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At least 145 records · Page 8

Time Counts! Some Comments on System Latency in Head-Referenced Displays

System response latency is a prominent characteristic of human-computer interaction. Laggy systems are; however, not simply annoying but substantially reduce user productivity. The impact of latency on head referenced display systems, particularly head-mounted systems, is especially disturbing since not only can it interfere with dynamic registration in augmented reality displays but it also can in some cases indirectly contribute to motion sickness. We will summarize several experiments using standard psychophysical discrimination techniques that suggest what system latencies will be required to achieve perceptual stability for spatially referenced computer-generated imagery. In conclusion I will speculate about other system performance characteristics that I would hope to have for a dream augmented reality system.

human-computer interaction↗

HydrogenAR: Interactive Data-Driven Presentation of Dispenser Reliability: Preprint

When delivering presentations to a co-located audience, we typically use slides with text and 2D graphics to complement the spoken narrative. Though presentations have largely been explored on 2D media, augmented reality (AR) allows presentation designers to add data and augmentations to existing physical infrastructure on display. This could provide a more engaging experience to the audience and support comprehension. With HydrogenAR, we present a novel application that leverages the benefits of data-driven storytelling with those of AR to explain the unique challenges of hydrogen dis- penser reliability. Utilizing physical props, situated data, and virtual augmentations and animations, HydrogenAR serves as a unique presentation tool, particularly critical for stakeholders, tour groups, and VIPs. HydrogenAR is a product of multiple collaborative de- sign iterations with a local Hydrogen Fuel research team and is evaluated through interviews with team members and a user study with end-users to evaluate the usability and quality of the interactive AR experience. Through this work, we provide design considera- tions for AR data-driven presentations and discuss how AR could be used for innovative content delivery beyond traditional slide-based presentations.

augmented reality↗

Augmented and Virtual Reality Navigation for Interventions in the Musculoskeletal System

Purpose of Review: Augmented reality (AR) and virtual reality (VR) are cutting-edge technologies that offer advanced navigational solutions. These systems are just starting to be used in interventional radiology and the literature has been limited to pre-clinical and translational experiments. In this paper, we present a review of AR and VR for musculoskeletal interventions. Recent Findings: Mixed reality systems have evolved from costly research systems to fully commercialized clinical instruments designed to facilitate operators in navigating complex anatomy. Studies within interventional radiology have demonstrated safety, improved accuracy, and decreased exposure to ionizing radiation. Summary: We review the progression of mixed reality systems from their early origins in computer science through their current day surgical applications, with a special focus on landmark studies within radiologic interventions for the musculoskeletal system. We highlight the instrumentation, clinical workflow, benefits and drawbacks, and suggested future directions for the two main AR systems: head-mounted display and image-overlay.

62 RADIOLOGY AND NUCLEAR MEDICINE↗

Use of immersive 3D virtual reality environments in control room validations - 203

Advanced technologies (e.g., virtual and augmented reality) may provide new possibilities to facilitate control room (CR) design and evaluation activities. We studied how immersive 3D environments may augment and advance the evaluation of safety-critical CR systems. The 3D virtual reality (VR) CR was compared with a real-life development simulator environment where hardwired panels were substituted with Virtual panels. A multi-user functionality enables several operators to be and collaborate in the same VR CR environment at the same time. There is also a realistic representation of emergency operating procedures in the VR CR. Spatial audio communication through headsets makes the experience even more realistic. The results section of the paper address both technical and human factors issues associated with the use of immersive 3D VR environments in CR validation tests, e.g.: amount of technical resources required as compared to normal validation in a real-life simulator environment, creation of methodologically new testing opportunities and new opportunities to data registration and analysis. (authors)

47 OTHER INSTRUMENTATION↗

Dual particle imaging: Applications in security and environmental imaging

Radiation imaging detectors have been applied in a variety of fields for detection, localization and characterization of radioactive sources. In this work, we describe a handheld detection system (H2DPI) that can simultaneously image neutrons and gamma rays, and reconstruct the energy spectra of the incident particles. This system was applied to the detection and characterization of a plutonium metal source in experiments performed at the National Criticality Experiments Research Center, where the 4.5 kg plutonium source was placed approximately 60 cm from the H2DPI. Neutron and gamma-ray images were measured that show good agreement with the known location of the source. Furthermore, the H2DPI was also used to measure the neutron spectrum, which shows the expected shape of a Watt fission spectrum, and the gamma-ray energy spectrum, which shows the energies common to plutonium metal. Finally, we describe the application of the H2DPI in augmented reality, whereby real-time neutron and gamma-ray imaging data can be streamed to the Microsoft HoloLens to allow the user to visualize the source locations.

46 INSTRUMENTATION RELATED TO NUCLEAR SCIENCE AND ↗

Situated Visualization of Photovoltaic Module Performance for Workforce Development

The rapid growth of the solar energy industry requires advanced educational tools to train the next generation of engineers and technicians. We present a novel system for situated visualization of photovoltaic (PV) module performance, leveraging a combination of PV simulation, sun-sky position, and head-mounted augmented reality (AR). Our system is guided by four principles of development: simplicity, adaptability, collaboration, and maintainability, realized in six components. Users interactively manipulate a physical module's orientation and shading referents with immediate feedback on the module's performance.

augmented reality↗

Situated Visualization of Photovoltaic Module Performance for Workforce Development: Preprint

The rapid growth of the solar energy industry requires advanced educational tools to train the next generation of engineers and technicians. We present a novel system for situated visualization of photovoltaic (PV) module performance, leveraging a combination of PV simulation, sun-sky position, and head-mounted augmented reality (AR). Our system is guided by four principles of development: simplicity, adaptability, collaboration, and maintainability, realized in six components. Users interactively manipulate a physical module's orientation and shading referents with immediate feedback on the module's performance.

augmented reality↗

Situated Visualization of Photovoltaic Module Performance for Workforce Development

The rapid growth of the solar energy industry requires advanced educational tools to train the next generation of engineers and technicians. We present a novel system for situated visualization of photovoltaic (PV) module performance, leveraging a combination of PV simulation, sun-sky position, and head-mounted augmented reality (AR). Our system is guided by four principles of development: simplicity, adaptability, collaboration, and maintainability, realized in six components. Users interactively manipulate a physical module's orientation and shading referents with immediate feedback on the module's performance.

augmented reality↗

The Evolution of Airport Terminal Wayfinding Technologies

This work was presented during the Transportation Research Board (TRB) and Airport Cooperative Research Program (ACRP) webinar "Enhancing the Airport Experience with Wayfinding" on May 23, 2024. The process of navigating within airports has evolved over the years, with various technologies emerging to complement static signage. Historically, wayfinding began with static signage and airport staff members providing personal guidance, before progressing into digital signs, interactive kiosks, and displays. In recent years, wayfinding has continued along its digital path using mobile applications, indoor positioning technology, and even robot guides. With ever- larger airport facilities and a growing number of travelers, the future of wayfinding will likely be heavily linked to further digital developments such as facial recognition, augmented-reality technology, and autonomous vehicle navigation. This presentation delves into the history of interior wayfinding in airports, its present state, and the anticipated future. Key wayfinding technologies are discussed with an emphasis on emerging smartphone applications. Other considerations such as legal issues, language barriers, and human-technology interactions are included. A wayfinding framework is proposed, with static wayfinding technologies serving as the base upon which dynamic and personalized digital technologies are built. In this framework, electronic wayfinding technologies do not replace - but rather augment - traditional methods. These technologies can be integrated into existing wayfinding systems for a seamless traveler experience.

airport↗

The Evolution of Wayfinding Within Airports

The process of navigating within airports has evolved over the years, with various technologies emerging to complement static signage. Historically, wayfinding began with static signage and airport staff members providing personal guidance, before progressing into digital signs, interactive kiosks, and displays. In recent years, wayfinding has continued along its digital path using mobile applications, indoor positioning technology, and even robot guides. With ever- larger airport facilities and a growing number of travelers, the future of wayfinding will likely be heavily linked to further digital developments such as facial recognition, augmented-reality technology, and autonomous vehicle navigation. This report delves into the history of interior wayfinding in airports, its present state, and the anticipated future. Key wayfinding technologies are discussed in detail, with an emphasis on emerging smartphone applications. Other considerations such as traveler stress, legal issues, pandemic safety, and language barriers are included. A wayfinding framework is proposed, with static wayfinding technologies serving as the base upon which dynamic and personalized digital technologies are built. In this framework, electronic wayfinding technologies do not replace - but rather augment - traditional methods. These technologies can be integrated into existing wayfinding systems for a seamless traveler experience.

ADVANCED PROPULSION SYSTEMS↗

Object and Facial Recognition in Augmented and Virtual Reality: Investigation into Software, Hardware and Potential Uses

As augmented and virtual reality grows in popularity, and more researchers focus on its development, other fields of technology have grown in the hopes of integrating with the up-and-coming hardware currently on the market. Namely, there has been a focus on how to make an intuitive, hands-free human-computer interaction (HCI) utilizing AR and VR that allows users to control their technology with little to no physical interaction with hardware. Computer vision, which is utilized in devices such as the Microsoft Kinect, webcams and other similar hardware has shown potential in assisting with the development of a HCI system that requires next to no human interaction with computing hardware and software. Object and facial recognition are two subsets of computer vision, both of which can be applied to HCI systems in the fields of medicine, security, industrial development and other similar areas.

object recognition↗

The Virtual Tablet: Virtual Reality as a Control System

In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.

virtual control interface↗

Training Astronauts using Hardware-in-the-Loop Simulations and Virtual Reality

The commercial market has recently started giving significant attention to virtual and augmented reality, even though the technology has been around for many years. The Virtual Reality Training Lab (VRL) at the NASA Johnson Space Center has been using virtual reality to train astronauts for decades. This paper will focus on describing three major Hardware-in-the-Loop VR simulation systems, the Simplified Aid for EVA Rescue (SAFER) system known as the "jetpack", the Mass Handling System nicknamed Charlotte, and a simulated robotics environment for collaborative mission evaluation. Two of these systems are critical for astronaut training. Crew must certify on SAFER and go through the Charlotte Mass Handling training prior to flying to the International Space Station (ISS). Typically, they also complete at least one collaborative visualization session to review any planned Extra Vehicular Activities (EVAs), or spacewalks, before an assigned flight. Given the volatility of new technologies, the graphics and simulation environments used are maintained to be hardware agnostic to preserve a high level of fidelity. Utilizing VR for astronaut training has proved to be effective and essential for these specific systems.

Angelica D. Garcia↗

Exploration ToolKit (ExTK)

The Exploration Toolkit (ExTK) is a reusable Extended Reality (XR) system developed for incorporating and exploring 3-Dimensional (3-D) computer aided design (CAD) models in XR, with a primary focus on Augmented Reality (AR). The ExTK consists of a Developer Mode and a User Mode. In Developer Mode, ExTK provides developers with the ability to easily import 3-D CAD models and activate desired exploration functionality and layout. Multiple models can be added to a single instantiation of the ExTK using Unity's Scene capability. Exploration functions include scaling, rotating, explode/contract, animations, hiding parts, submodules, and measurement functions. In User Mode, ExTK provides a menu system that allows users to select models and initiate exploration functions. ExTK is architected for reusability and developers can customize the ExTK layout and functions according to application needs. ExTK is designed to be hardware agnostic, although initial development focused on the Microsoft HoloLens as the primary deployment platform. The ExTK is developed using the Unity Game Engine Development Platform. Sandia National Laboratories is a multimission laboratory managed and operated by National Technology & Engineering Solutions of Sandia, LLC, a wholly owned subsidiary of Honeywell International Inc., for the U.S. Department of Energy’s National Nuclear Security Administration under contract DE-NA0003525. SAND2021-1506 O

Klein, BrandonThorin↗

Evaluation Challenges for the Application of Extended Reality Devices in Medicine

Augmented and virtual reality devices are being actively investigated and implemented for a wide range of medical uses. However, significant gaps in the evaluation of these medical devices and applications hinder their regulatory evaluation. Addressing these gaps is critical to demonstrating the devices’ safety and effectiveness. We outline the key technical and clinical evaluation challenges discussed during the US Food and Drug Administration’s public workshop, “Medical Extended Reality: Toward Best Evaluation Practices for Virtual and Augmented Reality in Medicine” and future directions for evaluation method development. Evaluation challenges were categorized into several key technical and clinical areas. Finally, we highlight current efforts in the standards communities and illustrate connections between the evaluation challenges and the intended uses of the medical extended reality (MXR) devices. Participants concluded that additional research is needed to assess the safety and effectiveness of MXR devices across the use cases.

60 APPLIED LIFE SCIENCES↗

Optical See-Through Head Mounted Display Direct Linear Transformation Calibration Robustness in the Presence of User Alignment Noise

Augmented Reality (AR) is a technique by which computer generated signals synthesize impressions that are made to coexist with the surrounding real world as perceived by the user. Human smell, taste, touch and hearing can all be augmented, but most commonly AR refers to the human vision being overlaid with information otherwise not readily available to the user. A correct calibration is important on an application level, ensuring that e.g. data labels are presented at correct locations, but also on a system level to enable display techniques such as stereoscopy to function properly [SOURCE]. Thus, vital to AR, calibration methodology is an important research area. While great achievements already have been made, there are some properties in current calibration methods for augmenting vision which do not translate from its traditional use in automated cameras calibration to its use with a human operator. This paper uses a Monte Carlo simulation of a standard direct linear transformation camera calibration to investigate how user introduced head orientation noise affects the parameter estimation during a calibration procedure of an optical see-through head mounted display.

Axholt, Magnus↗

Augmentation of Cognition and Perception Through Advanced Synthetic Vision Technology

Synthetic Vision System technology augments reality and creates a virtual visual meteorological condition that extends a pilot's cognitive and perceptual capabilities during flight operations when outside visibility is restricted. The paper describes the NASA Synthetic Vision System for commercial aviation with an emphasis on how the technology achieves Augmented Cognition objectives.

Prinzel, Lawrence J., III↗

Integrating extended reality with inspection systems

An extended reality (“XR”) inspection system for inspecting a target is provided. The XR inspection system includes an inspection system and an XR device. The inspection system includes an inspection main unit and an inspection probe. The inspection main unit collects inspection data from the inspection probe, receives commands input by an inspector using the XR device, performs functions associated with the commands, and sends display data to the XR device. The XR device provides an augmented reality display and sensors. The XR device displays display data received from the inspection main unit, receives commands via the sensors from the inspector, and sends the commands to the inspection main unit.

Keene, Lionel↗