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Exploring the underwater world presents significant physical and financial barriers. Telepresence technologies offer a potential solution by a providing a more accessible version of an underwater experience. Our research involved a scoping review to consolidate previous findings on vision-based technologies that aim to recreate underwater experiences and their user evaluations. We searched 5 academic databases for papers describing or evaluating technologies providing visual underwater experiences without actual submersion. We systematically searched YouTube to include immersive experiences not documented in academic publications. Our review included 45 academic papers and 23 YouTube videos classified by their level of ‘reality’, ‘degrees of freedom’, and presence of interactive elements. The technologies reviewed included virtual reality, 360$$^{\circ }$$ ∘ video and imaging, augmented and mixed reality, head-mounted displays, mobile devices, cameras, sensors, remotely operated vehicles (ROVs), and games. Half of the selected papers featured user evaluations (with sample sizes ranging from 5 to 1006 participant); these methods included interviews, performance tracking, and questionnaires. We identified six main application areas for these technologies: (i) general environmental awareness, (ii) formal education about marine life, (iii) therapeutic interventions, (iv) access to underwater heritage sites, (v) ROV teleoperation and simulations, and (vi) entertainment. Immersive technologies, such as head-mounted displays and augmented reality, were prevalent across all application categories, though their usability varied. Cost considerations were also diverse, with costs ranging from expensive ROVs and simulated environments to cheaper 360$$^{\circ }$$ ∘ videos. Our findings indicate a need for more robust user studies, including long-term research and comparisons among real-time, pre-recorded, and simulated experiences. A better understanding of entertainment-driven applications could benefit education, environmental conservation, and healthcare. The findings of the scoping review are discussed with respect to the technologies identified and the corresponding user studies.
Exploring the underwater world presents significant physical and financial barriers. Telepresence technologies offer a potential solution by a providing a more accessible version of an underwater experience. Our research involved a scoping review to consolidate previous findings on vision-based technologies that aim to recreate underwater experiences and their user evaluations. We searched 5 academic databases for papers describing or evaluating technologies providing visual underwater experiences without actual submersion. We systematically searched YouTube to include immersive experiences not documented in academic publications. Our review included 45 academic papers and 23 YouTube videos classified by their level of ‘reality’, ‘degrees of freedom’, and presence of interactive elements. The technologies reviewed included virtual reality, 360$$^{\circ }$$ ∘ video and imaging, augmented and mixed reality, head-mounted displays, mobile devices, cameras, sensors, remotely operated vehicles (ROVs), and games. Half of the selected papers featured user evaluations (with sample sizes ranging from 5 to 1006 participant); these methods included interviews, performance tracking, and questionnaires. We identified six main application areas for these technologies: (i) general environmental awareness, (ii) formal education about marine life, (iii) therapeutic interventions, (iv) access to underwater heritage sites, (v) ROV teleoperation and simulations, and (vi) entertainment. Immersive technologies, such as head-mounted displays and augmented reality, were prevalent across all application categories, though their usability varied. Cost considerations were also diverse, with costs ranging from expensive ROVs and simulated environments to cheaper 360$$^{\circ }$$ ∘ videos. Our findings indicate a need for more robust user studies, including long-term research and comparisons among real-time, pre-recorded, and simulated experiences. A better understanding of entertainment-driven applications could benefit education, environmental conservation, and healthcare. The findings of the scoping review are discussed with respect to the technologies identified and the corresponding user studies.
The effect of different visual depth cues presented through a head-mounted display in a dark (no pictorial cue) environment was investigated. The relative effects of binocular disparity, motion parallax, and a combination of the 2, were assessed for 3 tasks at 2 viewing distances. These tasks (which varied in the minimum amount of information they required) were a nulling task, setting a triangle to be equilateral and matching the base-to-apex magnitude of 2 triangles at different distances. Performance within the tasks varied considerably but was most accurate for the nulling task. Differences between viewing conditions may be due to a failure in the assessment of absolute viewing distance. It is argued that these results are task specific. Although there was some variation between different cue types, they appear to be largely interchangeable within the tasks. These results have implications for system designers selecting an appropriate display device for a telepresence system.
Custom Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) Human Machine Interfaces (HMIs) or Heads Up Displays (HUDs) are proving to offer major benefits for Remotely Operated Vehicle (ROV) operators in enhancing situational awareness, decreasing task time, and at a corporate level reducing the total cost of an ROV operation. In this paper Casey Sapp will examine the state of the technology, pertinent case studies, and operator outcomes from recent tests. The AR/VR interfaces described in this paper leverages the recent development in affordable Commercial-Off-the-Shelf (COTS) Head Mounted Display (HMD) technology to visualize operational ROV data with real end users and commercial clients. Technology demonstrations and user data acquisition has occurred since 2018 starting with Monterey Bay Aquarium Research Institute (MBARI) and currently with Navy Explosive Ordnance Disposal (EOD) PMS 408. The findings in this paper offer scalable system architectures and tools which are possible to implement today by ROV services companies Oil & Gas industry. The conclusions show that AR/VR HUDs have a material impact on operator satisfaction, decreasing complexity of a project, and Return on Investment (ROI) by reducing the total cost of an operation. Blue Ring has ongoing studies which are consistent with studies performed in the past with partners including Monterey Bay Aquarium Research Institute (MBARI) and are establishing improved performance and cost reductions. More statistical results are forthcoming. Through five years of prototyping and experimentation with end users both in live environments and through simulation Casey will provide real case studies and observations where AR/VR HUDs have made a difference with real organizations who use ROVs. The concepts and results can be easily transferred to other subsea industries including Oil & Gas.
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