Using Virtual Reality and Augmented Reality to Teach Human Anatomy

Total Page:16

File Type:pdf, Size:1020Kb

Using Virtual Reality and Augmented Reality to Teach Human Anatomy A Thesis entitled Using Virtual Reality and Augmented Reality to Teach Human Anatomy by Keerthi Kandikonda Submitted to the Graduate Faculty as partial fulfillment of the requirements for the Master of Science Degree in Engineering. Dr. Jackson Carvalho, Committee Chair Dr. Mohammed Niamat, Committee Member Dr. Richard Molyet, Committee Member Dr. Patricia Komuniecki, Dean College of Graduate Studies The University of Toledo May 2011 Copyright 2011, Keerthi Kandikonda This document is copyrighted material. Under copyright law, no parts of this document may be reproduced without the expressed permission of the author. An Abstract of Using Virtual Reality and Augmented Reality to Teach Human Anatomy by Keerthi Kandikonda Submitted to the Graduate Faculty as partial fulfillment of the requirements for the Master of Science Degree in Engineering. The University of Toledo May 2011 As technology is advancing, biomedical engineering and computer engineering are merging to provide support for the various medical and health care applications. Virtual reality and augmented reality are two technologies in computer graphics which can be used to create applications to aid the teaching of the human anatomy. Using these two technologies, virtual 3D models of various parts of the human body can be created and interacted with. The present work addresses a case study of such technologies, their advantages and disadvantages in designing and interacting with virtual 3D models for teaching human anatomy. For this, I have created a 3D virtual model of the human spine and have performed basic interactions with it. I then showed an application in augmented reality using the 3D spine model and compared both the technologies. iii Acknowledgments I would like to thank my advisor Dr. Jackson Carvalho, for giving me an opportunity to work under his supervision. He has supported me all the way and also encouraged me in doing a productive research. He has been very helpful and understanding throughout. I would like to thank my thesis committee members Dr. Mohammed Niamat and Dr.Richard Molyet who have agreed to evaluate my research work. I would also like to thank the EECS department and the Graduate Studies department for supporting me financially, which helped me in completing my work without any financial obstacles. I am grateful to my parents, brother and sister in law for encouraging me to do my further studies. I love and adore my father very deeply and it is because of him that I am what I am today. Without the support of my family, it would not have been possible for me to achieve a graduate degree. They have helped me in every phase of my life and thoroughly believed in my abilities. I thank my uncle Mr. Andy for supporting me and spending a lot of his time on me. I would like to thank my friends here, for being there for me when I needed them. A special thanks to my friend Sankeerth for helping me in many ways and being a true friend. Finally, I would like to thank God Almighty for giving me this blessed opportunity. iv Contents Acknowledgments ............................................................................................................ iv List of Tables .................................................................................................................... ix List of Figures .................................................................................................................... x Chapter 1 ........................................................................................................................... 1 Introduction ....................................................................................................................... 1 1.1 Motivation ................................................................................................................. 1 1.2 Objectives .................................................................................................................. 2 1.3 Thesis Organization................................................................................................... 3 Chapter 2 ........................................................................................................................... 4 Human Computer Interaction, Virtual Reality and Augmented Reality .................... 4 2.1 Human Computer Interaction .................................................................................... 4 2.1.1 The Interface Architecture .................................................................................. 5 2.2 Virtual Reality ........................................................................................................... 6 2.2.1 History of Virtual Reality ................................................................................... 6 2.2.2 Types of Virtual Reality ..................................................................................... 8 v 2.2.3 Modeling an Object in Virtual Reality ............................................................... 8 2.3 What is Augmented Reality ...................................................................................... 9 2.3.1 History of Augmented Reality .......................................................................... 11 2.3.2 Applications of Augmented Reality ................................................................. 12 Chapter 3 ......................................................................................................................... 18 Working of Augmented Reality for Virtual 3D models .............................................. 18 3.1 How Augmented Reality Works ............................................................................. 18 3.2 Augmented Reality Using a Webcam and Flash ..................................................... 19 3.3 Software Used to Develop an Augmented Reality Application Using Flash ......... 19 3.3.1 Flash Professional CS5 ..................................................................................... 19 3.3.2 Adobe Flash Player 10 ...................................................................................... 20 3.3.3 FLAR Marker Generator .................................................................................. 20 3.3.4 Flex SDK Code library ..................................................................................... 20 3.3.5 FLARToolkit Library ....................................................................................... 21 3.3.6 Papervision 3D Code Library ........................................................................... 21 3.3.7 Web Camera ..................................................................................................... 21 3.4 Creating an Augmented Reality Application .......................................................... 21 3.5 Code for Generating Augmented Reality Application ............................................ 27 Chapter 4 ......................................................................................................................... 33 2D Spine Model ............................................................................................................... 33 vi 4.1 The Blender Interface .............................................................................................. 33 4.1.1 The Window System ............................................................................................ 33 4.1.2 The Default Scene ............................................................................................ 33 4.1.3 The Blender Toolbox ........................................................................................ 39 4.1.4 Menus ............................................................................................................... 41 4.1.5 Panels ................................................................................................................ 41 4.1.6 Screens and Scenes ........................................................................................... 43 4.1.7 The Layer System ............................................................................................. 43 4.2 Creating a 2D Model Using Blender ....................................................................... 44 Chapter 5 ......................................................................................................................... 50 Modeling with Maya ....................................................................................................... 50 5.1 Autodesk Maya ....................................................................................................... 50 5.2 History of Maya ...................................................................................................... 50 5.3 A Brief Description of the Maya Interface .............................................................. 51 5.3.1 Menu Bar .......................................................................................................... 51 5.3.2 Status Line ...................................................................................................... 52 5.3.3 Shelf .................................................................................................................. 53 5.3.4 Workspace ........................................................................................................ 53 5.3.5 Channel Box ................................................................................................... 54 5.3.6 Toolbox ............................................................................................................
Recommended publications
  • A Review About Augmented Reality Tools and Developing a Virtual Reality Application
    Academic Journal of Science, CD-ROM. ISSN: 2165-6282 :: 03(02):139–146 (2014) $5(9,(:$%287$8*0(17('5($/,7<722/6$1' '(9(/23,1*$9,578$/5($/,7<$33/,&$7,21%$6('21 ('8&$7,21 0XVWDID8ODVDQG6DID0HUYH7DVFL )LUDW8QLYHULVLW\7XUNH\ Augmented Reality (AR) is a technology that gained popularity in recent years. It is defined as placement of virtual images over real view in real time. There are a lot of desktop applications which are using Augmented Reality. The rapid development of technology and easily portable mobile devices cause the increasing of the development of the applications on the mobile device. The elevation of the device technology leads to the applications and cause the generating of the new tools. There are a lot of AR Tool Kits. They differ in many ways such as used methods, Programming language, Used Operating Systems, etc. Firstly, a developer must find the most effective tool kits between them. This study is more of a guide to developers to find the best AR tool kit choice. The tool kit was examined under three main headings. The Parameters such as advantages, disadvantages, platform, and programming language were compared. In addition to the information is given about usage of them and a Virtual Reality application has developed which is based on Education. .H\ZRUGV Augmented reality, ARToolKit, Computer vision, Image processing. ,QWURGXFWLRQ Augmented reality is basically a snapshot of the real environment with virtual environment applications that are brought together. Basically it can be operated on every device which has a camera display and operation system.
    [Show full text]
  • Augmented Reality & Virtual Reality Is Now a Reality for Enterprises
    WHITE PAPER AUGMENTED REALITY & VIRTUAL REALITY IS NOW A REALITY FOR ENTERPRISES- THE FUTURE IS HERE! Abstract Innovation and next-generation technologies have completely changed the way we work, live and possibly even the way we think. AI, Augmented Reality (AR), Virtual Reality (VR), and Blockchain are just some of the technologies that have affected how we consume art, music, movies, and how we communicate, shop, and travel. We are in the midst of a complete digital revolution. This perspective paper illustrates a point of view on the use of mixed reality (MR) in today’s enterprise environment, and covers-- virtual reality and augmented reality, market trends, industry examples, and challenges within organizations that are adopting mixed reality. In short, it sheds light on what the future is expected to look like in the context of enterprise disruption with MR. Introduction Johnny Mnemonic, the Lawnmower Man, Minority Report, the Matrix, Minority Report, the Terminator 2, Ironman… Besides captivating audiences with their Everyone seems to know what VR headsets using special electronic equipment, such as stunning visual effects, these films all have are, and the popularity of Pokémon a helmet with an internal screen or gloves one thing in common - they showcase how Go almost allows omission of a basic fitted with sensors.” VR can digitally recreate MR technologies could be potentially used introduction to AR. Though they are often the environment around you, or give you in the future. used interchangeably, it is essential to clarify the impression you are somewhere entirely that AR and VR are not the same.
    [Show full text]
  • A Java Implementation of a Portable Desktop Manager Scott .J Griswold University of North Florida
    UNF Digital Commons UNF Graduate Theses and Dissertations Student Scholarship 1998 A Java Implementation of a Portable Desktop Manager Scott .J Griswold University of North Florida Suggested Citation Griswold, Scott .,J "A Java Implementation of a Portable Desktop Manager" (1998). UNF Graduate Theses and Dissertations. 95. https://digitalcommons.unf.edu/etd/95 This Master's Thesis is brought to you for free and open access by the Student Scholarship at UNF Digital Commons. It has been accepted for inclusion in UNF Graduate Theses and Dissertations by an authorized administrator of UNF Digital Commons. For more information, please contact Digital Projects. © 1998 All Rights Reserved A JAVA IMPLEMENTATION OF A PORTABLE DESKTOP MANAGER by Scott J. Griswold A thesis submitted to the Department of Computer and Information Sciences in partial fulfillment of the requirements for the degree of Master of Science in Computer and Information Sciences UNIVERSITY OF NORTH FLORIDA DEPARTMENT OF COMPUTER AND INFORMATION SCIENCES April, 1998 The thesis "A Java Implementation of a Portable Desktop Manager" submitted by Scott J. Griswold in partial fulfillment of the requirements for the degree of Master of Science in Computer and Information Sciences has been ee Date APpr Signature Deleted Dr. Ralph Butler Thesis Advisor and Committee Chairperson Signature Deleted Dr. Yap S. Chua Signature Deleted Accepted for the Department of Computer and Information Sciences Signature Deleted i/2-{/1~ Dr. Charles N. Winton Chairperson of the Department Accepted for the College of Computing Sciences and E Signature Deleted Dr. Charles N. Winton Acting Dean of the College Accepted for the University: Signature Deleted Dr.
    [Show full text]
  • Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration
    ORIGINAL RESEARCH published: 14 June 2021 doi: 10.3389/frvir.2021.697367 Eye See What You See: Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration Allison Jing*, Kieran May, Gun Lee and Mark Billinghurst Empathic Computing Lab, Australian Research Centre for Interactive and Virtual Environment, STEM, The University of South Australia, Mawson Lakes, SA, Australia Gaze is one of the predominant communication cues and can provide valuable implicit information such as intention or focus when performing collaborative tasks. However, little research has been done on how virtual gaze cues combining spatial and temporal characteristics impact real-life physical tasks during face to face collaboration. In this study, we explore the effect of showing joint gaze interaction in an Augmented Reality (AR) interface by evaluating three bi-directional collaborative (BDC) gaze visualisations with three levels of gaze behaviours. Using three independent tasks, we found that all bi- directional collaborative BDC visualisations are rated significantly better at representing Edited by: joint attention and user intention compared to a non-collaborative (NC) condition, and Parinya Punpongsanon, hence are considered more engaging. The Laser Eye condition, spatially embodied with Osaka University, Japan gaze direction, is perceived significantly more effective as it encourages mutual gaze Reviewed by: awareness with a relatively low mental effort in a less constrained workspace. In addition, Naoya Isoyama, Nara Institute of Science and by offering additional virtual representation that compensates for verbal descriptions and Technology (NAIST), Japan hand pointing, BDC gaze visualisations can encourage more conscious use of gaze cues Thuong Hoang, Deakin University, Australia coupled with deictic references during co-located symmetric collaboration.
    [Show full text]
  • LWUIT Developer's Guide
    Lightweight UI Toolkit Developer’s Guide Part No. 07-08-10 July 2010 Copyright © 2008, 2010 Oracle and/or its affiliates. All rights reserved. This software and related documentation are provided under a license agreement containing restrictions on use and disclosure and are protected by intellectual property laws. Except as expressly permitted in your license agreement or allowed by law, you may not use, copy, reproduce, translate, broadcast, modify, license, transmit, distribute, exhibit, perform, publish, or display any part, in any form, or by any means. Reverse engineering, disassembly, or decompilation of this software, unless required by law for interoperability, is prohibited. The information contained herein is subject to change without notice and is not warranted to be error-free. If you find any errors, please report them to us in writing. If this is software or related software documentation that is delivered to the U.S. Government or anyone licensing it on behalf of the U.S. Government, the following notice is applicable: U.S. GOVERNMENT RIGHTS Programs, software, databases, and related documentation and technical data delivered to U.S. Government customers are "commercial computer software" or "commercial technical data" pursuant to the applicable Federal Acquisition Regulation and agency-specific supplemental regulations. As such, the use, duplication, disclosure, modification, and adaptation shall be subject to the restrictions and license terms set forth in the applicable Government contract, and, to the extent applicable by the terms of the Government contract, the additional rights set forth in FAR 52.227-19, Commercial Computer Software License (December 2007). Oracle America, Inc., 500 Oracle Parkway, Redwood City, CA 94065.
    [Show full text]
  • Evaluating Performance Benefits of Head Tracking in Modern Video
    Evaluating Performance Benefits of Head Tracking in Modern Video Games Arun Kulshreshth Joseph J. LaViola Jr. Department of EECS Department of EECS University of Central Florida University of Central Florida 4000 Central Florida Blvd 4000 Central Florida Blvd Orlando, FL 32816, USA Orlando, FL 32816, USA [email protected] [email protected] ABSTRACT PlayStation Move, TrackIR 5) that support 3D spatial in- teraction have been implemented and made available to con- We present a study that investigates user performance ben- sumers. Head tracking is one example of an interaction tech- efits of using head tracking in modern video games. We nique, commonly used in the virtual and augmented reality explored four di↵erent carefully chosen commercial games communities [2, 7, 9], that has potential to be a useful ap- with tasks which can potentially benefit from head tracking. proach for controlling certain gaming tasks. Recent work on For each game, quantitative and qualitative measures were head tracking and video games has shown some potential taken to determine if users performed better and learned for this type of gaming interface. For example, Sko et al. faster in the experimental group (with head tracking) than [10] proposed a taxonomy of head gestures for first person in the control group (without head tracking). A game ex- shooter (FPS) games and showed that some of their tech- pertise pre-questionnaire was used to classify participants niques (peering, zooming, iron-sighting and spinning) are into casual and expert categories to analyze a possible im- useful in games. In addition, previous studies [13, 14] have pact on performance di↵erences.
    [Show full text]
  • Agisoft Photoscan User Manual Standard Edition, Version 1.3 Agisoft Photoscan User Manual: Standard Edition, Version 1.3
    Agisoft PhotoScan User Manual Standard Edition, Version 1.3 Agisoft PhotoScan User Manual: Standard Edition, Version 1.3 Publication date 2017 Copyright © 2017 Agisoft LLC Table of Contents Overview ......................................................................................................................... iv How it works ............................................................................................................ iv About the manual ...................................................................................................... iv 1. Installation and Activation ................................................................................................ 1 System requirements ................................................................................................... 1 GPU acceleration ........................................................................................................ 1 Installation procedure .................................................................................................. 2 Restrictions of the Demo mode ..................................................................................... 2 Activation procedure ................................................................................................... 3 2. Capturing photos ............................................................................................................ 4 Equipment ................................................................................................................
    [Show full text]
  • N Polys Advanced X3D [Autosaved]
    Web3D 2011 Tutorial: Advanced X3D Nicholas Polys: Virginia Tech Yvonne Jung: Fraunhofer IGD Jeff Weekly, Don Brutzman: Naval Postgraduate School Tutorial Outline Recent work in the Web3D Consortium Heading to ISO this month! • X3D : Advanced Features • X3D Basics • Advanced rendering (Yvonne Jung) • Volumes • Geospatial • CAD • Units (Jeff Weekly) • Authoring 2 Open Standards www.web3d.org • Portability • Durability • IP-independence • International recognition and support : the Standard Scenegraph Scene graph for real-time interactive delivery of virtual environments over the web: • Meshes, lights, materials, textures, shaders • Integrated video, audio Event ROUTE • Animation • Interaction • Scripts & Behaviors Sensor • Multiple encodings (ISO = XML, VRML-Classic, Binary) • Multiple Application Programming Interfaces (ISO = ECMA, Java) • X3D 3.3 includes examples for Volume rendering, CAD and Geospatial support! Web3D Collaboration & Convergence W3C ISO OGC - XML - Web3DS - HTML 5 -CityGML - SVG - KML Interoperability Web3D Consortium IETF & Access - Mime types Across Verticals - Extensible 3D (X3D) - Humanoid Animation (H-Anim) - VRML DICOM - N-D Presentation State - DIS - Volume data Khronos - OpenGL, WebGL - COLLADA Adoption Immersive X3D • Virginia Tech Visionarium: VisCube • Multi-screen, clustered stereo rendering • 1920x1920 pixels per wall (x 4) • Infitech Stereo • Wireless Intersense head & wand • Instant Reality 7 VT Visionarium • Output from VMD • Jory Z. Ruscio, Deept Kumar, Maulik Shukla, Michael G. Prisant, T. M. Murali,
    [Show full text]
  • Työohjeistuksen Kehittäminen Lisätyn Todellisuuden Avulla
    Minna Vanhatapio TYÖOHJEISTUKSEN KEHITTÄMINEN LISÄTYN TODELLISUUDEN AVULLA Tukiasematehtaan tuotanto TYÖOHJEISTUKSEN KEHITTÄMINEN LISÄTYN TODELLISUUDEN AVULLA Tukiasematehtaan tuotanto Minna Vanhatapio Opinnäytetyö Syksy 2016 YAMK, Teknologialiiketoiminta Oulun ammattikorkeakoulu TIIVISTELMÄ Oulun ammattikorkeakoulu Ylempi ammattikorkeakoulututkinto, Teknologialiiketoiminta Tekijä: Minna Vanhatapio Opinnäytetyön nimi: Työohjeistuksen kehittäminen lisätyn todellisuuden avulla, Tukiasematehtaan tuotanto Työn ohjaaja: Hannu Päätalo Työnvalmistumislukukausi ja -vuosi: Syksy 2016 Sivumäärä: 107 Opinnäytetyössä tutustuttiin Augmented Reality -tekniikkaan eli lisättyyn todellisuuteen. Lisätyllä todellisuudella tarkoitetaan reaaliaikaista näkymää, jonka päälle lisätään tietokonegrafiikalla tuo- tettua informaatiota kuten 3D-kuvia, ääntä ja videoita. Informaatio voidaan näyttää esimerkiksi äly- puhelimessa, tabletissa, tietokoneen näytöllä tai älylaseilla. Tavoitteena oli tarjota toimeksiantajalle kattava kuva lisätystä todellisuudesta ja sen tämän hetkisistä mahdollisuuksista työohjeistuksessa sekä selvittää mitä hyötyjä sillä voitaisiin saavuttaa Nokia Networksin tukiasematuotannossa. Työssä tutkittiin voitaisiinko lisätyn todellisuuden avulla tuotannon työohjeistusta parantaa, sekä pohdittiin laajemmin mitä tekniikan käyttöönotto vaatii ja mitä kaikkea on otettava huomioon. Tutki- mus suoritettiin tutustumalla tekniikkaa kehittäneiden tutkijoiden tutkimuksiin, käyttäjien ja eri käyt- töalojen ammattilaisten arviointeihin sekä haastateltiin
    [Show full text]
  • Virtual and Augmented Reality
    Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ...........................................................
    [Show full text]
  • Visualisation and Generalisation of 3D City Models
    Visualisation and Generalisation of 3D City Models Bo Mao August 2010 TRITA SoM 2010-08 ISSN 1653-6126 ISRN KTH/SoM/-10/08/-SE ISBN 978-91-7415-715-4 © Bo Mao 2010 Licentiate Thesis Geoinformatics Division Department of Urban Planning and Environment Royal Institute of Technology (KTH) SE-100 44 STOCKHOLM, Sweden ii Abstract 3D city models have been widely used in different applications such as urban planning, traffic control, disaster management etc. Effective visualisation of 3D city models in various scales is one of the pivotal techniques to implement these applications. In this thesis, a framework is proposed to visualise the 3D city models both online and offline using City Geography Makeup Language (CityGML) and Extensible 3D (X3D) to represent and present the models. Then, generalisation methods are studied and tailored to create 3D city scenes in multi- scale dynamically. Finally, the quality of generalised 3D city models is evaluated by measuring the visual similarity from the original models. In the proposed visualisation framework, 3D city models are stored in CityGML format which supports both geometric and semantic information. These CityGML files are parsed to create 3D scenes and be visualised with existing 3D standard. Because the input and output in the framework are all standardised, it is possible to integrate city models from different sources and visualise them through the different viewers. Considering the complexity of the city objects, generalisation methods are studied to simplify the city models and increase the visualisation efficiency. In this thesis, the aggregation and typification methods are improved to simplify the 3D city models.
    [Show full text]
  • Exploratory Research Into Potential Practical Uses Of
    50th ASC Annual International Conference Proceedings Copyright 2014 by the Associated Schools of Construction Exploratory Research into Potential Practical uses of Next Generation Wearable Wireless Voice-Activated Augmented Reality (VAAR) Devices by Building Construction Site Personnel Christopher J. Willis PhD, CAPM, LEED Green Assoc., P.Eng Concordia University Montreal Quebec The miniaturization and increased functionalities of next generation augmented reality (AR) devices, as well as advances in computing technology in the form of cloud computing, is moving the building construction industry closer to adoption of AR devices for use by building construction site personnel. There is therefore a need to understand the potential practical uses of next generation AR devices in building construction site work. A conceptualization of a next generation AR device suitable for use by site personnel is provided. Based on this conceptualization, a focus group of industry professionals and postgraduate researchers have determined that potential practical uses of such a device include: easy access to digital information to support work tasks, live streaming of videos of tasks being worked on, and easy creation of a repository of as-built photographs and videos. Potential applied research studies that will aid in the adoption of next generation AR devices by site personnel include those associated with usability testing, labor productivity measurement and improvement, and suitability testing based on nature of work tasks. The major implication of this exploratory study is that its findings will help to bridge the gap between next generation AR devices and practical use in building construction. Keywords: Augmented Reality, Building Construction, Cloud Computing, Next Generation, Practical Use Introduction Augmented reality (AR) is an emerging technology that is increasingly acquiring greater relevance and usage.
    [Show full text]