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In the near future we may enrich our perception of reality through revolutionary virtual augmentation. Augmented reality (AR) technologies offer an enhanced perception to help us see, hear, and feel our environments in new and enriched ways that will benefit us in fields such as education, maintenance, design, reconnaissance, to name but a few. Thi...
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... first AR prototypes ( Fig. 2), created by computer graphics pioneer Ivan Sutherland and his students at Har- vard University and the University of Utah, appeared in the 1960s and used a see-through HMD 2 to present 3D graphics (Sutherland, 1968). A small group of researchers at U.S. Air Force's Arm- strong Laboratory, the NASA Ames Research Center, the ...
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... ultrasonic, and magnetic Early tracking techniques are restricted to indoor use as they require special equipment to be placed around the user. The first HMD by Sutherland (1968) was tracked mechanically (Fig. 2) through ceiling-mounted hardware also nick- named the "Sword of Damocles." Devices that send and receive ultrasonic chirps and determine the position, i.e. ultrasonic positioning, were already experimented with by Sutherland (1968) and are still used today. A decade or so later Polhemus' magnetic trackers that measure dis- tances ...
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... direct marketing agencies with many op- portunities to offer coupons to passing pedestrians, place virtual billboards, show virtual prototypes, etc. With all these different uses, AR platforms should preferably of- fer a filter to manage what content they display. Personal Assistance Available from Accenture is the Personal Awareness Assistant (Fig. 20) which automati- cally stores names and faces of people you meet, cued by words as 'how do you do'. Speech recognition also pro- vides a natural interface to retrieve the information that was recorded earlier. Journalists, police, geographers and archaeologists could use AR to place notes or signs in the environment they are reporting ...
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... assembly, and maintenance are typical areas where AR may prove useful. These activities may be augmented in both corporate and military settings. (Tamura, 2002;Tamura et al., 2001). Notice how the steering wheel is drawn around the hands, rather than over them (Fig. 22b). (2006) is the visualisation of robot pro- grams (Fig. 23). With small robots such as the auto- mated vacuum cleaner Roomba from iRobot 37 entering our daily lives, visualising their sensor ranges and in- tended trajectories might be welcome ...
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... assembly, and maintenance are typical areas where AR may prove useful. These activities may be augmented in both corporate and military settings. (Tamura, 2002;Tamura et al., 2001). Notice how the steering wheel is drawn around the hands, rather than over them (Fig. 22b). (2006) is the visualisation of robot pro- grams (Fig. 23). With small robots such as the auto- mated vacuum cleaner Roomba from iRobot 37 entering our daily lives, visualising their sensor ranges and in- tended trajectories might be welcome ...
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... the AR and find that workers using AR create wire bundles as well as con- ventional approaches, even though tracking and display technologies were limited at the time. At EADS, supporting EuroFighter's nose gear assem- bly is researched (Friedrich and Wohlgemuth, 2002) while (Willers, 2006) research AR support for Airbus' cable and water systems (Fig. 24). Leading (and talking) workers through the assembly process of large aircraft is not suited for stationary AR solutions, yet mobility and tracking with so much metal around also prove to be chal- ...
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... early optical see-through augmentation is pre- sented by Fuchs et al. (1998) for laparoscopic surgery 39 where the overlayed view of the laparoscopes inserted through small incisions is simulated (Fig. 25). Pietrzak et al. (2006) confirm that the use of 3D imagery in laparo- scopic surgery still has to be proven, but the opportunities are well documented. There are many AR approaches being tested in medicine with live overlays of ultrasound, CT, and MR scans. Navab et al. (1999) take advantage of the physi- cal constraints of a C-arm ...
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... x-ray machine to automatically calibrate the cameras with the machine and register the x- ray imagery with the real objects. Vogt et al. (2006) use video see-through HMD to overlay MR scans on heads and provide views of tool manipulation hidden beneath tissue and surfaces, while Merten (2007) gives an impres- sion of MR scans overlayed on feet (Fig. ...
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... tracks and other sports environments are well-known and easily prepared, which video see-through augmenta- tion through tracked camera feeds easy. One example is the FoxTrax system (Cavallaro, 1997), used to highlight the location of a hard-to-see hockey puck as it moves rapidly across the ice, but AR is also applied to anno- tate racing cars (Fig. 27a), snooker ball trajectories, life swimmer performances, etc. Thanks to predictable en- vironments (uniformed players on a green, white, and brown field) and chroma-keying techniques, the annota- tions are shown on the field and not on the players (Fig. ...
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... puck as it moves rapidly across the ice, but AR is also applied to anno- tate racing cars (Fig. 27a), snooker ball trajectories, life swimmer performances, etc. Thanks to predictable en- vironments (uniformed players on a green, white, and brown field) and chroma-keying techniques, the annota- tions are shown on the field and not on the players (Fig. ...
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... Extending on a platform for military simula- tion ( Piekarski et al., 1999) based on the ARToolKit, Thomas et al. (2000) created 'ARQuake' where mobile users fight virtual enemies in a real environment. A general purpose outdoor AR platform, 'Tinmith-Metro' evolved from this work and is available at the Wearable Computer Lab 40 Thomas, 2001, 2002 Figure 28: Mobile AR tennis with the phones used as rackets ( Henrysson et al., 2005). ...
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... of games have been developed for pre- pared indoor environments, such as the alien-battling 'AquaGauntlet' ( Tamura et al., 2001), dolphin-juggling ' ContactWater', 'ARHockey', and'2001 AR Odyssey' (Tamura, 2002). In 'AR-Bowling' Matysczok et al. (2004) study game-play, and Henrysson et al. (2005) cre- ated AR tennis for the Nokia mobile phone (Fig. 28). Early AR games also include AR air hockey ( Ohshima et al., 1998), collaborative combat against virtual ene- mies ( Ohshima et al., 1999), and an AR-enhanced pool game ( Jebara et al., ...
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... 2004)). Privacy management is handled in the Emmie system through such metaphors as lamps and mirrors. Making sure everybody knows what someone is pointing at is a problem that StudierStube overcomes by using virtual representation of physical pointers. Similarly, Tamura (2002) presented a mixed reality meeting room (MR 2 ) for 3D presentations (Fig. 29a). For urban planning purposes, Broll et al. (2004) introduced ARTHUR, complete with pedestrian flow vi- sualisation ( Fig. 29b) but lacking augmented ...
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... what someone is pointing at is a problem that StudierStube overcomes by using virtual representation of physical pointers. Similarly, Tamura (2002) presented a mixed reality meeting room (MR 2 ) for 3D presentations (Fig. 29a). For urban planning purposes, Broll et al. (2004) introduced ARTHUR, complete with pedestrian flow vi- sualisation ( Fig. 29b) but lacking augmented ...
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... acceptance Getting people to use AR may be more challenging than expected, and many factors play a role in social acceptance of AR ranging from unobtrusive fashionable appearance (gloves, helmets, etc.) to privacy concerns. For instance, Accenture's Assistant (Fig. 20) blinks a light when it records for the sole purpose of alert- ing the person who is being recorded. These fundamental issues must be addressed before AR is widely accepted (Höllerer and Feiner, ...
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... AR systems have proven to be an indispensable medium for human interaction with the external virtual world by bridging the gap between the required task and assisting tools through unobscured user display. According to Krevelen et al. [14], AR provides user immersion by augmenting the field of view of the real world with computerized data such as graphics and audiovisual content, as well as other sensory reinforcement methods. Several interfaces have been used in robots, such as head-mounted displays, smart glasses such as the HoloLens 1 and 2 [15], and handheld devices such as smartphones and overhead projectors [16]. ...
Despite the substantial progress achieved in the development and integration of augmented reality (AR) in surgical robotic and autonomous systems (RAS), the center of focus in most devices remains on improving end-effector dexterity and precision, as well as improved access to minimally invasive surgeries. This paper aims to provide a systematic review of different types of state-of-the-art surgical robotic platforms while identifying areas for technological improvement. We associate specific control features, such as haptic feedback, sensory stimuli, and human-robot collaboration, with AR technology to perform complex surgical interventions for increased user perception of the augmented world. Current researchers in the field have, for long, faced innumerable issues with low accuracy in tool placement around complex trajectories, pose estimation, and difficulty in depth perception during two-dimensional medical imaging. A number of robots described in this review, such as Novarad and SpineAssist, are analyzed in terms of their hardware features, computer vision systems (such as deep learning algorithms), and the clinical relevance of the literature. We attempt to outline the shortcomings in current optimization algorithms for surgical robots (such as YOLO and LTSM) whilst providing mitigating solutions to internal tool-to-organ collision detection and image reconstruction. The accuracy of results in robot end-effector collisions and reduced occlusion remain promising within the scope of our research, validating the propositions made for the surgical clearance of ever-expanding AR technology in the future.
... In particular, the meaning of VR remains the same, while AR is used for static digital information integrated with the real environment and, in the case of a digital-real integration with the possibility of an interaction, the proper term becomes MR (Figure 2) [3]. The first AR headset was created by Ivan Sutherland in the late 1960s [4]; since then, AR/MR visualization has been supported by various output mediums, including smartphones, tablets, computers, and smart glasses. Among them, see-through headmounted displays (HMDs) seem to be the most efficient means for 3D MR content visualization and performing complex manual tasks under MR guidance. ...
... Although the potential of OSTs for medical-surgical applications is well recognized in the literature, some research studies have identified the main limitations of devices XR VR Interactive digitallygenerated environment MR Digital-real integration with the possibility of interaction AR Static digital information integrated with the real environment The first AR headset was created by Ivan Sutherland in the late 1960s [4]; since then, AR/MR visualization has been supported by various output mediums, including smartphones, tablets, computers, and smart glasses. Among them, see-through head-mounted displays (HMDs) seem to be the most efficient means for 3D MR content visualization and performing complex manual tasks under MR guidance. ...
The adoption of extended reality solutions is growing rapidly in the healthcare world. Augmented reality (AR) and virtual reality (VR) interfaces can bring advantages in various medical-health sectors; it is thus not surprising that the medical MR market is among the fastest-growing ones. The present study reports on a comparison between two of the most popular MR head-mounted displays, Magic Leap 1 and Microsoft HoloLens 2, for the visualization of 3D medical imaging data. We evaluate the functionalities and performance of both devices through a user-study in which surgeons and residents assessed the visualization of 3D computer-generated anatomical models. The digital content is obtained through a dedicated medical imaging suite (Verima imaging suite) developed by the Italian start-up company (Witapp s.r.l.). According to our performance analysis in terms of frame rate, there are no significant differences between the two devices. The surgical staff expressed a clear preference for Magic Leap 1, particularly for the better visualization quality and the ease of interaction with the 3D virtual content. Nonetheless, even though the results of the questionnaire were slightly more positive for Magic Leap 1, the spatial understanding of the 3D anatomical model in terms of depth relations and spatial arrangement was positively evaluated for both devices.
... (Edwards, 2017) By 1968, the first virtual reality head-mounted display system called "Sword of Damocles" was created by the accomplished computer scientist Ivan Sutherland. (Krevelen, 2007) In 1982, 3D printing technology was created by Dr. Hideo Kodama to develop a rapid prototyping technique that was suitable for the production of aesthetic or functional prototypes. (Hahn, 2018) In 1998 Steve Mann, also labeled as 'Father of Wearable Headband, created the first Linux-powered smart watch. ...
The purpose of this paper is to provide an overview of the historical framework of Human-Computer Interaction (HCI). The overview emphasises the historical achievements in the field of research while highlighting the relevance of HCI, its beginnings, and its growth on a global scale. In addition, the review focuses on the reasons why the subject of HCI emerged in India. It also covers the fundamentals of HCI, usability, and other related terms. The method used for this review article is based on literature search of journal articles, books, conference proceedings, websites, and online news related to the listed keywords. Given that HCI is becoming more and more integrated into our daily lives, it may be said that it will also be responsible for defining the future. It can be difficult for some users to imagine living without their devices because they have become an integral part of contemporary society.
... In addition, any kind of occlusion, such as a hand passing in front of the devices' camera, can briefly disrupt the tracking and potentially interfere with the augmented experience. In addition, most AR technologies simply superimpose virtual objects over the real-world vision, resulting in objects simply appearing over such an occlusion, thereby destroying the illusion of a hybrid world [30]. ...
The logistics and transport industry is currently facing the major challenge of having a global shortage of skilled workers. To address this challenge, this paper evaluates the application of gamification in combination with augmented reality (AR) as a new approach to attract the interest of people of all ages to the logistics sector. The aim of the paper is to determine whether a gamified AR-based application called Logistify is a feasible approach to make logistics jobs more attractive. We used a qualitative approach in three phases by collecting and analysing data from different perspectives of players, teachers, instructors, and programmers about the application: (1) analysing game characteristics with programmers and workshops instructors, (2) collecting feedback from players and teachers, and (3) evaluating game scores. The evaluation shows that gamification in combination with augmented reality is a promising tool to attract people to the logistics sector and to change their perception of logistics professions. It can be concluded that the gamified AR approach is capable of increasing interest in jobs in a particular sector.
... There are at least two categories of approaches to produce AR. First, screen-based approaches, or "see-through AR", can be divided into the optical combination of a screen with the user's perception of the real world or 2D displays that replay a live recording of the real world and superimpose virtual content [57,59]. Second, projector-based approaches, or "spatial AR", consist of projecting the virtual content directly onto the real world, benefiting from projection mapping algorithms and hardware [59][60][61]. ...
... First, screen-based approaches, or "see-through AR", can be divided into the optical combination of a screen with the user's perception of the real world or 2D displays that replay a live recording of the real world and superimpose virtual content [57,59]. Second, projector-based approaches, or "spatial AR", consist of projecting the virtual content directly onto the real world, benefiting from projection mapping algorithms and hardware [59][60][61]. The last decades have refined seethrough AR and, today, the main lines of AR systems are either based on the HoloLens for optical systems and ARKit or ARCore for display-based AR on smartphones and tablets. ...
Smart Cities already surround us, and yet they are still incomprehensibly far from directly impacting everyday life. While current Smart Cities are often inaccessible, the experience of everyday citizens may be enhanced with a combination of the emerging technologies Digital Twins (DTs) and Situated Analytics. DTs represent their Physical Twin (PT) in the real world via models, simulations, (remotely) sensed data, context awareness, and interactions. However, interaction requires appropriate interfaces to address the complexity of the city. Ultimately, leveraging the potential of Smart Cities requires going beyond assembling the DT to be comprehensive and accessible. Situated Analytics allows for the anchoring of city information in its spatial context. We advance the concept of embedding the DT into the PT through Situated Analytics to form Fused Twins (FTs). This fusion allows access to data in the location that it is generated in in an embodied context that can make the data more understandable. Prototypes of FTs are rapidly emerging from different domains, but Smart Cities represent the context with the most potential for FTs in the future. This paper reviews DTs, Situated Analytics, and Smart Cities as the foundations of FTs. Regarding DTs, we define five components (physical, data, analytical, virtual, and Connection Environments) that we relate to several cognates (i.e., similar but different terms) from existing literature. Regarding Situated Analytics, we review the effects of user embodiment on cognition and cognitive load. Finally, we classify existing partial examples of FTs from the literature and address their construction from Augmented Reality, Geographic Information Systems, Building/City Information Models, and DTs and provide an overview of future directions.
... Such automotive AR HUDs can be used for example to improve driving safety and enjoyment (e.g. Bark et al., 2014;Gabbard et al., 2014;Van Krevelen and Poelman, 2007;Riener, Gabbard, Trivedi), as well as to display information related to automated driving (e.g. Janssen et al., 2019;Paredes et al., 2018;Riener et al., 2019;Wintersberger et al., 2019;Yöntem et al., 2020). ...
Augmented Reality (AR) is emerging fast with a wide range of applications, including automotive AR Head-Up Displays (AR HUD). As a result, there is a growing need to understand human perception of depth in AR. Here, we discuss two user studies on depth perception, in particular on the perspective cue. The first experiment compares the perception of the perspective depth cue (1) in the physical world, (2) on a flat-screen, and (3) on an AR HUD. Our AR HUD setup provided a two-dimensional vertically oriented virtual image projected at a fixed distance. In each setting, participants were asked to estimate the size of a perspective angle. We found that the perception of angle sizes on AR HUD differs from perception in the physical world, but not from a flat-screen. The underestimation of the physical world’s angle size compared to the AR HUD and screen setup might explain the egocentric depth underestimation phenomenon in virtual environments. In the second experiment, we compared perception for different graphical representations of angles that are relevant for practical applications. Graphical alterations of angles displayed on a screen resulted in more variation between individuals' angle size estimations. Furthermore, the majority of the participants tended to underestimate the observed angle size in most conditions. Our results suggest that perspective angles on a vertically oriented fixed-depth AR HUD display mimic more accurately the perception of a screen, rather than the perception of the physical 3D environment. On-screen graphical alteration does not help to improve the underestimation in the majority of cases.
... In 1957, augmented reality appeared in the form of the Sensorama [75], an invention that could deliver visuals, sounds, vibrations, and smells to a viewer. Nevertheless, the term AR started to be used in 1990, when several workers wearing HMDs were guided in assembling electrical wires in aircraft. ...
... Nevertheless, the term AR started to be used in 1990, when several workers wearing HMDs were guided in assembling electrical wires in aircraft. Over the last decade, different applications and devices that employ AR have emerged; for example, the design tool ARToolkit appeared in 2009, Google Glass in 2013, and HoloLens in 2015 [75]. ...
Due to the appearance of COVID-19 in 2019, person-to-person interactions were drastically reduced. The impact of these restrictions on the economic environment was significant. For example, technical assistance for commissioning or adjusting the parameters of some complex machines/installations had to be postponed. Economic operators became interested in the possibility of remote collaboration, depending on the manufactured products and the performance of the production lines that they owned. This bibliographic research was undertaken to address these needs. The purpose of this review was to analyze the current solutions, approaches, and technologies that workers and specialists can implement to obtain a reliable remote collaboration system. This survey focuses on techniques, devices, and tools that are being used in different contexts to provide remote guidance. We present communication cues and methods being employed, the implemented technological support, and the areas that benefit from remote collaboration. We hope that our effort will be useful to those who develop such systems and people who want to learn about the existence of collaborative solutions, and that it will increase awareness about the applications and the importance of the domain. We are convinced that, with the development of communication systems, the advancement of remote support systems will be a goal for many economic operators.
... From a practical perspective, it is not known whether one technology is advantageous over the other (Krichenbauer et al., 2017). While in the past, the challenges posed by AR applications were considered much greater than the challenges posed by VR (Van Krevelen and Poelman, 2007), it can be now expected that, as early as by the year 2019, AR might become a part of VR -a scenario referred to as "dual use" (Ebert et al., 2017, p.64). This idea can be underlined by the following example which shows that the technical and conceptual border between AR and VR cannot be clearly drawn. ...
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Learn how to use augmented reality and virtual reality technology to innovate your business and be ahead of the game.
Augmented reality (AR) and virtual reality (VR) are two contemporary technologies which are emerging as part of the digital transformation, a time of unprecedented global change. AR and VR offer numerous new business opportunities and can for example be used for capturing short-term marketing benefits, to optimise company internal processes, and for the development of new products and services. However, working with AR/VR technology can be tricky, bears substantial risk, and may present firms with significant organisational challenges. Therefore, AR/VR technology efforts must be strategically guided.
This book presents five scientific research case studies of AR/VR technology employment in detail. The case studies are analysed and discussed in depth, and concrete recommendations for practice are given. To illustrate and better understand what working with AR/VR technology means for organisations, Richard Hagl explains and uses the concept of business model innovation (BMI) and offers concrete guidance for entrepreneurs and managers on how to lead their business when working with AR/VR technology.
A must read for anyone who considers AR/VR technology as a means to be ahead of the game!
More details at https://treacherous-waters.com
... Companies use AR/VR applications in almost all areas of their business. Frequent AR/VR applications in the technological environment of a company are, for example, the design of production systems [22][23][24][25] and warehouses [26], the simulation of production processes [27,28], development tasks such as the virtual assembly of a new component [29,30] and the belonging workplace design [31] or support in maintenance, repair, and training tasks [11,29,[32][33][34][35][36]. The used technologies can be classified into mobile/handheld, head-mounted, and projected (Table 1). ...
Various triggers in manufacturing operations lead to engineering changes, such as the conversion of a machine or changes in the factory layout. In companies, the priority is often to avoid engineering changes as they are time-intensive and lead to change costs. If changes cannot be avoided, the implementation must be simplified and accelerated as much as possible. This can be achieved through structured, efficient change processes, which are specifically supported by methods and tools. Augmented Reality (AR) and Virtual Reality (VR) show great potential to facilitate processes and to improve collaboration in the context of engineering changes. By combining these methods and tools, the implementation time of engineering changes can be shortened, and the likelihood of cost-intense planning errors can be reduced. Therefore, the objective of this paper is to present an approach which identifies whether AR and VR are suitable to support the engineering change process steps. The goal is to support the process of recording the current layout, identifying machines, determining the material flow, and visualizing this information and thereby simplify and accelerate the engineering change process. Furthermore, potential collaborations between AR and VR in each engineering change process are identified and described.
... Augmented reality is a technology that enables coexistence of a real world elements enhanced with the computer-generated images. In its definition, it combines the virtual elements with a real 3D environment and in a real time (Krevelen, 2007). Technology is not limited to a head mounted display and it can involve other sensory perceptions aside form just the vision. ...
This chapter presents a workspace redesign of a toolmaker position in a tooling industry towards Industry 4.0. In general, the theory is lacking studies that would pinpoint concrete methodology to present the redesign of a company specific workplace in a way that would follow guidelines of the Industry 4.0 systematically. In this research, the authors have primarily focused on a digital readiness and identification of potential areas and tasks suitable for the implementation of enabling technologies. Collected data are based on the case study conducted in a tooling company. The result is a procedure to generate a systematic approach, a roadmap, towards Industry 4.0. To achieve the redesign of toolmaker's workplace, the authors combined the AS-IS state analysis and use Toolbox Industry 4.0. The effects of a redesigned process manifest in reduced laborious, repetitive manual work, errors, and toolmaker workload.