This paper surveys the field of Augmented Reality (AR) with an emphasis on the future of distributed and collaborative AR. A summary of the state-of-the-art in AR and its current challenges is presented. This includes sense augmentation, hardware platforms, registration and tracking, interaction, and health concerns.
This document summarizes a survey paper on collaborative work in augmented reality. The paper reviews 65 papers on AR and CSCW systems published between 2008-2019. It introduces fundamental concepts of AR and CSCW, provides a taxonomy of AR-CSCW systems based on time, space, roles and technology used. The paper survey analyzes examples of both asynchronous and synchronous collaboration in spatial, temporal dimensions. It also discusses design considerations and remaining research challenges in collaborative AR systems.
Virtual reality: is the term that applies to computer simulated environment that can stimulate the physical presence in place of real world or imaginary world. All components of VR application and interrelations between them are thoroughly examined: input devices, output devices and software.This Paperwill show how to use Virtual Reality to increase the business productivity, application in health sector, entertainment industry, military sector and other sectors. The paper explain different types of virtual reality, architecture of the haptic devices methodologies of the devices, algorithm and conclusion of the research.
Augmented Reality for Robotic Surgical Dissection - Final ReportMilind Soman
This document discusses using augmented reality and robotics for robotic surgical dissection. It proposes using 3D reconstruction of organs from CT scan images to guide robotic surgery. Three approaches are suggested: 1) Using the da Vinci surgical robot with two workstations, one for the surgeon and one for the robot. 2) Using augmented reality glasses like Google Glass to overlay a 3D model. 3) Using MATLAB to construct a 3D model from CT scans and project it onto a dummy body. The document then discusses challenges with each approach and simulations performed using software like 3D Slicer and MATLAB to test reconstruction of models from CT data.
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This document presents a system for controlling a wheelchair using finger gestures. A camera is mounted on the wheelchair to capture images of hand gestures. The images are processed using digital image processing techniques like blurring, color space conversion from RGB to HSV, and thresholding to detect and recognize fingers. The finger positions are used to determine gestures for controlling the wheelchair motors and directing its movement forward, backward, left, right, or stopping. An algorithm is provided to map finger positions to specific motor controls. The system was tested with 5 finger gestures and achieved 100% accuracy in controlling the wheelchair movement as intended by each gesture. The goal of the system is to provide an easier way for disabled people to control a wheelchair through simple hand gestures without
A Simulation Method of Soft Tissue Cutting In Virtual Environment with HapticsIJERA Editor
Currently, virtual simulation has an increasing role in the medical field. Now virtual surgery simulation has been largely explored in medical field. Virtual surgery is a good complement to traditional Surgical Training. Modeling effects of soft tissue during cutting is quite complex, hence the concept of virtuality is used to develop realistic surgical instruments for providing exact force feedback to the surgeon during surgical operation and simulation of soft tissue processes. Scalpel is a basic instrument required for soft tissue simulation. Hence we will design a virtual organ to cut by using Scalpel in Haptic Environment.
This document discusses the application of augmented reality (AR) in healthcare. It analyzes 11 publications to understand how AR has been used in medical education and practice. Several key applications of AR in healthcare are discussed, including using AR for medical anatomy education. Studies show AR provides benefits over traditional education methods by allowing three-dimensional interactive models that can be viewed from any angle. AR helps bridge the gap between two-dimensional diagrams and the actual three-dimensional structure of organs. It allows learning at one's own pace and provides anytime access versus limited access to cadavers. The document concludes AR shows promise in improving both teaching and self-learning in medical education compared to current technologies.
Augmented Reality (AR) for Education SystemIRJET Journal
This document discusses using augmented reality (AR) technology to improve education, specifically for teaching human anatomy. It provides background on AR and how it is being applied in medical education. The document then reviews several existing studies on using AR for anatomy education. Most used portable devices and the Unity/Vuforia platforms to display 3D anatomy models over real-world images. The studies found that AR improved learning outcomes for anatomy compared to traditional methods. This document proposes developing an AR application with 3D models of all human organs to provide more detailed information during anatomy studies.
New Era of Teaching Learning : 3D Marker Based Augmented Realityijistjournal
The main objective of this paper is to provide clarity of concepts to the students in a real like environment through 3d visual aids that may be used to clarify or enhance understanding of a concept or process. As a student said, “Tell me and I forget. Show me and I remember, Involve me and I understand” This paper focuses on involving the children in understanding of the concepts in 3D environment. The traditional method includes concept deliverance not based on visual aids. Now the modern teaching methodology includes visual aids such as projector, transparent slides, and models in 2d environment. If visual aids are converted from 2D to 3D environment, the student will have a live environment to understand the concepts. Visual aids tools are available to teachers to add reality, clarity, and variety to the drill which is necessary for students at the earlier stages of language learning. Augment Reality Development Lab is such a nice direction to go in incorporating technology in the classroom, because it makes *learning+ more interactive,” Sloan said. “The kids love it because they are active.
This document summarizes a survey paper on collaborative work in augmented reality. The paper reviews 65 papers on AR and CSCW systems published between 2008-2019. It introduces fundamental concepts of AR and CSCW, provides a taxonomy of AR-CSCW systems based on time, space, roles and technology used. The paper survey analyzes examples of both asynchronous and synchronous collaboration in spatial, temporal dimensions. It also discusses design considerations and remaining research challenges in collaborative AR systems.
Virtual reality: is the term that applies to computer simulated environment that can stimulate the physical presence in place of real world or imaginary world. All components of VR application and interrelations between them are thoroughly examined: input devices, output devices and software.This Paperwill show how to use Virtual Reality to increase the business productivity, application in health sector, entertainment industry, military sector and other sectors. The paper explain different types of virtual reality, architecture of the haptic devices methodologies of the devices, algorithm and conclusion of the research.
Augmented Reality for Robotic Surgical Dissection - Final ReportMilind Soman
This document discusses using augmented reality and robotics for robotic surgical dissection. It proposes using 3D reconstruction of organs from CT scan images to guide robotic surgery. Three approaches are suggested: 1) Using the da Vinci surgical robot with two workstations, one for the surgeon and one for the robot. 2) Using augmented reality glasses like Google Glass to overlay a 3D model. 3) Using MATLAB to construct a 3D model from CT scans and project it onto a dummy body. The document then discusses challenges with each approach and simulations performed using software like 3D Slicer and MATLAB to test reconstruction of models from CT data.
An Intelligent Human Computer Communication with Real Time Hand Gesture for M...IJERA Editor
This document presents a system for controlling a wheelchair using finger gestures. A camera is mounted on the wheelchair to capture images of hand gestures. The images are processed using digital image processing techniques like blurring, color space conversion from RGB to HSV, and thresholding to detect and recognize fingers. The finger positions are used to determine gestures for controlling the wheelchair motors and directing its movement forward, backward, left, right, or stopping. An algorithm is provided to map finger positions to specific motor controls. The system was tested with 5 finger gestures and achieved 100% accuracy in controlling the wheelchair movement as intended by each gesture. The goal of the system is to provide an easier way for disabled people to control a wheelchair through simple hand gestures without
A Simulation Method of Soft Tissue Cutting In Virtual Environment with HapticsIJERA Editor
Currently, virtual simulation has an increasing role in the medical field. Now virtual surgery simulation has been largely explored in medical field. Virtual surgery is a good complement to traditional Surgical Training. Modeling effects of soft tissue during cutting is quite complex, hence the concept of virtuality is used to develop realistic surgical instruments for providing exact force feedback to the surgeon during surgical operation and simulation of soft tissue processes. Scalpel is a basic instrument required for soft tissue simulation. Hence we will design a virtual organ to cut by using Scalpel in Haptic Environment.
This document discusses the application of augmented reality (AR) in healthcare. It analyzes 11 publications to understand how AR has been used in medical education and practice. Several key applications of AR in healthcare are discussed, including using AR for medical anatomy education. Studies show AR provides benefits over traditional education methods by allowing three-dimensional interactive models that can be viewed from any angle. AR helps bridge the gap between two-dimensional diagrams and the actual three-dimensional structure of organs. It allows learning at one's own pace and provides anytime access versus limited access to cadavers. The document concludes AR shows promise in improving both teaching and self-learning in medical education compared to current technologies.
Augmented Reality (AR) for Education SystemIRJET Journal
This document discusses using augmented reality (AR) technology to improve education, specifically for teaching human anatomy. It provides background on AR and how it is being applied in medical education. The document then reviews several existing studies on using AR for anatomy education. Most used portable devices and the Unity/Vuforia platforms to display 3D anatomy models over real-world images. The studies found that AR improved learning outcomes for anatomy compared to traditional methods. This document proposes developing an AR application with 3D models of all human organs to provide more detailed information during anatomy studies.
New Era of Teaching Learning : 3D Marker Based Augmented Realityijistjournal
The main objective of this paper is to provide clarity of concepts to the students in a real like environment through 3d visual aids that may be used to clarify or enhance understanding of a concept or process. As a student said, “Tell me and I forget. Show me and I remember, Involve me and I understand” This paper focuses on involving the children in understanding of the concepts in 3D environment. The traditional method includes concept deliverance not based on visual aids. Now the modern teaching methodology includes visual aids such as projector, transparent slides, and models in 2d environment. If visual aids are converted from 2D to 3D environment, the student will have a live environment to understand the concepts. Visual aids tools are available to teachers to add reality, clarity, and variety to the drill which is necessary for students at the earlier stages of language learning. Augment Reality Development Lab is such a nice direction to go in incorporating technology in the classroom, because it makes *learning+ more interactive,” Sloan said. “The kids love it because they are active.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
This document discusses the history and development of virtual reality technology. It provides definitions of virtual reality as a simulated, interactive and immersive environment created by computers. The document outlines the key elements of virtual reality systems including virtual environments, interfaces, and computing power. It describes opportunities for virtual reality in fields like training, healthcare, education and entertainment. However, it also notes there are challenges to address with the technology.
Case Study of Augmented Reality Applications in Medical Fieldijtsrd
Computerized applications are used at greater extent that helps the training in medical field. Augmented reality applications possess an interactive virtual layer on top of reality. The use of augmented reality applications acts as a boon to medical education because they combine digital parts with the practical learning environment. The aim of this research is to investigate the scope of augmented reality applications in medical professionals training [1] This technology is different from virtual reality, in which the user is immersed in a virtual world generated by the computer. The AR system brings the computer into the user world by augmenting the real environment with virtual objects. [2] In Augmented Reality, physical and artificial objects are mixed together in a hybrid space where the user can move without constraints. This paper aims to provide information of current technologies and benefits of augmented reality and to describe the benefits and open issues. [3] Vaishnavi D. Deolekar | Pratibha M. Deshmukh"Case Study of Augmented Reality Applications in Medical Field" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-2 | Issue-4 , June 2018, URL: http://www.ijtsrd.com/papers/ijtsrd15714.pdf http://www.ijtsrd.com/medicine/other/15714/case-study-of-augmented-reality-applications-in-medical-field/vaishnavi-d-deolekar
This document summarizes a research paper about a MEMS sensor-controlled haptic forefinger robotic aid. The proposed system uses a MEMS sensor placed on the forefinger to detect the direction of finger movement. This direction information is transmitted via RF to a receiving microcontroller unit that commands a robot to move in the corresponding direction. The design aims to provide a low-cost robotic aid for physically challenged individuals by allowing simple control of a robot through natural forefinger movements. Experimental results validating the forefinger-based directional control of the robot are presented.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
The document discusses augmented reality (AR), which enhances what users see in the real world by overlaying digital graphics. It defines AR and distinguishes it from virtual reality. AR uses devices like smartphones and head-mounted displays to integrate virtual objects into the real environment in real-time. Examples of current AR applications include using phones as "magic windows" to access information by pointing the camera at objects, immersive AR games, and location-based information displayed through devices. The document outlines key components and features needed for AR applications.
IRJET-Mixed Reality in Healthcare EducationIRJET Journal
The document discusses how mixed reality can enhance healthcare education. It begins by explaining how virtual reality, augmented reality, and mixed reality are increasingly being used in the healthcare sector to improve surgical training, patient experiences, and learning. The document then reviews literature showing that augmented reality provides contextual learning opportunities and allows for safer skills training compared to traditional methods. Finally, the document discusses how virtual reality and augmented reality work and some of their applications in healthcare education, such as visualizing complex anatomical structures and surgical procedures.
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2. It leverages OpenCV and MediaPipe to monitor real-time hand movements with precision and translate hand gestures into strokes on a digital canvas.
3. This work underscores the potential of computer vision and gesture recognition for immersive, creative applications that bridge the gap between technology and art.
Augmented reality (AR) overlays virtual information on top of the real world. It enhances a user's perception by adding extra data that is not normally visible. AR allows users to see the real world with virtual objects superimposed upon it, unlike virtual reality which immerses users in a synthetic environment. Some key applications of AR include using it to assist mechanics by pointing out parts that need repair, and helping doctors perform minimally invasive surgery with guidance and feedback. Advanced AR research focuses on areas like head-mounted displays and virtual retinal displays to expand visualization capabilities.
This document proposes a reactive augmented reality exposure treatment system that uses galvanic skin response data to automatically adapt a virtual spider stimulus based on the user's arousal level. Previous research has shown augmented reality exposure therapy to be effective for treating phobias like spider phobia. The proposed system improves on this by integrating real-time physiological feedback to add another layer of interactivity, allowing the virtual stimulus to react to the user's physiological state measured by their galvanic skin response, without needing external intervention. An initial system was developed using augmented reality software and physiological sensors to test the feasibility of this proposed reactive augmented reality exposure treatment approach.
Virtual reality simulations allow generation of 3D models from patient imaging scans for surgical planning and training. Surgeons can view detailed anatomy, practice procedures, and receive haptic feedback without risk to patients. While early systems had limitations like unrealistic graphics, current VR provides an effective alternative to cadavers for training with benefits like standardized lessons and performance tracking.
This presentation provided an overview of haptic technology, including its architecture, principles of operation, applications, and challenges. Haptics uses tactile feedback and forces to allow users to interact with virtual objects using their sense of touch. The presentation covered the basic system configuration including human operators, haptic devices, a simulation engine, and haptic rendering software. It discussed how haptics provides both tactile and kinesthetic information to users and described challenges such as precision required, size/cost of devices, and rendering discrete feedback continuously. The conclusion stated that haptics enables new input/output technologies and will continue advancing in fields like entertainment, medicine, and manufacturing.
The Human Factors Research Group conducts interdisciplinary research connecting various fields like biology, psychology, sociology and engineering to design technology with human factors in mind. Their research domains include healthcare, military, aviation and air traffic control. Current research projects include studies on watch/phone displays, tabletop computer displays, communication in healthcare, and multimodal interfaces for unmanned aerial vehicles. The group also investigates topics like emotion and touch interaction, virtual environments and emotion, tabletop interfaces, and air traffic control communications to improve human-technology interaction.
The document discusses capturing real world activities and interactions to simulate them in virtual worlds. It suggests using a hybrid method combining qualitative and quantitative data collection. Specifically, it recommends using sensors to capture movement and audio data, as well as developing ontologies to represent qualitative details. The goal is to recognize activities and analyze workflows to improve training and performance in high-risk environments like trauma centers.
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This document discusses a system for human activity recognition using flex sensors. Flex sensors are attached to the body and can detect movements. The flex sensor data is fed into a neural network model to recognize activities. The model is trained using flex sensor data from various human activities. The trained model can then accurately recognize activities based on new flex sensor input data. The system is meant to help elderly people or those with disabilities by allowing them to control devices with body movements detected by flex sensors. It aims to provide a modular system that can adapt to new users and disabilities. Flex sensors make the system customizable while neural networks enable accurate activity recognition.
Virtual reality simulation allows surgeons to practice complex procedures, view detailed 3D models of patient anatomy, and reduce errors by planning surgeries in virtual environments before operating on real patients. VR simulators are used for surgical training, planning, navigation and guidance, and even remote "tele-surgery". While early systems had limitations, medical VR has advanced significantly and proven effective for improving skills, access to care, and outcomes.
The Human Factors Research Group conducts interdisciplinary research connecting various fields like biology, psychology, sociology and engineering to design technology with human factors in mind. Their research domains include healthcare, military, aviation, air traffic control and personal use. Current research projects include displays for watches and phones, interactive tabletops, risk management in healthcare, and multimodal interfaces for unmanned aerial vehicles. The group also explores topics like teamwork, emotion, touch interfaces and virtual environments.
Rise of augmented reality : current and future applicationsU Reshmi
This seminar presentation discusses the rise of augmented reality, including its current and future applications. It provides an introduction to augmented reality and discusses its implementation through components like head-mounted displays, tracking systems, and mobile computing power. Examples of current augmented reality applications are given in the medical, entertainment, military, engineering, robotics, education and other fields. Challenges like accurate tracking and limited computing power are also outlined. The conclusion discusses the future scope of augmented reality becoming indistinguishable from real world as technology advances.
Iris Encryption using (2, 2) Visual cryptography & Average Orientation Circul...AM Publications
Biometric authentication scheme used for person identification. Biometric authentication scheme consists of
uniqueness for identifying human using physiological and behavioral characteristics. So this technique is used for
criminal identification and this technique is used in civil service areas. In order to provide security to the data (2, 2)
secret sharing scheme. Basically iris recognition is the most secured scheme. Visual cryptography is the techniques
that divide the secret into shares.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
This document discusses the history and development of virtual reality technology. It provides definitions of virtual reality as a simulated, interactive and immersive environment created by computers. The document outlines the key elements of virtual reality systems including virtual environments, interfaces, and computing power. It describes opportunities for virtual reality in fields like training, healthcare, education and entertainment. However, it also notes there are challenges to address with the technology.
Case Study of Augmented Reality Applications in Medical Fieldijtsrd
Computerized applications are used at greater extent that helps the training in medical field. Augmented reality applications possess an interactive virtual layer on top of reality. The use of augmented reality applications acts as a boon to medical education because they combine digital parts with the practical learning environment. The aim of this research is to investigate the scope of augmented reality applications in medical professionals training [1] This technology is different from virtual reality, in which the user is immersed in a virtual world generated by the computer. The AR system brings the computer into the user world by augmenting the real environment with virtual objects. [2] In Augmented Reality, physical and artificial objects are mixed together in a hybrid space where the user can move without constraints. This paper aims to provide information of current technologies and benefits of augmented reality and to describe the benefits and open issues. [3] Vaishnavi D. Deolekar | Pratibha M. Deshmukh"Case Study of Augmented Reality Applications in Medical Field" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-2 | Issue-4 , June 2018, URL: http://www.ijtsrd.com/papers/ijtsrd15714.pdf http://www.ijtsrd.com/medicine/other/15714/case-study-of-augmented-reality-applications-in-medical-field/vaishnavi-d-deolekar
This document summarizes a research paper about a MEMS sensor-controlled haptic forefinger robotic aid. The proposed system uses a MEMS sensor placed on the forefinger to detect the direction of finger movement. This direction information is transmitted via RF to a receiving microcontroller unit that commands a robot to move in the corresponding direction. The design aims to provide a low-cost robotic aid for physically challenged individuals by allowing simple control of a robot through natural forefinger movements. Experimental results validating the forefinger-based directional control of the robot are presented.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
The document discusses augmented reality (AR), which enhances what users see in the real world by overlaying digital graphics. It defines AR and distinguishes it from virtual reality. AR uses devices like smartphones and head-mounted displays to integrate virtual objects into the real environment in real-time. Examples of current AR applications include using phones as "magic windows" to access information by pointing the camera at objects, immersive AR games, and location-based information displayed through devices. The document outlines key components and features needed for AR applications.
IRJET-Mixed Reality in Healthcare EducationIRJET Journal
The document discusses how mixed reality can enhance healthcare education. It begins by explaining how virtual reality, augmented reality, and mixed reality are increasingly being used in the healthcare sector to improve surgical training, patient experiences, and learning. The document then reviews literature showing that augmented reality provides contextual learning opportunities and allows for safer skills training compared to traditional methods. Finally, the document discusses how virtual reality and augmented reality work and some of their applications in healthcare education, such as visualizing complex anatomical structures and surgical procedures.
Revolutionizing Creativity and Communication: Introducing Air CanvasIRJET Journal
1. The document introduces Air Canvas, an interactive drawing platform that allows users to paint in mid-air using hand gestures detected through computer vision techniques.
2. It leverages OpenCV and MediaPipe to monitor real-time hand movements with precision and translate hand gestures into strokes on a digital canvas.
3. This work underscores the potential of computer vision and gesture recognition for immersive, creative applications that bridge the gap between technology and art.
Augmented reality (AR) overlays virtual information on top of the real world. It enhances a user's perception by adding extra data that is not normally visible. AR allows users to see the real world with virtual objects superimposed upon it, unlike virtual reality which immerses users in a synthetic environment. Some key applications of AR include using it to assist mechanics by pointing out parts that need repair, and helping doctors perform minimally invasive surgery with guidance and feedback. Advanced AR research focuses on areas like head-mounted displays and virtual retinal displays to expand visualization capabilities.
This document proposes a reactive augmented reality exposure treatment system that uses galvanic skin response data to automatically adapt a virtual spider stimulus based on the user's arousal level. Previous research has shown augmented reality exposure therapy to be effective for treating phobias like spider phobia. The proposed system improves on this by integrating real-time physiological feedback to add another layer of interactivity, allowing the virtual stimulus to react to the user's physiological state measured by their galvanic skin response, without needing external intervention. An initial system was developed using augmented reality software and physiological sensors to test the feasibility of this proposed reactive augmented reality exposure treatment approach.
Virtual reality simulations allow generation of 3D models from patient imaging scans for surgical planning and training. Surgeons can view detailed anatomy, practice procedures, and receive haptic feedback without risk to patients. While early systems had limitations like unrealistic graphics, current VR provides an effective alternative to cadavers for training with benefits like standardized lessons and performance tracking.
This presentation provided an overview of haptic technology, including its architecture, principles of operation, applications, and challenges. Haptics uses tactile feedback and forces to allow users to interact with virtual objects using their sense of touch. The presentation covered the basic system configuration including human operators, haptic devices, a simulation engine, and haptic rendering software. It discussed how haptics provides both tactile and kinesthetic information to users and described challenges such as precision required, size/cost of devices, and rendering discrete feedback continuously. The conclusion stated that haptics enables new input/output technologies and will continue advancing in fields like entertainment, medicine, and manufacturing.
The Human Factors Research Group conducts interdisciplinary research connecting various fields like biology, psychology, sociology and engineering to design technology with human factors in mind. Their research domains include healthcare, military, aviation and air traffic control. Current research projects include studies on watch/phone displays, tabletop computer displays, communication in healthcare, and multimodal interfaces for unmanned aerial vehicles. The group also investigates topics like emotion and touch interaction, virtual environments and emotion, tabletop interfaces, and air traffic control communications to improve human-technology interaction.
The document discusses capturing real world activities and interactions to simulate them in virtual worlds. It suggests using a hybrid method combining qualitative and quantitative data collection. Specifically, it recommends using sensors to capture movement and audio data, as well as developing ontologies to represent qualitative details. The goal is to recognize activities and analyze workflows to improve training and performance in high-risk environments like trauma centers.
IRJET- Human Activity Recognition using Flex SensorsIRJET Journal
This document discusses a system for human activity recognition using flex sensors. Flex sensors are attached to the body and can detect movements. The flex sensor data is fed into a neural network model to recognize activities. The model is trained using flex sensor data from various human activities. The trained model can then accurately recognize activities based on new flex sensor input data. The system is meant to help elderly people or those with disabilities by allowing them to control devices with body movements detected by flex sensors. It aims to provide a modular system that can adapt to new users and disabilities. Flex sensors make the system customizable while neural networks enable accurate activity recognition.
Virtual reality simulation allows surgeons to practice complex procedures, view detailed 3D models of patient anatomy, and reduce errors by planning surgeries in virtual environments before operating on real patients. VR simulators are used for surgical training, planning, navigation and guidance, and even remote "tele-surgery". While early systems had limitations, medical VR has advanced significantly and proven effective for improving skills, access to care, and outcomes.
The Human Factors Research Group conducts interdisciplinary research connecting various fields like biology, psychology, sociology and engineering to design technology with human factors in mind. Their research domains include healthcare, military, aviation, air traffic control and personal use. Current research projects include displays for watches and phones, interactive tabletops, risk management in healthcare, and multimodal interfaces for unmanned aerial vehicles. The group also explores topics like teamwork, emotion, touch interfaces and virtual environments.
Rise of augmented reality : current and future applicationsU Reshmi
This seminar presentation discusses the rise of augmented reality, including its current and future applications. It provides an introduction to augmented reality and discusses its implementation through components like head-mounted displays, tracking systems, and mobile computing power. Examples of current augmented reality applications are given in the medical, entertainment, military, engineering, robotics, education and other fields. Challenges like accurate tracking and limited computing power are also outlined. The conclusion discusses the future scope of augmented reality becoming indistinguishable from real world as technology advances.
Iris Encryption using (2, 2) Visual cryptography & Average Orientation Circul...AM Publications
Biometric authentication scheme used for person identification. Biometric authentication scheme consists of
uniqueness for identifying human using physiological and behavioral characteristics. So this technique is used for
criminal identification and this technique is used in civil service areas. In order to provide security to the data (2, 2)
secret sharing scheme. Basically iris recognition is the most secured scheme. Visual cryptography is the techniques
that divide the secret into shares.
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A Perspective on Distributed and Collaborative Augmented Reality
1. Yavuz Altug & Ahmed M. Mahdy
International Journal of Recent Trends in Human Computer Interaction (IJHCI), Volume (7):Issue (2):2016 23
A Perspective on Distributed and Collaborative Augmented
Reality
Yavuz Altug yavuz.altug@tamucc.edu
Department of Computing Sciences
Texas A&M University-Corpus Christi
Corpus Christi, 78412, USA
Ahmed M. Mahdy ahmed.mahdy@tamucc.edu
Department of Computing Sciences
Texas A&M University-Corpus Christi
Corpus Christi, 78412, USA
Abstract
This paper surveys the field of Augmented Reality (AR) with an emphasis on the future of
distributed and collaborative AR. A summary of the state-of-the-art in AR and its current
challenges is presented. This includes sense augmentation, hardware platforms, registration and
tracking, interaction, and health concerns.
Keywords: Collaborative Augmented Reality, Distributed Augmented Reality, Computer
Supported Collaborative Work, Sense Augmentation.
1. INTRODUCTION
Augmented Reality (AR) is a human computer interaction technique that allows combining digital
virtual elements with the real world environment. AR allows computer generated data to be
aligned or registered with the real world environment in real time. Augmentation might give a
feeling of removal of real objects from senses with applying virtual data [15].
With AR, the user can interact with the real world environment in a natural way, while using and
interacting with the computer generated data to utilize related information [111]. As seen in Figure
1, Milgram’s Virtuality Continuum Diagram [97] explains the position of AR in the reality domain.
Azuma’s definition is commonly accepted for an explanation of augmented reality. Azuma defines
AR as a combination real and virtual imagery with registration of the virtual imagery on the real
world, accompanied by real time interaction [16].
FIGURE 1: Milgram’s Virtuality Continuum [97].
Augmented reality is an interdisciplinary field that overlaps a wide array of areas including human
computer interaction, computer vision, wearable and distributed computing. AR applications can
be applicable for several domains such as engineering, aviation, telecommunication,
entertainment, health-care [28], marketing, law enforcement, construction, manufacturing [107],
2. Yavuz Altug & Ahmed M. Mahdy
International Journal of Recent Trends in Human Computer Interaction (IJHCI), Volume (7):Issue (2):2016 24
planning, training, maintenance/repair [56, 144], design/art and education. Nikou et al. [109]
showed AR solutions for orthopedic surgery. Juan et al. [70]’s experiment of phobia treatment
indicates AR can be used for treatment purposes. Olfactory augmentation can be used to treat
post-traumatic stress disorder or similar cases on virtual reality therapy treatments [31].
Since the 1960s several symposiums, conferences and workshops have been organized for AR
and virtual reality, internationally [6]. However, AR accepted distinct research area after the
1990s.
2. AUGMENTATION OF SENSES
AR can be applied all kind of senses. Vision, hearing, touching, smelling and tasting can be
augmented for different purposes. Different augmentation types have their own challenges.
As a UI solution, audio has been used for a long time. Sound makes us aware of the
environment. With sound, we assume the existence of the source object and with echo, we can
understand the distance of the objects. However, the standalone effect of sound augmentation is
not widely explored. As an example; Zimmerman et al. created audio augmentation to provide
information based on interest, preferences and motion of museum visitors [4].
Olfactory augmentation is one of the undeveloped augmentation areas. There are no discovered
primary odors. Lack of primary odors make it difficult to generate scents. Humans can detect
approximately 400k chemical compounds as odor. Based on the research of Buck and Axel [152]
and recent genome analysis, humans have approximately 350 scent receptors. Some
researchers accept 350 as the prime odor number. Nambu et al. [104] and Hyung-Gi et al. [29] try
to decrease the number of required scents based on vision because some scents have
similarities, and human’s vision-smelling relation may be tricked.
Scents are used for increasing consumers’ commercial activities and user psychology. Washburn
et al. [145] surveyed the effects of scent on data visualization. In their analysis, they pointed out
olfactory augmentation improves data visualization and user understandings. In addition, scent is
affecting other senses. Mochizuki et al. created a virtual reality game to understand relation of
vision and scent [99]. Scents are pre-produced and augmentation systems are using cartridges to
diffuse smells.
Gustatory augmentation is challenging due to the complicated nature of taste sensation. Narumi
et al. [106] created gustatory augmentation with combination of visual and olfactory
augmentation. Nakamura et al. [102] try to differentiate taste with electricity. If they become
successful, sensing of tongue can be increased and we can understand part of complexity of
tasting.
Touch is the major interaction method of humans. Unlike gustatory and scent augmentation,
haptic augmentation can be simulated. Tactile displays can be categorized as, Braille display for
the visually impaired and the haptic device to make the virtual world gets tactile textures and
seems more real [72].
Different kind of receptors of skin can be stimulated with electrodes or vibrations. Kajimoto et al.
accepted Merkel cell, Meissner corpuscle and Pacinian corpuscle receptors as primary receptor
to create similarity with primary color in visual augmentation [72]. The majority of haptic
augmentation research is in the medical area. Khademi et al. [76] used haptic AR for
rehabilitation process. Kurada et al. used haptic augmentation for surgical navigation [82]. Haptic
AR is an effective learning tool for virtual surgery. Seokhee and Harders created multi-point
interaction with virtual tumor [67]. Especially in robot assisted surgeries, operator needs to feel for
issues. Several researches [115, 33, 103] focused on this problem. It is also used for medical
[148, 71, 128, 68] and other training [147] and learning [54, 5, 69, 98, 26, 149, 135] purposes.
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Dima et al created haptic AR solution for museums [41]. This way users can interact with artifact
that normally they aren’t allowed to touch.
Haptic augmentation can be used for other robotic solution and unmanned vehicles. Haptic
feedback provides different pressure to remote operator. The feedback depends on the robot
faced force [3, 58, 59]. The system decreases the response time of the user. OzBot [45] is
designed for search and rescue operations with haptic feedback to operator.
Haptic AR is an effective tool for designing implants and working in sensitive areas [66]. Scharver
et al. [133] is able to create implant with haptic feedback from patients.
In the research, different augmented reality solutions started to be used together. Currently
gustatory AR mainly depends on other AR solutions. Researches show merging several
augmentation increase success rate of application [43].
3. HARDWARE AND DISPLAY SYSTEMS
Combining the virtual and real world is one of the most challenging design factors for successful
AR systems. This can be achieved with several hardware systems. Researchers are developing
hardware for different kind of augmentation [105, 138, 55]. However, AR researches are mostly
focused on sense of sight. Mainly computers, electronic glasses, headgears, mobile devices and
projectors are used with visual augmented reality applications. Different hardware platforms has
their own advantages and disadvantages. There are studies [61,112,151] that show the effect of
the screen size or type on task performance, but they produce mixed results. Selection of
hardware depends on application development and purpose. In recent years different tools are
released for augmented reality purposes. Google Glass [50], Epson Smart Glass [44] are
examples of daily user focused electronic glasses on the market. Also specific application related
tools are released. Daqri industrial smart helmet [38] is example for it.
Wearable headsets are usually using LCDs or laser image displays (Retinal Image Display-RID).
RID requires a complicated mirror and lens system that is decreasing possibility of reducing the
size of the display. That is making LCD displays much preferable. However, reducing the size of
RID is still an ongoing research area. Katsuyama et al. able to reduce size of a laser beam
combiner no larger than a grain of rice [74]. Furthermore, other display improvements are
enhancing AR. Magic leap [90] created AR device based on glasses-free 3D tensor displays [146]
for more natural, user friendly environment. Microsoft has announced their holographic display
solution [96]. Holographic display can be considered for mixed reality solution. HoloLens contains
CPU, GPU and HPU (Holographic Display Unit). In addition, Solutions like NVidia’s Near-Eye
Light Field Display [84] provide thinner and lighter head-mounted displays. Stereoscopic displays
usually are considered for virtual reality solutions. However, there are several solutions for using
stereoscopic displays for augmented reality. Different headset designs have a large variety of
field of views. Researchers are trying to achieve better field of view with different techniques.
Cheng et al. [32] applied free form prisms and lenses and Zheng et al. [34] designed an off-axis
optical system with x-y polynomial surface for this purpose. This design achieved a 15 mm exit
pupil, a 40°×30°FOV, and 70 mm eye relief.
Smart phones and tablets are multi-purpose mobile devices. They have high and increasing
amount of usage. Having several efficient parts like camera, GPS, gyroscope, accelerometer and
mobility advantage makes these devices suitable for augmented reality.
Projection approach projects the desired virtual information directly on physical objects to be
augmented. Cassinelli at al. [30] created laser based projector that is capable of augment all kind
of surfaces while simultaneously scanning projection surface information like shape, texture,
reflectivity etc. with another laser beam. That allows feature based registration abilities.
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When manipulating visual data captured by the eyes, changing information at eye level with
contact lenses are considered. Lingley et al. designed a single-pixel wireless contact lens display
[88]. Prototype with LED display worn by rabbits for 20 minutes at a time with no adverse effects.
However, increasing pixel amount, focusing close range and health issues are still challenges for
this approach [121]. Focusing close range is generally problem for augmented reality solutions.
Usually optical object needs to be used between eye and display. Innovega created lenses for
this purposes [2]. These lenses allow user to focus augmented reality display. Main purpose of
the approach to allow immersive augmented reality solutions.
For audio augmentation, we are using auditory displays to create sound. Curran surveyed audio
haptic, tangible audio displays in his book [37]. In his book, he points out tangible user interfaces
and auditory displays needs to improve. Pebblebox [116] and Reim Toolbox [37] are example of
audio haptic tools for audio augmentation.
SmartTools [72] are used for haptic augmented reality. Tools like pen or surgeon equipment are
integrated with sensors and feedback devices. Ando et al. [9] created finger mounted module that
using vibrations called SmartFinger. Whenever user try to interact with visual data or object,
feedback devices will give force, like electricity or pressure, to user. Kajimoto et al. [72] created
tactile display to stimulate receptors. Teslatouch [17] gives haptic feedback on touch screen with
electrostatic friction between screen and users finger. ImmersiveTouch [89] is a high-resolution
and high-pixel-density stereoscopic display with a head and hand tracking, and haptic feedback
systems. Recently haptic augmented reality devices started to be on market. Touch based
augmented reality device named Gloveone [49] has been announced. It gives user the feeling
effect with vibrations. Projection augmentation model is also used for haptic AR systems. Visual
image can be projected on a real object that has haptic feedback abilities. User can interact with
visual objects with the help of real objects [21]. Bertham et al. [22] created tactile helmet for
haptic AR. The helmet, that mimics animal whiskers to gather information, can get environmental
data. Wozniak et al. [62] created a haptic glove that gives feedback related to color information.
The glove is primarily designed for color blind people to see environment with haptic sense.
RippleTouch [150] is providing full body haptic AR system with low frequency acoustic wave
propagation properties of the human body.
Olfactory augmentation can be created with specific scent generator. Several patents and
researches are developed by researchers. Krull designed a scent generator that is activated by
heat. [81] Scent distributing systems or scent generators require specific multimedia devices.
Scent delivery can be created two different way. It can be provided with direct inhaling with scent
mask or tubes. Manne developed wearable scent delivery platform for direct inhaling. [92,93]
Scent also can be distributed to the user’s nose by diffusion. Research of Manne [94] and
Santandrea [130] are example designed tools for diffusion technique. Diffusion based electronic
cartridge systems are becoming commercially available. Scentee [132] and oPhone [119] are
electronic diffusion based mobile phone extension gadgets. Yanagida et al. used an air cannon to
plant air in localized area. [13]. Using one scent resource to create augmentation may create
unnatural breezing effect. Nakaizumi et al. used multiple air cannon to decrease unnatural effect
of odors [101].
4. REGISTRATION AND TRACKING
Registration is the one of the main component of the AR. Integrating virtual information in real
data requires proper registration. Registration is the process of real detection with distinct
features. The features can be provided from different type of sensors like camera or GPS. In most
AR applications, user’s movement, position and environmental changes needs detection to be
tracked with previously configured reference data. Position information allows AR to retrieve and
display location or item based information. Proper augmentation requires user situation (user
location, distance to physical object etc.) and user actions (user movement, head movement, eye
movement etc.). There are several methods for registering augmented data on the real world.
Hardware based or software based tracking techniques can be used. GPS, gyroscope
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information can be used for outdoor location based solution. Ultrasonic, magnetic, optical, radio
frequency and inertial technologies can be used to achieve very accurate positional data [129,
57]. As mentioned before, LIDAR solutions can gather position and orientation information as well
as physical object features. Using ultrasonic waves for distance calculation is a popular, simple
method. Distance is found by measuring the travel time of the sound. Alusi at al. were able to
create low cost high precision ultrasonic based tracking device [7]. With stereo vision systems,
Gordon at al. [51] is able to calculate 3D position and user’s viewpoint’s orientation while tracking
user’s fingertip or a pen.
RF technology has increasing popularity for tracking and localization. RFID tags are used in
assets, inventories, industries, groceries, logistic facilities, hospitals etc. RF technology for
tracking can be categorized mainly in two methods. In the first method, environmental RF module
acts as an anchor hold its position information. Environmental RF module contains position
coordinates. When the user contacts with environmental module, user’s location is calculated
[127]. Other method is known as fingerprint based method. Unique identifiers and their signal
strength is known as fingerprints. User’s position is calculated by mapping the fingerprints
locations. Fingerprint based method is a research area and needs to be improved.
High accuracy registration is desired for all kinds of augmentation. Although, the accuracy needs
of AR applications changes depending of the usage, applications of advertising, entertainment
etc. might not need high accuracy. However, manufacturing, health-care need high accuracy
registration. Outdoor AR systems use inertial systems and GPS for tracking purposes. These
sensors have high error rate therefore precision and accuracy are generally bad. For indoor
applications GPS is not applicable. Usually sensor supported computer vision solutions are used
for indoor registration purposes. However, when high frequency motion or rapid camera
movement occurs, image processing techniques are failing.
Other than hardware based tracking and techniques, several software based tracking solutions
are designed. Software based solutions have increasing popularity, because of decreasing
requirement to bulky hardware. Software based solutions mostly use computer vision techniques.
Image processing solutions for tracking can be categorized as marker based, feature based and
mapping-model based.
Markers are pre-designed artificial landmarks planted on the environment for getting data with
specific techniques. Mostly marker based tracking techniques use a barcode, QR code, or tag
image as a marker. Also specific texture, image or image pattern can be used as a marker.
Augmented reality software can determine the marker and give results based on that. Easily
detectable feature points and higher response time makes marker based solutions effective.
Research of Santos at al. [131] shows that marker based solution can be used with changing
data and higher data types. ARToolkit [83, 12] is the most popular marker based library. Markers
with asymmetric patterns are designed to be an easily detectable by augmented reality trackers
seamlessly. Several AR applications are developed for research purposes with marker based
tracking [134, 117, 118]. There are various projects ongoing porting ARToolkit to different
platforms. osgART is a C++ based cross platform library which is supporting marker tracing and
AR rendering with integration of OpenSceneGraph graphic library and ARToolkit library or
ARToolkit fork ARToolkitPlus. AndAR [8] is a Java library for developing Android based AR
applications. ARToolkit has been forked for different project. NyARToolkit [110] supports multiple
programming languages (C++, C#, Java, ActionScript, Unity) and it can work on different
operating systems. NyARToolkit has several branch projects. FLARToolkit [47], is based on
NyARToolkit, has been aimed to flash based AR application development with ActionScript.
FLARManager [46], which is also support FLARToolkit, also is lightweight AR library for flash
based applications. SLARToolkit [136] is also NyARToolkit based library for Silverlight and
Windows phone development. ARTag [11] is another open source tool for fiducial marker based
augmented reality. ARTag was released several years later than ARToolkit. ARTag has better
image processing and digital symbol processing capabilities. Also, ARTag has better
performance under illumination changes [153]. ARMES [10] is a commercialized SDK that uses
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unique circular markers. Layar [85] is a commercial SDK that uses geotagging and predesigned
markers. Geotagging allows GPS based location registration for outdoor purposes.
On the other side, in most cases markerless solutions are more desirable. A markerless solution
does not need to change the environment for tracking purposes. Feature based solutions allow
natural integration of augmented data or virtual objects on real environments. Most of the current
natural feature tracking methods use the robust points as feature for matching. Various
algorithms are used for defining, detecting and matching. For AR purposes, Qualcomm released
commercial feature based AR library called Vuforia [125]. Vuforia has both markers based and
feature based AR solutions. Also FastCV [124], an image processing library that optimized for
mobile application released for faster image processing AR solutions. ARToolkitNFT [108] is
feature tracking library which is expanding ARToolkit’s capabilities with natural feature tracking.
BazAR [123] is a computer vision library that detects and registers known planar objects in
images with feature points detection and matching with a key-point based method.
Mapping-model based solutions are recently becoming popular among researchers and SDK
developers. Several researchers improved 3D environmental mapping and simultaneous
localization and mapping (SLAM) techniques for registration purposes. In previous techniques,
camera pose has a relation with feature generated target. Also target is usually planar. However,
SLAM provides pose estimation in unknown environment and 3D reconstruction of problem while
moving in 6 degree of freedom. Klein has proposed a parallel tracking and mapping (PTAM)
solution [79]. PTAM is monocular SLAM system that use dense map of lower quality features
which is useful for tracking in static and limited small scenes. Parallel Tracking and Multiple
Mapping (PTAMM) extents PTAM to allow usage of multiple independent cameras to create
multiple maps. This allows to link different workspace maps which in different AR applications to
each other. In PTAMM, re-localizer allows cameras to automatically switch between maps by
comparing the descriptors similarities between the key frames. This allows PTAMM to support
working on large environment. Open Tracking Library (OpenTL) [120] use pre-produced models,
such as texture, appearance, movement etc. to match environment features. It is not designed for
augmented reality purposes but user friendly API and multi-threading support makes OpenTL
considerable. RGB-D sensor based techniques have lowered the error rate of tracking and
registration of image processing. Registration, mapping techniques are continuously improving
related to hardware improvement. Several ongoing researches are on both hand-held and head
wear devices. Different types of devices have different advantages and disadvantages [79].
5. INTERACTION
Augmented reality is usually used as an output method. Input methods for virtual reality are
naturally applicable for augmented reality. Augmented reality can also use equipment that is used
for registration and tracking purposes like gyroscope, GPS for an interaction inputs. Also,
separate input equipment can be used. Input devises can be different for distinct setups.
Billinghurst et al. [23] demonstrated that, when it comes to selection and searching, spatial head
tracked displays offer a better option as compared to screen stabilized approaches. Thomas [141]
also looked at using head motion for selection.
Haptic feedback provides interaction tools and creates immersive and interactive application
environment for the user. Body tracking devices like ControlVR [36], Manus [95] are effective
tools for augmented reality. Also combination of different AR senses can give input information.
Haptic AR devices are good example for it. Li et al. [87] used haptic real object to provide
interaction with virtual object. Their research has created a synchronization problem between real
and virtual objects as a new challenge.
Olfactory augmented reality usually is accepted as supportive augmentation. Scent augmentation
can increase interaction and success rate of other augmentations. However, odors have
therapeutic effect and scent can increase focus and interaction quality of user. Abid et al. created
a smell generator for web objects [1]. System generates smell whenever user places the mouse
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on text, image etc. Research of Tsai et al. show olfactory feedback may increase coding and
writing quality [143].
6. HEALTH CONCERNS AND HUMAN ASPECTS OF AUGMENTED REALITY
There is limited research of the effect of the AR on human health. Increasing improvement on
visual AR systems allowed head mounted display devices to be applied widely in AR applications.
Head mounted displays facilitate direct perception of the augmented reality. However, wearing
head mounted displays may cause headaches, dizziness, nausea and eye problems.
Olfactory augmentation can be beneficial for user health. As mentioned Abid et al. [1] by
vacuuming current air, filtering then generating air can;
• freshens the air,
• gives aroma therapy effect,
• alleviates allergies and asthma,
• removes dust and pollen,
• emits negative ions that help increase the humidity in a room, when using pure water.
7. DISTRIBUTED AUGMENTED REALITY
Augmented reality is a complex field that combines an extensive range of algorithms (computer
vision, registration, localization etc.) and several devices and sensors (cameras, displays,
tracking equipments etc.). Because of the complexity, developing and managing the functionality
of AR frameworks is becoming harder. AR contains different components. Separating AR
components and managing them separately increases re-usability of AR libraries and allows
extendibility. In parallel, to growth of AR researches, several distributed solutions are emerged.
Dwarf (Distributed Wearable Augmented Reality Framework) [27] is a decentralized component
model based framework. It is using common object request broker architecture (CORBA) to
provide communication with different languages. Dwarf uses concept of independent services.
Services work on their needs and abilities between each other. Every network node contains a
service manager that controls its local services. Service managers can cooperate each other to
connect remote services. DWARF aims rapid prototyping of AR applications. Independent
services allow decentralized development with Dwarf.
Studierstube [140] is mainly developed for multi user, groupware AR and VR applications. It is
built on device management and tracker framework OpenTracker. Studierstube has named each
of its components as application objects. Each application object inherits from an application type.
Application objects can be instantiable from different application types in same time. These
applications can communicate between each other. In Studierstube architecture, service manager
manages overall system.
Every framework has their distinct advantages. Dwarf and Studierstube are both component
based and expendable. Bauer et al. [18] wanted to use both systems advantages by integrating
these two system together. Extending their component for communicating both of the system
allow developers to use both of the systems advantages.
MORGAN [113] is proprietary component based framework. It is CORBA based like Dwarf.
However, it is also using different proxy pattern for other protocols. MORGAN is designed for
making AR application development with multiple user easier. In this architecture, components
subscribe to input devices that they are interested in. The system creates publisher subscriber
architecture between components. MORGAN frame work has its own rendering engine for
support multi user solution in distributed system. Component management is provided with a
specific component called broker.
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Tinmith evo-5 [122] is a modular architecture that aims to solve complex development problems
like data distribution, rendering, interaction, tracker abstractions, modular extensions. It is written
in C++. Modules can be application specific or generic. The communication between modules is
provided with client server style architecture. The system is asynchronous and uses data flow
methodology. If there are no data changes, there won’t be any action.
VARU [63] is designed for VR, AR or ubiquitous computing development. VARU uses XML based
configuration descriptors. In VARU, components can use these reusable XML configurations for
different development projects. Users can interact each other like co-located in same space
without depending on their reality (AR, VR, and ubiquitous). VARU framework contains two main
part: VARU server, and VARU client. The server synchronizes objects in space. Objects are
described using: Class, Individual and Extension. A Class is an abstract group of objects with an
assigned purpose. The Individual is an instance of Class. An Extension is a representation of an
Individual in the interaction space. Each application store objects in the database with an
individual’s and extensions tables. VARU uses different libraries for different requirements.
OpenSceneGraph is main rendering library for VARU. For managing an AR application, osgART,
ARToolkit or OpenSceneGraph can be used. For smart device connection, it uses CAIM
middleware, UPnP protocol and VRPN for the interaction peripherals.
ARCS (Augmented Reality Component System) [40] is designed for rapid prototyping of
distributed AR applications. It is written in C++ with multi-platform support (Unix, Linux, Windows).
It can provide centralized or decentralized distributed architecture. ARCS is using component
orient programming. ARCS components can be configured and composed with other
components. ARCS works with finite state machines. Applications is described as threads and
threads are controlled with finite state machines that states specific configuration. The
configuration is called sheet. Sheet contains pre-connection, connection, post-connection and
cleanup states. Pre-connection states configure components. Connection states configures links
between components and manage data transfer. Post connection invokes application
configuration. Cleanup state restores component states. When states change, global
configuration of the components also change and global configuration reconfigure the
connections. There is also ARCS.js JavaScript library under development with same principles. It
is intended to run both browser and node.js environment.
AMIRE [52] uses a component oriented architecture and consists of the minimal set of
components required for a demonstrator, a reusable augmented/ mixed reality software collection
and a visual authoring tool for building AR applications.
8. COLLABORATIVE AUGMENTED REALITY
Desktop computer supported collaborative work (CSCW) applications might separate users from
each other and from their tools [64]. This is an important disadvantage for collaborative
environment. Also classic CSCW applications provide hard to use solutions to three dimensional
problems. AR enables us to enhance the physical environment with a computer generated virtual
environment. That allows us a more natural communication and removing desktop type CSCW
limitations [25]. Collaborative AR allows physical interaction and virtual interaction simultaneously
that allows developer to use virtuality and reality as different parameters. This provides
application development capabilities without depending time or space constraints. The research
of StudierStube [24] defines collaborative AR environments features are:
• Virtuality: Objects that don’t exist in the real world can be viewed and examined.
• Augmentation: Real objects can be augmented by virtual annotations.
• Cooperation: Multiple users can see each other and cooperate in a natural way.
• Independence: Each user controls his own independent viewpoint.
• Individuality: Displayed data can be different for each viewer.
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The features are shown as collaborative augmented reality allow natural communication
independence. Also Kiyokawa and Billinghursts research on communication behaviors in
collaborative AR [77] shows that users think AR is the most natural way to see information.
Collaborative augmented reality (CAR) is powerful user interface tool that can be applied in all
kind of position on time/space matrix. In same time/ same space domain, CAR applications can
create identical or user customized augmentation for different user to assist interaction. Tabletop
solutions which have surface or equipment tools that provide shared augmentation is the main
application area for same time/ same space domain. Table top approach is a traditional
collaboration solution. Several applications designed for productivity [42, 53], gaming [60, 39,
139, 114], education [75], design, training [111], maintenance/repair [19, 86] etc. use this
approach. Researchers designed several co-located systems that use the same database
platform. [134, 127, 126, 137, 78] Also manipulating 3D models that augment in the user view are
tested in several experiments. In the same time/ different space domain, Kato et al. [73] and
Barakonyi et al. [14] experimented face to face video conferencing tool with CAR. Using avatar is
one of the main approach for distributed collaboration. Avatars provide character recognition of
different users in different places. Users can communicate and interact with avatars that is
representing other users. Archaeological digging is an example one time gather-able sensible
data type of work. Benko et al. [20] created mixed space CAR tool for solving the problem.
Augmented sensation allows several users to inspect historical area. Also remote users can get
information about work environment. Freer [48] is provided collaborative messaging system on
augmented reality.
Different time aspect of the collaborative work for AR is not widely evaluated. In same space
situation, location registration is enough for AR collaboration. In different environments, overall UI
needs to change for new data. Challenges in synchronous AR situation are mostly answering
asynchronous AR problems. Thomas et al. [142] provides examples of the different time
problems with logistic area.
Mueller-Tomfelde created hybrid sound reproduction in audio augmented reality [100]. This
solution can create direct undisturbed inter-individual communication within the team and at the
same time a personalized augmented sound environment in collaborative augmented reality
[100]. Knoerlein et al. designed visual and haptic AR solution for entertainment purposes [80].
Their ping-pong game is an example of a collaborative visuo-haptic AR solution.
Acknowledgments
This work has been supported, in part, by National Science Foundation grant CNS-1042341.
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