Distributed systems technologies supporting 3D visualization and social collaboration will be increasing in frequency and type over time. An emerging type of head-mounted display referred to as the head-mounted projection display (HMPD) was recently developed that only requires ultralight optics (i.e., less than 8 g per eye) that enables immersive multiuser, mobile augmented reality 3D visualization, as well as remote 3D collaborations. In this paper a review of the development of lightweight HMPD technology is provided, together with insight into what makes this technology timely and so unique. Two novel emerging HMPD-based technologies are then described: a teleportal HMPD (T-HMPD) enabling face-to-face communication and visualization of shared 3D virtual objects, and a mobile HMPD (M-HMPD) designed for outdoor wearable visualization and communication. Finally, the use of HMPD in medical visualization and training, as well as in infospaces, two applications developed in the ODA and MIND labs respectively, are discussed. IntroductionWith the increase in multidisciplinary workforce and the globalization of information exchange, multiuser work teams are often distributed. Organizations increasingly seek ways to effectively support these teams by allowing them to share and mutually interact with 3D data in a common distributed workspace. As a result there has been increased interest in and reliance upon the use of distributed systems technologies that support multiuser distributed 3D visualization. Furthermore, economic, political, and health concerns may also fuel increased reliance on distributed work environments.The design of mobile and distributed augmented reality (AR) systems is best driven by concrete real world applications testable in real world environments. In this paper we review a research and development program to create and test AR displays and interface designs that support local, distributed, and mobile teams that (1) require immersive interaction with large scale 3D visualizations, but also (2) have full sensory awareness of the physical environment around them, and (3) are able to see and interact face-to-face with local and remote participants. Example applications include collaborative and distributed science and engineering design via 3D visualization, 3D medical visualization and 528 PRESENCE: VOLUME 14, NUMBER 5
The process of learning involves interaction with the learning environment through our five senses (sight, hearing, touch, smell, and taste). Until recently, distance education focused only on the first two of those senses, visual and auditory. Internet-based learning environments are predominantly based on visual with auditory components. With the advent of haptic technology we can now simulate/generate forces and, as a result, the sense of touch. The gaming industry has pushed the "touch" on the "wire," allowing complex multimodal interactions online. In this article we provide a brief overview of the haptic technology evolution, potential for education, and existing challenges. We review recent data on the 21 st century students' behaviors, and share our experiences in designing interactive haptic environments for education. From the "Community of Inquiry" framework perspective, we discuss the potential impact of haptic feedback on cognitive and social presence.
Autonomous Wireless Sensors (AWSs) are at the core of every Wireless Sensor Network (WSN). Current AWS technology allows the development of many IoT-based applications, ranging from military to bioengineering and from industry to education. The energy optimization of AWSs depends mainly on: Structural, functional, and application specifications. The holistic design methodology addresses all the factors mentioned above. In this sense, we propose an original solution based on a novel architecture that duplicates the transceivers and also the power source using a hybrid storage system. By identifying the consumption needs of the transceivers, an appropriate methodology for sizing and controlling the power flow for the power source is proposed. The paper emphasizes the fusion between information, communication, and energy consumption of the AWS in terms of spectrum information through a set of transceiver testing scenarios, identifying the main factors that influence the sensor node design and their inter-dependencies. Optimization of the system considers all these factors obtaining an energy efficient AWS, paving the way towards autonomous sensors by adding an energy harvesting element to them.
The virtuality continuum. 2 A 360-degree ARC with capability for 3D sound and haptic devices. 3 Users within the ARC have turned their body toward a real silvered ball painted with optical material and are engaged in an augmented reality experience with a remote user. Projects in VR 4 March/April 2003 4 (a) A user experiencing augmented reality (in the ARC) on a Human Patient Simulator used in training medics on various emergency procedures. (b) A user standing in the ARC studies a floating 3D model of the combined mandible and trachea of a (c) segmented 3D visible human data set.
Radiation therapy is an effective and widely accepted form of treatment for many types of cancer that requires extensive computerized planning. Unfortunately, current treatment planning systems have limited or no visual aid that combines patient volumetric models extracted from patient-specific CT data with the treatment device geometry in a 3D interactive simulation. We illustrate the potential of 3D simulation in radiation therapy with a web-based interactive system that combines novel standards and technologies. We discuss related research efforts in this area and present in detail several components of the simulator. An objective assessment of the accuracy of the simulator and a usability study prove the potential of such a system for simulation and training.
Multimodal simulations augment the presentation of abstract concepts facilitating theoretical models understanding and learning. Most simulations only engage two of our five senses: sight and hearing. If we employ additional sensory communication channels in simulations, we may gain a deeper understanding of illustrated concepts by increasing the communication bandwidth and providing alternative perspectives. We implemented the sense of touch in 3D simulations to teach important concepts in introductory physics. Specifically, we developed a visuo-haptic simulation for friction. We prove that interactive 3D haptic simulations -if carefully developed and deployed -are useful in engaging students and allowing them to understand concepts faster. We hypothesize that large scale deployment of such haptic-based simulators in science laboratories is now possible due to the advancements in haptic software and hardware technology.
Augmented reality (AR) systems add visual information to the world by using advanced display techniques. The advances in miniaturization and reduced hardware costs make some of these systems feasible for applications in a wide set of fields. We present a potential component of the cyber infrastructure for the operating room of the future: a distributed AR-based software-hardware system that allows real-time visualization of three-dimensional (3-D) lung dynamics superimposed directly on the patient's body. Several emergency events (e.g., closed and tension pneumothorax) and surgical procedures related to lung (e.g., lung transplantation, lung volume reduction surgery, surgical treatment of lung infections, lung cancer surgery) could benefit from the proposed prototype.
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