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2015 IEEE International Symposium on Mixed and Augmented Reality最新文献

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Efficient Computation of Absolute Pose for Gravity-Aware Augmented Reality 重力感知增强现实中绝对姿态的高效计算
Pub Date : 2015-09-29 DOI: 10.1109/ISMAR.2015.20
Chris Sweeney, John Flynn, B. Nuernberger, M. Turk, Tobias Höllerer
We propose a novel formulation for determining the absolute pose of a single or multi-camera system given a known vertical direction. The vertical direction may be easily obtained by detecting the vertical vanishing points with computer vision techniques, or with the aid of IMU sensor measurements from a smartphone. Our solver is general and able to compute absolute camera pose from two 2D-3D correspondences for single or multi-camera systems. We run several synthetic experiments that demonstrate our algorithm's improved robustness to image and IMU noise compared to the current state of the art. Additionally, we run an image localization experiment that demonstrates the accuracy of our algorithm in real-world scenarios. Finally, we show that our algorithm provides increased performance for real-time model-based tracking compared to solvers that do not utilize the vertical direction and show our algorithm in use with an augmented reality application running on a Google Tango tablet.
我们提出了一种新的公式来确定给定已知垂直方向的单或多相机系统的绝对姿态。通过计算机视觉技术检测垂直消失点,或者借助智能手机的IMU传感器测量,可以很容易地获得垂直方向。我们的求解器是通用的,能够从两个2D-3D对应中计算出单相机或多相机系统的绝对相机姿态。我们进行了几个合成实验,与目前的技术相比,我们的算法对图像和IMU噪声的鲁棒性有所提高。此外,我们运行了一个图像定位实验,证明了我们的算法在现实场景中的准确性。最后,我们展示了与不利用垂直方向的求解器相比,我们的算法为基于模型的实时跟踪提供了更高的性能,并展示了我们的算法在谷歌Tango平板电脑上运行的增强现实应用程序中的使用情况。
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引用次数: 46
[POSTER] Vergence-Based AR X-ray Vision [海报]基于收敛的AR x射线视觉
Pub Date : 2015-09-29 DOI: 10.1109/ISMAR.2015.58
Y. Kitajima, Sei Ikeda, Kosuke Sato
The ideal AR x-ray vision should enable users to clearly observe and grasp not only occludees, but also occluders. We propose a novel selective visualization method of both occludee and oc-cluder layers with dynamic opacity depending on the user's gaze depth. Using the gaze depth as a trigger to select the layers has a essential advantage over using other gestures or spoken commands in the sense of avoiding collision between user's intentional commands and unintentional actions. Our experiment by a visual paired-comparison task shows that our method has achieved a 20% higher success rate, and significantly reduced 30% of the average task completion time than a non-selective method using a constant and half transparency.
理想的AR x射线视觉应该使用户不仅能够清晰地观察和抓住遮挡物,而且能够清楚地观察和抓住遮挡物。我们提出了一种基于用户注视深度的动态不透明度的遮蔽物层和无遮蔽物层的选择性可视化方法。与使用其他手势或口头命令相比,使用凝视深度作为选择图层的触发器具有本质优势,因为它可以避免用户有意命令和无意动作之间的冲突。我们通过视觉配对比较任务的实验表明,我们的方法比使用恒定和半透明度的非选择性方法取得了20%的成功率,并显着减少了30%的平均任务完成时间。
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引用次数: 1
[POSTER] Content Completion in Lower Dimensional Feature Space through Feature Reduction and Compensation [海报]基于特征约简和补偿的低维特征空间内容补全
Pub Date : 2015-09-29 DOI: 10.1109/ISMAR.2015.45
Mariko Isogawa, Dan Mikami, Kosuke Takahashi, Akira Kojima
A novel framework for image/video content completion comprising three stages is proposed. First, input images/videos are converted to a lower dimensional feature space, which is done to achieve effective restoration even in cases where a damaged region includes complex structures and changes in color. Second, a damaged region is restored in the converted feature space. Finally, an inverse conversion from the lower dimensional feature space to the original feature space is performed to generate the completed image in the original feature space. This three-step solution generates two advantages. First, it enhances the possibility of applying patches dissimilar to those in the original color space. Second, it enables the use of many existing restoration methods, each having various advantages, because the feature space for retrieving the similar patches is the only extension. Experiments verify the effectiveness of the proposed framework.
提出了一种新的图像/视频内容完成框架,包括三个阶段。首先,将输入的图像/视频转换为较低维的特征空间,即使在受损区域包含复杂的结构和颜色变化的情况下,也能实现有效的恢复。其次,在转换后的特征空间中恢复受损区域;最后,从低维特征空间到原始特征空间进行逆转换,生成原始特征空间中的完整图像。这个三步解决方案有两个优点。首先,它增强了应用与原始色彩空间不同的斑块的可能性。其次,由于检索相似斑块的特征空间是唯一的扩展,因此可以使用许多现有的恢复方法,每种方法都具有不同的优点。实验验证了该框架的有效性。
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引用次数: 1
[POSTER] Manipulating Haptic Shape Perception by Visual Surface Deformation and Finger Displacement in Spatial Augmented Reality [海报]空间增强现实中视觉表面变形和手指位移对触觉形状感知的操纵
Pub Date : 2015-09-29 DOI: 10.1109/ISMAR.2015.59
Toshio Kanamori, D. Iwai, Kosuke Sato
Many researchers are trying to realize a pseudo-haptic system which can visually manipulate a user's haptic shape perception when touching a physical object. In this paper, we focus on manipulating the perceived surface shape of a curved object when touching it with an index finger, by visually deforming it's surface shape and displacing the visual representation of the user's index finger as like s/he is touching the deformed surface, using spatial augmented reality. Experiments were conducted with a projection system to confirm the effect of the visual feedback for manipulating the perceived shape of curved surface. The results supported the proposed concept.
许多研究者正在尝试实现一种伪触觉系统,它可以在视觉上操纵用户触摸物理物体时的触觉形状感知。在本文中,我们关注的是在用食指触摸弯曲物体时,通过视觉上变形物体的表面形状,并使用空间增强现实技术将用户食指的视觉表现替换为就像他正在触摸变形的表面一样,来操纵感知到的表面形状。在投影系统上进行了实验,验证了视觉反馈对曲面形状感知的操纵效果。结果支持了所提出的概念。
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引用次数: 0
[POSTER] Maintaining Appropriate Interpersonal Distance Using Virtual Body Size [海报]使用虚拟体型保持适当的人际距离
Pub Date : 2015-09-29 DOI: 10.1109/ISMAR.2015.57
Masaki Maeda, Nobuchika Sakata
Securing one's personal space is quite important in leading a comfortable social life. However, it is difficult to maintain an appropriate interpersonal distance all the time. Therefore, we propose an interpersonal distance control system with a video see-through system, consisting of a head-mounted display (HMD), depth sensor, and RGB camera. The proposed system controls the interpersonal distance by changing the size of the person in the HMD view. In this paper, we describe the proposed system and conduct an experiment to confirm the capability of the proposed system. Finally, we show and discuss the results of the experiment.
在舒适的社交生活中,保护个人空间非常重要。然而,始终保持适当的人际距离是很困难的。因此,我们提出一种人际距离控制系统与视频透明系统,包括头戴式显示器(HMD),深度传感器和RGB相机。所提出的系统通过改变人在HMD视图中的大小来控制人际距离。在本文中,我们描述了所提出的系统,并进行了实验来验证所提出的系统的能力。最后,对实验结果进行了展示和讨论。
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引用次数: 3
[POSTER] Transforming Your Website to an Augmented Reality View [海报]将您的网站转变为增强现实视图
Pub Date : 2015-09-29 DOI: 10.1109/ISMAR.2015.33
D. Ververidis, S. Nikolopoulos, Y. Kompatsiaris
In this paper we present FastAR, a software component capable of transforming Joomla based websites into AR-channels compatible with the most popular augmented reality browsers (i.e. Junaio, Layar, Wikitude). FastAR exploits the consistency of the data structure across multiple sites that have been developed using the same content management system, so as to automate the transformation process of an internet website to an augmented reality channel. The proposed component abstracts all related programming tasks and significantly reduces the time required to generate and publish AR-content, making the entire process manageable by non-experts. In verifying the usefulness and effectiveness of FastAR, we conducted a survey to solicit the opinion of users who carried out the installation and transformation process.
在本文中,我们介绍了FastAR,一个能够将基于Joomla的网站转换为与最流行的增强现实浏览器(即Junaio, Layar, Wikitude)兼容的ar通道的软件组件。FastAR利用使用同一内容管理系统开发的多个网站之间数据结构的一致性,从而自动化互联网网站向增强现实渠道的转换过程。提议的组件抽象了所有相关的编程任务,并显著减少了生成和发布ar内容所需的时间,使整个过程由非专家管理。为了验证FastAR的有用性和有效性,我们进行了一项调查,以征求进行安装和改造过程的用户的意见。
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引用次数: 1
[POSTER] Mixed-Reality Store on the Other Side of a Tablet [海报]平板电脑另一面的混合现实商店
Pub Date : 2015-09-29 DOI: 10.1109/ISMAR.2015.60
M. Ohta, Shunsuke Nagano, Hotaka Niwa, K. Yamashita
This paper proposes a mixed-reality shopping system for users who do not own a PC but do own a tablet. In this system, while viewing panoramic images photographed along the aisles of a real store, the user can move freely around the store. Products can be selected and freely viewed from any angle. Furthermore, by utilizing a Photo-based augmented reality (Photo AR) technology the product can be displayed as if it were in the hands of the user. The results of a user evaluation showed that even though the proposed system uses a tablet with a smaller screen it was preferred over a conventional e-commerce site using a larger monitor.
本文提出了一种混合现实购物系统,适用于没有PC但有平板电脑的用户。在这个系统中,当用户观看沿着真实商店过道拍摄的全景图像时,用户可以在商店周围自由移动。产品可以选择,从任何角度自由观看。此外,通过利用基于照片的增强现实(Photo AR)技术,产品可以像在用户手中一样显示。用户评估的结果显示,尽管拟议的系统使用屏幕较小的平板电脑,但它比使用较大显示器的传统电子商务网站更受欢迎。
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引用次数: 6
[POSTER] AR4AR: Using Augmented Reality for guidance in Augmented Reality Systems Setup [海报]AR4AR:在增强现实系统设置中使用增强现实指导
Pub Date : 2015-09-29 DOI: 10.1109/ISMAR.2015.41
Frieder Pankratz, G. Klinker
AR systems have been developed for many years now, ranging from systems consisting of a single sensor and output device to systems with a multitude of sensors and/or output devices. With the increasing complexity of the setup, the complexity of handling the different sensors as well as the necessary calibrations and registrations increases accordingly. A much needed (yet missing) area of augmented reality applications is to support AR system engineers when they set up and maintain an AR system by providing visual guides and giving immediate feedback on the current quality of their calibration measurements. In this poster we present an approach to use Augmented Reality itself to support the user in calibrating an Augmented Reality system.
AR系统已经发展了多年,从单一传感器和输出设备组成的系统到具有多个传感器和/或输出设备的系统。随着设置的复杂性增加,处理不同传感器以及必要的校准和配准的复杂性也相应增加。增强现实应用的一个非常需要(但缺失)的领域是,当AR系统工程师设置和维护AR系统时,通过提供视觉指南和对当前校准测量质量的即时反馈,为他们提供支持。在这张海报中,我们提出了一种使用增强现实本身来支持用户校准增强现实系统的方法。
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引用次数: 5
[POSTER] Affording Visual Feedback for Natural Hand Interaction in AR to Assess Upper Extremity Motor Dysfunction [海报]在AR中为手部自然互动提供视觉反馈评估上肢运动功能障碍
Pub Date : 2015-09-29 DOI: 10.1109/ISMAR.2015.29
Marina-Anca Cidotã, Rory M. S. Clifford, P. Dezentje, S. Lukosch, Paulina J. M. Bank
For the clinical community, there is great need for objective, quantitative and valid measures of the factors contributing to motor dysfunction. Currently, there are no standard protocols to assess motor dysfunction in various patient groups, where each medical discipline uses subjectively scored clinical tests, qualitative video analysis, or marker-based motion capturing. We investigate the potential of Augmented Reality (AR) combined with serious gaming and marker-less tracking of the hand to facilitate efficient, cost-effective and patient-friendly methods for evaluation of upper extremity motor dysfunction in different patient groups. First, the design process of the game and the system architecture of the AR framework are described. To provide unhindered assessment of motor dysfunction, patients should operate with the system in a natural way and be able to understand their actions in the virtual AR world. To test this in our system, we conducted a usability study with five healthy people (aged between 57-63) on three different modalities of visual feedback for natural hand interaction with AR objects. These modalities are: no augmented hand, partial augmented hand (tip of index finger and tip of thumb) and a full augmented hand model. The results of the study show that a virtual representation of the fingertips or hand improves the usability of natural hand interaction.
对于临床来说,迫切需要客观、定量和有效的测量运动功能障碍的因素。目前,没有标准的方案来评估不同患者群体的运动功能障碍,其中每个医学学科使用主观评分的临床测试,定性视频分析或基于标记的运动捕捉。我们研究了增强现实(AR)结合严重游戏和手部无标记跟踪的潜力,以促进高效,经济和患者友好的方法来评估不同患者群体的上肢运动功能障碍。首先,描述了游戏的设计过程和AR框架的系统架构。为了不受阻碍地评估运动功能障碍,患者应该以自然的方式操作系统,并能够理解他们在虚拟AR世界中的行为。为了在我们的系统中测试这一点,我们对五名健康的人(年龄在57-63岁之间)进行了一项可用性研究,研究了三种不同的视觉反馈模式,用于手与AR物体的自然交互。这些模型包括:无增强手、部分增强手(食指尖和拇指尖)和完全增强手模型。研究结果表明,指尖或手的虚拟表示提高了自然手交互的可用性。
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引用次数: 6
Augmented Reality during Cutting and Tearing of Deformable Objects 可变形物体切割和撕裂过程中的增强现实
Pub Date : 2015-09-29 DOI: 10.1109/ISMAR.2015.19
Christoph J. Paulus, Nazim Haouchine, David Cazier, S. Cotin
Current methods dealing with non-rigid augmented reality only provide an augmented view when the topology of the tracked object is not modified, which is an important limitation. In this paper we solve this shortcoming by introducing a method for physics-based non-rigid augmented reality. Singularities caused by topological changes are detected by analyzing the displacement field of the underlying deformable model. These topological changes are then applied to the physics-based model to approximate the real cut. All these steps, from deformation to cutting simulation, are performed in real-time. This significantly improves the coherence between the actual view and the model, and provides added value.
当前处理非刚性增强现实的方法仅在跟踪对象的拓扑结构未被修改时提供增强视图,这是一个重要的局限性。本文通过引入一种基于物理的非刚性增强现实方法来解决这一缺点。通过分析底层可变形模型的位移场,检测拓扑变化引起的奇异点。然后将这些拓扑变化应用于基于物理的模型以近似实际切割。所有这些步骤,从变形到切割模拟,都是实时执行的。这大大提高了实际视图和模型之间的一致性,并提供了附加价值。
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引用次数: 24
期刊
2015 IEEE International Symposium on Mixed and Augmented Reality
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