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2010 IEEE International Symposium on Mixed and Augmented Reality最新文献

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Evaluation of the virtual mirror as a navigational aid for augmented reality driven minimally invasive procedures 虚拟镜作为增强现实驱动的微创手术的导航辅助的评估
Pub Date : 2010-11-22 DOI: 10.1109/ISMAR.2010.5643555
Christoph Bichlmeier, E. Euler, T. Blum, Nassir Navab
The paper presents a user study investigating perceptual effects of a virtual mirror being used as a tangible interactive tool in a medical Augmented Reality scenario. In particular, we evaluated whether an additional perspective provided by the virtual mirror supports instrument guidance in terms of precision and straightness. 31 participants were asked to navigate an endoscopic instrument in a simulated minimally invasive port setting. Results show a significant higher precision of instrument guidance when a virtual mirror provides additional views of the target region.
本文介绍了一项用户研究,调查了在医疗增强现实场景中使用虚拟镜子作为有形交互工具的感知效果。特别是,我们评估了虚拟镜提供的额外视角是否在精度和直线度方面支持仪器引导。31名参与者被要求在模拟微创端口设置中导航内窥镜仪器。结果表明,当虚拟镜提供目标区域的额外视图时,仪器制导精度显着提高。
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引用次数: 14
Management of tracking for industrial AR setups 工业AR设备的跟踪管理
Pub Date : 2010-11-22 DOI: 10.1109/ISMAR.2010.5643553
P. Keitler, Benjamin Becker, G. Klinker
The accuracy of a real time tracking system for industrial AR (IAR) applications often needs to comply with production tolerances. Such a system typically incorporates different off-/online devices so that the overall precision and accuracy cannot be trivially stated. Additionally, tracking needs to be flexible to not interfere with existing working processes and it needs to be operated and maintained free of error by on-site personnel who typically have a quality management (QM) background. For the final validation of such a complex tracking setup, empiric testing alone is either too expensive or lacks generality.
用于工业AR (IAR)应用的实时跟踪系统的精度通常需要符合生产公差。这样的系统通常包含不同的离线/在线设备,因此整体精度和准确性不能简单地说明。此外,跟踪需要灵活,不干扰现有的工作过程,并且需要由通常具有质量管理(QM)背景的现场人员无错误地操作和维护。对于这种复杂跟踪设置的最终验证,单独的经验测试要么过于昂贵,要么缺乏通用性。
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引用次数: 3
ARCrowd-a tangible interface for interactive crowd simulation arcrowd——一个可交互人群模拟的有形界面
Pub Date : 2010-11-22 DOI: 10.1145/1943403.1943482
Feng Zheng, Hongsong Li
Manipulating a large virtual crowd in an interactive virtual reality environment is a challenging task due to the limitations of the traditional user interface. To address this problem, a tangible interface based on augmented reality (AR) is introduced. Through the tangible AR interface, the user could manipulate the virtual characters directly, or control the crowd behaviors with markers. These markers are used to adjust the environment factors, the decision-making processes of virtual crowds, and their reactions. The AR interface provides more intuitive means of control for the users, promoting the efficiency of human-machine interface.
由于传统用户界面的限制,在交互式虚拟现实环境中操纵大量虚拟人群是一项具有挑战性的任务。为了解决这一问题,介绍了一种基于增强现实(AR)的有形界面。通过有形的AR界面,用户可以直接操纵虚拟人物,或者用标记来控制人群的行为。这些标记被用来调节环境因素、虚拟人群的决策过程和他们的反应。AR界面为用户提供了更直观的控制手段,提升了人机界面的效率。
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引用次数: 6
Effects of a retroreflective screen on depth perception in a head-mounted projection display 在头戴式投影显示器中,反射屏对深度感知的影响
Pub Date : 2010-11-22 DOI: 10.1109/ISMAR.2010.5643561
Rui Zhang, H. Hua
The perceived depth accuracy is a fundamental performance metrics for an augmented reality display system. Many factors may affect the perceived depth of a head-mounted display (HMD), such as display resolution, interpupillary distance (IPD), conflicting depth cues, stereoacuity, and head tracking error. Besides these typical limiting factors to an HMD-type system, the perceived depth through a head-mounted projection display (HMPD) may be further affected by the usage of a retroreflective screen. In this paper, we will evaluate the perceived depth accuracy of an HMPD system using a perceptual depth matching method. The main factor to be investigated in our study is the position of a retroreflective screen relative to the projection image plane, with the projection image plane placed at different distances to the user. Overall, it is found that the ratio of the judged distance to real distance and the standard deviation of the judged distance increase linearly with the reference object distance. A transition effect from depth underestimation to overestimation has been observed at the reference object distance of around 1.4m. The position of a retroreflective screen only has a significant effect on the depth judgment error around this switching point. The paper also analyzes various effects brought by a retroreflective screen on the depth judgment. The depth cue and the image luminance reduction brought by a retroreflective screen could be the main factors that affect the depth judgment accuracy.
感知深度精度是增强现实显示系统的基本性能指标。许多因素可能会影响头戴式显示器(HMD)的感知深度,如显示分辨率、瞳孔间距(IPD)、冲突的深度线索、立体灵敏度和头部跟踪误差。除了这些hmd系统的典型限制因素外,通过头戴式投影显示器(HMPD)感知的深度可能会受到使用反光屏幕的进一步影响。在本文中,我们将使用感知深度匹配方法来评估HMPD系统的感知深度精度。在我们的研究中要调查的主要因素是反射屏相对于投影成像平面的位置,投影成像平面放置在与用户的不同距离。总体而言,判断距离与实际距离的比值和判断距离的标准差随着参考物体距离的增加呈线性增加。在参考目标距离约1.4m处,观察到深度低估到深度高估的过渡效应。反射屏的位置仅对该切换点附近的深度判断误差有显著影响。分析了反射屏对深度判断的各种影响。深度提示和反射屏带来的图像亮度降低是影响深度判断精度的主要因素。
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引用次数: 8
Floyd-Warshall all-pair shortest path for accurate multi-marker calibration Floyd-Warshall全对最短路径用于精确的多标记校准
Pub Date : 2010-11-22 DOI: 10.1109/ISMAR.2010.5643605
Lejing Wang, M. Springer, Tim Hauke Heibel, Nassir Navab
We propose a novel method to compute the poses of randomly positioned square markers in one world coordinate frame from multiple camera views, by taking the predicted accuracy of the camera pose estimation for each marker into account. The problem of computing the best closed-form solution of the world pose of each marker is modeled as all-pair shortest path problem in graph theory. The computed world poses are further optimized by minimizing the geometric distances in images. Experimental results show that incorporating the predicted accuracy of the pose estimation for each marker yields constant high quality calibration results independent of the order of image sequences compared to cases when this knowledge is not used.
我们提出了一种新的方法,通过考虑每个标记的相机姿态估计的预测精度,从多个相机视图中计算一个世界坐标帧中随机定位的正方形标记的姿态。将每个标记点的世界位姿的最佳封闭解的计算问题建模为图论中的全对最短路径问题。通过最小化图像中的几何距离,进一步优化计算出的世界姿态。实验结果表明,与不使用该知识的情况相比,结合每个标记的姿态估计的预测精度可以获得恒定的高质量校准结果,而不依赖于图像序列的顺序。
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引用次数: 7
SnapAR: Storing snapshots for quick viewpoint switching in hand-held augmented reality SnapAR:存储快照,以便在手持增强现实中快速切换视点
Pub Date : 2010-11-22 DOI: 10.1109/ISMAR.2010.5643603
Mengu Sukan, Steven K. Feiner
Many tasks require a user to move between various locations within an environment to get different perspectives. This can take significant time and effort, especially when the user must switch among those viewpoints repeatedly. We explore augmented reality interaction techniques that involve taking still pictures of a physical scene using a tracked hand-held magic lens and seamlessly switching between augmenting either the live view or one of the still views, without needing to physically revisit the snapshot locations. We describe our optical-marker-tracking-based implementation and how we represent and switch among snapshots. To determine the effectiveness of our techniques, we developed a test application that lets its user view physical and virtual objects from different viewpoints.
许多任务需要用户在环境中的不同位置之间移动,以获得不同的视角。这可能需要花费大量的时间和精力,特别是当用户必须在这些视点之间反复切换时。我们探索增强现实交互技术,包括使用跟踪手持魔术镜头拍摄物理场景的静态照片,并在增强实时视图或静态视图之间无缝切换,而无需物理地重新访问快照位置。我们描述了基于光学标记跟踪的实现,以及我们如何在快照之间表示和切换。为了确定技术的有效性,我们开发了一个测试应用程序,它允许用户从不同的角度查看物理和虚拟对象。
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引用次数: 9
Range-finding projectors: Visualizing range information without sensors 测距投影仪:在没有传感器的情况下显示距离信息
Pub Date : 2010-11-22 DOI: 10.1109/ISMAR.2010.5643586
S. Kagami
We describe sensorless visualizing techniques of 3D range information of object surfaces, in which the range information is projected directly onto the real-world surface by projectors. The proposed system consists of two projectors that merely project still images. Two techniques, namely, contour map projection based on the moire method and pseudo-color map projection based on complementary colors, are shown to be used simultaneously.
我们描述了物体表面三维距离信息的无传感器可视化技术,其中距离信息通过投影仪直接投影到现实世界的表面上。所提出的系统由两个投影仪组成,它们只投射静止图像。同时使用了基于云纹法的等高线地图投影和基于互补色的伪彩色地图投影两种技术。
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引用次数: 3
PoP-EYE environment: Mixed Reality using 3D Photo Collections PoP-EYE环境:使用3D照片集合的混合现实
Pub Date : 2010-11-22 DOI: 10.1109/ISMAR.2010.5643594
F. Nagl, P. Grimm, Bastian Birnbach, D. F. Abawi
In many application areas such as urban planning or in the interior design, excellent planning tools do exist. These tools often offer 3D visualizations. For a more realistic perception and a better acceptance of these 3D visualizations, it is desirable, to integrate these into real environments. Nowadays, this is complex and time consuming, e.g. either good experience with Photoshop or a high effort to build a Mixed Reality application is necessary. In addition, it is even more expensive to create a MR application with such a quality, that the user can not distinguish real objects of his surrounding area and embedded virtual objects.
在城市规划或室内设计等许多应用领域,确实存在优秀的规划工具。这些工具通常提供3D可视化。为了获得更真实的感知和更好地接受这些3D可视化,将它们集成到真实环境中是可取的。如今,这是复杂和耗时的,例如,要么是ps的良好经验,要么是构建混合现实应用程序的高度努力是必要的。此外,创建这样一个质量的MR应用程序甚至更加昂贵,用户无法区分他周围区域的真实物体和嵌入的虚拟物体。
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引用次数: 3
Advanced self-contained object removal for realizing real-time Diminished Reality in unconstrained environments 在无约束环境中实现实时缩小现实的先进自包含对象去除
Pub Date : 2010-11-22 DOI: 10.1109/ISMAR.2010.5643572
Jan Herling, W. Broll
While Augmented Reality has always been restricted to adding artificial content to the real environment, Diminished Reality allows for removing real world content. Existing approaches however, either require complex setups or are not applicable in real-time. In this paper we present our approach for removing real-world objects from a live video stream of the user's real environment. Our approach is based on a simple setup and neither requires any pre-processing nor any information on the structure and location of the objects to be removed or on their background. Our approach is based on the identification of the objects to be removed combined with an image completion and synthesis algorithm. The performance of our approach is one to two magnitudes better than that of previous work in the area of image completion, providing real-time object cancellation on standard laptop or tablet computers.
增强现实一直局限于向真实环境中添加人工内容,而缩小现实则允许删除真实世界的内容。然而,现有的方法要么需要复杂的设置,要么不能实时应用。在本文中,我们提出了从用户真实环境的实时视频流中删除真实世界对象的方法。我们的方法是基于一个简单的设置,既不需要任何预处理,也不需要任何关于要删除的对象的结构和位置或背景的信息。我们的方法是基于要去除的物体的识别与图像补全和合成算法相结合。我们的方法在图像补全领域的性能比以前的工作好一到两个数量级,在标准的笔记本电脑或平板电脑上提供实时对象消除。
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引用次数: 78
Augmented reality in large environments: Application to aided navigation in urban context 大型环境中的增强现实:在城市环境中的辅助导航应用
Pub Date : 2010-11-22 DOI: 10.1109/ISMAR.2010.5643579
V. Gay-Bellile, P. Lothe, S. Bourgeois, E. Royer, S. Naudet-Collette
This paper addresses the challenging issue of vision-based localization in urban context. It briefly describes our contributions in large environments modeling and accurate camera localization. The efficiency of the resulting system is illustrated through Augmented Reality results on large trajectory of several hundred meters.
本文解决了城市背景下基于视觉的定位问题。它简要地描述了我们在大型环境建模和精确相机定位方面的贡献。通过增强现实在数百米大弹道上的结果说明了所得到的系统的效率。
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引用次数: 11
期刊
2010 IEEE International Symposium on Mixed and Augmented Reality
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