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《International journal of human-computer interaction》2013,29(3):395-423
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
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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
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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
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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
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Augmented reality technologies,systems and applications 总被引:2,自引:2,他引:0
Julie Carmigniani Borko Furht Marco Anisetti Paolo Ceravolo Ernesto Damiani Misa Ivkovic 《Multimedia Tools and Applications》2011,51(1):341-377
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
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Kim Si-Jung Parang Reza Kuc Tae-Yong 《International Journal of Control, Automation and Systems》2010,8(5):1133-1140
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
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王立功 《自动化技术与应用》2010,29(7):36-38
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
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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
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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
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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
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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
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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
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Oriel Bergig Nate Hagbi Jihad El-Sana Klara Kedem Mark Billinghurst 《Virtual Reality》2011,15(2-3):201-212
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
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Taejin Ha 《Interacting with computers》2012,24(1):10-24
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
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Pedro Quelhas Brito Jasmina Stoyanova 《International journal of human-computer interaction》2018,34(9):819-833
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
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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