Immersive Virtual Simulation of Spaces
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Eyetap Devices for Augmented, Deliberately Diminished, Or Otherwise Altered Visual Perception of Rigid Planar Patches of Real-Wo
Steve Mann EyeTap Devicesfor Augmented, [email protected] Deliberately Diminished,or James Fung Otherwise AlteredVisual [email protected] University ofToronto Perceptionof Rigid Planar 10King’ s College Road Patches ofReal-World Scenes Toronto,Canada Abstract Diminished reality is as important as augmented reality, and bothare possible with adevice called the RealityMediator. Over thepast twodecades, we have designed, built, worn,and tested many different embodiments ofthis device in thecontext of wearable computing. Incorporated intothe Reality Mediator is an “EyeTap”system, which is adevice thatquanti es and resynthesizes light thatwould otherwise pass through one or bothlenses ofthe eye(s) ofa wearer. Thefunctional principles of EyeTap devices are discussed, in detail. TheEyeTap diverts intoa spatial measure- ment system at least aportionof light thatwould otherwise pass through thecen- ter ofprojection ofat least one lens ofan eye ofa wearer. TheReality Mediator has at least one mode ofoperation in which itreconstructs these rays oflight, un- der thecontrol of a wearable computer system. Thecomputer system thenuses new results in algebraic projective geometry and comparametric equations toper- form head tracking, as well as totrack motionof rigid planar patches present in the scene. We describe howour tracking algorithm allows an EyeTap toalter thelight from aparticular portionof the scene togive rise toa computer-controlled, selec- tively mediated reality. Animportant difference between mediated reality and aug- mented reality includes theability tonot just augment butalso deliberately diminish or otherwise alter thevisual perception ofreality. For example, diminished reality allows additional information tobe inserted withoutcausing theuser toexperience information overload. Our tracking algorithm also takes intoaccount the effects of automatic gain control,by performing motionestimation in bothspatial as well as tonal motioncoordinates. -
Augmented Reality Glasses State of the Art and Perspectives
Augmented Reality Glasses State of the art and perspectives Quentin BODINIER1, Alois WOLFF2, 1(Affiliation): Supelec SERI student 2(Affiliation): Supelec SERI student Abstract—This paper aims at delivering a comprehensive and detailled outlook on the emerging world of augmented reality glasses. Through the study of diverse technical fields involved in the conception of augmented reality glasses, it will analyze the perspectives offered by this new technology and try to answer to the question : gadget or watershed ? Index Terms—augmented reality, glasses, embedded electron- ics, optics. I. INTRODUCTION Google has recently brought the attention of consumers on a topic that has interested scientists for thirty years : wearable technology, and more precisely ”smart glasses”. Howewer, this commercial term does not fully take account of the diversity and complexity of existing technologies. Therefore, in these lines, we wil try to give a comprehensive view of the state of the art in different technological fields involved in this topic, Fig. 1. Different kinds of Mediated Reality for example optics and elbedded electronics. Moreover, by presenting some commercial products that will begin to be released in 2014, we will try to foresee the future of smart augmented reality devices and the technical challenges they glasses and their possible uses. must face, which include optics, electronics, real time image processing and integration. II. AUGMENTED REALITY : A CLARIFICATION There is a common misunderstanding about what ”Aug- III. OPTICS mented Reality” means. Let us quote a generally accepted defi- Optics are the core challenge of augmented reality glasses, nition of the concept : ”Augmented reality (AR) is a live, copy, as they need displaying information on the widest Field Of view of a physical, real-world environment whose elements are View (FOV) possible, very close to the user’s eyes and in a augmented (or supplemented) by computer-generated sensory very compact device. -
Morton Heilig, Through a Combination of Ingenuity, Determination, and Sheer Stubbornness, Was the First Person to Attempt to Create What We Now Call Virtual Reality
Morton Hei Iig "The [in em a of the Future" << 2 2 >> (1955) ;!fo11o11 Hdlir;. Sens<muna. Cuuri<S_) oJS1o11 Fi1lur. "Thus, individually and collectively, by thoroughly applying the methodology of art, the cinema of the future will become the first art form to reveal the new scientific world to man in the .full sensual vividness and dynamic vitality of his consciousness." 239 240 Horton Heilig << Morton Heilig, through a combination of ingenuity, determination, and sheer stubbornness, was the first person to attempt to create what we now call virtual reality. In the 1 950s it occurred to him that all the sensory splendor of life could be simulated with "reality machines." Heilig was a Hollywood cinematographer, and it was as an extension of cinema that he thought such a machine might be achieved. With his inclination, albeit amateur, toward the ontological aspirations of science, He ilig proposed that an artist's expressive powers would be enhanced by a scientific understanding of the senses and perception. His premise was sim ple but striking for its time: if an artist controlled the multisensory stimulation of the audience, he could provide them with the illusion and sensation of first person experience, of actually " being there." Inspired by short-Jived curiosities such as Cinerama and 3-D movies, it oc curred to Heilig that a logical extension of cinema would be to immerse the au dience in a fabricated world that engaged all the senses. He believed that by expanding cinema to involve not only sight and sound but also taste, touch, and smell, the traditional fourth wal l of film and theater would dissolve, transport ing the audience into an inhabitable, virtual world; a kind of "experience theater." Unable to find support in Hollywood for his extraordinary ideas, Heilig moved to Mexico City In 1954, finding himself in a fertile mix of artists, filmmakers, writers, and musicians. -
Architectural Model for an Augmented Reality Based Mobile Learning Application Oluwaranti, A
Journal of Multidisciplinary Engineering Science and Technology (JMEST) ISSN: 3159-0040 Vol. 2 Issue 7, July - 2015 Architectural Model For An Augmented Reality Based Mobile Learning Application Oluwaranti, A. I., Obasa A. A., Olaoye A. O. and Ayeni S. Department of Computer Science and Engineering Obafemi Awolowo University Ile-Ife, Nigeria [email protected] Abstract— The work developed an augmented students. It presents a model to utilize an Android reality (AR) based mobile learning application for based smart phone camera to scan 2D templates and students. It implemented, tested and evaluated the overlay the information in real time. The model was developed AR based mobile learning application. implemented and its performance evaluated with This is with the view to providing an improved and respect to its ease of use, learnability and enhanced learning experience for students. effectiveness. The augmented reality system uses the marker- II. LITERATURE REVIEW based technique for the registration of virtual Augmented reality, commonly referred to as AR contents. The image tracking is based on has garnered significant attention in recent years. This scanning by the inbuilt camera of the mobile terminology has been used to describe the technology device; while the corresponding virtual behind the expansion or intensification of the real augmented information is displayed on its screen. world. To “augment reality” is to “intensify” or “expand” The recognition of scanned images was based on reality itself [4]. Specifically, AR is the ability to the Vuforia Cloud Target Recognition System superimpose digital media on the real world through (VCTRS). The developed mobile application was the screen of a device such as a personal computer or modeled using the Object Oriented modeling a smart phone, to create and show users a world full of techniques. -
Audio Challenges in Virtual and Augmented Reality Devices
Audio challenges in virtual and augmented reality devices Dr. Ivan Tashev Partner Software Architect Audio and Acoustics Research Group Microsoft Research Labs - Redmond In memoriam: Steven L. Grant Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 2 In this talk • Devices for virtual and augmented reality • Binaural recording and playback • Head Related Functions and their personalization • Object-based rendering of spatial audio • Modal-based rendering of spatial audio • Conclusions Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 3 Colleagues and contributors: Hannes Gamper David Johnston Ivan Tashev Mark R. P. Thomas Jens Ahrens Microsoft Research Microsoft Research Microsoft Research Dolby Laboratories Chalmers University, Sweden Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 4 Devices for Augmented and Virtual Reality They both need good spatial audio Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 5 Augmented vs. Virtual Reality • Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics • Virtual reality (VR) is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence in a way that allows the user to interact with it. It artificially creates sensory experience, which can include sight, touch, hearing, etc. Sep -
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 ........................................................... -
Virtual Reality: Principles and Applications Frédéric Mérienne
Virtual Reality: Principles and Applications Frédéric Mérienne To cite this version: Frédéric Mérienne. Virtual Reality: Principles and Applications. Encyclopedia of Computer Science and Technology, Taylor and Francis, pp.1-11, 2017, 10.1081/E-ECST2-140000194. hal-01728062 HAL Id: hal-01728062 https://hal.archives-ouvertes.fr/hal-01728062 Submitted on 9 Mar 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Virtual Reality: Principles and Applications Fre´de´ric Merienne Le2i, Arts et Metiers, France Abstract Virtual reality aims at immersing a user in a virtual environment. Dedicated virtual reality technologies of human–computer interaction enable to make the link between the user and a virtual environment in capturing the user’s motion, acting on his senses as well as computing the virtual experience in real-time. The immersion in virtual environment is evaluated through the user’s perception and reaction. Virtual reality is used in a large variety of application domains which need multisensory interaction and navigation facilities. Virtual prototyping is also used in the industry to improve design process. INTRODUCTION digital representation in the design process of the object. The principle and main issues of virtual prototyping are Virtual reality is widely used in different application exposed. -
History of Virtual Reality
History of Virtual Reality Reading: 3D User Interfaces: Theory and Practice (2nd Edition), Ch. 2 Evan Suma Rosenberg | CSCI 5619 | Fall 2020 This course content is offered under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. 1838 – Wheatstone Stereoscope The Wheatstone stereoscope used angled mirrors (A) to reflect stereoscopic drawings (E) towards the viewer’s eyes. 1849 – Brewster Stereoscope P. Hoberman, D. Krum, E. Suma, and M. Bolas. Immersive training games for smartphone-based head mounted displays. IEEE Virtual Reality, 2012. 1903 – Parallax Barrier 1929 – Link Flight Simulator Edward Link developed a mechanical flight simulator for training. Simulator was instrument-only (flying blind with no visuals). 1956 – Sensorama Morton Heilig’s Sensorama was an immersive multisensory experience that combined 3D film, stereo sound, vibration, wind, and even smell. 1960 – Telesphere Mask The first head-mounted display (HMD) was patented by Heilig in 1960. 1965 – The Ultimate Display • 3D Display: “A display connected to a digital computer gives us a chance to gain familiarity with concepts not realizable in the physical world. It is a looking glass into a mathematical wonderland.” • Motion Tracking: “The computer can easily sense the positions of almost any of our body muscles.” • Haptics: “The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal.” 1968 - Sword of Damocles First virtual reality head-mounted display system, created by Ivan Sutherland and Bob Sproull. -
Yonghao Yu. Research on Augmented Reality Technology and Build AR Application on Google Glass
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Carolina Digital Repository Yonghao Yu. Research on Augmented Reality Technology and Build AR Application on Google Glass. A Master’s Paper for the M.S. in I.S degree. April, 2015. 42 pages. Advisor: Brad Hemminger This article introduces augmented reality technology, some current applications, and augmented reality technology for wearable devices. Then it introduces how to use NyARToolKit as a software library to build AR applications. The article also introduces how to design an AR application in Google Glass. The application can recognize two different images through NyARToolKit build-in function. After find match pattern files, the application will draw different 3D graphics according to different input images. Headings: Augmented Reality Google Glass Application - Design Google Glass Application - Development RESEARCH ON AUGMENT REALITY TECHNOLOGY AND BUILD AR APPLICATION ON GOOGLE GLASS by Yonghao Yu A Master’s paper submitted to the faculty of the School of Information and Library Science of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Master of Science in Information Science. Chapel Hill, North Carolina April 2015 Approved by ____________________________________ Brad Hemminger 1 Table of Contents Table of Contents ................................................................................................................ 1 1. Introduction .................................................................................................................... -
University of Southampton Research Repository
University of Southampton Research Repository Copyright © and Moral Rights for this thesis and, where applicable, any accompanying data are retained by the author and/or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This thesis and the accompanying data cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder/s. The content of the thesis and accompanying research data (where applicable) must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holder/s. When referring to this thesis and any accompanying data, full bibliographic details must be given, e.g. Thesis: M Zinopoulou (2019) " A Framework for improving Engagement and the Learning Experience through Emerging Technologies ", University of Southampton, The Faculty of Engineering and Physical Sciences. School of Electronics and Computer Science (ECS), PhD Thesis, 119. Data: M Zinopoulou (2019) "A Framework for improving Engagement and the Learning Experience through Emerging Technologies" The Faculty of Engineering and Physical Sciences School of Electronics and Computer Science (ECS) A Framework for improving Engagement and the Learning Experience through Emerging Technologies by Maria Zinopoulou Supervisors: Dr. Gary Wills and Dr. Ashok Ranchhod Thesis submitted for the degree of Doctor of Philosophy November 2019 University of Southampton Abstract Advancements in Information Technology and Communication have brought about a new connectivity between the digital world and the real world. Emerging Technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) and their combination as Extended Reality (XR), Artificial Intelligence (AI), the Internet of Things (IoT) and Blockchain Technology are changing the way we view our world and have already begun to impact many aspects of daily life. -
A Interação De Ferramentas Lean Com a Realidade Aumentada - Estudo Exploratório
UNIVERSIDADE DA BEIRA INTERIOR Faculdade de Engenharia A interação de ferramentas Lean com a Realidade Aumentada - Estudo Exploratório Hugo Meireles Dantas Gonçalves Dissertação para obtenção do Grau de Mestre em Engenharia e Gestão Industrial (2º ciclo de estudos) Orientador: Prof. Doutor Fernando Manuel Bigares Charrua Santos Covilhã, Outubro de 2016 ii Dedicatória À minha mãe. iii iv Agradecimentos Aos meus irmãos de curso pela ajuda e companheirismo durante esta jornada que agora termina. Aos irmãos de Engenharia Eletromecânica e aos de Engenharia e Gestão Industrial. Incluindo as infiltradas de Gestão. Aos meus amigos de Leça da Palmeira pela compreensão pelas minhas falhas e ausências ao longo destes últimos anos. Ao meu orientador, Prof. Doutor Fernando Manuel Bigares Charrua Santos, pela sua compreensão, orientação e disponibilidade. À minha família pelo apoio. Por fim agradeço à mulher da minha vida. À minha mãe, por acreditar em mim em todas as alturas. Por nunca condicionar as minhas escolhas. Agradeço por me proporcionar tudo o que sou e que tenho. Por todo o esforço que fiz para que pudesse agora concluir este ciclo. Muito obrigado. v vi Resumo O Lean Manufacturing é uma filosofia de gestão industrial. Esta incorpora diferentes metodologias que têm como objetivo identificar e eliminar todos os desperdícios que existam numa empresa melhorando a organização e a competitividade. Este teve a sua origem no japão do pós segunda guerra mundial devido à necessidade de competir em mercados a milhares de quilómetros de distância e para isso era essencial produzir bem, à primeira e de forma célere. A Realidade Aumentada é uma tecnologia recente que tem vindo a ser cada vez mais explorada e publicitada. -
History of Virtual Reality Trends & Milestones Visually Coupled
Trends & Milestones Displays (head-mounted) • video only, CG overlay, CG only, mixed video • CRT vs. LCD History of Virtual Reality Tracking • magnetic, mechanical, ultrasonic, optical • local vs. wide area Haptics • vibration, 2D fields, 6D fields • Large vs. small working volume and forces Systems, Applications (thanks, Greg Welch) • Aerospace, surveillance • Scientific, research • Entertainment, telepresence, etc. Visually Coupled Systems Sensorama (1956) Morton Heilig Aerospace and Defense Requirements • cinematographer/director of documentaries • Cost-effective and safe training Motorcycle simulator - all senses • Put heads-up-display (HUD) in pilot’s view • visual (city scenes) Other Applications • sound (engine, city sounds) • Off-boresight weapons aiming • vibration (engine) • Steerable night vision aids • smell (exhaust, food) (not a big commercial success) Heilig’s HMD (1960) “Simulation Mask” • 3D photographic slides • WFOV optics with focus control • Stereo sound • Smell Virtual Reality Technology, Burdea & Coiffet 1 Philco Headsight TV Surveillance System (1961) Comeau & Bryan Components From Heilig’s • Remote closed-circuit TV 1960 patent • HMD Custom magnetic tracking Head-sight camera linkage Suggested HMD resolution matching • match display to eye’s resolution Virtual Reality Technology, Burdea & Coiffet Ivan Sutherland and The Ultimate Display (1965) • Suggested HMD as a a window into a virtual world • Inspired many of the great achievers in interactive computer graphics Sutherland’s HMD 2 UNC Haptic Systems (1967-1980’s)