changed structure, added accessed on for refs

This commit is contained in:
aj 2020-03-27 21:18:20 +00:00
parent 3bcae310a5
commit 1bd1e959a2
2 changed files with 358 additions and 214 deletions

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@ -5,6 +5,10 @@
\save_transient_properties true
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\textclass article
\begin_preamble
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customHeadersFooters
@ -63,6 +67,7 @@ todonotes
\cite_engine biblatex
\cite_engine_type authoryear
\biblio_style plain
\biblio_options urldate=long
\biblatex_bibstyle ieee
\biblatex_citestyle ieee
\use_bibtopic false
@ -80,8 +85,8 @@ todonotes
\topmargin 2.2cm
\rightmargin 2cm
\bottommargin 2.2cm
\secnumdepth 3
\tocdepth 3
\secnumdepth 4
\tocdepth 4
\paragraph_separation skip
\defskip medskip
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@ -92,6 +97,7 @@ todonotes
\papersides 1
\paperpagestyle fancy
\bullet 1 0 9 -1
\bullet 2 0 24 -1
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@ -135,6 +141,22 @@ Andy Pack
\end_inset
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status open
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\backslash
begin{changemargin}{3cm}{3cm}
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\begin_layout Standard
@ -147,6 +169,22 @@ A dissertation submitted to the Department of Electronic Engineering in
Engineering
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status open
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\backslash
end{changemargin}
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@ -428,212 +466,15 @@ LiveScan
\end_layout
\begin_layout Subsection
Cross Reality (XR)
\end_layout
\begin_layout Standard
\begin_inset Flex TODO Note (inline)
status open
\begin_layout Plain Layout
Should this just be on AR?
\end_layout
\end_inset
\end_layout
\begin_layout Standard
Cross reality is a broad term describing the combination of technology with
a user's experience of their surroundings in order to alter the experience
of reality.
It is used as an umbrella term for virtual, mixed and augmented reality
experiences and technology.
Before continuing, the differences between these technologies is considered.
\end_layout
\begin_layout Description
Virtual The replacement of a user's experience of their surroundings, rendering
a new space that the user appears to inhabit.
Typically achieved through face mounted headsets (
\emph on
Facebook Oculus, HTC Vive, Playstation VR, Valve Index
\emph default
).
\end_layout
\begin_layout Description
Augmented The augmentation of a users surroundings by overlaying the environment
with digital alterations.
Can be achieved with translucent/transparent headsets
\emph on
(Microsoft Hololens, Google Glass)
\emph default
or through mobile experiences
\emph on
(Android ARCore, Apple ARKit)
\emph default
both when head mounted
\emph on
(Google Cardboard, Google Daydream, Samsung Gear VR)
\emph default
and handheld
\emph on
(Pokemon GO)
\emph default
.
\end_layout
\begin_layout Description
Mixed A combination of virtual and augmented elements in order to allow
interaction with an augmented reality.
Can be achieved in different ways typically starting with either a typical
AR or VR experience and including aspects of the other.
At a higher level, mixed reality can be described as a continuous scale
between the entirely real and entirely virtual with augmented reality occurring
in between.
\end_layout
\begin_layout Standard
The burgeoning of these three forms of XR via consumer hardware such as
the
\noun on
Microsoft Hololens
\noun default
and
\noun on
Oculus Rift
\noun default
represents a new space for the consumption of interactive media experiences.
\end_layout
\begin_layout Standard
Although VR and AR headsets have accelerated the development of XR technology,
they are not the only way to construct XR experiences.
\begin_inset CommandInset citation
LatexCommand citeauthor
key "roomalive"
literal "false"
\end_inset
\begin_inset CommandInset citation
LatexCommand cite
key "roomalive"
literal "false"
\end_inset
demonstrate
\emph on
RoomAlive
\emph default
, an AR experience using depth cameras and projectors (refereed to as
\emph on
procams
\emph default
) to construct experiences in any room.
This is presented through games and visual alterations to the users surrounding
s.
A strength of the system is it's self contained nature, able to automatically
calibrate the camera arrangements using correspondences found between each
view.
Experience level heuristics are also discussed regarding capturing and
maintaining user attention in an environment where the experience can be
occurring anywhere, including behind the user .
\end_layout
\begin_layout Standard
A point is also made about how the nature of this room based experience
breaks much of the typical game-user interaction established by virtual
reality and video games.
In contrast to traditional and virtual reality game experiences where the
game is ultimately in control of the user or user avatar, AR experiences
of this type have no physical control over the user and extra considerations
must be made when designing such systems.
\end_layout
\begin_layout Standard
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.
3D Capture & Reconstruction
\end_layout
\begin_layout Subsubsection
Augmented Reality
Visual Hull Reconstruction
\end_layout
\begin_layout Standard
\begin_inset Flex TODO Note (inline)
status open
\begin_layout Plain Layout
Referencing the android UE
\end_layout
\end_inset
\end_layout
\begin_layout Subsection
Kinect and RGB-D Cameras
\begin_layout Subsubsection
RGB-D Cameras
\end_layout
\begin_layout Standard
@ -810,6 +651,224 @@ Kinect
cited here using it for acquisition.
\end_layout
\begin_layout Subsection
Extended Reality (XR)
\end_layout
\begin_layout Standard
Cross reality is a broad term describing the combination of technology with
a user's experience of their surroundings in order to alter the experience
of reality.
It is used as an umbrella term for virtual, mixed and augmented reality
experiences and technology.
Before continuing, the differences between these technologies is considered.
\end_layout
\begin_layout Description
Virtual The replacement of a user's experience of their surroundings, rendering
a new space that the user appears to inhabit.
Typically achieved through face mounted headsets (
\emph on
Facebook Oculus, HTC Vive, Playstation VR, Valve Index
\emph default
).
\end_layout
\begin_layout Description
Augmented The augmentation of a users surroundings by overlaying the environment
with digital alterations.
Can be achieved with translucent/transparent headsets
\emph on
(Microsoft Hololens, Google Glass)
\emph default
or through mobile experiences
\emph on
(Android ARCore, Apple ARKit)
\emph default
both when head mounted
\emph on
(Google Cardboard, Google Daydream, Samsung Gear VR)
\emph default
and handheld
\emph on
(Pokemon GO)
\emph default
.
\end_layout
\begin_layout Description
Mixed A combination of virtual and augmented elements in order to allow
interaction with an augmented reality.
Can be achieved in different ways typically starting with either a typical
AR or VR experience and including aspects of the other.
At a higher level, mixed reality can be described as a continuous scale
between the entirely real and entirely virtual with augmented reality occurring
in between.
\end_layout
\begin_layout Standard
\begin_inset Flex TODO Note (inline)
status open
\begin_layout Plain Layout
Reality Virtuality Continuum
\end_layout
\end_inset
\end_layout
\begin_layout Standard
The burgeoning of these three forms of XR via consumer hardware such as
the
\noun on
Microsoft Hololens
\noun default
and
\noun on
Oculus Rift
\noun default
represents a new space for the consumption of interactive media experiences.
\end_layout
\begin_layout Standard
Although VR and AR headsets have accelerated the development of XR technology,
they are not the only way to construct XR experiences.
\begin_inset CommandInset citation
LatexCommand citeauthor
key "roomalive"
literal "false"
\end_inset
\begin_inset CommandInset citation
LatexCommand cite
key "roomalive"
literal "false"
\end_inset
demonstrate
\emph on
RoomAlive
\emph default
, an AR experience using depth cameras and projectors (refereed to as
\emph on
procams
\emph default
) to construct experiences in any room.
This is presented through games and visual alterations to the users surrounding
s.
A strength of the system is it's self contained nature, able to automatically
calibrate the camera arrangements using correspondences found between each
view.
Experience level heuristics are also discussed regarding capturing and
maintaining user attention in an environment where the experience can be
occurring anywhere, including behind the user .
\end_layout
\begin_layout Standard
A point is also made about how the nature of this room based experience
breaks much of the typical game-user interaction established by virtual
reality and video games.
In contrast to traditional and virtual reality game experiences where the
game is ultimately in control of the user or user avatar, AR experiences
of this type have no physical control over the user and extra considerations
must be made when designing such systems.
\end_layout
\begin_layout Standard
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
Holoportation and Telepresence
\begin_inset CommandInset label
@ -1238,6 +1297,10 @@ name "fig:World-in-Miniature-group-by-group"
High Bandwidth Media Streaming
\end_layout
\begin_layout Subsection
Summary
\end_layout
\begin_layout Section
LiveScan3D
\end_layout
@ -1367,6 +1430,20 @@ window.
When considering the code architecture of this application there are three
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
\begin_layout Description

View File

@ -7,6 +7,8 @@
month = {Oct},
pages = {318--325},
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}
}
@ -17,6 +19,8 @@
month = {10},
organization = {Microsoft Research},
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}
}
@ -32,6 +36,7 @@
publisher = {IEEE},
title = {Immersive 3D Telepresence},
url = {https://ieeexplore.ieee.org/document/6861875/},
urldate = {2020-03-27},
volume = {47},
year = {2014}
}
@ -47,7 +52,8 @@
pages = {616--625},
publisher = {IEEE},
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},
year = {2013}
}
@ -59,6 +65,7 @@
organization = {International Society for Presence Research},
title = {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}
}
@ -76,6 +83,7 @@
series = {GI 1992},
title = {Telepresence: Integrating shared task and person spaces},
url = {https://www.billbuxton.com/TelepShrdSpce.pdf},
urldate = {2020-03-27},
year = {1992}
}
@ -94,6 +102,7 @@
publisher = {Association for Computing Machinery},
title = {Blue-c: A Spatially Immersive Display and 3D Video Portal for Telepresence},
url = {https://doi.org/10.1145/882262.882350},
urldate = {2020-03-27},
volume = {22},
year = {2003}
}
@ -103,12 +112,13 @@
booktitle = {CHI},
doi = {10.1145/223904.223938},
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},
month = {02},
pages = {265--272},
publisher = {ACM/Addison-Wesley},
title = {Virtual Reality on a WIM: Interactive Worlds in Miniature},
url = {https://doi.org/10.1145/223904.223938},
urldate = {2020-03-27},
year = {1970}
}
@ -125,7 +135,8 @@
pages = {4--10},
publisher = {IEEE},
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},
year = {2012-02}
}
@ -141,7 +152,8 @@
pages = {93,100},
publisher = {Copernicus GmbH},
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},
year = {2015}
}
@ -158,6 +170,7 @@
publisher = {Elsevier B.V},
title = {Obstacle detection in a greenhouse environment using the Kinect sensor},
url = {https://www.sciencedirect.com/science/article/pii/S0168169915000435},
urldate = {2020-03-27},
volume = {113},
year = {2015-04}
}
@ -174,7 +187,8 @@
pages = {150--162},
publisher = {Elsevier BV},
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},
year = {2018-02-01}
}
@ -184,13 +198,13 @@
booktitle = {ACCV Workshops (2)},
doi = {10.1007/978-3-319-54427-4_3},
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},
pages = {34--45},
publisher = {Springer},
series = {Lecture Notes in Computer Science},
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,
year = {2016}
}
@ -209,6 +223,7 @@
series = {CHI {\rq}18},
title = {Remixed Reality: Manipulating Space and Time in Augmented Reality},
url = {https://doi.org/10.1145/3173574.3173703},
urldate = {2020-03-27},
year = {2018}
}
@ -217,12 +232,13 @@
booktitle = {ISS},
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},
ee = {https://doi.org/10.1145/3279778.3279794},
isbn = {978-1-4503-5694-7},
month = {11},
pages = {73--83},
publisher = {ACM},
title = {Velt: A Framework for Multi RGB-D Camera Systems},
url = {https://doi.org/10.1145/3279778.3279794},
urldate = {2020-03-27},
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.},
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},
ee = {https://doi.org/10.1145/2642918.2647383},
isbn = {978-1-4503-3069-5},
month = {October},
pages = {637--644},
publisher = {ACM},
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}
}
@ -261,8 +277,59 @@
number = {2},
pages = {239--256},
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},
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}
}