2024年4月23日发(作者:佳能相机全系列介绍)
41
st
Annual Meeting of Human Factors and Ergonomics Society, Albuquerque, New Mexico. Sept. 1997.
PERCEPTUAL EFFECTS IN ALIGNING VIRTUAL AND REAL OBJECTS
IN AUGMENTED REALITY DISPLAYS
Paul Milgram and David Drascic
Department of Mechanical and Industrial Engineering
University of Toronto
Toronto, Ontario, Canada
The concept of Augmented Reality (AR) displays is defined, in relation to the amount of real (unmodelled) and
virtual (modelled) data presented in an image, as those displays in which real images, such as video, are
enhanced with computer generated graphics. For the important class of stereoscopic AR displays, several
factors may cause potential perceptual ambiguities, however, which manifest themselves in terms of decreased
accuracy and precision whenever virtual objects must be aligned with real ones. A review is given of research
conducted to assess both the magnitude of these perceptual effects and the effectiveness of a computer assisted
Virtual Tape Measure (VTM), which has been developed for performing quantitative 3D measurements on real-
world stereo images.
BACKGROUND
This paper deals with visual perceptual factors
which influence performance when using
Augmented Reality (AR) displays as a remote
measurement or control tool in application domains
such as telerobotics and medicine. AR displays are
defined here as a subset of the class of "Mixed
Reality" (MR) displays, which in turn are defined
within the larger context of the Reality-Virtuality
(RV) continuum (Milgram & Kishino, 1994). As
depicted in Fig. 1, the RV continuum is presented
as a framework for describing the spectrum of
cases that define whether the primary world being
experienced by an observer is real or virtual. One
way to display real world objects is by scanning,
transmitting and reproducing image data, as is the
case with ordinary video displays
1
-- without the
need for the display system to "know" anything
about the objects. Another way is by viewing real-
world scenes either directly or via some optical lens
system. Virtual images, on the other hand, can be
produced only if the computer display system
1
Note that, although we are limiting our discussion here to
visual displays, similar classfications may be made with
respect to other display modalities. For example, real sound
sources may be directly transduced or replayed, whereas a
virtual sound source could be produced through computer
modelling and synthesis.
generating the images has a model of the objects
being portrayed.
Fig. 1 shows that MR refers to the class of
all displays in which there is some kind of
combination of real and virtual environments.
Within this context, the meaning of the term
“Augmented Reality", depicted on the left side of
the continuum, becomes quite clear: AR displays
are those in which the primary image is of a real
environment, which is enhanced, or augmented,
with computer-generated imagery. As shown in
the figure, in other words, the difference between
the purely real environment on the left, depicting a
video image of a person next to a robot, and the
AR example to the right is the addition of the
graphical robot on the table. In general, Augmented
Reality enables one to make virtual images appear
before the viewer in well specified locations in the
real world image. Such images can display task
related data, or can serve as interactive tools for
measuring or controlling the environment, using
either direct viewing (DV) or head-mounted video
"see-through" displays or ordinary display
monitors.
In contrast to AR, “Augmented Virtuality"
(AV) displays are those in which a primarily virtual
environment is enhanced, or augmented, through
some addition of real world images or sensations.
Such additions can take the form of directly viewed
(DV) objects, where users might see their own
Reality-Virtuality (RV) Continuum
Reality
e.g. Direct View,
(Stereo) Video (SV)
Augmented
Reality (AR)
e.g. DV or SV
with SG
Augmented
Virtuality (AV)
e.g. SG with
DV or SV
Virtual
Environment (VE)
e.g. Stereo
Graphics (SG)
Mixed Reality (MR)
Figure 1: Simplified representation of the Reality-Virtuality (RV) Continuum, showing how real and virtual
worlds can be combined in various proportions, according to the demands of different tasks.
limb instead of a computer-generated simulation, as
is common with surround type virtual
environments (VE's) where one might reach into
the scene to grasp an object with one's own hand.
Another AV mode is when video images are added
to otherwise completely simulated displays. This
concept is shown in Fig. 1 by the completely
virtual (modelled) image at the extreme right side of
the RV continuum, which is augmented by adding
an (unmodelled) video background in the AV
example to the left.
In this paper we deal with (visual)
Augmented Reality displays only, and we further
limit ourselves to the special, but very significant,
case in which all viewing systems are stereoscopic.
Our particular interest lies in situations in which the
available 3D cues do not completely support each
other, and may even be in conflict, thereby leading
to distorted perceptions of depth, distance or shape.
(Drascic & Milgram, 1996).
One class of tasks which is particularly
influenced by such distortions is that of aligning
virtual objects with real ones (RV alignment). In
AR environments one may require this capaibility
for visualising how, as shown in the AR example
of Figure 1, a virtual 3D graphic object would
appear against the real 3D video (SV) background
into which the model has been constructed to fit. In
a conceptually similar application, we have super-
imposed simulated human operator mannequins
onto real SV workplaces, for the purposes of ergo-
nomic workplace analysis. In such cases the
important perceptual issues involve having the
virtual mannequin appear to fit in properly with the
background and having its limbs appear to make
contact realistically with the floor, chairs, tools and
other instruments.
In other cases, it may be necessary to make
reliable 3D measurements of the dimensions or
locations of various objects within the SV image,
as well as distances between those objects. This
latter capability comprises the essence of our AR
Virtual Tape Measure (VTM) (Milgram et al,
1997), one of the fundamental capabilities of our
ARGOS (Augmented Reality through Graphic
Overlays on Stereo-video) display system (Drascic
et al, 1993). One important application of the
VTM, presented elsewhere in this proceedings
REAL-VIRTUAL ALIGNMENT ERRORS
IN AUGMENTED REALITY
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