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This paper presents BrainChat, an augmented reality based multiuser concept for brain-computer interfaces. The goal is to provide seamless communication based only on thoughts. A working prototype is presented, which demonstrates two-person textual communication based on non-invasive brain computer interfaces. Design choices are discussed and directions for future work are provided, considering the...
One quarter of women who undergo breast lumpectomy to treat early-stage breast cancer in the United States undergo a repeat surgery due to concerns that residual tumor was left behind. This has led to a significant increase in women choosing mastectomy operations in the United States. We have developed a mixed-reality system that projects a 3D “hologram” of images from a breast MRI onto a patient...
We present ‘ARClassNote’, an Augmented Reality application that enables users to save and share handwritten notes across multiple optical see-through Head Mounted Devices. In an augmented classroom environment, ‘ARClassNote’ makes it easier to achieve bilateral communication between instructors and students, and share written class materials without occlusion. We showcase how each component of ‘ARClassNote’...
Although AR technology has been largely dominated by visual media, a number of AR tools using both visual and auditory feedback have been developed specifically to assist people with low vision or blindness – an application domain that we term Augmented Reality for Visual Impairment (AR4VI). We describe two AR4VI tools developed at Smith-Kettlewell, as well as a number of pre-existing examples. We...
The choice of poses for camera calibration with planar patterns is only rarely considered — yet the calibration precision heavily depend on it. This work presents a pose selection method that explicitly avoids singular pose configurations which would lead to an unreliable solution. Consequently camera poses are favoured that reduce the uncertainty of the calibration parameters most. For this purpose...
Hand Gesture Recognition is completed on top-view hand images observed by a Time of Flight(ToF) camera in a car. The work attempts to solve two important problems of touchless interactions inside a car. First, low latency identification of the gestures which are unobtrusive for the driver. Second, reducing the labelled data required to train learning based solutions, this is particularly important...
Digital impressions of teeth, obtained through intra-oral scanning, allow for more efficient and cost effective treatments of many dental indications. Current state-of-the-art intra-oral impression acquisition systems make use of a separate monitor to show the scanning progress, forcing the dentist to divert attention away from the scanner and the patient. In this paper, we present an augmented reality...
This paper proposes an innovative method for reducing the visually induced motion sickness (MS) occurred in a 3D immersive virtual environment (VE) by utilizing a flexible dynamic scene smoothing approach based on saliency analysis. A saliency model based on fully convolutional network (FCN) is first trained to establish the saliency map, then the probability maps representing the salient information...
Hand gestures provide a natural and an intuitive way of user interaction in AR/VR applications. However, the most popular and commercially available devices such as the Google Cardboard and Wearality1 still employ only primitive modes of interaction such as the magnetic trigger, conductive lever and have limited user-input capability. The truly instinctual gestures work only with inordinately priced...
This paper proposes a method of embedding AR (augmented reality) markers in a high-speed video sequence so that they are imperceptible to human eyes. The embedded markers appear for very short periods and keep changing their positions at lightning speed. By carefully designing the timings of marker display, a camera with a sufficiently short exposure time running at any frame rate is able to detect...
VR has now come from industry to everyday application. Mainstream software and devices allow artists to create contents with a fast learning curve. Since 2014, with the launch of Google Cardboard and 360 cameras at a reasonable price, with the massive success of Unity 3D and Unreal UDK, real-time immersion no longer stands in the hands of experts but spreads to creative enthusiasts which result in...
Single point active alignment method (SPAAM) has become the basic calibration method for optical-see-through head-mounted displays since its appearance. However, SPAAM is based on a simple static pinhole camera model that assumes a static relationship between the user's eye and the HMD. Such theoretic defects lead to a limitation in calibration accuracy. We model the eye as a dynamic pinhole camera...
Smartphones are a popular device class for mobile Augmented Reality but suffer from a limited input space. Around-device interaction techniques aim at extending this input space using various sensing modalities. In this paper we present our work towards extending the input area of mobile devices using front-facing device-centered cameras that capture reflections in the cornea. As current generation...
This paper explores freehand physical interaction in egocentric Mixed Reality by performing a usability study on the use of hand posture estimation sensors. We report on precision, interactivity and usability metrics in a task-based user study, exploring the importance of additional visual cues when interacting. A total of 750 interactions were recorded from 30 participants performing 5 different...
An old but still ongoing subject of debate among augmented reality (AR) experts is about which see-through paradigm is best in wearable AR displays. Video see-through (VST) and optical see-through (OST) paradigms have both their own strengths and shortcomings with respect to technological and human-factor aspects. The major difference between these see-through paradigms is in providing an aided (VST)...
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