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1.
The authors present an analysis of communication behavior in face-to-face collaboration using a multi-user augmented reality (AR) interface. 2 experiments were conducted. In the 1st experiment, collaboration with AR technology was compared with more traditional unmediated and screen-based collaboration. In the 2nd experiment, the authors compared collaboration with 3 different AR displays. Several measures were used to analyze communication behavior, and the authors found that users exhibited many of the same behaviors in a collaborative AR interface as in face-to-face unmediated collaboration. However, user communication behavior changed with the type of AR display used. The authors describe implications of these results for the design of collaborative AR interfaces and directions for future research.  相似文献   

2.
Virtual Reality (VR) appears a natural medium for three-dimensional computer supported collaborative work (CSCW). However the current trend in CSCW is to adapt the computer interface to work with the user's traditional tools, rather than separating the user from the real world as does immersive VR. One solution is through Augmented Reality, the overlaying of virtual objects on the real world. In this paper we describe the Shared Space concept—the application of Augmented Reality for three-dimensional CSCW. This combines the advantages of Virtual Reality with current CSCW approaches. We describe a collaborative experiment based on this concept and present preliminary results which show that this approach may be better for some applications.  相似文献   

3.
This paper provides a review of research into using Augmented Reality (AR) and Mixed Reality(MR) for remote collaboration on physical tasks. AR/MR-based remote collaboration on physical tasks has recently become more prominent in academic research and engineering applications. It has great potential in many fields, such as real-time remote medical consultation, education, training, maintenance, remote assistance in engineering, and other remote collaborative tasks. However, to the best of our knowledge there has not been any comprehensive review of research in AR/MR remote collaboration on physical tasks. Therefore, this paper presents a comprehensive survey of research between 2000 and 2018 in this domain. We collected 215 papers, more than 80% of which were published between 2010 and 2018, and all relevant works are discussed at length. Then we elaborate on the review from typical architectures, applications (e.g., industry, telemedicine, architecture, teleducation and others), and empathic computing. Next, we made an in-depth review of the papers from seven aspects: (1) collection and classification research, (2) using 3D scene reconstruction environments and live panorama, (3) periodicals and conducting research, (4) local and remote user interfaces, (5) features of user interfaces commonly used, (6) architecture and sharing non-verbal cues, (7) applications and toolkits. We find that most papers (160 articles, 74.4%) are published in conferences, using co-located collaboration to emulate remote collaboration is adopted by more than half (126, 58.6%) of the reviewed papers, the shared non-verbal cues can be mainly classified into five types (Virtual Replicas or Physical Proxy(VRP), AR Annotations or a Cursor Pointer(ARACP), avatar, gesture, and gaze), the local/remote interface is mainly divided into four categories (Head-Mounted Displays(HMD), Spatial Augmented Reality(SAR), Windows-Icon-Menu-Pointer(WIMP) and Hand-Held Displays(HHD)). From this, we can draw ten conclusions. Following this we report on issues for future works. The paper also provides an overall academic roadmap and useful insight into the state-of-the-art of AR/MR remote collaboration on physical tasks. This work will be useful for current and future researchers who are interested in collaborative AR/MR systems.  相似文献   

4.
增强现实:特点、关键技术和应用   总被引:16,自引:0,他引:16  
增强现实(Augmented Reality,AR)技术将计算机生成的虚拟对象与真实世界进行融合,构造出虚实结合的虚拟空间增强现实系统有三个特点:真实和虚拟结合,实时交互,真实和虚拟对象进行定位构造一个AR系统要解决许多关键技术,包括显示技术,跟踪和定位技术,界面技术以及标定技术另外AR系统还要充分考虑人的因素AR技术在许多方面都有潜在的应用价值,如医疗,机械维护和修理,注释,协同,商业以及军事应用等本文对这些问题进行论述,最后讨论为使AR广泛使用需要解决的一些问题。  相似文献   

5.
Augmented reality technologies,systems and applications   总被引:2,自引:2,他引:0  
This paper surveys the current state-of-the-art of technology, systems and applications in Augmented Reality. It describes work performed by many different research groups, the purpose behind each new Augmented Reality system, and the difficulties and problems encountered when building some Augmented Reality applications. It surveys mobile augmented reality systems challenges and requirements for successful mobile systems. This paper summarizes the current applications of Augmented Reality and speculates on future applications and where current research will lead Augmented Reality’s development. Challenges augmented reality is facing in each of these applications to go from the laboratories to the industry, as well as the future challenges we can forecast are also discussed in this paper. Section 1 gives an introduction to what Augmented Reality is and the motivations for developing this technology. Section 2 discusses Augmented Reality Technologies with computer vision methods, AR devices, interfaces and systems, and visualization tools. The mobile and wireless systems for Augmented Reality are discussed in Section 3. Four classes of current applications that have been explored are described in Section 4. These applications were chosen as they are the most famous type of applications encountered when researching AR apps. The future of augmented reality and the challenges they will be facing are discussed in Section 5.  相似文献   

6.
增强现实技术综述   总被引:2,自引:0,他引:2  
增强现实技术是将计算机渲染生成的虚拟场景与真实世界中的场景无缝融合起来的一种技术,它通过视频显示设备将虚实融合的场景呈现给用户,使人们与计算机之间的交互更加的自然,同时具有广泛的应用前景,因此成为近年来的一个研究热点。随着跟踪注册技术的进步、计算机性能的飞速发展、深度摄像机的普及,以及Light Field投影技术在增强现实中的应用,增强现实技术逐渐成为下一代人机交互的发展方向。该文章首先概述了增强现实的主要研究内容和发展情况,并详细介绍了增强现实的关键技术、开发工具,然后分类概述了增强现实应用案例。  相似文献   

7.
This paper presents a geospatial collision detection technique consisting of two methods: Find Object Distance (FOD) and Find Reflection Angle (FRA). We show how the geospatial collision detection technique using a computer vision system detects a computer generated virtual object and a real object manipulated by a human user and how the virtual object can be reflected on a real floor after being detected by a real object. In the geospatial collision detection technique, the FOD method detects the real and virtual objects, and the FRA method predicts the next moving directions of virtual objects. We demonstrate the two methods by implementing a floor based Augmented Reality (AR) game, Ting Ting, which is played by bouncing fire-shaped virtual objects projected on a floor using bamboo-shaped real objects. The results reveal that the FOD and the FRA methods of the geospatial collision detection technique enable the smooth interaction between a real object manipulated by a human user and a virtual object controlled by a computer. The proposed technique is expected to be used in various AR applications as a low cost interactive collision detection engine such as in educational materials, interactive contents including games, and entertainment equipments. Keywords: Augmented reality, collision detection, computer vision, game, human computer interaction, image processing, interfaces.  相似文献   

8.
增强现实是随着虚拟现实技术的发展而衍生小来的。它抒计算机产生的虚拟物体合成到真实环境当中。本文采用ARToolKit系统作为开发环境,Open Dynamic Engille(ODE)为动力学引擎以及利用Open Scene Graph(OSG)图形引擎开发包,将增强现实技术与碰撞检测技术相结合实现了一种新型的交互式增强现实系统。  相似文献   

9.
This study evaluates the effectiveness of Augmented Reality (AR) in improving undergraduate non-engineering students’ (n = 103) achievement of learning outcomes and their perception of AR as a learning tool. An AR application for teaching structural systems, Virtual and Augmented Reality for Structures (VARS), is developed and tested using a quasi-experiment and a questionnaire. The study shows that VARS AR significantly improves the posttest quiz score of the experimental group. In addition, a conceptual framework linking design considerations and achievement of learning outcomes is created. Based on the questionnaire survey, authentic context and user interface are important design considerations influencing students’ perceived achievement of learning outcomes. It was found that experience using AR and background knowledge did not influence the perceived achievement of learning outcomes and change in quiz score.  相似文献   

10.
增强现实是继虚拟现实之后发展起来的一个新的研究热点,其真实和虚拟结合、实时交互和虚实定位特点,在军事、机械制造维护和医疗等方面有深入的应用。本文以飞行仿真技术为背景,分析了增强现实技术的应用和研究现状,总结了增强现实在飞行仿真上的关键技术。通过文本的研究,从需求及应用的角度阐明了增强现实技术在飞行仿真领域的关注点和重要性,从而为增强现实更深入的应用开拓思路。  相似文献   

11.
增强现实是继虚拟现实之后发展起来的一个新的研究热点,其真实和虚拟结合、实时交互和虚实定位特点,在军事、机械制造维护和医疗等方面有深入的应用。本文以飞行仿真技术为背景,分析了增强现实技术的应用和研究现状,总结了增强现实在飞行仿真上的关键技术。通过文本的研究,从需求及应用的角度阐明了增强现实技术在飞行仿真领域的关注点和重要性,从而为增强现实更深入的应用开拓思路。  相似文献   

12.
传统的稳态视觉诱发电位(SSVEP)脑机接口系统无法与现实世界进行交互,长时间单调的光闪烁刺激容易导致视觉疲劳,影响识别精度。为了增强人与机器的交互以及对环境的感知,设计了增强现实(AR)和SSVEP结合的范式,在真实环境下对物体进行识别与追踪,并将闪烁块对物体进行标记,采用滤波器组典型相关分析(FBCCA)方法对脑电信号进行处理。结果表明,系统的控制信号传输速度达到50.69 bit/min,FBCCA的识别正确率为99.68%,能够在1 s内对4个目标中的意图目标进行有效区分。研究表明,基于SSVEP和增强现实的脑机接口系统更适合于复杂的现实环境。  相似文献   

13.
增强现实是将真实世界与虚拟世界结合在一起研究的新型领域,在众多行业、领域中有着广泛的应用,鉴于其优越的媒介传播价值,尝试将其应用于防震减灾科普宣传。基于对增强现实技术的基本概念、工作原理、关键技术和应用价值的介绍,分析防震减灾科普宣传的特点与目前存在的问题,浅析增强现实技术在防震减灾科普宣传应用中的优势。将增强现实技术应用于防震减灾科普宣传,能够实现便利的自订、自助功能,为相关科普宣传的趣味性、创新性、多元化发展提供助力。  相似文献   

14.
In this work we integrate augmented reality technology in a product development process using real technical drawings as a tangible interface for design review. We present an original collaborative framework for Augmented Design Review Over Network (ADRON). It provides the following features: augmented technical drawings, interactive FEM simulation, multimodal annotation and chat tools, web content integration and collaborative client/server architecture. Our framework is intended to use common hardware instead of expensive and complex virtual or augmented facilities. We designed the interface specifically for users with little or no augmented reality expertise proposing tangible interfaces for data review and visual editing for all the functions and configurations. Two case studies are presented and discussed: a real-time “touch and see” stress/strain simulation and a collaborative distributed design review session of an industrial component.  相似文献   

15.
In this paper, we present a vision-based approach for transmitting virtual models for Augmented Reality, which we name In-Place Augmented Reality (IPAR). A two-dimensional representation of the virtual models is embedded in a printed image. We apply computer vision techniques to interpret the printed image and extract the virtual models, which are then overlaid on the printed image. The main advantages of our approach are: (1) the image of the embedded virtual models and their behaviors are understandable to a human without using an AR system and (2) no database or network communication is required to retrieve the models. To demonstrate the technology and test its usability, we implemented several applications and performed a user evaluation. We discuss how the proposed technique can be used for the development of applications in different domains such as education, advertisement, and gaming.  相似文献   

16.
In this paper, we evaluate a path editing method using a tangible user interface to generate and manipulate the movement path of a 3D object in an Augmented Reality (AR) scene. To generate the movement path, each translation point of a real 3D manipulation prop is examined to determine which point should be used as a control point for the path. Interpolation using splines is then used to reconstruct the path with a smooth line. A dynamic score-based selection method is also used to effectively select small and dense control points of the path. In an experimental evaluation, our method took the same time and generated a similar amount of errors as a more traditional approach, however the number of control points needed was significantly reduced. For control manipulation, the task completion time was quicker and there was less hand movement needed. Our method can be applied to drawing or curve editing methods in AR educational, gaming, and simulation applications.  相似文献   

17.
Augmented Reality (AR) platforms are being used for an extensive array of applications. One of the critical moments of online shopping is the choice of product. Ideally, consumers should be able to try the product before pressing on “add to cart” button. The experimental design discussed in the article compares two different optical tracking systems of AR—a marker-based AR (MB) and a markerless AR (ML) for two types of interfaces: tangible and multimodal based on gesture recognition, respectively. Both AR technologies allow the consumer to virtually visualize sport shoes’ features. Although the interface systems affect the facial/body expression of participants, the self-reported arousal does not change. In contrast with the literature, the usability of the MB (tangible) AR is considered better than the ML (gesture-based recognition) AR option. The probability of recommending the displayed brand is higher under ML (gesture-based recognition) AR than the MB (tangible) AR. Some covariates and factors such as positive/negative emotional traits, tendency to adopt innovation, and familiarity with the brand interfere with the impact of both AR technologies on the dependent variables.  相似文献   

18.
增强现实技术是近年来的一个研究热点。增强现实是把计算机产生的虚拟物体或其他信息合成到用户感知的真实世界中的一种技术。它是对真实世界的补充,而不是完全替代真实世界。显示技术和跟踪注册技术是增强现实系统关键技术,也是研究的重点。本文简要介绍了显示技术以及跟踪注册技术。  相似文献   

19.
混合跟踪技术在增强现实系统中的应用   总被引:1,自引:1,他引:0       下载免费PDF全文
苏宏  康波 《计算机工程》2009,35(4):268-270
跟踪技术是增强现实的一个重要研究方向,它致力于解决虚拟信息与真实环境的精确配准问题,构建稳定、高效的增强现实系统。通过分析增强现实系统的跟踪需求,指出单一跟踪存在的不足,说明采用混合跟踪技术的必要性,论述了基于视觉一惯性的混合跟踪技术及其在增强现实中的应用,实现了一种基于VisTracker视觉-惯性混合跟踪器的增强现实实验系统,并给出调试结果。  相似文献   

20.
Augmented reality projects in the automotive and aerospace industries   总被引:1,自引:0,他引:1  
The 2003 International Symposium on Mixed and Augmented Reality was accompanied by a workshop on potential industrial applications. The organizers wisely called it potential because the real use of augmented reality (AR) in an industrial context is still in its infancy. Our own experience in this field clearly supports this viewpoint. We have been actively involved in the research, development, and deployment of AR systems in the automotive, aviation, and astronautics industries for more than five years and have developed and implemented AR systems in a wide variety of environments while working at DaimlerChrysler in Germany. In this article we have selected 10 AR projects from those we have managed and implemented in the past to examine the main challenges we faced and to share some of the lessons we learned.  相似文献   

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