Wearable Augmented and Mixed Reality Applications

A special issue of Information (ISSN 2078-2489). This special issue belongs to the section "Artificial Intelligence".

Deadline for manuscript submissions: closed (31 July 2019) | Viewed by 20073

Special Issue Editors


E-Mail Website
Guest Editor
Dipartimento di Automatica e Informatica, Politecnico di Torino, C.so Duca degli Abruzzi 24, I-10129 Torino, Italy
Interests: computer graphics; virtual and augmented reality; human-machine interaction
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Dipartimento di Automatica e Informatica, Politecnico di Torino, c.so Duca degli Abruzzi 24, I-10129 Torino, Italy
Interests: virtual and augmented reality; human–computer interaction; human–robot interaction
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Dipartimento di Automatica e Informatica, Politecnico di Torino, c.so Duca degli Abruzzi 24, I-10129 Torino, Italy
Interests: extended reality; human–computer interaction; human–robot interaction
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Although the terms Augmented Reality and Mixed Reality appear with increasing frequency, they are often used inappropriately to express the same concept. Milgram and Kishino defined Mixed Reality (MR) as a continuum space going from full reality to full virtuality; within this definition it is possible to identify Augmented Reality (AR) as a category where real elements are dominant and are supplemented by virtual elements. Until some years ago, there was a lack of low-cost AR devices and AR was used only in a limited number of cases. Thanks to the technology improvements, it is now possible to find on the market several AR wearable devices; these devices greatly improve the synergy between real and virtual world, allowing users to be part of an immersive experience in which they can easily interact with 3D assets and real objects at the same time. Thus, the number of AR/MR applications is greatly increased, from educational or cultural heritage applications to industry ones, such as maintenance-assembly-repair processes or product inspection and building monitoring. Indeed, several improvements have been developed to enhance this technology, but AR is still affected by several issues, such as limited filed-of-view of the wearable devices or the tracking stability. Moreover, to improve the user experience, it is still necessary to develop more effective AR interfaces that simplify the interaction with the 3D contents.

This Special Issue encourages the submission of state-of-the-art researches in wearable AR/MR applications. Topics of interest include (but are not limited to) the following subject categories:

  • wearable AR/MR applications in Automotive;
  • wearable AR/MR applications in Education;
  • wearable AR/MR applications in Entertainment;
  • wearable AR/MR applications in Industry;
  • wearable AR/MR applications in Medicine;
  • wearable AR/MR applications in Military;
  • wearable AR/MR applications in Tourism and Cultural Heritage;
  • wearable AR/MR technologies;
  • wearable AR/MR indoor/outdoor tracking systems.

Prof. Andrea Sanna
Dr. Federico Manuri
Dr. Francesco De Pace
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Information is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1600 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • Augmented Reality
  • Mixed Reality
  • Tracking Systems

Published Papers (5 papers)

Order results
Result details
Select all
Export citation of selected articles as:

Editorial

Jump to: Research, Review

3 pages, 158 KiB  
Editorial
Special Issue “Wearable Augmented and Mixed Reality Applications”
by Andrea Sanna, Federico Manuri and Francesco De Pace
Information 2019, 10(10), 289; https://doi.org/10.3390/info10100289 - 20 Sep 2019
Cited by 3 | Viewed by 2104
Abstract
Until some years ago, there was a lack of affordable devices that allowed for research in order to design and implement augmented and mixed reality applications. Thanks to technology improvements, it is now possible to find several wearable devices on the market that [...] Read more.
Until some years ago, there was a lack of affordable devices that allowed for research in order to design and implement augmented and mixed reality applications. Thanks to technology improvements, it is now possible to find several wearable devices on the market that greatly improve the synergy between the real and virtual world, thus allowing users to be part of an immersive experience in which they can easily interact with 3D assets and real objects at the same time. Thus, the number of augmented reality and mixed reality (AR/MR) applications is greatly increased, from educational or cultural heritage applications to industry ones, such as maintenance-assembly-repair processes or product inspection and building monitoring. Indeed, several improvements have been made in order to enhance this technology, but some issues still need to be tackled, namely: limited field-of-view, tracking stability, the effectiveness of user interfaces to interact with 3D contents, and many others. Full article
(This article belongs to the Special Issue Wearable Augmented and Mixed Reality Applications)

Research

Jump to: Editorial, Review

20 pages, 3426 KiB  
Article
On the Use of Mobile Devices as Controllers for First-Person Navigation in Public Installations
by Spyros Vosinakis and Anna Gardeli
Information 2019, 10(7), 238; https://doi.org/10.3390/info10070238 - 11 Jul 2019
Cited by 3 | Viewed by 3540
Abstract
User navigation in public installations displaying 3D content is mostly supported by mid-air interactions using motion sensors, such as Microsoft Kinect. On the other hand, smartphones have been used as external controllers of large-screen installations or game environments, and they may also be [...] Read more.
User navigation in public installations displaying 3D content is mostly supported by mid-air interactions using motion sensors, such as Microsoft Kinect. On the other hand, smartphones have been used as external controllers of large-screen installations or game environments, and they may also be effective in supporting 3D navigations. This paper aims to examine whether a smartphone-based control is a reliable alternative to mid-air interaction for four degrees of freedom (4-DOF) fist-person navigation, and to discover suitable interaction techniques for a smartphone controller. For this purpose, we setup two studies: A comparative study between smartphone-based and Kinect-based navigation, and a gesture elicitation study to collect user preferences and intentions regarding 3D navigation methods using a smartphone. The results of the first study were encouraging, as users with smartphone input performed at least as good as with Kinect and most of them preferred it as a means of control, whilst the second study produced a number of noteworthy results regarding proposed user gestures and their stance towards using a mobile phone for 3D navigation. Full article
(This article belongs to the Special Issue Wearable Augmented and Mixed Reality Applications)
Show Figures

Figure 1

13 pages, 7381 KiB  
Article
A Mobile Solution for Augmenting a Manufacturing Environment with User-Generated Annotations
by Fan He, S.K. Ong and A.Y.C. Nee
Information 2019, 10(2), 60; https://doi.org/10.3390/info10020060 - 14 Feb 2019
Cited by 12 | Viewed by 4028
Abstract
The ever-increasing complexity in manufacturing environments has caused delay and uncertainty for on-site personnel when retrieving critical information. Currently, information associated with manufacturing environments is created and stored in centralized terminals and even paper-based logbooks. Any delays in accessing this information can hinder [...] Read more.
The ever-increasing complexity in manufacturing environments has caused delay and uncertainty for on-site personnel when retrieving critical information. Currently, information associated with manufacturing environments is created and stored in centralized terminals and even paper-based logbooks. Any delays in accessing this information can hinder critical decision-making processes that are essential to ensure maximum efficiency and productivity. To increase the competitiveness of manufacturing companies, the authors present a user-oriented markerless augmented reality authoring solution for the manufacturing environment utilizing the capability of a modern smartphone or head-mounted display. With a one-time setup and calibration, the end user is able to augment a physical workspace with a digital layer and annotate any stationary object with application data including maintenance records, service tickets, and usage logs. By directly mapping the data onto a relevant physical object, it allows more efficient reuse and better contextualization of manufacturing information. The backend expandable data structure also enhances extensibility so that the users can modify the digital layer with ease when the physical environment changes. This annotation tool defines a novel way of managing manufacturing information to help companies work more efficiently and effectively. Full article
(This article belongs to the Special Issue Wearable Augmented and Mixed Reality Applications)
Show Figures

Figure 1

13 pages, 5633 KiB  
Article
A Large Effective Touchscreen Using a Head-Mounted Projector
by Yusuke Kemmoku and Takashi Komuro
Information 2018, 9(9), 235; https://doi.org/10.3390/info9090235 - 18 Sep 2018
Viewed by 3045
Abstract
In our previous work, we proposed a user interface in which a user wears a projector and a depth camera on his or her head and performs touch operations on an image projected on a flat surface. By using the head-mounted projector, images [...] Read more.
In our previous work, we proposed a user interface in which a user wears a projector and a depth camera on his or her head and performs touch operations on an image projected on a flat surface. By using the head-mounted projector, images are always projected in front of the user in the direction of the user’s gaze. The image to be projected is changed according to the user’s head pose so as to fix the superimposed image on the surface, which realizes a large effective screen size. In this paper, we conducted an experiment for evaluating the accuracy of registration by measuring the positional and rotational errors between the real world and the superimposed image using our experimental system. As a result, the mean absolute errors of translation were about 10 mm when the user stopped his head, and the delay was estimated to be about 0.2 s. We also discuss the limitations of our prototype and show the direction of future development. Full article
(This article belongs to the Special Issue Wearable Augmented and Mixed Reality Applications)
Show Figures

Figure 1

Review

Jump to: Editorial, Research

14 pages, 1180 KiB  
Review
Review of the Augmented Reality Systems for Shoulder Rehabilitation
by Rosanna Maria Viglialoro, Sara Condino, Giuseppe Turini, Marina Carbone, Vincenzo Ferrari and Marco Gesi
Information 2019, 10(5), 154; https://doi.org/10.3390/info10050154 - 26 Apr 2019
Cited by 33 | Viewed by 6663
Abstract
Literature shows an increasing interest for the development of augmented reality (AR) applications in several fields, including rehabilitation. Current studies show the need for new rehabilitation tools for upper extremity, since traditional interventions are less effective than in other body regions. This review [...] Read more.
Literature shows an increasing interest for the development of augmented reality (AR) applications in several fields, including rehabilitation. Current studies show the need for new rehabilitation tools for upper extremity, since traditional interventions are less effective than in other body regions. This review aims at: Studying to what extent AR applications are used in shoulder rehabilitation, examining wearable/non-wearable technologies employed, and investigating the evidence supporting AR effectiveness. Nine AR systems were identified and analyzed in terms of: Tracking methods, visualization technologies, integrated feedback, rehabilitation setting, and clinical evaluation. Our findings show that all these systems utilize vision-based registration, mainly with wearable marker-based tracking, and spatial displays. No system uses head-mounted displays, and only one system (11%) integrates a wearable interface (for tactile feedback). Three systems (33%) provide only visual feedback; 66% present visual-audio feedback, and only 33% of these provide visual-audio feedback, 22% visual-audio with biofeedback, and 11% visual-audio with haptic feedback. Moreover, several systems (44%) are designed primarily for home settings. Three systems (33%) have been successfully evaluated in clinical trials with more than 10 patients, showing advantages over traditional rehabilitation methods. Further clinical studies are needed to generalize the obtained findings, supporting the effectiveness of the AR applications. Full article
(This article belongs to the Special Issue Wearable Augmented and Mixed Reality Applications)
Show Figures

Figure 1

Back to TopTop