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2016
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At time of writing, several affordable Head-Mounted Displays (HMD) are going to be released to the mass market, most of them for Virtual Reality (VR with Oculus Rift, Samsung Gear…) but also for indoor Augmented Reality (AR) with Hololens. We have investigated how to adapt such HMD as Oculus Rift for an outdoor AR ski slope. Rather than setting physical obstacles such as poles, our system employs AR to render dynamic obstacles by different means. During the demo, skiers will wear a videosee-through HMD while trying to ski on a real ski slope where AR obstacles are rendered.
ELMAR, 2008. 50th …, 2008
The Virtual Skiing game allows the user to immerse himself into the skiing sensation without using any obvious hardware interfaces. To achieve the movement down the virtual skiing slope the skier who stands on a pair of skis attached to the floor performs the same movements as on real skis, in particular this is the case on carving skis: tilting the body to the left initiates a left turn, tilting the body to the right initiates a right turn, by lowering the body, the speed is increased. The skier observes his progress down the virtual slope projected on the wall in front of him. The skier's movements are recorded using a video camera placed in front of him and processed on a PC in real time to drive the projected animation of the virtual slope.
2017 14th International Conference on Ubiquitous Robots and Ambient Intelligence (URAI)
This paper proposes a snowboard simulation system that mitigates the risks of snowboarding while allowing for realistic beginner training. The system uses a passive motion platform with tension bands that return the platform to equilibrium when the user is not applying force. This allows the user to make manual changes to board position as they would on a snowy hill. These manual changes in board position are fed into the simulator, and the user experiences visual cuing as to changes in their simulated position, velocity, and acceleration. This snowboard simulator is the first to feature manual yaw with full range of motion, allowing users to train on essential beginning techniques like "the falling leaf" and paving the way for the future development of simulation of advanced techniques necessary for navigating advanced terrain.
6th IEEE International Conference on Artificial Intelligence & extended and Virtual Reality, 2024
Augmented Reality (AR) has gained interest in various domains, including entertainment, education, and healthcare. At the crossroads of entertainment and healthcare, users involved in physical workouts may benefit from AR systems to visualize and interact with real-world blended information. On this line, we here introduce M-AGEW (Magic AuGmentEd Workout), an AR system utilizing the Magic Leap 1 headset to enhance highintensity sports activities like jogging and workouts. The system follows a data-driven client-server model, with the client as a visualization tool on the AR headset and the server handling data processing. M-AGEW overlays a dynamic virtual interface that adapts to the user's activity, offering real-time guidance. One significant advantage is its adaptability to various AR headsets, making it suitable to support outdoor sports for an extensive number of users. To the best of our knowledge, M-AGEW is the first dynamic AR guidance system for outdoor running and calisthenics whose design and development have been carried out collaborating with a sports equipment leader.
Developing Augmented Reality systems that work outdoors, rather than indoors in constrained environments, will open new application areas and motivate the construction of new, more general tracking approaches. Accurate tracking outdoors is difficult because we have little control over the environment and fewer resources available compared to an indoor application. This position paper examines the individual tracking technologies available and concludes that for the near term, a hybrid solution is the only viable approach. The distortion measured from an electronic compass and tilt sensor is discussed. 1.0 Motivation Several prototype Augmented Reality (AR) systems have demonstrated adequate performance to meet the needs of indoor applications, ranging from 2 medical visualization [State96] to aircraft manufacturing [Nash97] and even entertainment [Ohshima98]. However, few have attempted to build Augmented Reality systems that work outdoors. A group at Columbia demonstrated the "...
Robotica, 2009
The paper describes a skiing robot that is capable of skiing autonomously on a ski slope. The robot uses carving skiing technique. Based on a complex sensory system it is capable of autonomously navigating on the ski slope, avoiding obstacles, and maintaining a stable position during skiing on an unknown ski slope. The robot was tested using simulation in a virtual reality environment as well as on a ski slope.
SPIE Proceedings, 2013
This paper describes performance evaluation of a wearable augmented reality system for natural outdoor environments. Applied Research Associates (ARA), as prime integrator on the DARPA ULTRA-Vis (Urban Leader Tactical, Response, Awareness, and Visualization) program, is developing a soldier-worn system to provide intuitive 'heads-up' visualization of tactically-relevant geo-registered icons. Our system combines a novel pose estimation capability, a helmet-mounted see-through display, and a wearable processing unit to accurately overlay geo-registered iconography (e.g., navigation waypoints, sensor points of interest, blue forces, aircraft) on the soldier's view of reality. We achieve accurate pose estimation through fusion of inertial, magnetic, GPS, terrain data, and computer-vision inputs. We leverage a helmet-mounted camera and custom computer vision algorithms to provide terrain-based measurements of absolute orientation (i.e., orientation of the helmet with respect to the earth). These orientation measurements, which leverage mountainous terrain horizon geometry and mission planning landmarks, enable our system to operate robustly in the presence of external and body-worn magnetic disturbances. Current field testing activities across a variety of mountainous environments indicate that we can achieve high icon geo-registration accuracy (<10mrad) using these vision-based methods.
2018
Skiing and snowboarding are two incredibly popular outdoor activities for people around the world. In the United States, there were 54.7 million ski resort visits in 2016-2017 (NSAA, 2018). Both are risky sports, with about 1.9 injuries per thousand skier visits (Johnson et al., 2008). Many foundations, skiing initiatives, and other groups (such as Your Responsibility Code, Lids on Kids, Smart Style, Kids on Lifts, Collision Safety, Tree Well & Deep Snow Safety, the High Fives Foundation (NSAA Safety Programs, 2018), and the SnowSport Safety Foundation), are dedicated to the elimination of skiing injuries. Even with these efforts, dangers associated with the sport, refusals to acknowledge the occurrence of injuries, and refusals to support campaigns dedicated to the reduction of skiing and snowboarding injuries still exist. This paper analyzes methods for reducing skiing injuries. The methods include: (a) legislation requiring safer trail construction and maintenance, (b) improving ...
IEEE Computer Graphics and Applications, 2002
A ugmented reality applications use computer-generated virtual scenes to enhance (or augment) the actual scene viewed by the user with additional information. AR systems are used in the medical, entertainment, and military fields, as well as in engineering design. They enrich human perception and facilitate the understanding of complex 3D scenarios. AR applications require tracking systems with high accuracy, low latency, and low jitter. These systems must recover the full six degrees of freedom (6 DOF) of the user's head pose-the position and orientation of the user's head in the scene coordinate system. While several good and commercially available solutions for stationary tracking within limited volumes exist, mobile and outdoor AR systems demand new tracking solutions. 1 We've developed a fully mobile, wearable AR system that combines a vision-based tracker (primarily software algorithms) that uses natural landmarks, with an inertial tracker (custom hardware and firmware) based on silicon micromachined accelerometers and gyroscopes. Unlike other vision-based and hybrid systems (described in the sidebar "Related Work on AR Tracking Systems"), both components recover the full 6 DOF pose. Fusing the two tracking subsystems gives us the benefits of both technologies, while the sensors' complementary nature helps overcome sensor-specific deficiencies. Our system is tailored to affordable, lightweight, energy-efficient mobile AR applications for urban environments, especially the historic centers of European cities.
In this paper we address the problem of inserting virtual content in a video sequence. The method we propose uses just image information. We perform primitive tracking, camera calibration, real and virtual camera synchronisation and finally rendering to insert the virtual content in the real video sequence. To simplify the calibration step we assume that cameras are mounted on a tripod (which is a common situation in practise). The primitive tracking procedure, which uses lines and circles as primitives, is performed by means of a CART (Classification and Regression Tree). Finally, the virtual and real camera synchronisation and rendering is performed using functions of OpenGL (Open Graphic Library). We have applied the method proposed to sport event scenarios, specifically, soccer matches. In order to illustrate its performance, it has been applied to real HD (High Definition) video sequences. The quality of the proposed method is validated by inserting virtual elements in such HD video sequence.
Current Approaches to Roman Frontiers. Proceedings of the 25th International Congress of Roman Frontier Studies, 2024
During the last two decades, using metal detectors has become a widespread hobby activity of thousands of inhabitants within the Czech Republic. Besides many aspects of this issue intervening in various spheres of archaeology and heritage care, this development has a clear and scientifically unrecognized impact on the transformation of the picture that archaeology generates about the material content of various metallic stages of prehistorical development. This impact is exceptionally evident in the archaeology of the Roman period and is reflected in a significant change in quantitative and qualitative aspects of the spectrum of Roman imports. This shift can be quantified, especially in brooches and coins, and they can be best demonstrated in the case of some selected residential components. The finds originating through metal detector surveys show the previously unknown degree of representation of Roman imports in some stages of the scoped era. This data can thus contribute significantly to the knowledge of culturally conditioned changes in the flow of imports of specific find categories and a more detailed differentiation of the hitherto very homogeneous image of residential components in the Middle-Danubian Marcomannic settlement zone. Equally important, however, are some find assemblages reflecting individual specifics and indicating non-standard ways of acquiring metal objects, which occurred mainly due to the Roman military presence during the Marcomannic wars.
S. Hales & T. Hodos (eds.), Local and Global Identities: Rethinking Identity, Material and Visual Cultures in the Ancient World. Publisher: Cambridge University Press. 2009. 171-200
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