scispace - formally typeset
Search or ask a question

Showing papers on "Augmented virtuality published in 2017"


Proceedings ArticleDOI
27 Nov 2017
TL;DR: CoVAR, a MR system for remote collaboration between an Augmented Reality (AR) and Augmented Virtuality (AV) users is created and awareness cues and AV-Snap-to-AR interface were proposed for enhancing communication.
Abstract: In this paper, we explore techniques for enhancing remote Mixed Reality (MR) collaboration in terms of communication and interaction. We created CoVAR, a MR system for remote collaboration between an Augmented Reality (AR) and Augmented Virtuality (AV) users. Awareness cues and AV-Snap-to-AR interface were proposed for enhancing communication. Collaborative natural interaction, and AV-User-Body-Scaling were implemented for enhancing interaction. We conducted an exploratory study examining the awareness cues and the collaborative gaze, and the results showed the benefits of the proposed techniques for enhancing communication and interaction.

108 citations


Book ChapterDOI
01 Jan 2017
TL;DR: In this paper, an overview of the major media used for immersive learning: virtual reality, augmented reality, and mixed reality is presented. And a detailed conceptual framework articulates the ways in which immersive media are powerful for learning.
Abstract: This introductory chapter provides an overview of the major media used for immersive learning: virtual reality, augmented reality, and mixed reality. The origin of this book is described, and a brief history of immersive media in education is presented. A detailed conceptual framework articulates the ways in which immersive media are powerful for learning. The chapter concludes with a description of each subsequent chapter in the volume.

93 citations


Proceedings ArticleDOI
16 May 2017
TL;DR: This work presents a new method to allow people wearing VR HMDs to use their smartphones or tablets without removing their HMD, which involves the use of additional cameras to capture the user's real-world surrounding and augment the virtual world with the content displayed on the smartphone screen.
Abstract: A major drawback of most Head Mounted Displays (HMDs) used in immersive Virtual Reality (VR) is the visual and social isolation of users from their real-world surroundings while wearing these headsets. This partial isolation of users from the real-world might hinder social interactions with friends and family. To address this issue, we present a new method to allow people wearing VR HMDs to use their smartphones or tablets without removing their HMDs. To do this, we augment the scene inside the VR HMD with a view of the user's device so that the user can interact with the device without removing the headset. The idea involves the use of additional cameras, such as the Leap Motion device or a high-resolution RGB camera to capture the user's real-world surrounding and augment the virtual world with the content displayed on the smartphone screen. This setup allows VR users to have a window to their smartphone from within the virtual world and afford all of the functionality provided by their smartphones, with the potential to reduce some of the undesirable isolation users may experience when using immersive VR systems.

22 citations


Proceedings ArticleDOI
01 Sep 2017
TL;DR: An augmented virtuality interface for teleoperation is presented, which can solve problems of unintuitive teleoperation and limited camera views by projecting real camera images onto a registered 3D model of the environment and allowing the operator to select any desired viewpoint.
Abstract: Ground-based teleoperation of robots in space is subject to time delays of several seconds or more. This leads to the use of model-based approaches, where the operator interacts with a model (simulation) of the remote environment and the remote robot attempts to reproduce the results of that interaction. But, it is also desirable for the operator to view (delayed) images from the remote scene. These images, however, are often from one or more monocular cameras mounted on the robot end-effector, which leads to several other problems: unintuitive teleoperation due to the eye-in-hand configuration, limited field of view, and lack of stereo visualization. We present an augmented virtuality interface for teleoperation, which can solve these problems by projecting the real camera images onto a registered 3D model of the environment and allowing the operator to select any desired viewpoint. This approach is suitable when there is at least a partial model of the environment, as is the case for satellite servicing. The proposed method begins with a video survey to register the 3D model to the physical environment, followed by a user interface that presents a stereo visualization of the model, augmented by projections of real camera images onto the model. We quantitatively and qualitatively compare the augmented virtuality images to real camera images taken from the same viewpoint and perform experiments to evaluate the efficacy of the augmented virtuality paradigm for teleoperation. The results suggest that this approach can improve operator situation awareness, potentially leading to better performance, especially when the camera views are unintuitive or limited.

13 citations


Proceedings ArticleDOI
15 Oct 2017
TL;DR: The study findings show a positive impact of the VR player's representation on the perceived co-presence, however, due to the experimental setup, verbal communication did not have the anticipated effect.
Abstract: This paper investigates the effects of the virtual players' (VR) representation and verbal communication regarding co-presence in a co-located and playful augmented virtuality (AV) installation for multiple participants. We examine if the incorporation/exclusion of the visualization of the VR players' hands and the absence/presence of verbal communication influences the perceived co-presence. To find answers to our research question, we created an experimental setting called Invisible Walls. Within the installation, players and spectators have various means of interaction at their disposal. Our study findings show a positive impact of the VR player's representation on the perceived co-presence. However, due to the experimental setup, verbal communication did not have the anticipated effect. With these findings we endeavor to reduce the gap between the VR player and the spectators and provide insights for game designers and researchers regarding the inclusion of nonverbal and verbal communication in co-located AV settings.

12 citations


Journal ArticleDOI
TL;DR: In this paper, a study was conducted to determine perception of postgraduate Computer Education and Instructional Technologies (CEIT) students regarding the concepts of augmented reality (AR), Virtual Reality (VR), Mixed Reality (MR), Augmented Virtuality (AV) and Mirror Reality; and to offer a table that includes differences and similarities between these concepts.
Abstract: The purpose of this study is to determine perception of postgraduate Computer Education and Instructional Technologies (CEIT) students regarding the concepts of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Augmented Virtuality (AV) and Mirror Reality; and to offer a table that includes differences and similarities between these concepts. This study also aims to determine the likelihood of CEIT postgraduate students for using the said concepts in education. In this context, the frequently used reality concepts in the CEIT field have been examined from the perspective of the participants and in terms of the following traits: frequency of potential use, perceived usefulness, and perceived effectiveness. The phenomenological method was used in this qualitative study. 10 CEIT graduate students have been the participants of this research; with 4 of these pursuing a PhD and 6 pursuing a Master's Degree. 14 open-ended questions related to AR, VR, MR, AV and Mirror Reality concepts were used throughout semi-structured and face-to-face interviews in order to collect data. Findings show that AR and VR are the most familiar concepts. Participants have several misconceptions about the reality concepts but the least amount of misconception was associated with AR and VR. Most of the participants had no idea about MR and none of them had any idea about Mirror Reality. Findings refer that VR is the most frequently used kind of reality owing to the fact that it can be developed and implemented more easily and there are several AR studies because of its current popularity.

8 citations



Book ChapterDOI
24 May 2017
TL;DR: While the promise of holograms to create a replicable consumer experience excites some consumers, others express skepticism about the potential enjoyment of watching dead celebrities, fictional characters, and so forth, in a materially "real" environment.
Abstract: While the promise of holograms to create a replicable consumer experience excites some consumers, others express skepticism about the potential enjoyment of watching dead celebrities, fictional characters, and so forth, in a materially “real” environment (Giesler, 2004). Virtual and augmented realities have acted as consumer gateways to consumer-hologram interactions (Jin, 2009; Suh & Lee, 2005; Yaoyuneyong et al., 2015); however, little is known about the state of these interactions. Although Milgram (1992) proposed a Reality-Virtuality continuum spanning from Real Environments to Augmented Reality to Augmented Virtuality to Virtual Environments, marketing scholarship has only recently approached application of these new technologies (Javornik, 2016; Scholz & Smith, 2016).

3 citations



DOI
01 Jan 2017
TL;DR: An on-going development of a haptic augmented virtuality system using an encounter type haptic display system and the Unity3D engine to provide fully immersive VR plant safety operation training.
Abstract: The risk to life and property posed by lack of trained employees in industrial facilities is an issue to which a wide research base has been applied to solve. This paper presents an on-going development of a haptic augmented virtuality system using an encounter type haptic display system and the Unity3D engine to provide fully immersive VR plant safety operation training. Since there are many different types of physical tools such as levers, valves, and buttons as well as these are installed in many diverse locations and orientations in plant facilities, an encounter type haptic display system is proposed. In the proposed system, many different types of physical tools are collocated in the fully immersed environment with the corresponding visual virtual tools for providing full haptic (kinesthetic) sensation. The collocation is made by a robot that can provide physical tools in arbitrary poses. For good collocation accuracy, a new calibration method is being developed and evaluated.

3 citations


Journal ArticleDOI
TL;DR: The systems design and realization of system for visualization of production cell with virtual reality are described and basic concepts of virtual reality and its historical evolution are explained.
Abstract: This article is situated into the area of virtual reality in educational process to improve visualization of students. One of the technologies that are used to attainment of virtual reality is technology of mixed reality. Mixed reality is formed with technology of augmented reality or augmented virtuality. In the first part the article is described theoretical assumes of utilization of augmented reality in the sectors of industry, explains basic concepts of virtual reality and its historical evolution. The article describe the systems design and realization of system for visualization of production cell with virtual reality. Systems design represents design of software elements for solution of production cell with static user. Realization involves modelling and creation of assembling production cell and the creation of outgoing form of projected users view.

Proceedings ArticleDOI
27 Nov 2017
TL;DR: The scenes of breaking glass are often seen in movies, games, music PV and so on and this scene gives audiences the impact of destruction with delicate visual effects, such as the scattering of bits of glass and refraction of the transmitted light.
Abstract: The scenes of breaking glass are often seen in movies, games, music PV and so on[Mediocre 2014; Mission Impossible 2011; Ringo 1999] (Fig. 1). This is an attractive scene that gives audiences the impact of destruction with delicate visual effects, such as the scattering of bits of glass and refraction of the transmitted light.

Book ChapterDOI
25 Sep 2017
TL;DR: This project designed and developed a mixed reality MIDI keyboard that serves as a roadmap and foundation for future developments and investigations in integrating physical and virtual environments to improve immersion and presence.
Abstract: As virtual reality gains popularity, technology which better integrates the user’s physical experience in the virtual environment is needed. Researchers have shown that by including real physical objects to interact with, the experience can be made significantly more convincing and user-friendly. To explore physically connecting the user to the virtual environment, we designed and developed a mixed reality MIDI keyboard. This project explores maintaining the user’s physical connection to the real world in order to align their senses with their true state of augmented virtuality. A user study of the keyboard was performed which verified its ability to improve the VR experience and identified areas for further research. In addition to producing a mixed reality MIDI keyboard, this project serves as a roadmap and foundation for future developments and investigations in integrating physical and virtual environments to improve immersion and presence.

Book ChapterDOI
11 Jun 2017
TL;DR: An augmented virtuality endoscopy simulator that allows for usability evaluation of endoscopes in a setting closely resembling that of the real surgical room without the need for constructing a working physical prototype, potentially saving costs and allowing for quicker prototyping of novel endoscope concepts.
Abstract: The endoscope is a key component of minimally invasive surgery, and several methods for improving the traditional rigid endoscope have been proposed. These generally increase the complexity of the endoscope, and thus the feasibility of operation of such devices should be ensured through user testing in an environment that closely resembles the real use scenario. We present an augmented virtuality endoscopy simulator that can be used for evaluating virtual endoscope concepts. We achieve this by having the operator of the endoscope hold a physical object resembling the prototype, and through operating the physical object, have a virtual version displayed through a head-mounted display behave accordingly. We evaluate the system through implementing a previously proposed novel articulated endoscope. The system allows for usability evaluation of endoscopes in a setting closely resembling that of the real surgical room without the need for constructing a working physical prototype, potentially saving costs and allowing for quicker prototyping of novel endoscope concepts.