changed structure, added accessed on for refs
This commit is contained in:
parent
3bcae310a5
commit
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@ -5,6 +5,10 @@
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\save_transient_properties true
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\save_transient_properties true
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\origin unavailable
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\origin unavailable
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\textclass article
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\textclass article
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\begin_preamble
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\def\changemargin#1#2{\list{}{\rightmargin#2\leftmargin#1}\item[]}
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\let\endchangemargin=\endlist
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\end_preamble
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\use_default_options true
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\use_default_options true
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\begin_modules
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\begin_modules
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customHeadersFooters
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customHeadersFooters
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@ -63,6 +67,7 @@ todonotes
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\cite_engine biblatex
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\cite_engine biblatex
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\cite_engine_type authoryear
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\cite_engine_type authoryear
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\biblio_style plain
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\biblio_style plain
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\biblio_options urldate=long
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\biblatex_bibstyle ieee
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\biblatex_bibstyle ieee
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\biblatex_citestyle ieee
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\biblatex_citestyle ieee
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\use_bibtopic false
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\use_bibtopic false
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@ -80,8 +85,8 @@ todonotes
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\topmargin 2.2cm
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\topmargin 2.2cm
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\rightmargin 2cm
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\rightmargin 2cm
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\bottommargin 2.2cm
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\bottommargin 2.2cm
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\secnumdepth 3
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\secnumdepth 4
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\tocdepth 3
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\tocdepth 4
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\paragraph_separation skip
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\paragraph_separation skip
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\defskip medskip
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\defskip medskip
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\is_math_indent 0
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\is_math_indent 0
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@ -92,6 +97,7 @@ todonotes
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\papersides 1
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\papersides 1
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\paperpagestyle fancy
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\paperpagestyle fancy
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\bullet 1 0 9 -1
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\bullet 1 0 9 -1
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\bullet 2 0 24 -1
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\tracking_changes false
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\tracking_changes false
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\output_changes false
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\output_changes false
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\html_math_output 0
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\html_math_output 0
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@ -135,6 +141,22 @@ Andy Pack
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\end_inset
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\end_inset
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\end_layout
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\begin_layout Standard
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\begin_inset ERT
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status open
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\begin_layout Plain Layout
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\backslash
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begin{changemargin}{3cm}{3cm}
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\end_layout
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\end_inset
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\end_layout
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\end_layout
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\begin_layout Standard
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\begin_layout Standard
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@ -147,6 +169,22 @@ A dissertation submitted to the Department of Electronic Engineering in
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Engineering
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Engineering
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\end_layout
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\end_layout
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\begin_layout Standard
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\begin_inset ERT
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status open
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\begin_layout Plain Layout
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\backslash
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end{changemargin}
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Standard
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\begin_layout Standard
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\begin_inset VSpace vfill
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\begin_inset VSpace vfill
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\end_inset
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\end_inset
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@ -428,212 +466,15 @@ LiveScan
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\end_layout
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\end_layout
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\begin_layout Subsection
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\begin_layout Subsection
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Cross Reality (XR)
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3D Capture & Reconstruction
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\end_layout
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\begin_layout Standard
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\begin_inset Flex TODO Note (inline)
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status open
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\begin_layout Plain Layout
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Should this just be on AR?
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Standard
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Cross reality is a broad term describing the combination of technology with
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a user's experience of their surroundings in order to alter the experience
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of reality.
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It is used as an umbrella term for virtual, mixed and augmented reality
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experiences and technology.
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Before continuing, the differences between these technologies is considered.
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\end_layout
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\begin_layout Description
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Virtual The replacement of a user's experience of their surroundings, rendering
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a new space that the user appears to inhabit.
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Typically achieved through face mounted headsets (
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\emph on
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Facebook Oculus, HTC Vive, Playstation VR, Valve Index
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\emph default
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).
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\end_layout
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\begin_layout Description
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Augmented The augmentation of a users surroundings by overlaying the environment
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with digital alterations.
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Can be achieved with translucent/transparent headsets
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\emph on
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(Microsoft Hololens, Google Glass)
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\emph default
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or through mobile experiences
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\emph on
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(Android ARCore, Apple ARKit)
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\emph default
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both when head mounted
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\emph on
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(Google Cardboard, Google Daydream, Samsung Gear VR)
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\emph default
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and handheld
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\emph on
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(Pokemon GO)
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\emph default
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.
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\end_layout
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\begin_layout Description
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Mixed A combination of virtual and augmented elements in order to allow
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interaction with an augmented reality.
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Can be achieved in different ways typically starting with either a typical
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AR or VR experience and including aspects of the other.
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At a higher level, mixed reality can be described as a continuous scale
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between the entirely real and entirely virtual with augmented reality occurring
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in between.
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\end_layout
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\begin_layout Standard
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The burgeoning of these three forms of XR via consumer hardware such as
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the
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\noun on
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Microsoft Hololens
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\noun default
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and
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\noun on
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Oculus Rift
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\noun default
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represents a new space for the consumption of interactive media experiences.
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\end_layout
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\begin_layout Standard
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Although VR and AR headsets have accelerated the development of XR technology,
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they are not the only way to construct XR experiences.
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\begin_inset CommandInset citation
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LatexCommand citeauthor
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key "roomalive"
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literal "false"
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\end_inset
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\begin_inset CommandInset citation
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LatexCommand cite
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key "roomalive"
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literal "false"
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\end_inset
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demonstrate
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\emph on
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RoomAlive
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\emph default
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, an AR experience using depth cameras and projectors (refereed to as
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\emph on
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procams
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\emph default
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) to construct experiences in any room.
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This is presented through games and visual alterations to the users surrounding
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s.
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A strength of the system is it's self contained nature, able to automatically
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calibrate the camera arrangements using correspondences found between each
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view.
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Experience level heuristics are also discussed regarding capturing and
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maintaining user attention in an environment where the experience can be
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occurring anywhere, including behind the user .
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\end_layout
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\begin_layout Standard
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A point is also made about how the nature of this room based experience
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breaks much of the typical game-user interaction established by virtual
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reality and video games.
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In contrast to traditional and virtual reality game experiences where the
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game is ultimately in control of the user or user avatar, AR experiences
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of this type have no physical control over the user and extra considerations
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must be made when designing such systems.
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\end_layout
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\begin_layout Standard
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Traditional media consumption is not the only area of interest for developing
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interactive experiences, an investigation into the value of AR and VR for
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improving construction safety is presented by
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\begin_inset CommandInset citation
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LatexCommand citeauthor
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key "ar/vr-construction"
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literal "false"
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\end_inset
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\begin_inset CommandInset citation
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LatexCommand cite
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key "ar/vr-construction"
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literal "false"
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\end_inset
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.
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A broad look at the applicability is taken with assessments including VR
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experiences for developing worker balance to aid in working at elevation
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and AR experiences incorporated into the workplace for aiding in task sequencin
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g to reduce the effect of memory on safety.
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\end_layout
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\begin_layout Standard
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\begin_inset CommandInset citation
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LatexCommand citeauthor
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key "remixed-reality"
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literal "false"
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\end_inset
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\begin_inset CommandInset citation
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LatexCommand cite
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key "remixed-reality"
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literal "false"
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\end_inset
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demonstrate an example of mixed reality through the use of
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\noun on
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Kinect
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\noun default
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cameras and a virtual reality headset.
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Users are placed in a virtual space constructed from 3D renders of the
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physical environment around the user.
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Virtual manipulation of the space can then be achieved with visual, spatial
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and temporal changes supported.
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Objects can be scaled and sculpted in realtime while the environment can
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be paused and rewinded.
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The strength of mixed reality comes with the immersion of being virtually
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placed in a version of the physical surroundings, tactile feedback from
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the environment compounds this.
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\end_layout
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\end_layout
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\begin_layout Subsubsection
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\begin_layout Subsubsection
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Augmented Reality
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Visual Hull Reconstruction
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\end_layout
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\end_layout
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\begin_layout Standard
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\begin_layout Subsubsection
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\begin_inset Flex TODO Note (inline)
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RGB-D Cameras
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status open
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\begin_layout Plain Layout
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Referencing the android UE
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Subsection
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Kinect and RGB-D Cameras
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\end_layout
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\end_layout
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\begin_layout Standard
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\begin_layout Standard
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@ -810,6 +651,224 @@ Kinect
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cited here using it for acquisition.
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cited here using it for acquisition.
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\end_layout
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\end_layout
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\begin_layout Subsection
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Extended Reality (XR)
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\end_layout
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\begin_layout Standard
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Cross reality is a broad term describing the combination of technology with
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a user's experience of their surroundings in order to alter the experience
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of reality.
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It is used as an umbrella term for virtual, mixed and augmented reality
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experiences and technology.
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Before continuing, the differences between these technologies is considered.
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\end_layout
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\begin_layout Description
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Virtual The replacement of a user's experience of their surroundings, rendering
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a new space that the user appears to inhabit.
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Typically achieved through face mounted headsets (
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\emph on
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Facebook Oculus, HTC Vive, Playstation VR, Valve Index
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\emph default
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).
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\end_layout
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\begin_layout Description
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Augmented The augmentation of a users surroundings by overlaying the environment
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with digital alterations.
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Can be achieved with translucent/transparent headsets
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\emph on
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(Microsoft Hololens, Google Glass)
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\emph default
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or through mobile experiences
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\emph on
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(Android ARCore, Apple ARKit)
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\emph default
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both when head mounted
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\emph on
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(Google Cardboard, Google Daydream, Samsung Gear VR)
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\emph default
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and handheld
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\emph on
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(Pokemon GO)
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\emph default
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.
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\end_layout
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\begin_layout Description
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Mixed A combination of virtual and augmented elements in order to allow
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interaction with an augmented reality.
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Can be achieved in different ways typically starting with either a typical
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AR or VR experience and including aspects of the other.
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At a higher level, mixed reality can be described as a continuous scale
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between the entirely real and entirely virtual with augmented reality occurring
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in between.
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\end_layout
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\begin_layout Standard
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\begin_inset Flex TODO Note (inline)
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status open
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\begin_layout Plain Layout
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Reality Virtuality Continuum
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Standard
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The burgeoning of these three forms of XR via consumer hardware such as
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the
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\noun on
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Microsoft Hololens
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\noun default
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and
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\noun on
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Oculus Rift
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\noun default
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represents a new space for the consumption of interactive media experiences.
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\end_layout
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\begin_layout Standard
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Although VR and AR headsets have accelerated the development of XR technology,
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they are not the only way to construct XR experiences.
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\begin_inset CommandInset citation
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LatexCommand citeauthor
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key "roomalive"
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literal "false"
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\end_inset
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\begin_inset CommandInset citation
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LatexCommand cite
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key "roomalive"
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literal "false"
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\end_inset
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demonstrate
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\emph on
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RoomAlive
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\emph default
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, an AR experience using depth cameras and projectors (refereed to as
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\emph on
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procams
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\emph default
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) to construct experiences in any room.
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This is presented through games and visual alterations to the users surrounding
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s.
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A strength of the system is it's self contained nature, able to automatically
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calibrate the camera arrangements using correspondences found between each
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|
view.
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Experience level heuristics are also discussed regarding capturing and
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|
maintaining user attention in an environment where the experience can be
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occurring anywhere, including behind the user .
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\end_layout
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||||||
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\begin_layout Standard
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|
A point is also made about how the nature of this room based experience
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|
breaks much of the typical game-user interaction established by virtual
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reality and video games.
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|
In contrast to traditional and virtual reality game experiences where the
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|
game is ultimately in control of the user or user avatar, AR experiences
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|
of this type have no physical control over the user and extra considerations
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|
must be made when designing such systems.
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\end_layout
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||||||
|
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\begin_layout Standard
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|
Traditional media consumption is not the only area of interest for developing
|
||||||
|
interactive experiences, an investigation into the value of AR and VR for
|
||||||
|
improving construction safety is presented by
|
||||||
|
\begin_inset CommandInset citation
|
||||||
|
LatexCommand citeauthor
|
||||||
|
key "ar/vr-construction"
|
||||||
|
literal "false"
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
|
||||||
|
\begin_inset CommandInset citation
|
||||||
|
LatexCommand cite
|
||||||
|
key "ar/vr-construction"
|
||||||
|
literal "false"
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
.
|
||||||
|
A broad look at the applicability is taken with assessments including VR
|
||||||
|
experiences for developing worker balance to aid in working at elevation
|
||||||
|
and AR experiences incorporated into the workplace for aiding in task sequencin
|
||||||
|
g to reduce the effect of memory on safety.
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Standard
|
||||||
|
\begin_inset CommandInset citation
|
||||||
|
LatexCommand citeauthor
|
||||||
|
key "remixed-reality"
|
||||||
|
literal "false"
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
|
||||||
|
\begin_inset CommandInset citation
|
||||||
|
LatexCommand cite
|
||||||
|
key "remixed-reality"
|
||||||
|
literal "false"
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
demonstrate an example of mixed reality through the use of
|
||||||
|
\noun on
|
||||||
|
Kinect
|
||||||
|
\noun default
|
||||||
|
cameras and a virtual reality headset.
|
||||||
|
Users are placed in a virtual space constructed from 3D renders of the
|
||||||
|
physical environment around the user.
|
||||||
|
Virtual manipulation of the space can then be achieved with visual, spatial
|
||||||
|
and temporal changes supported.
|
||||||
|
Objects can be scaled and sculpted in realtime while the environment can
|
||||||
|
be paused and rewinded.
|
||||||
|
The strength of mixed reality comes with the immersion of being virtually
|
||||||
|
placed in a version of the physical surroundings, tactile feedback from
|
||||||
|
the environment compounds this.
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Subsubsection
|
||||||
|
Augmented Reality
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Standard
|
||||||
|
\begin_inset Flex TODO Note (inline)
|
||||||
|
status open
|
||||||
|
|
||||||
|
\begin_layout Plain Layout
|
||||||
|
Handheld and Hololens
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Standard
|
||||||
|
\begin_inset Flex TODO Note (inline)
|
||||||
|
status open
|
||||||
|
|
||||||
|
\begin_layout Plain Layout
|
||||||
|
Mobile AR SDKs and Unity ARFoundation
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
|
||||||
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Subsection
|
\begin_layout Subsection
|
||||||
Holoportation and Telepresence
|
Holoportation and Telepresence
|
||||||
\begin_inset CommandInset label
|
\begin_inset CommandInset label
|
||||||
@ -1238,6 +1297,10 @@ name "fig:World-in-Miniature-group-by-group"
|
|||||||
High Bandwidth Media Streaming
|
High Bandwidth Media Streaming
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Subsection
|
||||||
|
Summary
|
||||||
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Section
|
\begin_layout Section
|
||||||
LiveScan3D
|
LiveScan3D
|
||||||
\end_layout
|
\end_layout
|
||||||
@ -1367,6 +1430,20 @@ window.
|
|||||||
When considering the code architecture of this application there are three
|
When considering the code architecture of this application there are three
|
||||||
main components.
|
main components.
|
||||||
|
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\begin_layout Standard
|
||||||
|
\begin_inset Flex TODO Note (inline)
|
||||||
|
status open
|
||||||
|
|
||||||
|
\begin_layout Plain Layout
|
||||||
|
Less depth? Move below to appendix? include high level diagram of servers
|
||||||
|
and parts
|
||||||
|
\end_layout
|
||||||
|
|
||||||
|
\end_inset
|
||||||
|
|
||||||
|
|
||||||
\end_layout
|
\end_layout
|
||||||
|
|
||||||
\begin_layout Description
|
\begin_layout Description
|
||||||
|
@ -7,6 +7,8 @@
|
|||||||
month = {Oct},
|
month = {Oct},
|
||||||
pages = {318--325},
|
pages = {318--325},
|
||||||
title = {Livescan3D: A Fast and Inexpensive 3D Data Acquisition System for Multiple Kinect v2 Sensors},
|
title = {Livescan3D: A Fast and Inexpensive 3D Data Acquisition System for Multiple Kinect v2 Sensors},
|
||||||
|
url = {https://ieeexplore.ieee.org/document/7335499},
|
||||||
|
urldate = {2020-03-27},
|
||||||
year = {2015}
|
year = {2015}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -17,6 +19,8 @@
|
|||||||
month = {10},
|
month = {10},
|
||||||
organization = {Microsoft Research},
|
organization = {Microsoft Research},
|
||||||
title = {Holoportation: Virtual 3D Teleportation in Real-time},
|
title = {Holoportation: Virtual 3D Teleportation in Real-time},
|
||||||
|
url = {https://www.researchgate.net/publication/306544236_Holoportation_Virtual_3D_Teleportation_in_Real-time},
|
||||||
|
urldate = {2020-03-27},
|
||||||
year = {2016}
|
year = {2016}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -32,6 +36,7 @@
|
|||||||
publisher = {IEEE},
|
publisher = {IEEE},
|
||||||
title = {Immersive 3D Telepresence},
|
title = {Immersive 3D Telepresence},
|
||||||
url = {https://ieeexplore.ieee.org/document/6861875/},
|
url = {https://ieeexplore.ieee.org/document/6861875/},
|
||||||
|
urldate = {2020-03-27},
|
||||||
volume = {47},
|
volume = {47},
|
||||||
year = {2014}
|
year = {2014}
|
||||||
}
|
}
|
||||||
@ -47,7 +52,8 @@
|
|||||||
pages = {616--625},
|
pages = {616--625},
|
||||||
publisher = {IEEE},
|
publisher = {IEEE},
|
||||||
title = {Immersive Group-to-Group Telepresence},
|
title = {Immersive Group-to-Group Telepresence},
|
||||||
url = {https://ieeexplore.ieee.org/document/6479190/},
|
url = {https://ieeexplore.ieee.org/document/6479190},
|
||||||
|
urldate = {2020-03-27},
|
||||||
volume = {19},
|
volume = {19},
|
||||||
year = {2013}
|
year = {2013}
|
||||||
}
|
}
|
||||||
@ -59,6 +65,7 @@
|
|||||||
organization = {International Society for Presence Research},
|
organization = {International Society for Presence Research},
|
||||||
title = {Marvin Minsky (1927-2016) and telepresence},
|
title = {Marvin Minsky (1927-2016) and telepresence},
|
||||||
url = {https://ispr.info/2016/02/01/marvin-minsky-1927-2016-and-telepresence},
|
url = {https://ispr.info/2016/02/01/marvin-minsky-1927-2016-and-telepresence},
|
||||||
|
urldate = {2020-03-27},
|
||||||
year = {2016}
|
year = {2016}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -76,6 +83,7 @@
|
|||||||
series = {GI 1992},
|
series = {GI 1992},
|
||||||
title = {Telepresence: Integrating shared task and person spaces},
|
title = {Telepresence: Integrating shared task and person spaces},
|
||||||
url = {https://www.billbuxton.com/TelepShrdSpce.pdf},
|
url = {https://www.billbuxton.com/TelepShrdSpce.pdf},
|
||||||
|
urldate = {2020-03-27},
|
||||||
year = {1992}
|
year = {1992}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -94,6 +102,7 @@
|
|||||||
publisher = {Association for Computing Machinery},
|
publisher = {Association for Computing Machinery},
|
||||||
title = {Blue-c: A Spatially Immersive Display and 3D Video Portal for Telepresence},
|
title = {Blue-c: A Spatially Immersive Display and 3D Video Portal for Telepresence},
|
||||||
url = {https://doi.org/10.1145/882262.882350},
|
url = {https://doi.org/10.1145/882262.882350},
|
||||||
|
urldate = {2020-03-27},
|
||||||
volume = {22},
|
volume = {22},
|
||||||
year = {2003}
|
year = {2003}
|
||||||
}
|
}
|
||||||
@ -103,12 +112,13 @@
|
|||||||
booktitle = {CHI},
|
booktitle = {CHI},
|
||||||
doi = {10.1145/223904.223938},
|
doi = {10.1145/223904.223938},
|
||||||
editor = {Katz, Irvin R. and Mack, Robert L. and Marks, Linn and Rosson, Mary Beth and Nielsen, Jakob},
|
editor = {Katz, Irvin R. and Mack, Robert L. and Marks, Linn and Rosson, Mary Beth and Nielsen, Jakob},
|
||||||
ee = {https://doi.org/10.1145/223904.223938},
|
|
||||||
isbn = {0-201-84705-1},
|
isbn = {0-201-84705-1},
|
||||||
month = {02},
|
month = {02},
|
||||||
pages = {265--272},
|
pages = {265--272},
|
||||||
publisher = {ACM/Addison-Wesley},
|
publisher = {ACM/Addison-Wesley},
|
||||||
title = {Virtual Reality on a WIM: Interactive Worlds in Miniature},
|
title = {Virtual Reality on a WIM: Interactive Worlds in Miniature},
|
||||||
|
url = {https://doi.org/10.1145/223904.223938},
|
||||||
|
urldate = {2020-03-27},
|
||||||
year = {1970}
|
year = {1970}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -125,7 +135,8 @@
|
|||||||
pages = {4--10},
|
pages = {4--10},
|
||||||
publisher = {IEEE},
|
publisher = {IEEE},
|
||||||
title = {Microsoft Kinect Sensor and Its Effect},
|
title = {Microsoft Kinect Sensor and Its Effect},
|
||||||
url = {https://ieeexplore.ieee.org/document/6190806/},
|
url = {https://ieeexplore.ieee.org/document/6190806},
|
||||||
|
urldate = {2020-03-27},
|
||||||
volume = {19},
|
volume = {19},
|
||||||
year = {2012-02}
|
year = {2012-02}
|
||||||
}
|
}
|
||||||
@ -141,7 +152,8 @@
|
|||||||
pages = {93,100},
|
pages = {93,100},
|
||||||
publisher = {Copernicus GmbH},
|
publisher = {Copernicus GmbH},
|
||||||
title = {FIRST EXPERIENCES WITH KINECT V2 SENSOR FOR CLOSE RANGE 3D MODELLING},
|
title = {FIRST EXPERIENCES WITH KINECT V2 SENSOR FOR CLOSE RANGE 3D MODELLING},
|
||||||
url = {http://search.proquest.com/docview/1756968652},
|
url = {https://www.researchgate.net/publication/274352936_First_experiences_with_kinect_V2_sensor_for_close_range_3D_modelling},
|
||||||
|
urldate = {2020-03-27},
|
||||||
volume = {XL-5/W4},
|
volume = {XL-5/W4},
|
||||||
year = {2015}
|
year = {2015}
|
||||||
}
|
}
|
||||||
@ -158,6 +170,7 @@
|
|||||||
publisher = {Elsevier B.V},
|
publisher = {Elsevier B.V},
|
||||||
title = {Obstacle detection in a greenhouse environment using the Kinect sensor},
|
title = {Obstacle detection in a greenhouse environment using the Kinect sensor},
|
||||||
url = {https://www.sciencedirect.com/science/article/pii/S0168169915000435},
|
url = {https://www.sciencedirect.com/science/article/pii/S0168169915000435},
|
||||||
|
urldate = {2020-03-27},
|
||||||
volume = {113},
|
volume = {113},
|
||||||
year = {2015-04}
|
year = {2015-04}
|
||||||
}
|
}
|
||||||
@ -174,7 +187,8 @@
|
|||||||
pages = {150--162},
|
pages = {150--162},
|
||||||
publisher = {Elsevier BV},
|
publisher = {Elsevier BV},
|
||||||
title = {A critical review of virtual and augmented reality (VR/AR) applications in construction safety},
|
title = {A critical review of virtual and augmented reality (VR/AR) applications in construction safety},
|
||||||
url = {http://search.proquest.com/docview/2012059651},
|
url = {https://www.sciencedirect.com/science/article/abs/pii/S0926580517309962},
|
||||||
|
urldate = {2020-03-27},
|
||||||
volume = {86},
|
volume = {86},
|
||||||
year = {2018-02-01}
|
year = {2018-02-01}
|
||||||
}
|
}
|
||||||
@ -184,13 +198,13 @@
|
|||||||
booktitle = {ACCV Workshops (2)},
|
booktitle = {ACCV Workshops (2)},
|
||||||
doi = {10.1007/978-3-319-54427-4_3},
|
doi = {10.1007/978-3-319-54427-4_3},
|
||||||
editor = {Chen, Chu-Song and Lu, Jiwen and Ma, Kai-Kuang},
|
editor = {Chen, Chu-Song and Lu, Jiwen and Ma, Kai-Kuang},
|
||||||
ee = {https://doi.org/10.1007/978-3-319-54427-4_3},
|
|
||||||
month = {11},
|
month = {11},
|
||||||
pages = {34--45},
|
pages = {34--45},
|
||||||
publisher = {Springer},
|
publisher = {Springer},
|
||||||
series = {Lecture Notes in Computer Science},
|
series = {Lecture Notes in Computer Science},
|
||||||
title = {Comparison of Kinect V1 and V2 Depth Images in Terms of Accuracy and Precision},
|
title = {Comparison of Kinect V1 and V2 Depth Images in Terms of Accuracy and Precision},
|
||||||
url = {http://dblp.uni-trier.de/db/conf/accv/accv2016-w2.html#WasenmullerS16},
|
url = {https://link.springer.com/chapter/10.1007/978-3-319-54427-4\_3},
|
||||||
|
urldate = {2020-03-27},
|
||||||
volume = 10117,
|
volume = 10117,
|
||||||
year = {2016}
|
year = {2016}
|
||||||
}
|
}
|
||||||
@ -209,6 +223,7 @@
|
|||||||
series = {CHI {\rq}18},
|
series = {CHI {\rq}18},
|
||||||
title = {Remixed Reality: Manipulating Space and Time in Augmented Reality},
|
title = {Remixed Reality: Manipulating Space and Time in Augmented Reality},
|
||||||
url = {https://doi.org/10.1145/3173574.3173703},
|
url = {https://doi.org/10.1145/3173574.3173703},
|
||||||
|
urldate = {2020-03-27},
|
||||||
year = {2018}
|
year = {2018}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -217,12 +232,13 @@
|
|||||||
booktitle = {ISS},
|
booktitle = {ISS},
|
||||||
doi = {10.1145/3279778.3279794},
|
doi = {10.1145/3279778.3279794},
|
||||||
editor = {Koike, Hideki and Ratti, Carlo and Takeuchi, Yuichiro and Fukuchi, Kentaro and Scott, Stacey and Plasencia, Diego Mart{\'\i}nez},
|
editor = {Koike, Hideki and Ratti, Carlo and Takeuchi, Yuichiro and Fukuchi, Kentaro and Scott, Stacey and Plasencia, Diego Mart{\'\i}nez},
|
||||||
ee = {https://doi.org/10.1145/3279778.3279794},
|
|
||||||
isbn = {978-1-4503-5694-7},
|
isbn = {978-1-4503-5694-7},
|
||||||
month = {11},
|
month = {11},
|
||||||
pages = {73--83},
|
pages = {73--83},
|
||||||
publisher = {ACM},
|
publisher = {ACM},
|
||||||
title = {Velt: A Framework for Multi RGB-D Camera Systems},
|
title = {Velt: A Framework for Multi RGB-D Camera Systems},
|
||||||
|
url = {https://doi.org/10.1145/3279778.3279794},
|
||||||
|
urldate = {2020-03-27},
|
||||||
year = {2018}
|
year = {2018}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -230,13 +246,13 @@
|
|||||||
abstract = {RoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience. Our system enables new interactive projection mapping experiences that dynamically adapts content to any room. Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment. The basic building blocks of RoomAlive are projector-depth camera units, which can be combined through a scalable, distributed framework. The projector-depth camera units are individually autocalibrating, self-localizing, and create a unified model of the room with no user intervention. We investigate the design space of gaming experiences that are possible with RoomAlive and explore methods for dynamically mapping content based on room layout and user position. Finally we showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room.},
|
abstract = {RoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience. Our system enables new interactive projection mapping experiences that dynamically adapts content to any room. Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment. The basic building blocks of RoomAlive are projector-depth camera units, which can be combined through a scalable, distributed framework. The projector-depth camera units are individually autocalibrating, self-localizing, and create a unified model of the room with no user intervention. We investigate the design space of gaming experiences that are possible with RoomAlive and explore methods for dynamically mapping content based on room layout and user position. Finally we showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room.},
|
||||||
author = {Jones, Brett and Sodhi, Rajinder and Murdock, Michael and Mehra, Ravish and Benko, Hrvoje and Wilson, Andy and Ofek, Eyal and MacIntyre, Blair and Raghuvanshi, Nikunj and Shapira, Lior},
|
author = {Jones, Brett and Sodhi, Rajinder and Murdock, Michael and Mehra, Ravish and Benko, Hrvoje and Wilson, Andy and Ofek, Eyal and MacIntyre, Blair and Raghuvanshi, Nikunj and Shapira, Lior},
|
||||||
booktitle = {UIST '14 Proceedings of the 27th annual ACM symposium on User interface software and technology},
|
booktitle = {UIST '14 Proceedings of the 27th annual ACM symposium on User interface software and technology},
|
||||||
ee = {https://doi.org/10.1145/2642918.2647383},
|
|
||||||
isbn = {978-1-4503-3069-5},
|
isbn = {978-1-4503-3069-5},
|
||||||
month = {October},
|
month = {October},
|
||||||
pages = {637--644},
|
pages = {637--644},
|
||||||
publisher = {ACM},
|
publisher = {ACM},
|
||||||
title = {RoomAlive: Magical Experiences Enabled by Scalable, Adaptive Projector-Camera Units},
|
title = {RoomAlive: Magical Experiences Enabled by Scalable, Adaptive Projector-Camera Units},
|
||||||
url = {https://www.microsoft.com/en-us/research/publication/roomalive-magical-experiences-enabled-by-scalable-adaptive-projector-camera-units/},
|
url = {https://www.microsoft.com/en-us/research/publication/roomalive-magical-experiences-enabled-by-scalable-adaptive-projector-camera-units https://doi.org/10.1145/2642918.2647383},
|
||||||
|
urldate = {2020-03-27},
|
||||||
year = {2014}
|
year = {2014}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -261,8 +277,59 @@
|
|||||||
number = {2},
|
number = {2},
|
||||||
pages = {239--256},
|
pages = {239--256},
|
||||||
title = {A method for registration of 3-D shapes},
|
title = {A method for registration of 3-D shapes},
|
||||||
url = {https://ieeexplore.ieee.org/document/121791/},
|
url = {https://ieeexplore.ieee.org/document/121791},
|
||||||
|
urldate = {2020-03-27},
|
||||||
volume = {14},
|
volume = {14},
|
||||||
year = {1992}
|
year = {1992}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@online{ARCore,
|
||||||
|
author = {Google},
|
||||||
|
date = {1},
|
||||||
|
month = mar,
|
||||||
|
title = {Google ARCore},
|
||||||
|
url = {https://developers.google.com/ar},
|
||||||
|
urldate = {2020-03-27},
|
||||||
|
year = {2018}
|
||||||
|
}
|
||||||
|
|
||||||
|
@online{arcore-unity,
|
||||||
|
author = {Google},
|
||||||
|
date = {2018-02-23},
|
||||||
|
title = {ARCore Unity SDK},
|
||||||
|
url = {https://github.com/google-ar/arcore-unity-sdk},
|
||||||
|
urldate = {2020-03-27}
|
||||||
|
}
|
||||||
|
|
||||||
|
@online{arkit,
|
||||||
|
author = {Apple},
|
||||||
|
date = {2017-06-05},
|
||||||
|
title = {ARKit},
|
||||||
|
url = {https://developer.apple.com/augmented-reality/arkit/},
|
||||||
|
urldate = {2020-03-27}
|
||||||
|
}
|
||||||
|
|
||||||
|
@online{arfoundation,
|
||||||
|
author = {Unity},
|
||||||
|
date = {2018-05-2},
|
||||||
|
title = {AR Foundation},
|
||||||
|
url = {https://unity.com/unity/features/arfoundation},
|
||||||
|
urldate = {2020-03-27}
|
||||||
|
}
|
||||||
|
|
||||||
|
@article{reality-virtuality-continuum,
|
||||||
|
author = {Milgram, Paul and Takemura, Haruo and Utsumi, Akira and Kishino, Fumio},
|
||||||
|
doi = {10.1117/12.197321},
|
||||||
|
editor = {Das, Hari},
|
||||||
|
journal = {Telemanipulator and Telepresence Technologies},
|
||||||
|
month = {01},
|
||||||
|
organization = {International Society for Optics and Photonics},
|
||||||
|
pages = {282 -- 292},
|
||||||
|
publisher = {SPIE},
|
||||||
|
title = {Augmented reality: A class of displays on the reality-virtuality continuum},
|
||||||
|
url = {https://www.spiedigitallibrary.org/conference-proceedings-of-spie/2351/0000/Augmented-reality--a-class-of-displays-on-the-reality/10.1117/12.197321.short},
|
||||||
|
urldate = {2020-03-27},
|
||||||
|
volume = {2351},
|
||||||
|
year = {1994}
|
||||||
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user