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The JEDI - Training

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Institute for Computer Design and Fault Tolerance (IRF) ... For each succesful defend the player scored one point and the session ended ... – PowerPoint PPT presentation

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Title: The JEDI - Training


1
The JEDI - Training
  • A Playful Evaluation of
  • Interactive Head-Mounted
  • Augmented Reality Display Systems

Christopher S. Oezbek, Björn Giesler and Rüdiger
Dillmann Institute for Computer Design and Fault
Tolerance (IRF) Chair for Industrial Applications
of Informatics and Microsystems
(IAIM) Universität Karlsruhe (TH), Germany
Electronic Imaging Conference Thursday, 22nd
January 2004 San Jose, CA
2
Background (1/2)
  • Augmented Reality (AR) is the concept of adding
    3D virtual elements to the real world.
  • This is in contrast to simulation or virtual
    environments where a real world does not exist.
    AR therefore requires
  • Tracking of the position of real-world elements
    of interest
  • Registration of the user in relation to the
    virtual world
  • Furthermore, interactive AR does require easy and
    precise control of a set of virtual elements by
    the potential user. Some definitions of AR
    require interactivity as a mandatory
    characteristic.

3
Background (2/2)
  • Although other senses like hearing, touching, and
    even smelling are included in this definition,
    the main focus of AR research is on the visual
    sense so far.
  • Besides the limited exception of projection
    display systems, visual augmentation is most
    commonly achieved by using head-mounted displays.
  • Two types of head-mounted displays have been
    realized and are available
  • Optical See Through (OST)
  • Video See Through (VST)

4
Optical See Through (OST)
  • Using a partially transmissive mirror, the real
    world image is combined with virtual pictures
    generated in the HMD.
  • Since no input is generated by the head-mounted
    display, head tracking needs to be done using an
    extra device.
  • Advantages
  • Real-world directly visible (Resolution, delay,
    eye offset)
  • Safety
  • System used in Jedi-Training
  • Sony Glasstron
  • Stationary NDI Polaris infrared tracker

5
Video See Through (VST)
  • Video cameras capture the real world. Those
    pictures are combined with virtual elements and
    displayed to the user.
  • Since input is gathered from the surrounding
    world, no special tracking device needs to be
    attached.
  • Advantages
  • Better composition strategies (opacity, delay)
  • No registration required
  • System used in Jedi-Training
  • Trivisio ARVision 3D-HMD
  • ARtoolkit image based marker tracking

6
Goals of the Experiment
  • Compare both systems with respect to
  • Performance and Effectiveness
  • 3D feeling
  • Tracking
  • Comfort
  • Acceptance
  • Effect of preexisting knowledge

7
Methods (1/2)
  • To achieve the named goals, a game was introduced
    resembling the laser light saber training from
    the film Star Wars.
  • A small spherical remote robot was displayed in
    the users field of view. Moving randomly inside
    a predefined area, the drone fired laser rays
    against the player who had to fend them off with
    his light saber.
  • For each succesful defend the player scored one
    point and the session ended after five
    unsuccessful defends.

8
A little Mock-up
9
Methods (2/2)
  • Players were divided into two groups
  • Group A started with OST and after three
    sessions
  • crossed over to the VST system for another
    three sessions.
  • Group B started with VST and moved on to OST
  • After each run each player was asked to enter his
    name using a conventional keyboard and scores
    were recorded.
  • A questionnaire on a scale of 0 - 10 was deployed
    afterwards to gather subjective data.

10
Study Population
  • 31 CS students from University Karlsruhe
  • 27 male, 4 female
  • 13 participants wore spectacles
  • 15 participants started with OST
  • 16 participants started with VST

11
Study Population
N 31
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12
Results
N 31
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Initial 3 games The learning periode
13
Results
N 31
Group B
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Score
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Initial 3 runs Learning effect
Final 3 games Experienced level
14
Results
N 31
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15
Results
N 31
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16
Conclusions
  • The optical see through system achieves higher
    scores, is more comfortable to use, and more
    accepted than the VST solution.
  • No measure of preexisting knowledge/skill
    correlated with score results.
  • Image based tracking via the ARtoolkit should not
    be used for object tracking.
  • High framerates and low delay are the most
    pressing issues for VST solutions.
  • With forthcoming improvements comparative testing
    will become more neccesary.
  • From the perspective of today both systems have
    the potential to become the gold standard.

17
Thank you
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