
Abraham G. Campbell- Doctor of Philosophy
- Professor (Assistant) at University College Dublin
Abraham G. Campbell
- Doctor of Philosophy
- Professor (Assistant) at University College Dublin
Researching the use and application of Augmented Reality and Virtual Reality in Education , Agriculture and Medicine
About
101
Publications
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Introduction
Abraham G. Campbell currently works at the School of Computer Science, University College Dublin. Abraham does research in Virtual Reality , Augmented Reality, Artificial Intelligence, Computer Graphics and Human-computer Interaction. His current research projects are CONSUS, VR VET Anatomy, VR Wikipedia, AHA, ARETE H2020 and his current commercial project is MeetingRoom,
Current institution
Additional affiliations
November 2012 - present
Publications
Publications (101)
https://interactions.acm.org/blog/view/training-for-net-zero-carbon-infrastructure-through-interactive-immersive-technologies
The concept of using mixed reality (MR) as a teaching tool in medical education is undergoing rapid development, and gamification has become a core design tool in many educational experiences. This paper aims to demonstrate how to design and develop a gamified MR application for dentistry education in a dental morphology course lab using a Microsof...
Metaverse is an upcoming transformative technology that will impact our future society with immersive experiences. The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. The Metaverse concept is the most recent trend to encaps...
The adoption of Extended Reality (XR), an umbrella term for augmented, virtual, and mixed reality, has grown over the last few years. But this adoption has been accelerated with the impact of the pandemic, which has demonstrated the value of this technology. XR is becoming a popular solution to facilitate remote learning, remote conferences, and re...
Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) provide a novel way to support medical education, helping medical students learn human anatomy and surgery. Veterinary students face additional learning challenges, as they need to deal with many different species. The same techniques may potentially address the problems associate...
Integration of extended reality (XR) in education is becoming popular to change the traditional classroom with immersive learning environments. The adoption of immersive learning is accelerating as an innovative approach for science and engineering subjects. With new powerful interaction techniques in XR and the latest developments in artificial in...
When learning radiographic techniques on horses, veterinary students must be familiar with radiation safety rules, which are essential to avoid potentially dangerous exposure to the x-ray beam. We propose a collaborative co-located Mixed Reality (MR) system for training students on radiation safety rules allowing staff to guide the students to prac...
Against the backdrop of the boom in Virtual Reality (VR), Mixed Reality (MR) and the looming climate change crisis, this paper explores the design and development of VR and MR applications for simulating Sea Level Rise (SLR). This paper outlines the development and deployment of a mobile VR head-mounted display. The effects of VR technology and Hum...
There is an increasing interest in creating interactive learning applications using innovative interaction technologies, especially in STEM (Science, technology, engineering, and mathematics) subjects. Recent developments in machine learning have allowed for nearly perfect hand-tracking recognition, introducing a touchless modality for interaction...
The limited laboratory equipment and access to large animals hinder training of students in diagnostic imaging and radiology. Virtual Reality (VR) has been utilized to overcome these problems. However, those systems are designed for human radiology; hence, they are not designed for co-located multi-user collaboration that is essential when dealing...
Due to the global pandemic, practical-based teaching in veterinary education has been hugely impacted. Even before the crisis, an innovative way to provide an assessment that could simulate the examination of a cadaver has been a long-standing dream for veterinary schools and faculty. We designed and implemented a summative assessment system using...
The progression and adoption of innovative learning methodologies signify that a respective part of society is open to new technologies and ideas and thus is advancing. The latest innovation in teaching is the use of Augmented Reality (AR). Applications using this technology have been deployed successfully in STEM (Science, Technology, Engineering,...
Touchless technology often called Zero UI has begun to permeate every aspect of our lives as its use became necessary for hygiene measures in public places. The evolution of touchless technology replacing touchscreen interaction started as a luxury concept to give a fancier look to digital interactions, but now it has gained real value as a health-...
Virtual Reality (VR) technology has been shown to achieve remarkable results in multiple fields. Due to the nature of the immersive medium of Virtual Reality it logically follows that it can be used as a high-quality educational tool as it offers potentially a higher bandwidth than other mediums such as text, pictures and videos. This short paper i...
The reliability of ERA5 satellite-based air temperature data is under investigation in this paper. To evaluate this, the ERA5 data will be compared with land-based data obtained from weather stations on the Global Historical Climatology Network. Two climate regions are taken into consideration, temperate and tropical. Five years' worth of data is c...
The adoption of innovative wearable technologies is potentially increasing as a new trend. Jumping into the Augmented Reality (AR) and Metaverse, Facebook (now known as Meta) launched smart glasses partnering with Ray-Ban sunglasses brand’s parent company EssilorLuxottica. Ray-Ban Stories has several technical features for entertainment and sociali...
Innovation in formal and practical learning is an accepted progression and its adoption in learning methodologies is a sign that a respective society is open to new technologies, ideas, and, thus, to advancement. The latest innovation in teaching is the use of Augmented Reality. Applications using this technology have been deployed successfully in...
This preprint has been accepted by IEEE VR 2022. This paper presents an Augmented Reality in-field observation tool to navigate agronomists to annotate the observed issues at precisely targeted underperforming areas. These recorded observation AR annotations are then synchronized in a Web-based Interactive Multi-Layer Mapping Tool for a complete pr...
The Internet of Things (IoT) facilitates real-time decision support within smart environments. Augmented Reality (AR) allows for the ubiquitous visualization of IoT-derived data, and AR visualization will simultaneously permit the cognitive and visual binding of information to the physical object(s) to which they pertain. Essential questions exist...
Experiences within Virtual Worlds spaces are increasingly becoming normalised as the standard form of human interaction, not only for play but also for work and education. The COVID pandemic did not cause this, but because of this existential crisis and Climate change, the development of virtual worlds is speeding up. Their role in society is chang...
The popularity of 3D displays has risen drastically over the past few decades but these displays are still merely a novelty compared to their true potential. The development has mostly focused on Head Mounted Displays (HMD) development for Virtual Reality and in general ignored non-HMD 3D displays. This is due to the inherent difficulty in the crea...
The Internet of Things (IoT) provides unprecedented opportunities for the access to and conflation of a myriad of heterogeneous data to support real-time decision-making within smart environments. Augmented Reality (AR) is on cusp of becoming mainstream and will allow for the ubiquitous visualization of IoT derived data. Such visualization will sim...
The reliability of ERA5 satellite-based air temperature data is under investigation in this paper. To evaluate this, the ERA5 data will be compared with land-based data obtained from weather stations on the Global Historical Climatology Network. Two climate regions are taken into consideration, temperate and tropical. Five years worth of data is co...
The Collaborative Virtual Environments (CVEs) created by Mixed Reality (MR) technologies have been classified as symmetric and asymmetric CVEs, where the latter aim to provide different authorities for different collaborator roles utilizing heterogeneous techniques that cover the full gamut of Milgram’s Mixed Reality continuum. The Light Field Disp...
Touchless Technology is facilitating the move to Zero User Interface(UI) propelled by the COVID-19 pandemic which has accelerated the use of this technology due to hygiene requirements. Zero UI can be defined as a controlled interface that enables user interaction with technology through voice, gestures, hand interaction, eye tracking, and biometri...
This paper summaries a case study conducted by Meetingroom and Bank of Ireland in exploring the use of virtual reality to conduct meetings online. The case study was to compare virtual reality meetings to traditional video teleconferencing software. The results point to the improved feelings of presence, closeness, and arousal for virtual reality e...
Innovation in formal and practical learning is an accepted progression and its adoption in learning methodologies is a sign that a respective society is open to new technologies, ideas, and, thus, to advancement. The latest innovation in teaching is the use of Augmented Reality. Applications using this technology have been deployed successfully in...
The objective of the study is to compare a smartphone AR self-learning application with a non-AR smartphone app teaching tool to see which one will more effectively support veterinary students' self-learning. To achieve this, participants will install a mobile application and use it as a self-learning support tool. Feedback will be obtained via a S...
Xuanhui Xu, Abey Campbell, Eleni Mangina. Can the head-mounted device improve medical education quality? Protocol for a systematic review. PROSPERO 2020 CRD42020165310 Available from: https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42020165310
Augmented Reality and Virtual Reality become increasingly popular in scientific visualization especially for education where they can support collaborative scientific visualization experiences in the classroom. However, the inherent limitations of head-mounted AR and VR tools are stemming the popularization of these existing content-sharing tools....
Background: Virtual Reality (VR) and Augmented Reality (AR) technologies provide a novel experiential learning environment that can revolutionise medical education. These technologies have limitless potential as they provide in effect an infinite number of anatomical models to aid in foundational medical education. The 3D teaching models used withi...
During the last decade, there has been a surge in research studies exploring the adoption of Augmented Reality (AR) in educational settings. Within these multiple research studies, AR's capability to extend the teaching and learning environment with augmented 3D learning objects with enhanced interactive capabilities have been demonstrated. This ne...
The popularity of 3D displays has risen drastically over the past few decades but these displays are still merely a novelty compared to their true potential. The development has mostly focused on Head Mounted Displays (HMD) development for Virtual Reality and in general ignored non-HMD 3D displays. This is due to the inherent difficulty in the crea...
Augmented Reality (AR), with its potential to bridge the virtual
and real environments, creates new possibilities to develop more
engaging and productive learning experiences. Evidence is beginning
to emerge that this sophisticated technology offers new ways to
improve the learning process for better interaction and engagement
with students.
Rece...
Augmented Reality (AR) learning has successfully been proven to support new learning pedagogies. The pedagogical approach of Kinesthetic Learning or "Learning by Doing" using AR combined with virtual touchless hand interaction and machine learning agents has not been explored in great detail. Fundamentally this exploration of touchless technologies...
The Interactions website (interactions.acm.org) hosts a stable of bloggers who share insights and observations on HCI, often challenging current practices. Each issue we'll publish selected posts from some of the leading and emerging voices in the field.
University College Dublin (a) Views from the two users (b) System setup (c) Different position has different viewing angle Figure 1: The view from the two users, system setup, and user position-viewing angle chart ABSTRACT As a promising alternative to VR head-mounted displays, current autostereoscopic displays and light field displays require high...
VR remote learning is an environment-friendly approach for anatomy learning compared with the paper-based, physical model or prepared specimens. However, VR devices can potentially be costly pieces of equipment, and inexperienced users can experience un-wanted symptoms like motion sickness. To solve these problems, an asymmetrical system has been d...
Background:
Immersive Virtual Reality (iVR) storytelling is a concept that merges ground-breaking virtual reality technology with the traditional art of storytelling. Virtual reality storytelling offers a rare opportunity to present abstract experiences that challenge boundaries, heighten emotions, and convey previously intangible concepts. Scient...
With the spread of Covid-19, the area of interaction technology research has completely changed. The pandemic has created a higher demand for technologies that allow us to avoid touching devices. Before the pandemic, the world had a harder time understanding the importance of touchless technology, and even then it was not imagined in this context....
During the last decade, there has been an increase in the development of training systems based on Virtual Reality (VR) and Augmented Reality (AR). This paper describes work in progress on exploring the challenges in the creation of anatomy simulators for professionals such as Doctors and Veterinarians. Given the current limitations of workstation...
Advances in virtual immersive and augmented reality technology, commercially available for the entertainment and gaming industry, hold potential for education and clinical use in medicine and the field of radiology. Radiology departments have begun exploring the use of these technologies to help with radiology education and training. The purpose of...
This paper examines the use of Virtual Reality to conduct meetings online and compares them with an approach using traditional video teleconferencing software. The research was conducted using Virtual Reality meeting software and Skype for Business as test environments to compare a Virtual Reality meeting versus a Video conferencing environment. Th...
This paper discusses the first prototype of Wikipedia VR. It discusses the challenges surrounding building a text-based media application in virtual reality such as eye strain issues and focuses on the creation of an environment that can parse existing web content for consumption within 3D space. Wikipedia is used as the basis for design of a progr...
Technology in education is rapidly changing the way that students learn. This allows for the creation of learning tools that provide better interaction, creative engagement and adaptability to a learner. Augmented Reality (AR) is one of these emerging technologies which can facilitate the development of new learning tools. AR has successfully been...
Nowadays unbalanced crop yield and population growth have led to people worry about a potential future "Agricultural Crisis". To increase the arable land-use efficiency, this research has focused on the development of Augmented Reality based Agricultural information visualization and fieldwork navigation tool. This tool has been developed to provid...
Future auto-stereoscopic displays offer us an amazing possibility of virtual reality without the need for head mounted displays. Since fundamentally though we only need to generate viewpoints for known observers, the classical approach to render all views at once is wasteful in terms of GPU resources and limits the scale of an auto-stereoscopic dis...
Disaster Risk Reduction (DRR) has become the predominant strategy for pre‐emptively countering the havoc threatened by natural hazards, complementing traditional disaster management and recovery activities. An important component of DRR activities is community involvement, imbuing the community with a sense of ownership of the risk reduction proces...
3-9% school-aged children in Ireland are estimated
to be affected by ADHD (Attention Deficit Hyperactivity Disorder),
according to HSE (Health Service Executive). Typical comorbid
conditions include: anxiety disorder, oppositional defiant
disorder, conduct disorder, depression, sleep problems, epilepsy,
learning difficulties, etc. As such, unless e...
There still exists multiple challenges in the education of veterinary students. One particular challenge, which is thought to be impossible to solve, is a timeless issue of a lack of anatomy materials. Either due to a lack of donations or simply the financial costs of storage limit the availability of anatomy materials to any given module. Hence, m...
The Internet of Things promises to revolutionise our lives but for all the largescale research into the field, one area has been neglected. This is the simple task of training staff to correctly place devices in an environment to create an ad-hoc wireless network that these devices require to be connected.
This training must include reference to ob...
The research described in this paper, focuses on a virtual reality headset system that integrates the Oculus Rift VR headset with a low cost Unmanned Aerial Vehicle (UAV) to allow for drone teleoperation and telepresence using the Robot Operating System (ROS). We developed a system that allows the pilot to fly an AR Drone through natural head movem...
Congenital heart disease is the most common congenital abnormality affecting 8 per 1000 children. Children with univentricular circulation undergo three staged procedures, the last of which is a Fontan procedure. In some children, the anatomical arrangement makes completion of the Fontan procedure highly complicated, and in some cases not possible,...
Endovascular surgery is a continually developing branch of vascular surgery where the therapeutic intervention is performed from within the lumen of the vessel, usually under X-ray guidance. When the major artery of the body (aorta) becomes swollen (aneurysm), there is a danger of rupture, leading to catastrophic blood loss and death. An essential...
This paper outlines a Tele-presence framework to facilitate teaching in future mixed reality spaces. In a world where the increasing use of Massive Open Online Courses (MOOC) are beginning to compete with traditional university education, due in part to the rapid increase in student fees across the world, is there a middle ground where the advantag...
Achieving the vision of Ambient Intelligence, a world where devices adapt and anticipation our needs without intervention, requires a device to connect to multiple sensors to achieve this goal. One solution to this goal is to create a sensor web between sensors. This proves to be challenging due to the range of devices, different application requir...
With the increasing availability of sensors within smartphones and within the world at large, a question arises about how this sensor data can be leveraged by Augmented Reality (AR) devices. AR devices have traditionally been limited by the capability of a given device's unique set of sensors. Connecting sensors from multiple devices using a Sensor...
We increasingly live in a world where sensors have become truly ubiquitous in nature. Many of these sensors are an integral part of devices such as smartphones, which contain sufficient sensors to allow for their use as Augmented Reality (AR) devices. This AR experience is limited by the precision and functionality of an individual device's sensors...
With the vast number of sensors on current and future mobile computing devices, as well as within our environment, a revolution in HCI is taking place. Devices with multiple sensors enable navigation applications, location-based searches, touch-based interfaces with haptic feedback and the promise of Augmented Reality, with devices such as Google G...
Over the last number of years, multiple research projects have begun to create augmented reality (AR) applications that use augmented reality agents, or AuRAs, as their principle interaction and development paradigm. This paper aims to address this new and distinct field of AuRAs by asking three questions: why should AuRAs be researched, when are t...
Networked robotic applications enable robots to operate in distant, hazardous, or otherwise inaccessible environments, such as search and rescue, surveillance, and exploration applications.
The most difficult challenge which persists for such systems is that of supporting effective human-robot interaction, as this usually demands managing dynamic v...
Addressing the obesity epidemic that plagues many societies remains an outstanding public health issue. One innovative approach to addressing this problem is Exergaming. A combination of Exercise and Gaming, the objective is to motivate people participate in exercise regimes, usually in their home environment. In this article a more holistic interp...
Augmented Reality (AR) is a relatively new and emerging field within Computer Science. Augmented Reality allows for 3D imagery to co-exist in the same physical space as a user, thus augmenting their physical world. A number of commercial AR applications and a multitude of AR academic research projects have begun to explore this new frontier. The cr...
In recent years, an increasing number of Mixed Reality (MR) applications have been developed using agent technology — both for the underlying software and as an interface metaphor. However, no unifying field or theory currently exists that can act as a common frame of reference for these varied works. As a result, much duplication of research is ev...
Addressing the obesity epidemic that plagues many societies remains an outstanding public health issue. One innovative approach to addressing this problem is Exergaming. A combination of "Exercise" and "Gaming", the objective is to motivate people participate in exercise regimes, usually in their home environment. In this paper a more holistic inte...
This paper proposes a virtual environment system called a lightweight affordable immersion room (LAIR) that we propose for use in space and financially constrained situations. The LAIR consists of four walls arranged in a square providing a 360° degree view. By using front projection and two projectors per wall, the LAIR provides a compact environm...
The aim of this project has been to create NEXUS, a framework that supports fusion of the physical and the virtual, creating a single world in which people can interact with deliberative agents in their own space. This work promotes a more orthogonal perspective for the development of artificial systems and their functionality as tools. This NEXUS...
This paper aims to demonstrate how behav-ioural realism can be achieved by situating intentional agents within an Augmented Reality (AR) framework. We contest that imbuing agents with the ability to virtually sense the world within which they are situated produces a heightened sense of behavioural realism. We introduce the reader to NeXuS, a framew...
NeXuS[1] is a framework for the development of Augmented Reality (AR) applications that utilises perceptive intentional agents to create rich interactive environments where traditional boundaries between virtual and physical spaces may be overcome. The NeXuS framework demonstrates how behavioural realism can be achieved by placing such agents withi...
This paper explores the challenge of deliver-ing Behavioural Realism to embedded avatars. An agent based approach is adopted and demon-strated within a Mixed Reality (MR) environ-ment. The realism of an avatar is driven by the state of the intentional agent that underpins its behaviour. The traditional disconnect often found with avatars that exhib...