap digital information with their physical world.The Augmented Reality(AR)displays have an exceptional characteristic from the Human–Computer Interaction(HCI)perspective.Due to its increasing popularity and application in diverse domains,increasing user-friendliness and AR usage are critical.Context-aware is one approach since an AR application can adapt to the user,environment,needs and enhance ergonomic principles and functionality.This paper proposes the Intelligent Contextaware Augmented Reality Model(ICAARM)for Human–Computer Interaction systems.This study explores and reduces interaction uncertainty by semantically modeling user-specific interaction with context,allowing personalised interaction.Sensory information is captured from an AR device to understand user interactions and context.These depictions carry semantics to Augmented Reality applications about the user’s intention to interact with a specific device affordance.Thus,this study describes personalised gesture interaction in VR/AR applications for immersive/intelligent environments.展开更多
The broad application of virtual reality (VR) to medicine has been of great value. The virtual surgery is one of technically difficult applications. With the expansion of the increasingly fine and complicated ear micr...The broad application of virtual reality (VR) to medicine has been of great value. The virtual surgery is one of technically difficult applications. With the expansion of the increasingly fine and complicated ear microsurgery, new methods are required to train the doctors. It is necessary and of practical significance to apply VR to the ear micro-operation, which is a functional operation with high precision and great difficulties. In this article, medical VR applications were reviewed. The application of VR to the ear microsurgery was discussed and the virtual ear microsurgery system was designed.展开更多
Planar and ultrathin liquid crystal(LC)polarization optical elements have found promising applications in augmented reality(AR),virtual reality(VR),and photonic devices.In this paper,we give a comprehensive review on ...Planar and ultrathin liquid crystal(LC)polarization optical elements have found promising applications in augmented reality(AR),virtual reality(VR),and photonic devices.In this paper,we give a comprehensive review on the operation principles,device fabrication,and performance of these optical elements.Optical simulations methods for optimizing the device performance are discussed in detail.Finally,some potential applications of these devices in AR and VR systems are illustrated and analyzed.展开更多
Product assembly simulation is considered as one of the key technologies in the process of complex product design and manufacturing.Virtual assembly realizes the assembly process design,verification,and optimization o...Product assembly simulation is considered as one of the key technologies in the process of complex product design and manufacturing.Virtual assembly realizes the assembly process design,verification,and optimization of complex products in the virtual environment,which plays an active and effective role in improving the assembly quality and efficiency of complex products.In recent years,augmented reality(AR)and digital twin(DT)technology have brought new opportunities and challenges to the digital assembly of complex products owing to their characteristics of virtual reality fusion and interactive control.This paper expounds the concept and connotation of AR,enumerates a typical AR assembly system structure,analyzes the key technologies and applications of AR in digital assembly,and notes that DT technology is the future development trend of intelligent assembly research.展开更多
This paper presents a novel augmented reality(AR)-based neurosurgical training simulator which provides a very natural way for surgeons to learn neurosurgical skills.Surgical simulation with bimanual haptic interactio...This paper presents a novel augmented reality(AR)-based neurosurgical training simulator which provides a very natural way for surgeons to learn neurosurgical skills.Surgical simulation with bimanual haptic interaction is integrated in this work to provide a simulated environment for users to achieve holographic guidance for pre-operative training.To achieve the AR guidance,the simulator should precisely overlay the 3D anatomical information of the hidden target organs in the patients in real surgery.In this regard,the patient-specific anatomy structures are reconstructed from segmented brain magnetic resonance imaging.We propose a registration method for precise mapping of the virtual and real information.In addition,the simulator provides bimanual haptic interaction in a holographic environment to mimic real brain tumor resection.In this study,we conduct AR-based guidance validation and a user study on the developed simulator,which demonstrate the high accuracy of our AR-based neurosurgery simulator,as well as the AR guidance mode’s potential to improve neurosurgery by simplifying the operation,reducing the difficulty of the operation,shortening the operation time,and increasing the precision of the operation.展开更多
Realism rendering methods of outdoor augmented reality(AR)is an interesting topic.Realism items in outdoor AR need advanced impacts like shadows,sunshine,and relations between unreal items.A few realistic rendering ap...Realism rendering methods of outdoor augmented reality(AR)is an interesting topic.Realism items in outdoor AR need advanced impacts like shadows,sunshine,and relations between unreal items.A few realistic rendering approaches were built to overcome this issue.Several of these approaches are not dealt with real-time rendering.However,the issue remains an active research topic,especially in outdoor rendering.This paper introduces a new approach to accomplish reality real-time outdoor rendering by considering the relation between items in AR regarding shadows in any place during daylight.The proposed method includes three principal stages that cover various outdoor AR rendering challenges.First,real shadow recognition was generated considering the sun’s location and the intensity of the shadow.The second step involves real shadow protection.Finally,we introduced a shadow production algorithm technique and shades through its impacts on unreal items in the AR.The selected approach’s target is providing a fast shadow recognition technique without affecting the system’s accuracy.It achieved an average accuracy of 95.1%and an area under the curve(AUC)of 92.5%.The outputs demonstrated that the proposed approach had enhanced the reality of outside AR rendering.The results of the proposed method outperformed other state-of-the-art rendering shadow techniques’outcomes.展开更多
Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated environment that users perceive as comparable to real world obj...Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. Haptic interfaces provide carefully controlled force feedback to the fingers of the user so that they feel as though they are touching objects in the virtual landscape. This article presented an overview to the concepts of VR focusing on haptics in a variety of interfaces and applications.展开更多
Augmented reality (AR) has emerged from research laboratories and is now being accepted in other domains as an attractive way of visualizing information. Before AR can be used in the mass market, there are a number ...Augmented reality (AR) has emerged from research laboratories and is now being accepted in other domains as an attractive way of visualizing information. Before AR can be used in the mass market, there are a number of obstacles that need to be overcome. Several of these can be overcome by adopting open standards. A global grassroots community seeking open, interoperable AR content and experiences began to take shape in early 2010. This community is working collaboratively to reduce the barriers to the flow of data from content provider to AR end user. Standards development organizations and industry groups that provide open interfaces for AR meet regularly to provide updates, identify complementary work, and seek harmonization. The community also identifies deployer and implementer needs, communicates requirements, and discusses emerging challenges that could be resolved with standards. In this article, we describe current activities in international standards-development organizations. We summarize the AR standards gap analysis and shed light on special considerations for using standards in mobile AR.展开更多
The massive technological advancements around the world have created significant challenging competition among companies where each of the companies tries to attract the customers using different techniques. One of th...The massive technological advancements around the world have created significant challenging competition among companies where each of the companies tries to attract the customers using different techniques. One of the recent tech- niques is Augmented Reality (AR). The AR is a new technology which is capable of presenting possibilities that are difficult for other technologies to offer and meet. Nowadays, numerous augmented reality applications have been used in the industry of different kinds and disseminated all over the world. AR will really alter the way individuals view the world. The AR is yet in its initial phases of research and development at different colleges and high-tech institutes. Throughout the last years, AR apps became transportable and generally available on various devices. Besides, AR be- gins to occupy its place in our audio-visual media and to be used in various fields in our life in tangible and exciting ways such as news, sports and is used in many domains in our life such as electronic commerce, promotion, design, and business. In addition, AR is used to facilitate the learning whereas it enables students to access location-specific infor- mation provided through various sources. Such growth and spread of AR applications pushes organizations to compete one another, every one of them exerts its best to gain the customers. This paper provides a comprehensive study of AR including its history, architecture, applications, current challenges and future trends.展开更多
Near-eye displays are the main platform devices for many augmented reality(AR)and virtual reality(VR)applications.As a wearable device,a near-eye display should have a compact form factor and be lightweight.Furthermor...Near-eye displays are the main platform devices for many augmented reality(AR)and virtual reality(VR)applications.As a wearable device,a near-eye display should have a compact form factor and be lightweight.Furthermore,a large field of view and sufficient eyebox are crucial for immersive viewing conditions.Natural three-dimensional(3D)image presentation with proper focus cues is another requirement that enables a comfortable viewing experience and natural user interaction.Finally,in the case of AR,the device should allow for an optical see-through view of the real world.Conventional bulk optics and two-dimensional display panels exhibit clear limitations when implementing these requirements.Holographic techniques have been applied to near-eye displays in various aspects to overcome the limitations of conventional optics.The wavefront reconstruction capability of holographic techniques has been extensively exploited to develop optical see-through 3D holographic near-eye displays of glass-like form factors.In this article,the application of holographic techniques to AR and VR near-eye displays is reviewed.Various applications are introduced,such as static holographic optical components and dynamic holographic display devices.Current issues and recent progress are also reviewed,providing a comprehensive overview of holographic techniques that are applied to AR and VR near-eye displays.展开更多
We present an approach to control a semi-autonomous robot team remotely under low bandwidth conditions with a single operator. Our approach utilises virtual reality and autonomous robots to create an immersive user in...We present an approach to control a semi-autonomous robot team remotely under low bandwidth conditions with a single operator. Our approach utilises virtual reality and autonomous robots to create an immersive user interface for multi-robot control. This saves a big amount of bandwidth, just because there is no need to transfer a constant steam of camera images. The virtual environment for control only has to be transferred once to the control station and only has to be updated when the map is out of date. Also, the camera position can easily be changed in virtual reality for more overview on the robots situation. The parts of this approach can easily be transferred to applications on earth e.g. for semi-autonomous robots in hazardous areas or under water applications.展开更多
In the context of Industry 4.0,a paradigm shift from traditional industrial manipulators to Collaborative Robots(CRs)is ongoing,with the latter serving ever more closely humans as auxiliary tools in many production pr...In the context of Industry 4.0,a paradigm shift from traditional industrial manipulators to Collaborative Robots(CRs)is ongoing,with the latter serving ever more closely humans as auxiliary tools in many production processes.In this scenario,continuous technological advancements offer new opportunities for further innovating robotics and other areas of next-generation industry.For example,6G could play a prominent role due to its human-centric view of the industrial domains.In particular,its expected dependability features will pave the way for new applications exploiting highly effective Digital Twin(DT)-and eXtended Reality(XR)-based telepresence.In this work,a novel application for the above technologies allowing two distant users to collaborate in the programming of a CR is proposed.The approach encompasses demanding data flows(e.g.,point cloud-based streaming of collaborating users and robotic environment),with network latency and bandwidth constraints.Results obtained by analyzing this approach from the viewpoint of network requirements in a setup designed to emulate 6G connectivity indicate that the expected performance of forthcoming mobile networks will make it fully feasible in principle.展开更多
With the rapid technological advancements in recent decades,virtual reality(VR)and augmented reality(AR)technologies have been increasingly adopted to address various challenges in emergency management in the built en...With the rapid technological advancements in recent decades,virtual reality(VR)and augmented reality(AR)technologies have been increasingly adopted to address various challenges in emergency management in the built environments.This paper presents a review of state-of-the-art applications in this rapidly evolving area.A total of 84 relevant articles are identified based on searching in the Web of Science Core Collection and snowballing.These papers are then organized based on a taxonomy developed in this study.Next,a range of VR/AR appli-cations presented in these papers that are aimed to enhance various processes associated with pre-emergency preparedness,responses during emergency and post-emergency recovery are reviewed in detail.The existing VR/AR applications are also described from a human-computer interaction perspective.Finally,current research trends,knowledge gaps and directions for future research are discussed.The findings presented in this paper are expected to provide a synthetic and critical review of state-of-the-art VR/AR applications for emergency management in the built environment and facilitate further advancements in both research and practice in this area.展开更多
文摘Virtual reality(VR)and augmented reality(AR)technologies have become increasingly important instruments in the field of art education as information technology develops quickly,transforming the conventional art education approach.The present situation,benefits,difficulties,and potential development tendencies of VR and AR technologies in art education will be investigated in this study.By means of literature analysis and case studies,this paper presents the fundamental ideas of VR and AR technologies together with their several uses in art education,namely virtual museums,interactive art production,art history instruction,and distant art cooperation.The research examines how these technologies might improve students’immersion,raise their learning motivation,and encourage innovative ideas and multidisciplinary cooperation.Practical application concerns including technology costs,content production obstacles,user acceptance,privacy,and ethical questions also come under discussion.At last,the article offers ideas and suggestions to help VR and AR technologies be effectively integrated into art education through teacher training,curriculum design,technology infrastructure development,and multidisciplinary cooperation.This study offers useful advice for teachers of art as well as important references for legislators and technology developers working together to further the creative growth of art education.
基金Supported by the‘Automotive Glazing Application in Intelligent Cockpit Human-Machine Interface’project(SKHX2021049)a collaboration between the Saint-Go Bain Research and the Beijing Normal University。
文摘Background With an increasing number of vehicles becoming autonomous,intelligent,and connected,paying attention to the future usage of car human-machine interface with these vehicles should become more relevant.Several studies have addressed car HMI but were less attentive to designing and implementing interactive glazing for every day(autonomous)driving contexts.Methods Reflecting on the literature,we describe an engineering psychology practice and the design of six novel future user scenarios,which envision the application of a specific set of augmented reality(AR)support user interactions.Additionally,we conduct evaluations on specific scenarios and experiential prototypes,which reveal that these AR scenarios aid the target user groups in experiencing a new type of interaction.The overall evaluation is positive with valuable assessment results and suggestions.Conclusions This study can interest applied psychology educators who aspire to teach how AR can be operationalized in a human-centered design process to students with minimal pre-existing expertise or minimal scientific knowledge in engineering psychology.
文摘This study comprehensively reviews the literature to deeply explore the role of computer science and internet technologies in addressing educational inequality and socio-psychological issues,with a particular focus on applications of 5G,artificial intelligence(AI),and augmented/virtual reality(AR/VR).By analyzing how these technologies are reshaping learning and their potential to ameliorate educational disparities,the study reveals challenges present in ensuring educational equity.The research methodology includes exhaustive reviews of applications of AI and machine learning,the Internet of Things and wearable technologies integration,big data analytics and data mining,and the effects of online platforms and social media on socio-psychological issues.Besides,the study discusses applications of these technologies in educational inequality and socio-psychological problem-solving through the lens of 5G,AI,and AR/VR,while also delineating challenges faced by these emerging technologies and future outlooks.The study finds that while computer science and internet technologies hold promise to bridge academic divides and address socio-psychological problems,the complexity of technology access and infrastructure,lack of digital literacy and skills,and critical ethical and privacy issues can impact widespread adoption and efficacy.Overall,the study provides a novel perspective to understand the potential of computer science and internet technologies in ameliorating educational inequality and socio-psychological issues,while pointing to new directions for future research.It also emphasizes the importance of cooperation among educational institutions,technology vendors,policymakers and researchers,and establishing comprehensive ethical guidelines and regulations to ensure the responsible use of these technologies.
基金the National Key Research and Development Program of China(2018YFB1004905).
文摘Background Mixed-reality technologies,including virtual reality(VR)and augmented reality(AR),are considered to be promising potential tools for science teaching and learning processes that could foster positive emotions,motivate autonomous learning,and improve learning outcomes.Methods In this study,a technology-aided biological microscope learning system based on VR/AR is presented.The structure of the microscope is described in a detailed three-dimensional(3D)model,each component being represented with their topological interrelationships and associations among them being established.The interactive behavior of the model was specified,and a standard operating guide was compiled.The motion control of components was simulated based on collision detection.Combined with immersive VR equipment and AR technology,we developed a virtual microscope subsystem and a mobile virtual microscope guidance system.Results The system consisted of a VR subsystem and an AR subsystem.The focus of the VR subsystem was to simulate operating the microscope and associated interactive behaviors that allowed users to observe and operate the components of the 3D microscope model by means of natural interactions in an immersive scenario.The AR subsystem allowed participants to use a mobile terminal that took a picture of a microscope from a textbook and then displayed the structure and functions of the instrument,as well as the relevant operating guidance.This flexibly allowed students to use the system before or after class without time and space constraints.The system allowed users to switch between the VR and AR subsystems.Conclusions The system is useful for helping learners(especially K-12 students)to recognize a microscope's structure and grasp the required operational skills by simulating operations using an interactive process.In the future,such technology-assisted education would be a successful learning platform in an open learning space.
文摘Background Gesture is a basic interaction channel that is frequently used by humans to communicate in daily life. In this paper, we explore to use gesture-based approaches for target acquisition in virtual and augmented reality. A typical process of gesture-based target acquisition is: when a user intends to acquire a target, she performs a gesture with her hands, head or other parts of the body, the computer senses and recognizes the gesture and infers the most possible target. Methods We build mental model and behavior model of the user to study two key parts of the interaction process. Mental model describes how user thinks up a gesture for acquiring a target, and can be the intuitive mapping between gestures and targets. Behavior model describes how user moves the body parts to perform the gestures, and the relationship between the gesture that user intends to perform and signals that computer senses. Results In this paper, we present and discuss three pieces of research that focus on the mental model and behavior model of gesture-based target acquisition in VR and AR. Conclusions We show that leveraging these two models, interaction experience and performance can be improved in VR and AR environments.
基金Air Force Research Laboratory(AFRL,Grant No.FA9453-18-2-0022)the New Mexico Consortium(NMC,Grant No.2RNA6)the US Department of Transportation Center:Transportation Consortium of South-Central States(TRANSET)Project 19STUNM02(TRANSET,Grant No.8-18-060ST)。
文摘Wireless smart sensors(WSS)process field data and inform inspectors about the infrastructure health and safety.In bridge engineering,inspectors need reliable data about changes in displacements under loads to make correct decisions about repairs and replacements.Access to displacement information in the field and in real-time remains a challenge as inspectors do not see the data in real time.Displacement data from WSS in the field undergoes additional processing and is seen at a different location.If inspectors were able to see structural displacements in real-time at the locations of interest,they could conduct additional observations,creating a new,information-based,decision-making reality in the field.This paper develops a new,human-centered interface that provides inspectors with real-time access to actionable structural data during inspection and monitoring enhanced by augmented reality(AR).It summarizes and evaluates the development and validation of the new human-infrastructure interface in laboratory experiments.The experiments demonstrate that the interface that processes all calculations in the AR device accurately estimates dynamic displacements in comparison with the laser.Using this new AR interface tool,inspectors can observe and compare displacement data,share it across space and time,visualize displacements in time history,and understand structural deflection more accurately through a displacement time history visualization.
文摘We propose an eye-shaped keyboard for high-speed text entry in virtual reality (VR), having the shape of dual eyes with characters arranged along the curved eyelids, which ensures low density and short spacing of the keys. The eye-shaped keyboard references the QWERTY key sequence, allowing the users to benefit from their experience using the QWERTY keyboard. The user interacts with an eye-shaped keyboard using rays controlled with both the hands. A character can be entered in one step by moving the rays from the inner eye regions to regions of the characters. A high-speed auto-complete system was designed for the eye-shaped keyboard. We conducted a pilot study to determine the optimal parameters, and a user study to compare our eye-shaped keyboard with the QWERTY and circular keyboards. For beginners, the eye-shaped keyboard performed significantly more efficiently and accurately with less task load and hand movement than the circular keyboard. Compared with the QWERTY keyboard, the eye-shaped keyboard is more accurate and significantly reduces hand translation while maintaining similar efficiency. Finally, to evaluate the potential of eye-shaped keyboards, we conducted another user study. In this study, the participants were asked to type continuously for three days using the proposed eye-shaped keyboard, with two sessions per day. In each session, participants were asked to type for 20min, and then their typing performance was tested. The eye-shaped keyboard was proven to be efficient and promising, with an average speed of 19.89 words per minute (WPM) and mean uncorrected error rate of 1.939%. The maximum speed reached 24.97 WPM after six sessions and continued to increase.
文摘Augmented Reality is a technique that allows users to overlap digital information with their physical world.The Augmented Reality(AR)displays have an exceptional characteristic from the Human–Computer Interaction(HCI)perspective.Due to its increasing popularity and application in diverse domains,increasing user-friendliness and AR usage are critical.Context-aware is one approach since an AR application can adapt to the user,environment,needs and enhance ergonomic principles and functionality.This paper proposes the Intelligent Contextaware Augmented Reality Model(ICAARM)for Human–Computer Interaction systems.This study explores and reduces interaction uncertainty by semantically modeling user-specific interaction with context,allowing personalised interaction.Sensory information is captured from an AR device to understand user interactions and context.These depictions carry semantics to Augmented Reality applications about the user’s intention to interact with a specific device affordance.Thus,this study describes personalised gesture interaction in VR/AR applications for immersive/intelligent environments.
基金The Scientific Research Fund of ShanghaiScience Committee( 0 3 411980 8) and the Science and TechnologySpecial Fund of Pudong New District( PKJ2 0 0 3 -4 1)
文摘The broad application of virtual reality (VR) to medicine has been of great value. The virtual surgery is one of technically difficult applications. With the expansion of the increasingly fine and complicated ear microsurgery, new methods are required to train the doctors. It is necessary and of practical significance to apply VR to the ear micro-operation, which is a functional operation with high precision and great difficulties. In this article, medical VR applications were reviewed. The application of VR to the ear microsurgery was discussed and the virtual ear microsurgery system was designed.
文摘Planar and ultrathin liquid crystal(LC)polarization optical elements have found promising applications in augmented reality(AR),virtual reality(VR),and photonic devices.In this paper,we give a comprehensive review on the operation principles,device fabrication,and performance of these optical elements.Optical simulations methods for optimizing the device performance are discussed in detail.Finally,some potential applications of these devices in AR and VR systems are illustrated and analyzed.
基金the National Natural Science Foundation of China(51875517,51490663 and 51821093)and Key Research and Development Program of Zhejiang Province(2017C01045).
文摘Product assembly simulation is considered as one of the key technologies in the process of complex product design and manufacturing.Virtual assembly realizes the assembly process design,verification,and optimization of complex products in the virtual environment,which plays an active and effective role in improving the assembly quality and efficiency of complex products.In recent years,augmented reality(AR)and digital twin(DT)technology have brought new opportunities and challenges to the digital assembly of complex products owing to their characteristics of virtual reality fusion and interactive control.This paper expounds the concept and connotation of AR,enumerates a typical AR assembly system structure,analyzes the key technologies and applications of AR in digital assembly,and notes that DT technology is the future development trend of intelligent assembly research.
基金This study was funded by National Natural Science Foundation of China(No.61802385)Natural Science Foundation of Guangdong(No.2018A030313100)+1 种基金Shenzhen Science and Technology Program(Nos.JSGG20170414112714341 and JCYJ20170302153015013)Research Grants Council of the Hong Kong Special Administrative Region(No.14225616).
文摘This paper presents a novel augmented reality(AR)-based neurosurgical training simulator which provides a very natural way for surgeons to learn neurosurgical skills.Surgical simulation with bimanual haptic interaction is integrated in this work to provide a simulated environment for users to achieve holographic guidance for pre-operative training.To achieve the AR guidance,the simulator should precisely overlay the 3D anatomical information of the hidden target organs in the patients in real surgery.In this regard,the patient-specific anatomy structures are reconstructed from segmented brain magnetic resonance imaging.We propose a registration method for precise mapping of the virtual and real information.In addition,the simulator provides bimanual haptic interaction in a holographic environment to mimic real brain tumor resection.In this study,we conduct AR-based guidance validation and a user study on the developed simulator,which demonstrate the high accuracy of our AR-based neurosurgery simulator,as well as the AR guidance mode’s potential to improve neurosurgery by simplifying the operation,reducing the difficulty of the operation,shortening the operation time,and increasing the precision of the operation.
文摘Realism rendering methods of outdoor augmented reality(AR)is an interesting topic.Realism items in outdoor AR need advanced impacts like shadows,sunshine,and relations between unreal items.A few realistic rendering approaches were built to overcome this issue.Several of these approaches are not dealt with real-time rendering.However,the issue remains an active research topic,especially in outdoor rendering.This paper introduces a new approach to accomplish reality real-time outdoor rendering by considering the relation between items in AR regarding shadows in any place during daylight.The proposed method includes three principal stages that cover various outdoor AR rendering challenges.First,real shadow recognition was generated considering the sun’s location and the intensity of the shadow.The second step involves real shadow protection.Finally,we introduced a shadow production algorithm technique and shades through its impacts on unreal items in the AR.The selected approach’s target is providing a fast shadow recognition technique without affecting the system’s accuracy.It achieved an average accuracy of 95.1%and an area under the curve(AUC)of 92.5%.The outputs demonstrated that the proposed approach had enhanced the reality of outside AR rendering.The results of the proposed method outperformed other state-of-the-art rendering shadow techniques’outcomes.
基金Natural Science Foundation of ZhejiangProvince(No.60 2 0 2
文摘Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. Haptic interfaces provide carefully controlled force feedback to the fingers of the user so that they feel as though they are touching objects in the virtual landscape. This article presented an overview to the concepts of VR focusing on haptics in a variety of interfaces and applications.
基金Neil Trevett(NVIDIA),Timo Engelke(Fraunhofer IGD),andGeorge Percivall and Carl Reed(OGC)for their continued support
文摘Augmented reality (AR) has emerged from research laboratories and is now being accepted in other domains as an attractive way of visualizing information. Before AR can be used in the mass market, there are a number of obstacles that need to be overcome. Several of these can be overcome by adopting open standards. A global grassroots community seeking open, interoperable AR content and experiences began to take shape in early 2010. This community is working collaboratively to reduce the barriers to the flow of data from content provider to AR end user. Standards development organizations and industry groups that provide open interfaces for AR meet regularly to provide updates, identify complementary work, and seek harmonization. The community also identifies deployer and implementer needs, communicates requirements, and discusses emerging challenges that could be resolved with standards. In this article, we describe current activities in international standards-development organizations. We summarize the AR standards gap analysis and shed light on special considerations for using standards in mobile AR.
文摘The massive technological advancements around the world have created significant challenging competition among companies where each of the companies tries to attract the customers using different techniques. One of the recent tech- niques is Augmented Reality (AR). The AR is a new technology which is capable of presenting possibilities that are difficult for other technologies to offer and meet. Nowadays, numerous augmented reality applications have been used in the industry of different kinds and disseminated all over the world. AR will really alter the way individuals view the world. The AR is yet in its initial phases of research and development at different colleges and high-tech institutes. Throughout the last years, AR apps became transportable and generally available on various devices. Besides, AR be- gins to occupy its place in our audio-visual media and to be used in various fields in our life in tangible and exciting ways such as news, sports and is used in many domains in our life such as electronic commerce, promotion, design, and business. In addition, AR is used to facilitate the learning whereas it enables students to access location-specific infor- mation provided through various sources. Such growth and spread of AR applications pushes organizations to compete one another, every one of them exerts its best to gain the customers. This paper provides a comprehensive study of AR including its history, architecture, applications, current challenges and future trends.
基金National Research Foundation of Korea(NRF-2017R1A2B2011084).
文摘Near-eye displays are the main platform devices for many augmented reality(AR)and virtual reality(VR)applications.As a wearable device,a near-eye display should have a compact form factor and be lightweight.Furthermore,a large field of view and sufficient eyebox are crucial for immersive viewing conditions.Natural three-dimensional(3D)image presentation with proper focus cues is another requirement that enables a comfortable viewing experience and natural user interaction.Finally,in the case of AR,the device should allow for an optical see-through view of the real world.Conventional bulk optics and two-dimensional display panels exhibit clear limitations when implementing these requirements.Holographic techniques have been applied to near-eye displays in various aspects to overcome the limitations of conventional optics.The wavefront reconstruction capability of holographic techniques has been extensively exploited to develop optical see-through 3D holographic near-eye displays of glass-like form factors.In this article,the application of holographic techniques to AR and VR near-eye displays is reviewed.Various applications are introduced,such as static holographic optical components and dynamic holographic display devices.Current issues and recent progress are also reviewed,providing a comprehensive overview of holographic techniques that are applied to AR and VR near-eye displays.
文摘We present an approach to control a semi-autonomous robot team remotely under low bandwidth conditions with a single operator. Our approach utilises virtual reality and autonomous robots to create an immersive user interface for multi-robot control. This saves a big amount of bandwidth, just because there is no need to transfer a constant steam of camera images. The virtual environment for control only has to be transferred once to the control station and only has to be updated when the map is out of date. Also, the camera position can easily be changed in virtual reality for more overview on the robots situation. The parts of this approach can easily be transferred to applications on earth e.g. for semi-autonomous robots in hazardous areas or under water applications.
基金funded by the European Commission through the H2020 project Hexa-X(Grant Agreement no.101015956).
文摘In the context of Industry 4.0,a paradigm shift from traditional industrial manipulators to Collaborative Robots(CRs)is ongoing,with the latter serving ever more closely humans as auxiliary tools in many production processes.In this scenario,continuous technological advancements offer new opportunities for further innovating robotics and other areas of next-generation industry.For example,6G could play a prominent role due to its human-centric view of the industrial domains.In particular,its expected dependability features will pave the way for new applications exploiting highly effective Digital Twin(DT)-and eXtended Reality(XR)-based telepresence.In this work,a novel application for the above technologies allowing two distant users to collaborate in the programming of a CR is proposed.The approach encompasses demanding data flows(e.g.,point cloud-based streaming of collaborating users and robotic environment),with network latency and bandwidth constraints.Results obtained by analyzing this approach from the viewpoint of network requirements in a setup designed to emulate 6G connectivity indicate that the expected performance of forthcoming mobile networks will make it fully feasible in principle.
基金This material is based on work supported by the National Key R&D Program of China under Grant No.2017YFC0803300the National Nat-ural Science Foundation of China(NSFC)under Grant No.71603145+1 种基金the Humanities and Social Sciences Fund of the Ministry of Educa-tion of China(MOE)under Grant No.16YJC630052The authors are grateful for the support of the Ministry of Science and Technology of China(MOST),NSFC and MOE.
文摘With the rapid technological advancements in recent decades,virtual reality(VR)and augmented reality(AR)technologies have been increasingly adopted to address various challenges in emergency management in the built environments.This paper presents a review of state-of-the-art applications in this rapidly evolving area.A total of 84 relevant articles are identified based on searching in the Web of Science Core Collection and snowballing.These papers are then organized based on a taxonomy developed in this study.Next,a range of VR/AR appli-cations presented in these papers that are aimed to enhance various processes associated with pre-emergency preparedness,responses during emergency and post-emergency recovery are reviewed in detail.The existing VR/AR applications are also described from a human-computer interaction perspective.Finally,current research trends,knowledge gaps and directions for future research are discussed.The findings presented in this paper are expected to provide a synthetic and critical review of state-of-the-art VR/AR applications for emergency management in the built environment and facilitate further advancements in both research and practice in this area.