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Combe T, Fribourg R, Detto L, Norm JM. Exploring the Influence of Virtual Avatar Heads in Mixed Reality on Social Presence, Performance and User Experience in Collaborative Tasks. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2206-2216. [PMID: 38437082 DOI: 10.1109/tvcg.2024.3372051] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
In Mixed Reality (MR), users' heads are largely (if not completely) occluded by the MR Head-Mounted Display (HMD) they are wearing. As a consequence, one cannot see their facial expressions and other communication cues when interacting locally. In this paper, we investigate how displaying virtual avatars' heads on-top of the (HMD-occluded) heads of participants in a Video See-Through (VST) Mixed Reality local collaborative task could improve their collaboration as well as social presence. We hypothesized that virtual heads would convey more communicative cues (such as eye direction or facial expressions) hidden by the MR HMDs and lead to better collaboration and social presence. To do so, we conducted a between-subject study ($\mathrm{n}=88$) with two independent variables: the type of avatar (CartoonAvatar/RealisticAvatar/NoAvatar) and the level of facial expressions provided (HighExpr/LowExpr). The experiment involved two dyadic communication tasks: (i) the "20-question" game where one participant asks questions to guess a hidden word known by the other participant and (ii) a urban planning problem where participants have to solve a puzzle by collaborating. Each pair of participants performed both tasks using a specific type of avatar and facial animation. Our results indicate that while adding an avatar's head does not necessarily improve social presence, the amount of facial expressions provided through the social interaction does have an impact. Moreover, participants rated their performance higher when observing a realistic avatar but rated the cartoon avatars as less uncanny. Taken together, our results contribute to a better understanding of the role of partial avatars in local MR collaboration and pave the way for further research exploring collaboration in different scenarios, with different avatar types or MR setups.
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Tian H, Lee GA, Bai H, Billinghurst M. Using Virtual Replicas to Improve Mixed Reality Remote Collaboration. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; PP:2785-2795. [PMID: 37027731 DOI: 10.1109/tvcg.2023.3247113] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
In this paper, we explore how virtual replicas can enhance Mixed Reality (MR) remote collaboration with a 3D reconstruction of the task space. People in different locations may need to work together remotely on complicated tasks. For example, a local user could follow a remote expert's instructions to complete a physical task. However, it could be challenging for the local user to fully understand the remote expert's intentions without effective spatial referencing and action demonstration. In this research, we investigate how virtual replicas can work as a spatial communication cue to improve MR remote collaboration. This approach segments the foreground manipulable objects in the local environment and creates corresponding virtual replicas of physical task objects. The remote user can then manipulate these virtual replicas to explain the task and guide their partner. This enables the local user to rapidly and accurately understand the remote expert's intentions and instructions. Our user study with an object assembly task found that using virtual replica manipulation was more efficient than using 3D annotation drawing in an MR remote collaboration scenario. We report and discuss the findings and limitations of our system and study, and present directions for future research.
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Navab N, Martin-Gomez A, Seibold M, Sommersperger M, Song T, Winkler A, Yu K, Eck U. Medical Augmented Reality: Definition, Principle Components, Domain Modeling, and Design-Development-Validation Process. J Imaging 2022; 9:jimaging9010004. [PMID: 36662102 PMCID: PMC9866223 DOI: 10.3390/jimaging9010004] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/10/2022] [Revised: 12/15/2022] [Accepted: 12/19/2022] [Indexed: 12/28/2022] Open
Abstract
Three decades after the first set of work on Medical Augmented Reality (MAR) was presented to the international community, and ten years after the deployment of the first MAR solutions into operating rooms, its exact definition, basic components, systematic design, and validation still lack a detailed discussion. This paper defines the basic components of any Augmented Reality (AR) solution and extends them to exemplary Medical Augmented Reality Systems (MARS). We use some of the original MARS applications developed at the Chair for Computer Aided Medical Procedures and deployed into medical schools for teaching anatomy and into operating rooms for telemedicine and surgical guidance throughout the last decades to identify the corresponding basic components. In this regard, the paper is not discussing all past or existing solutions but only aims at defining the principle components and discussing the particular domain modeling for MAR and its design-development-validation process, and providing exemplary cases through the past in-house developments of such solutions.
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Affiliation(s)
- Nassir Navab
- Computer Aided Medical Procedures & Augmented Reality, Technical University Munich, DE-85748 Garching, Germany
| | - Alejandro Martin-Gomez
- Computer Aided Medical Procedures & Augmented Reality, Technical University Munich, DE-85748 Garching, Germany
- Laboratory for Computational Sensing and Robotics, Johns Hopkins University, Baltimore, MD 21218, USA
| | - Matthias Seibold
- Computer Aided Medical Procedures & Augmented Reality, Technical University Munich, DE-85748 Garching, Germany
- Research in Orthopedic Computer Science, Balgrist University Hospital, University of Zurich, CH-8008 Zurich, Switzerland
| | - Michael Sommersperger
- Computer Aided Medical Procedures & Augmented Reality, Technical University Munich, DE-85748 Garching, Germany
| | - Tianyu Song
- Computer Aided Medical Procedures & Augmented Reality, Technical University Munich, DE-85748 Garching, Germany
| | - Alexander Winkler
- Computer Aided Medical Procedures & Augmented Reality, Technical University Munich, DE-85748 Garching, Germany
- Department of General, Visceral, and Transplant Surgery, Ludwig-Maximilians-University Hospital, DE-80336 Munich, Germany
| | - Kevin Yu
- Computer Aided Medical Procedures & Augmented Reality, Technical University Munich, DE-85748 Garching, Germany
- medPhoton GmbH, AT-5020 Salzburg, Austria
| | - Ulrich Eck
- Computer Aided Medical Procedures & Augmented Reality, Technical University Munich, DE-85748 Garching, Germany
- Correspondence:
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Song T, Yu K, Eck U, Navab N. Augmented reality collaborative medical displays (ARC-MeDs) for multi-user surgical planning and intra-operative communication. COMPUTER METHODS IN BIOMECHANICS AND BIOMEDICAL ENGINEERING: IMAGING & VISUALIZATION 2022. [DOI: 10.1080/21681163.2022.2150892] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Affiliation(s)
- Tianyu Song
- Chair for Computer Aided Medical Procedures, Technical University of Munich, Munich, Germany
| | - Kevin Yu
- Chair for Computer Aided Medical Procedures, Technical University of Munich, Munich, Germany
- Research & Development, MedPhoton GmbH, Salzburg, Austria
| | - Ulrich Eck
- Chair for Computer Aided Medical Procedures, Technical University of Munich, Munich, Germany
| | - Nassir Navab
- Chair for Computer Aided Medical Procedures, Technical University of Munich, Munich, Germany
- Computer Aided MedicalProcedure, Johns-Hopkins University, Baltimore MD, USA
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Reduced Calibration Strategy Using a Basketball for RGB-D Cameras. MATHEMATICS 2022. [DOI: 10.3390/math10122085] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
RGB-D cameras produce depth and color information commonly used in the 3D reconstruction and vision computer areas. Different cameras with the same model usually produce images with different calibration errors. The color and depth layer usually requires calibration to minimize alignment errors, adjust precision, and improve data quality in general. Standard calibration protocols for RGB-D cameras require a controlled environment to allow operators to take many RGB and depth pair images as an input for calibration frameworks making the calibration protocol challenging to implement without ideal conditions and the operator experience. In this work, we proposed a novel strategy that simplifies the calibration protocol by requiring fewer images than other methods. Our strategy uses an ordinary object, a know-size basketball, as a ground truth sphere geometry during the calibration. Our experiments show comparable results requiring fewer images and non-ideal scene conditions than a reference method to align color and depth image layers.
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Real-Time 3D Reconstruction Method for Holographic Telepresence. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12084009] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
This paper introduces a real-time 3D reconstruction of a human captured using a depth sensor and has integrated it with a holographic telepresence application. Holographic projection is widely recognized as one of the most promising 3D display technologies, and it is expected to become more widely available in the near future. This technology may also be deployed in various ways, including holographic prisms and Z-Hologram, which this research has used to demonstrate the initial results by displaying the reconstructed 3D representation of the user. The realization of a stable and inexpensive 3D data acquisition system is a problem that has yet to be solved. When we involve multiple sensors we need to compress and optimize the data so that it can be sent to a server for a telepresence. Therefore the paper presents the processes in real-time 3D reconstruction, which consists of data acquisition, background removal, point cloud extraction, and a surface generation which applies a marching cube algorithm to finally form an isosurface from the set of points in the point cloud which later texture mapping is applied on the isosurface generated. The compression results has been presented in this paper, and the results of the integration process after sending the data over the network also have been discussed.
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