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Lucio Tommaso De Paolis
Patrick Bourdot
Antonio Mongelli (Eds.)
Augmented Reality,
LNCS 10325
Virtual Reality,
and Computer Graphics
4th International Conference, AVR 2017
Ugento, Italy, June 12–15, 2017
Proceedings, Part II
123
Lecture Notes in Computer Science 10325
Commenced Publication in 1973
Founding and Former Series Editors:
Gerhard Goos, Juris Hartmanis, and Jan van Leeuwen
Editorial Board
David Hutchison
Lancaster University, Lancaster, UK
Takeo Kanade
Carnegie Mellon University, Pittsburgh, PA, USA
Josef Kittler
University of Surrey, Guildford, UK
Jon M. Kleinberg
Cornell University, Ithaca, NY, USA
Friedemann Mattern
ETH Zurich, Zurich, Switzerland
John C. Mitchell
Stanford University, Stanford, CA, USA
Moni Naor
Weizmann Institute of Science, Rehovot, Israel
C. Pandu Rangan
Indian Institute of Technology, Madras, India
Bernhard Steffen
TU Dortmund University, Dortmund, Germany
Demetri Terzopoulos
University of California, Los Angeles, CA, USA
Doug Tygar
University of California, Berkeley, CA, USA
Gerhard Weikum
Max Planck Institute for Informatics, Saarbrücken, Germany
More information about this series at http://www.springer.com/series/7412
Lucio Tommaso De Paolis Patrick Bourdot
•
Augmented Reality,
Virtual Reality,
and Computer Graphics
4th International Conference, AVR 2017
Ugento, Italy, June 12–15, 2017
Proceedings, Part II
123
Editors
Lucio Tommaso De Paolis Antonio Mongelli
University of Salento University of Salento
Lecce Lecce
Italy Italy
Patrick Bourdot
University of Paris-Sud
Orsay
France
LNCS Sublibrary: SL6 – Image Processing, Computer Vision, Pattern Recognition, and Graphics
Conference Chair
Lucio Tommaso De Paolis University of Salento, Italy
Conference Co-chairs
Patrick Bourdot CNRS/LIMSI, University of Paris-Sud, France
Marco Sacco ITIA-CNR, Italy
Paolo Proietti MIMOS, Italy
Honorary Chair
Giovanni Aloisio University of Salento, Italy
Paolo Sernani
Games, Augmented Reality, and Virtual Reality are capturing the attention
of the research community as well as the industry in many application domains
with purposes such as education, training, rehabilitation, awareness, visualiza-
tion, and pure entertainment.
From a technical perspective, scientists, researchers, and practitioners need
tools and integrated frameworks that allow them running a fast prototyping as
well as an accurate development and production of applications and gaming
experiences.
The tutorial presents the Unity3D game engine, describing its main features
(cross-platforms applications, cloud build, the asset store, and the wide com-
munity of users). Moreover, the tutorial introduces the integration of Unity3D
with AR and VR tools.
Keynote Abstracts
The Future Fabrics of Reality:
Socio-psychological Aspects of Human
Interaction in Advanced Mixed Reality
Environments
Mariano Alcañiz
In the last two years, technological tools known as Mixed Reality Interfaces
(MRIs) have appeared on the market, which not only allow user interaction with
a virtual environment, but also allow the physical objects of the user’s imme-
diate real environment to serve as elements of interaction with the virtual
environment. That is, MRIs are perfect tools to introduce into our reality new
virtual elements (objects and virtual humans) that will generate a new reality in
our brain. Today, MRIs are the most technologically advanced tools that human
beings have used to date to improve their reality and generate artificial realities
that improve the reality they live. In the last year, there is an unusual interest in
MRI in the ICT industry. That means that MRI will be a revolution in human
communication mediated by new technologies, as in the moment was the
irruption of the mobile phone. Therefore, the central question that motivates the
present talk is: what capacity will MRIs have to alter the reality that we are
going to live in a few years and hence alter the social communication between
humans? To date, only a very basic aspect of MRIs is being investigated, its
ability to simulate our current reality. However, the above question calls for a
paradigm shift in current MRI research. It is necessary to advance towards this
new paradigm by proposing a basic research scheme that will allow to analyse
the influence of individual personnel variables and MRI interaction aspects will
have on basic aspects of human behaviour, like decision making. In this talk, we
present several examples of how MRI can be used for human behaviour tracking
and modification, we describe different research projects results and we con-
clude with a discussion of potential future implications.
Potentialities of AR in Medicine and Surgery
Vincenzo Ferrari
Patient safety and the surgical accuracy can be nowadays significantly improved
thanks to the availability of patient specific information contained in particular
in medical images. AR is considered an ergonomic way to show the patient
related information during the procedure, as demonstrated by the hundreds of
works published in the last years. To develop useful AR systems for surgery
there are many aspects to take into account from a technical, clinical and per-
ceptual point of view. During the talk particular attention will be posed to the
using of HMD for surgical navigation describing also current doubts related to
the using of this kind of technologies to perform manual tasks under direct view.
AR offers also the possibility to improve surgical training outside the sur-
gical room. Surgical simulation based on AR, mixing the benefits of physical
and virtual simulation, represents a step forward in surgical training. In this talk
the last advancements in visual and tactile AR for surgical simulation will be
showed.
Phygital Play: Where Gaming Intersects Mixed
Reality, Robotics and Human-Machine
Interaction
Fabrizio Lamberti
Roberto Scopigno
Virtual and Augmented Reality have already a quite long story and a consoli-
dated status. There are a number of projects and installations specifically
developed for presenting or navigating Cultural Heritage (CH) data. But CH or,
more broadly, Digital Humanities are domains with specific needs and con-
straints. Previous projects have selected these domains either to assess new
technologies or to provide new tools and navigation experiences. The users in
this domain belong to two well differentiated classes: ordinary public (museum
visitors, web surfers) or experts (scholars, archaeologists, restorers). The talk
will present in a comparative manner some selected previous experiences,
aiming at deriving a critical assessment and suggest issues and open questions.
Populating Virtual Worlds: Practical Solutions
for the Generation of Interactive Virtual
Characters
Fabrizio Nunnari
Computer Graphics
Virtual Reality
Industrial Heritage Seen Through the Lens of a Virtual Reality Experience. . . . 116
David Checa, Mario Alaguero, and Andres Bustillo
Math Model of UAV Multi Rotor Prototype with Fixed Wing Aerodynamic
Structure for a Flight Simulator. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
David Orbea, Jessica Moposita, Wilbert G. Aguilar, Manolo Paredes,
Gustavo León, and Aníbal Jara-Olmedo
Pixel Reprojection of 360 Degree Renderings for Small Parallax Effects . . . . 253
Joakim Bruslund Haurum, Christian Nygaard Daugbjerg,
Péter Rohoska, Andrea Coifman, Anne Juhler Hansen, and Martin Kraus
The Use of Augmented Reality Glasses for the Application in Industry 4.0 . . . 389
Roberto Pierdicca, Emanuele Frontoni, Rama Pollini, Matteo Trani,
and Lorenzo Verdini
1 Introduction
AR has many applications that span from gaming, military, space, marketing, jour-
nalism, tourism, education and training, location-based services for mobile devices, to
the service of industrial maintenance for parts analysis, simulation and/or staff support.
AR and Virtual Reality (VR) are used in the field of mental health, rehabilitation
medicine and OT. VR, which completely immerses the person in a simulated envi-
ronment (Pratt et al. 1995), has a long standing use in field of mental health, psy-
chotherapy (Glantz et al. 1997), to treat acrophobia (Hodges et al. 1995) and the fear of
flying (Hodges et al. 1996, Rothbaum et al. 1996). In rehabilitation it has been applied
during the assessment of upper extremities (Broeren et al. 2002) and cognitive deficits
(Kim et al. 2004, Josman et al. 2014). In addition, VR has been used in cognitive and
physical rehabilitation using video games (Halton 2008, William et al. 2009, Gustavo
et al. 2010, Confalonieri et al. 2012, Confalonieri et al. 2013) and for gait training
(Ichinose 2003, Andreas et al. 2007, Alexander et al. 2007), as well as during the
retraining of activities of daily living (Lee et al. 2003). Furthermore, it has been used in
combination with robotics (Sanchez 2005), treadmill training (Saiwei et al. 2011),
during driving assessments for persons with head injuries (Liu et al. 1999), and to
optimize driving interfaces and learning, for example with individuals who use
wheelchairs (Maule et al. 2016).
However, in these situations, they are used by the patient, not the clinician. In
rehabilitation the main assessment ‘instruments’ are the clinician’s eyes, and the use of
standardized clinical assessments. Their observational skills could be supplemented
and enhanced with technology, facilitating a more comprehensive assessment. To our
knowledge, this has not yet occurred. In order to cover this gap, the engineering team
of the University of Trento in the context of the AUSILIA (Pisoni et al. 2016) project
(http://ausilia.tn.it/) developed an augmented domotics environment which acquires
individual’s motion/actions, his/her interactions with the environment (forces, contact
pressure maps, motion parameters related to the manipulation of objects, etc.), and
internal status via physiological parameters (heart rate, blood pressure, respiratory rate,
sweating, etc.) while performing self-chosen activities of daily living, and provides it
via immersive AR to the clinician.
This system provides additional information and data to the clinicians, thus giving
them not only a clearer picture regarding the performance of the individual under
observation, but also an additional quantitative mean for assessment and classification.
This innovation could positively affect not only rehabilitation outcomes, but also the
assessment protocols and related clinical scales.
2 Target Observations
both equipped with sensors for quantitative and qualitative evaluation, embedded
systems for data acquisition and pre-processing, networks for data collection. Data are
then fed to the AR-based Human Machine Interface (HMI) for clinical evaluation.
The protocol foresees that, after an initial physiatrist assessment, the individual is
observed in the domotics apartment (see Fig. 1) performing the self-chosen activities of
daily living important to him/her, identified with an occupational therapist using the
Canadian Occupational Performance Measure (Law et al. 2014). The occupational
therapist’s observation assesses the individual’s level of independence, efficacy,
physical effort and safety, using the Assessment of Motor and Process Skills (AMPS;
Fisher and Bray Jones 2012) and the Performance Quality Rating Scale (PQRS; Martini
et al. 2014). Table 1 lists the main observation scenarios (bathroom, kitchen, bedroom,
house management and safety) for the domotics apartment with the associated daily
activities. After this preliminary clinical assessment, the second phase foresees that the
interdisciplinary team of AUSILIA shares with the individual and his/her caregiver a
preliminary personalized project, which can exploit innovative technological and/or
personalized assistive solutions appropriate for them. This phase foresees the possi-
bility that for the individual and his/her caregiver to try the identified solutions in the
domotics apartment. This project may include spending up to 8 h a day for a maximum
of five days in the domotics apartment that is able to collect the augmentative
parameters/measurements and then feed them back in AR to the clinician, providing a
the more complete/objective picture regarding the individual’s day, his/her routine and
performance, and his/her physiological state in relation to with the different techno-
logical solutions employed. At the end of the testing period, the clinician, enabled by
the AR HMI, reassesses to determine if the identified technological solutions identified
in the preliminary project improved the level of independence, efficacy, physical effort
and safety during the performance of daily activities, or if other solutions shall be
identified and tested.
The main benefit of this new interaction methodology is twofold: the observed scenario
contains all the relevant parameters simultaneously and the related data are well defined
and contextualized (see Fig. 2) for a proper use by a clinician. On the other hand, the
more traditional way to display data singularly has the advantage to allow a deeper
analysis of each time series.
There are different possibilities to provide a proper feedback to the clinician in
order to enhance his/her point of view while observing an individual that uses different
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