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Victor Demczuk

Bio: Victor Demczuk is an academic researcher from Defence Science and Technology Organisation. The author has contributed to research in topics: Computer-mediated reality & Wearable computer. The author has an hindex of 5, co-authored 7 publications receiving 245 citations.

Papers
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Proceedings ArticleDOI
19 Oct 1998
TL;DR: This paper reports the outcomes of a set of trials using an off the shelf wearable computer, equipped with a custom built navigation software package, "map-in-the-hat", to provide visual navigation aids to users.
Abstract: To date augmented realities are typically operated in only a small defined area, in the order of a large room. This paper reports on our investigation into expanding augmented realities to outdoor environments. The project entails providing visual navigation aids to users. A wearable computer system with a see-through display, digital compass, and a differential GPS are used to provide visual cues while performing a standard orienteering task. This paper reports the outcomes of a set of trials using an off the shelf wearable computer, equipped with a custom built navigation software package, "map-in-the-hat".

191 citations

Journal ArticleDOI
TL;DR: In this article, the authors examined the influence of motion on performance, workload and usability when using a touch screen in-vehicle battle management system, and found that in the high motion condition, lower accuracy and longer task completion times were found.
Abstract: The use of in-vehicle touch screen devices is currently common in both military and civilian vehicles; despite this, the effects of motion on touch screen device operation within vehicles remains largely unexplored. This article describes a study that examined, using driving simulation, the influences of motion on performance, workload and usability when using a touch screen in-vehicle battle management system. Acting in the role of battle management system operator, 20 participants undertook four simulated drives, two under high motion (representative of an unsealed road) and two under normal motion (representative of a sealed road), whilst performing various battle management tasks. In the high motion condition, lower accuracy and longer task completion times were found, along with greater levels of subjective and physiological workload and lower levels of perceived device usability, when compared to the normal motion condition. The findings indicate that, compared to normal motion, the high motion condition impaired key aspects of battle management system operation. In closing, the importance of considering motion and its effects during touch screen system design is discussed.

24 citations

Proceedings ArticleDOI
31 Aug 1999
TL;DR: An architecture to support a hardware and software platform for research into the use of wearable computers and augmented reality in an outdoor environment and a prototype system was built to support novel applications by drawing graphics on the head-mounted display, augmenting a user's perception of reality.
Abstract: This paper describes an architecture to support a hardware and software platform for research into the use of wearable computers and augmented reality in an outdoor environment. The architecture supports such devices as a GPS, compass, and head-mounted display. A prototype system was built to support novel applications by drawing graphics (such as maps, building plans, and compass bearings) on the head-mounted display, projecting information over that normally seen by the user and hence augmenting a user's perception of reality. This paper presents a set of novel augmented reality and multimedia applications operated in an outdoor environment.

14 citations

Proceedings ArticleDOI
31 Jan 2000
TL;DR: An experiment to explore the effectiveness of animation in improving indirect manipulation operations found the modified telltale, wiggle, and colour visual effects significantly more effective than no visual feedback for cuing the user as to the original position of the graphical objects.
Abstract: The paper describes an experiment we have conducted to explore the effectiveness of animation in improving indirect manipulation operations. Indirect manipulation operations are those initiated by command menus and buttons, to perform a transformation on a graphical object or set of graphical objects. The particular improvement is an operation's ability to show both what would happen if the operation is committed and what would happen if it were cancelled, while an operation is being considered. The experiment required subjects to watch a simple alignment operation for a set of graphical objects. They were then asked to record the original placement of those graphical objects. Each task used one of four visual cues: modified telltale, wiggle, colour or no visual cue. We found the modified telltale, wiggle, and colour visual effects significantly more effective than no visual feedback for cuing the user as to the original position of the graphical objects. The modified telltale and colour effects were significantly more effective than the wiggle effect.

10 citations

Journal ArticleDOI
TL;DR: The validation of an energy expenditure model coded into the CAEN battle simulation by use of GPS data, heart rate data and oxygen consumption data collected in a field environment appears usable and indicates the significance of an upward slope on energy expenditure.

7 citations


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Book
31 Mar 2015
TL;DR: This survey summarizes almost 50 years of research and development in the field of Augmented Reality AR and provides an overview of the common definitions of AR, and shows how AR fits into taxonomies of other related technologies.
Abstract: This survey summarizes almost 50 years of research and development in the field of Augmented Reality AR. From early research in the1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched.

573 citations

Journal ArticleDOI
TL;DR: An experimental mobile augmented reality system (MARS) testbed that employs different user interfaces to allow outdoor and indoor users to access and manage information that is spatially registered with the real world is described.

483 citations

Proceedings ArticleDOI
22 Oct 2006
TL;DR: A model-based hybrid tracking system for outdoor augmented reality in urban environments enabling accurate, realtime overlays for a handheld device and the accuracy and robustness of the resulting system is demonstrated with comparisons to map-based ground truth data.
Abstract: This paper presents a model-based hybrid tracking system for outdoor augmented reality in urban environments enabling accurate, realtime overlays for a handheld device. The system combines several well-known approaches to provide a robust experience that surpasses each of the individual components alone: an edge-based tracker for accurate localisation, gyroscope measurements to deal with fast motions, measurements of gravity and magnetic field to avoid drift, and a back store of reference frames with online frame selection to re-initialize automatically after dynamic occlusions or failures. A novel edge-based tracker dispenses with the conventional edge model, and uses instead a coarse, but textured, 3D model. This yields several advantages: scale-based detail culling is automatic, appearance-based edge signatures can be used to improve matching and the models needed are more commonly available. The accuracy and robustness of the resulting system is demonstrated with comparisons to map-based ground truth data.

442 citations

Proceedings ArticleDOI
14 Mar 2004
TL;DR: The Drishti system uses a precise position measurement system, a wireless connection, a wearable computer, and a vocal communication interface to guide blind users and help them travel in familiar and unfamiliar environments independently and safely.
Abstract: There are many navigation systems for visually impaired people but few can provide dynamic interactions and adaptability to changes. None of these systems work seamlessly both indoors and outdoors. Drishti uses a precise position measurement system, a wireless connection, a wearable computer, and a vocal communication interface to guide blind users and help them travel in familiar and unfamiliar environments independently and safely. Outdoors, it uses DGPS as its location system to keep the user as close as possible to the central line of sidewalks of campus and downtown areas; it provides the user with an optimal route by means of its dynamic routing and rerouting ability. The user can switch the system from an outdoor to an indoor environment with a simple vocal command. An OEM ultrasound positioning system is used to provide precise indoor location measurements. Experiments show an in-door accuracy of 22 cm. The user can get vocal prompts to avoid possible obstacles and step-by-step walking guidance to move about in an indoor environment. This paper describes the Drishti system and focuses on the indoor navigation design and lessons learned in integrating the indoor with the outdoor system.

398 citations

Proceedings ArticleDOI
08 Oct 2001
TL;DR: Drishti augments contextual information to the visually impaired and computes optimized routes based on user preference, temporal constraints, and dynamic obstacles based on static and dynamic data.
Abstract: Drishti is a wireless pedestrian navigation system. It integrates several technologies including wearable computers, voice recognition and synthesis, wireless networks, Geographic Information System (GIS) and Global positioning system (GPS). Drishti augments contextual information to the visually impaired and computes optimized routes based on user preference, temporal constraints (e.g. traffic congestion), and dynamic obstacles (e.g. ongoing ground work, road blockade for special events). The system constantly guides the blind user to navigate based on static and dynamic data. Environmental conditions and landmark information queried from a spatial database along their route are provided on the fly through detailed explanatory voice cues. The system also provides capability for the user to add intelligence, as perceived by, the blind user, to the central server hosting the spatial database. Our system is supplementary to other navigational aids such as canes, blind guide dogs and wheel chairs.

387 citations