Integrated Design of Augmented Reality Spaces Using Virtual Environments

Integrated Design of Augmented Reality Spaces Using Virtual Environments
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DOI:
10.1109/ismar55827.2022.00045
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发表时间:
2022-10
期刊:
2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)
影响因子:
--
通讯作者:
T. Scargill;Ying Chen;Nathan Marzen;M. Gorlatova
T. Scargill;Ying Chen;Nathan Marzen;M. Gorlatova
中科院分区:
其他
文献类型:
--
作者:
T. Scargill;Ying Chen;Nathan Marzen;M. Gorlatova

文献摘要

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无标记的增强现实(AR)体验的需求正在增长,但是现实世界中的设计师仍然必须依靠不精确的,定性的指南,以尝试促进准确的姿势跟踪。此外,需要视觉纹理来支持无标记的AR通常与人类的美学偏好矛盾,并且了解如何平衡这些竞争要求由于相关研究领域的孤立性质而具有挑战性。为了解决这个问题,我们提出了一种针对AR空间的集成设计方法,该方法将跟踪和人为因素纳入设计过程。在跟踪方面,我们开发了第一种VI-SLAM评估技术,该技术将虚拟环境的灵活性和控制与真实的惯性数据相结合。我们使用它来对视觉纹理对姿势估计精度的影响进行系统的定量实验;通过在20个环境中的2000年试验中,我们揭示了纹理复杂性和边缘强度的影响。在人方面,我们展示了如何使用虚拟现实(VR)来评估用户对环境的满意度,并突出显示如何针对AR研究和用例量身定制。最后,我们通过有关AR博物馆设计的案例研究来展示我们的综合设计方法,其中我们既进行VI-SLAM评估,又对四个不同的博物馆环境进行基于VR的用户研究。
Demand is growing for markerless augmented reality (AR) experiences, but designers of the real-world spaces that host them still have to rely on inexact, qualitative guidelines on the visual environment to try and facilitate accurate pose tracking. Furthermore, the need for visual texture to support markerless AR is often at odds with human aesthetic preferences, and understanding how to balance these competing requirements is challenging due to the siloed nature of the relevant research areas. To address this, we present an integrated design methodology for AR spaces, that incorporates both tracking and human factors into the design process. On the tracking side, we develop the first VI-SLAM evaluation technique that combines the flexibility and control of virtual environments with real inertial data. We use it to perform systematic, quantitative experiments on the effect of visual texture on pose estimation accuracy; through 2000 trials in 20 environments, we reveal the impact of both texture complexity and edge strength. On the human side, we show how virtual reality (VR) can be used to evaluate user satisfaction with environments, and highlight how this can be tailored to AR research and use cases. Finally, we demonstrate our integrated design methodology with a case study on AR museum design, in which we conduct both VI-SLAM evaluations and a VR-based user study of four different museum environments.