163 research outputs found

    Design Recommendations for Augmented Reality based Training of Maintenance Skills

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    Training for service technicians inmaintenance tasks is a classical application field of Augmented Reality explored by different research groups. Mostly technical aspects (tracking, visualization etc.) have been in focus of this research field. In this chapter we present results of interdisciplinary research based on the fusion of cognitive science, psychology and computer science. We focus on analyzing the improvement of Augmented Reality based training of skills which are relevant for maintenance and assembly tasks. The skills considered in this work comprise sensorimotor skills as well as cognitive skills. Different experiments have been conducted in order to find recommendations for the design of Augmented Reality training systems which overcome problems of existing approaches. The suggestions concern the fields of content visualization and multimodal feedback

    Teilprojekt TP 3 - Tracking

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    Kap. 5 beschreibt die Forschungsthemen zum Schwerpunkt Tracking. Darunter ist das Erfassen der Position und Orientierung von Objekten bzw. des Anwenders im dreidimensionalen Raum zu verstehen. Die Arbeiten bilden damit die Grundlage für darauf aufbauende Funktionen wie beispielsweise die lagekorrekte Einblendung zusätzlicher Informationen oder die intuitive Interaktion durch Gesten. Neben Ansätzen zur Weiterentwicklung der Algorithmen des markerlosen Trackings werden ergänzende Sensoriken wie Wegaufnehmer an Robotern, Inertialsensoriken an Kameras betrachtet. Ein weiterer Ansatz untersucht die Hinzunahme von CAD-Daten zur Verbesserung des bildbasierten Trackings

    Fusing Web Technologies & Augmented Reality

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    Within the German research project ARVIDA a large consortium of industrial Virtual and Augmented Reality users, of technology providing companies and research institutes cooperate on the establishment of highly flexible web-based reference architecture for Augmented Reality applications. The use of web technologies is motivated by modern web standards as WebGL or WebRTC supporting e.g. real time rendering of 3D-content of video streaming within Web-Browsers. Thereby, the use of Web technologies not only offers the possibility to develop applications platform and OS independent but it also facilitates the integration of Augmented Reality into industrial workflows or PDM environments. The developed reference architecture offers RESTful tracking, rendering and interaction services that foster the combination and exchange of different algorithms with the aim to fit the technology to the specific requirements of an AR-applications in an optimal way

    Multimodal Kinect-supported interaction for the visually impaired

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    This thesis suggests a new computer interface, specifically targeted at blind and visually impaired people. We use the Microsoft Kinect to track a user's position and have implemented a novel spatial interface to control text-to-speech synthesis of a document. Which actions are executed is solely determined through hand movements in relation to the body. All feedback for the actions is given in auditory form, through synthesized speech or earcons. Earcons are brief, unique sounds that convey information. Visually impaired or blind users do not have to point or remember keyboard commands, but can use their proprioceptive sense to effectively explore documents and execute actions. The test results are encouraging. Even when participants found themselves lost they were always able to find their way back to an interface state they knew how to navigate. Furthermore, most negative feedback can be attributed to the current technical limitations and not the spatial interface itself

    Conveying information for cultural heritage with mobile augmented reality

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    Augmented Reality (AR) technology is stepping into mass markets and everyday usage. While the technology evolves from lightweight to sophisticated technical approaches running on mobile devices, this thesis questions and explores how to perceive information with AR and how to interact with reality on mobile devices, mediated by it. The thesis analyzes recent smartphone-based approaches of video-see-through AR and proposes a categorization that shapes AR's nature. Thereby it shows how AR can sustainably add value for conveying information. It gives an overview of information mediation and interaction techniques that are suitable for mobile AR on smartphones and recent tablets in the context of cultural heritage. Examples and small experiments give an impression of the state-of-the-art and discuss what might still be missing. A practical exploration and demonstration is given in the context of Fraunhofer IGD's Olbrich project. Here, computer vision-based AR is employed outdoors in order to illustrate the history of House of Olbrich - one of Darmstadt's sights in the famous Artists' Colony. By the video see-through effect users can jump back in time visually with a smartphone: AR enriches a user's view on reality with a reconstruction based on historical blueprints. It reveals the building's original appearance in a sketch?like manner and communicates architectural characteristics in a reduced visual fashion. The presented AR techniques overcome current lightweight-AR and demonstrate how AR can add value to users through compelling visual depictions and how it extends user experience through enhanced interaction

    Towards automatic generation of multimodal AR-Training applications and workflow descriptions

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    Augmented Reality (AR) is a technology which has become very popular in the last years. In this context also the idea of using of AR for training applications has become very important. AR offers a large potential for training only if the training is well focused to the skills that have to be trained and if the training protocol is well designed. On the other hand, the generation of the training content to be transferred via AR is a comprehensive problem that is addressed in this paper. Thus, this paper tries to describe the whole chain of implementations and general aspects involved in the creation of AR training applications, including examples for used multimodal devices. This chain starts with the capturing of expert actions to be hold in the "digital representation of skill". The digital representation of skill is transferred to the training protocol that specifies the storyboard of the AR training session. The paper includes two different implementations of AR training systems and describes the general idea of informational abstraction from low level data up to interaction and from design to application

    A Multimodal Training Platform for Minimally Invasive Robotic Surgery

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    Abstract— This paper gives an overview of a multimodal training platform developed for minimally invasive robotic surgery, based on the DLR MiroSurge system. It describes the technological components and integration of the hardware and software platform and presents the first integrated training tasks that enable surgeons to get familiar with the robotic system. The training platform shares the same surgical operator workstation as MiroSurge and simulates the behaviour of the telemanipulator arms and the surgical instruments. Like the real system the training platform provides haptic feedback and 3D-vision. However instead of the real telemanipulator itself, a virtual environment with abstracted tasks is connected to the operator workstation. This allows reduction in costs, to provide various levels of difficulty, and to focus on the skills to be taught. Thus a training platform is presented that aims at training a surgeon’s skills in handling the robotic system MiroSurge rather than training surgery in general

    Rechnergestützte Therapie unter Berücksichtigung patientenspezifischer Biomechanik

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    Computer-assisted methods have emerged in medical diagnosis and therapy planning. Thereby the planning often relies on a 3D model of the anatomical structures reconstructed from medical image data (CT, MRT, US). Within this dissertation the diagnostic possibilities are enhanced by combining the model generation of with a simulation of the patient specific biomechanics. Not only image data also biomechanical parameters are considered in the simulation. The pathologic function can be analyzed within the simulation, this analysis is combined with a description of the planned intervention and it results in a prediction of the therapy outcome and the change of functionality caused by the planned intervention. Using this approach different biomechanical phenomena have been examined in different medical application fields: Static analyses have been performed to specify an optimal prosthesis for the implantation of an artificial knee joint, a simulation of the patient specific jaw movement helps to detect occlusions and to verify the design of onlays and crowns in dental diagnostics. Stress-strain simulation is applied in spine surgery and flow simulation has been used in ENT medicine to analyze the patient-specific air flow in the nose. For the presented approaches not only the diagnostic method is presented also an evaluation strategy is outlined that can be applied to proof the significance of the simulation. The presented work results in an approach registering biomedical parameters in real-time and considering these parameters in a Virtual Reality based method for whiplash therapy
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