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Situated visualization has become an increasingly popular research area in the visualization community, fueled by advancements in augmented reality (AR) technology and immersive analytics. Visualizing data in spatial proximity to their physical referents affords new design opportunities and considerations not present in traditional visualization, which researchers are now beginning to explore. However, the AR research community has an extensive history of designing graphics that are displayed in highly physical contexts. In this work, we leverage the richness of AR research and apply it to situated visualization. We derive design patterns which summarize common approaches of visualizing data in situ. The design patterns are based on a survey of 293 papers published in the AR and visualization communities, as well as our own expertise. We discuss design dimensions that help to describe both our patterns and previous work in the literature. This discussion is accompanied by several guidelines which explain how to apply the patterns given the constraints imposed by the real world. We conclude by discussing future research directions that will help establish a complete understanding of the design of situated visualization, including the role of interactivity, tasks, and workflows.
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Using augmented reality for subsurface utility engineering (SUE) has benefited from recent advances in sensing hardware, enabling the first practical and commercial applications. However, this progress has uncovered a latent problem - the insufficient quality of existing SUE data in terms of completeness and accuracy. In this work, we present a novel approach to automate the process of aligning existing SUE databases with measurements taken during excavation works, with the potential to correct the deviation from the as-planned to as-built documentation, which is still a big challenge for traditional workers at sight. Our segmentation algorithm performs infrastructure segmentation based on the live capture of an excavation on site. Our fitting approach correlates the inferred position and orientation with the existing digital plan and registers the as-planned model into the as-built state. Our approach is the first to circumvent tedious postprocessing, as it corrects data online and on-site. In our experiments, we show the results of our proposed method on both synthetic data and a set of real excavations.
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Jointly analyzing biological pathway maps and experimental data is critical for understanding how biological processes work in different conditions and why different samples exhibit certain characteristics. This joint analysis, however, poses a significant challenge for visualization. Current techniques are either well suited to visualize large amounts of pathway node attributes, or to represent the topology of the pathway well, but do not accomplish both at the same time. To address this we introduce enRoute, a technique that enables analysts to specify a path of interest in a pathway, extract this path into a separate, linked view, and show detailed experimental data associated with the nodes of this extracted path right next to it. This juxtaposition of the extracted path and the experimental data allows analysts to simultaneously investigate large amounts of potentially heterogeneous data, thereby solving the problem of joint analysis of topology and node attributes. As this approach does not modify the layout of pathway maps, it is compatible with arbitrary graph layouts, including those of hand-crafted, image-based pathway maps. We demonstrate the technique in context of pathways from the KEGG and the Wikipathways databases. We apply experimental data from two public databases, the Cancer Cell Line Encyclopedia (CCLE) and The Cancer Genome Atlas (TCGA) that both contain a wide variety of genomic datasets for a large number of samples. In addition, we make use of a smaller dataset of hepatocellular carcinoma and common xenograft models. To verify the utility of enRoute, domain experts conducted two case studies where they explore data from the CCLE and the hepatocellular carcinoma datasets in the context of relevant pathways.
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Biología Computacional/métodos , Gráficos por Computador , Genómica/métodos , Bases de Datos Genéticas , Humanos , Redes y Vías Metabólicas , Neoplasias/genéticaRESUMEN
Diminished Reality (DR) propagates pixels from a keyframe to subsequent frames for real-time inpainting. Keyframe selection has a significant impact on the inpainting quality, but untrained users struggle to identify good keyframes. Automatic selection is not straightforward either, since no previous work has formalized or verified what determines a good keyframe. We propose a novel metric to select good keyframes to inpaint. We examine the heuristics adopted in existing DR inpainting approaches and derive multiple simple criteria measurable from SLAM. To combine these criteria, we empirically analyze their effect on the quality using a novel representative test dataset. Our results demonstrate that the combined metric selects RGBD keyframes leading to high-quality inpainting results more often than a baseline approach in both color and depth domains. Also, we confirmed that our approach has a better ranking ability of distinguishing good and bad keyframes. Compared to random selections, our metric selects keyframes that would lead to higher-quality and more stably converging inpainting results. We present three DR examples, automatic keyframe selection, user navigation, and marker hiding.
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Multi-layer images are currently the most prominent scene representation for viewing natural scenes under full-motion parallax in virtual reality. Layers ordered in diopter space contain color and transparency so that a complete image is formed when the layers are composited in a view-dependent manner. Once baked, the same limitations apply to multi-layer images as to conventional single-layer photography, making it challenging to remove obstructive objects or otherwise edit the content. Object removal before baking can benefit from filling disoccluded layers with pixels from background layers. However, if no such background pixels have been observed, an inpainting algorithm must fill the empty spots with fitting synthetic content. We present and study a multi-layer inpainting approach that addresses this problem in two stages: First, a volumetric area of interest specified by the user is classified with respect to whether the background pixels have been observed or not. Second, the unobserved pixels are filled with multi-layer inpainting. We report on experiments using multiple variants of multi-layer inpainting and compare our solution to conventional inpainting methods that consider each layer individually.
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We present a registration method relying on geometric constraints extracted from parametric primitives contained in 3D parametric models. Our method solves the registration in closed-form from three line-to-line, line-to-plane or plane-to-plane correspondences. The approach either works with semantically segmented RGB-D scans of the scene or with the output of plane detection in common frameworks like ARKit and ARCore. Based on the primitives detected in the scene, we build a list of descriptors using the normals and centroids of all the found primitives, and match them against the pre-computed list of descriptors from the model in order to find the scene-to-model primitive correspondences. Finally, we use our closed-form solver to estimate the 6DOFtransformation from three lines and one point, which we obtain from the parametric representations of the model and scene parametric primitives. Quantitative and qualitative experiments on synthetic and real-world data sets demonstrate the performance and robustness of our method. We show that it can be used to create compact world anchors for indoor localization in AR applications on mobile devices leveraging commercial SLAM capabilities.
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In this work, we present a novel scene description to perform large-scale localization using only geometric constraints. Our work extends compact world anchors with a search data structure to efficiently perform localization and pose estimation of mobile augmented reality devices across multiple platforms (e.g., HoloLens 2, iPad). The algorithm uses a bag-of-words approach to characterize distinct scenes (e.g., rooms). Since the individual scene representations rely on compact geometric (rather than appearance-based) features, the resulting search structure is very lightweight and fast, lending itself to deployment on mobile devices. We present a set of experiments demonstrating the accuracy, performance and scalability of our novel localization method. In addition, we describe several use cases demonstrating how efficient cross-platform localization facilitates sharing of augmented reality experiences.
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We present RagRug, an open-source toolkit for situated analytics. The abilities of RagRug go beyond previous immersive analytics toolkits by focusing on specific requirements emerging when using augmented reality (AR) rather than virtual reality. RagRug combines state of the art visual encoding capabilities with a comprehensive physical-virtual model, which lets application developers systematically describe the physical objects in the real world and their role in AR. We connect AR visualizations with data streams from the Internet of Things using distributed dataflow. To this end, we use reactive programming patterns so that visualizations become context-aware, i.e., they adapt to events coming in from the environment. The resulting authoring system is low-code; it emphasises describing the physical and the virtual world and the dataflow between the elements contained therein. We describe the technical design and implementation of RagRug, and report on five example applications illustrating the toolkit's abilities.
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Traditional convolutional neural network (CNN) methods rely on dense tensors, which makes them suboptimal for spatially sparse data. In this paper, we propose a CNN model based on sparse tensors for efficient processing of high-resolution shapes represented as binary voxel occupancy grids. In contrast to a dense CNN that takes the entire voxel grid as input, a sparse CNN processes only on the non-empty voxels, thus reducing the memory and computation overhead caused by the sparse input data. We evaluate our method on two clinically relevant skull reconstruction tasks: (1) given a defective skull, reconstruct the complete skull (i.e., skull shape completion), and (2) given a coarse skull, reconstruct a high-resolution skull with fine geometric details (shape super-resolution). Our method outperforms its dense CNN-based counterparts in the skull reconstruction task quantitatively and qualitatively, while requiring substantially less memory for training and inference. We observed that, on the 3D skull data, the overall memory consumption of the sparse CNN grows approximately linearly during inference with respect to the image resolutions. During training, the memory usage remains clearly below increases in image resolution-an [Formula: see text] increase in voxel number leads to less than [Formula: see text] increase in memory requirements. Our study demonstrates the effectiveness of using a sparse CNN for skull reconstruction tasks, and our findings can be applied to other spatially sparse problems. We prove this by additional experimental results on other sparse medical datasets, like the aorta and the heart. Project page at https://github.com/Jianningli/SparseCNN .
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Procesamiento de Imagen Asistido por Computador , Redes Neurales de la Computación , Procesamiento de Imagen Asistido por Computador/métodos , Cráneo/diagnóstico por imagen , CabezaRESUMEN
The HoloLens (Microsoft Corp., Redmond, WA), a head-worn, optically see-through augmented reality (AR) display, is the main player in the recent boost in medical AR research. In this systematic review, we provide a comprehensive overview of the usage of the first-generation HoloLens within the medical domain, from its release in March 2016, until the year of 2021. We identified 217 relevant publications through a systematic search of the PubMed, Scopus, IEEE Xplore and SpringerLink databases. We propose a new taxonomy including use case, technical methodology for registration and tracking, data sources, visualization as well as validation and evaluation, and analyze the retrieved publications accordingly. We find that the bulk of research focuses on supporting physicians during interventions, where the HoloLens is promising for procedures usually performed without image guidance. However, the consensus is that accuracy and reliability are still too low to replace conventional guidance systems. Medical students are the second most common target group, where AR-enhanced medical simulators emerge as a promising technology. While concerns about human-computer interactions, usability and perception are frequently mentioned, hardly any concepts to overcome these issues have been proposed. Instead, registration and tracking lie at the core of most reviewed publications, nevertheless only few of them propose innovative concepts in this direction. Finally, we find that the validation of HoloLens applications suffers from a lack of standardized and rigorous evaluation protocols. We hope that this review can advance medical AR research by identifying gaps in the current literature, to pave the way for novel, innovative directions and translation into the medical routine.
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Realidad Aumentada , Humanos , Reproducibilidad de los ResultadosRESUMEN
This work introduces off-axis layered displays, the first approach to stereoscopic direct-view displays with support for focus cues. Off-axis layered displays combine a head-mounted display with a traditional direct-view display for encoding a focal stack and thus, for providing focus cues. To explore the novel display architecture, we present a complete processing pipeline for the real-time computation and post-render warping of off-axis display patterns. In addition, we build two prototypes using a head-mounted display in combination with a stereoscopic direct-view display, and a more widely available monoscopic direct-view display. In addition we show how extending off-axis layered displays with an attenuation layer and with eye-tracking can improve image quality. We thoroughly analyze each component in a technical evaluation and present examples captured through our prototypes.
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This paper presents guitARhero, an Augmented Reality application for interactively teaching guitar playing to beginners through responsive visualizations overlaid on the guitar neck. We support two types of visual guidance, a highlighting of the frets that need to be pressed and a 3D hand overlay, as well as two display scenarios, one using a desktop magic mirror and one using a video see-through head-mounted display. We conducted a user study with 20 participants to evaluate how well users could follow instructions presented with different guidance and display combinations and compare these to a baseline where users had to follow video instructions. Our study highlights the trade-off between the provided information and visual clarity affecting the user's ability to interpret and follow instructions for fine-grained tasks. We show that the perceived usefulness of instruction integration into an HMD view highly depends on the hardware capabilities and instruction details.
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Surveillance imaging of patients with chronic aortic diseases, such as aneurysms and dissections, relies on obtaining and comparing cross-sectional diameter measurements along the aorta at predefined aortic landmarks, over time. The orientation of the cross-sectional measuring planes at each landmark is currently defined manually by highly trained operators. Centerline-based approaches are unreliable in patients with chronic aortic dissection, because of the asymmetric flow channels, differences in contrast opacification, and presence of mural thrombus, making centerline computations or measurements difficult to generate and reproduce. In this work, we present three alternative approaches - INS, MCDS, MCDbS - based on convolutional neural networks and uncertainty quantification methods to predict the orientation (Ï,θ) of such cross-sectional planes. For the monitoring of chronic aortic dissections, we show how a dataset of 162 CTA volumes with overall 3273 imperfect manual annotations routinely collected in a clinic can be efficiently used to accomplish this task, despite the presence of non-negligible interoperator variabilities in terms of mean absolute error (MAE) and 95% limits of agreement (LOA). We show how, despite the large limits of agreement in the training data, the trained model provides faster and more reproducible results than either an expert user or a centerline method. The remaining disagreement lies within the variability produced by three independent expert annotators and matches the current state of the art, providing a similar error, but in a fraction of the time.
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Disección Aórtica , Angiografía por Tomografía Computarizada , Humanos , Estudios Retrospectivos , Incertidumbre , Aorta , Disección Aórtica/diagnóstico por imagenAsunto(s)
Minería de Datos/métodos , Bases de Datos Genéticas , Predisposición Genética a la Enfermedad/genética , Neoplasias/genética , Proteoma/genética , Programas Informáticos , Interfaz Usuario-Computador , Algoritmos , Animales , Mapeo Cromosómico/métodos , Sistemas de Administración de Bases de Datos , Genómica/métodos , HumanosRESUMEN
Among the most compelling applications of Augmented Reality are spatially registered tutorials. The effort of creating such instructions remains one of the obstacles precluding a wider use. We propose a system that is capable of extracting 3D instructions in a completely model-free manner from demonstrations, based on volumetric changes. The instructions are visualised later in an interactive Augmented Reality guidance application, on a mobile head-mounted display. We enable a technology that can be used by anyone in an ad-hoc tabletop setup for assemblies with rigid components.
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This work introduces the first approach to video see-through mixed reality with full support for focus cues. By combining the flexibility to adjust the focus distance found in varifocal designs with the robustness to eye-tracking error found in multifocal designs, our novel display architecture reliably delivers focus cues over a large workspace. In particular, we introduce gaze-contingent layered displays and mixed reality focal stacks, an efficient representation of mixed reality content that lends itself to fast processing for driving layered displays in real time. We thoroughly evaluate this approach by building a complete end-to-end pipeline for capture, render, and display of focus cues in video see-through displays that uses only off-the-shelf hardware and compute components.
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Realidad Aumentada , Señales (Psicología) , Gráficos por ComputadorRESUMEN
A common goal of outdoor augmented reality (AR) is the presentation of annotations that are registered to anchor points in the real world. We present an enhanced approach for registering and tracking such anchor points, which is suitable for current generation mobile phones and can also successfully deal with the wide variety of viewing conditions encountered in real life outdoor use. The approach is based on on-the-fly generation of panoramic images by sweeping the camera over the scene. The panoramas are then used for stable orientation tracking, while the user is performing only rotational movements. This basic approach is improved by several new techniques for the re-detection and tracking of anchor points. For the re-detection, specifically after temporal variations, we first compute a panoramic image with extended dynamic range, which can better represent varying illumination conditions. The panorama is then searched for known anchor points, while orientation tracking continues uninterrupted. We then use information from an internal orientation sensor to prime an active search scheme for the anchor points, which improves matching results. Finally, global consistency is enhanced by statistical estimation of a global rotation that minimizes the overall position error of anchor points when transforming them from the source panorama in which they were created, to the current view represented by a new panorama. Once the anchor points are redetected, we track the user's movement using a novel 3-degree-of-freedom orientation tracking approach that combines vision tracking with the absolute orientation from inertial and magnetic sensors. We tested our system using an AR campus guide as an example application and provide detailed results for our approach using an off-the-shelf smartphone. Results show that the re-detection rate is improved by a factor of 2 compared to previous work and reaches almost 90% for a wide variety of test cases while still keeping the ability to run at interactive frame rates.
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Civil engineering is a primary domain for new augmented reality technologies. In this work, the area of subsurface utility engineering is revisited, and new methods tackling well-known, yet unsolved problems are presented. We describe our solution to the outdoor localization problem, which is deemed one of the most critical issues in outdoor augmented reality, proposing a novel, lightweight hardware platform to generate highly accurate position and orientation estimates in a global context. Furthermore, we present new approaches to drastically improve realism of outdoor data visualizations. First, a novel method to replace physical spray markings by indistinguishable virtual counterparts is described. Second, the visualization of 3D reconstructions of real excavations is presented, fusing seamlessly with the view onto the real environment. We demonstrate the power of these new methods on a set of different outdoor scenarios.
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BACKGROUND AND OBJECTIVE: Augmented reality (AR) can help to overcome current limitations in computer assisted head and neck surgery by granting "X-ray vision" to physicians. Still, the acceptance of AR in clinical applications is limited by technical and clinical challenges. We aim to demonstrate the benefit of a marker-free, instant calibration AR system for head and neck cancer imaging, which we hypothesize to be acceptable and practical for clinical use. METHODS: We implemented a novel AR system for visualization of medical image data registered with the head or face of the patient prior to intervention. Our system allows the localization of head and neck carcinoma in relation to the outer anatomy. Our system does not require markers or stationary infrastructure, provides instant calibration and allows 2D and 3D multi-modal visualization for head and neck surgery planning via an AR head-mounted display. We evaluated our system in a pre-clinical user study with eleven medical experts. RESULTS: Medical experts rated our application with a system usability scale score of 74.8 ± 15.9, which signifies above average, good usability and clinical acceptance. An average of 12.7 ± 6.6 minutes of training time was needed by physicians, before they were able to navigate the application without assistance. CONCLUSIONS: Our AR system is characterized by a slim and easy setup, short training time and high usability and acceptance. Therefore, it presents a promising, novel tool for visualizing head and neck cancer imaging and pre-surgical localization of target structures.
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Realidad Aumentada , Neoplasias de Cabeza y Cuello , Cirugía Asistida por Computador , Calibración , Estudios de Factibilidad , Neoplasias de Cabeza y Cuello/diagnóstico por imagen , Humanos , Imagenología TridimensionalRESUMEN
A fast and fully automatic design of 3D printed patient-specific cranial implants is highly desired in cranioplasty - the process to restore a defect on the skull. We formulate skull defect restoration as a 3D volumetric shape completion task, where a partial skull volume is completed automatically. The difference between the completed skull and the partial skull is the restored defect; in other words, the implant that can be used in cranioplasty. To fulfill the task of volumetric shape completion, a fully data-driven approach is proposed. Supervised skull shape learning is performed on a database containing 167 high-resolution healthy skulls. In these skulls, synthetic defects are injected to create training and evaluation data pairs. We propose a patch-based training scheme tailored for dealing with high-resolution and spatially sparse data, which overcomes the disadvantages of conventional patch-based training methods in high-resolution volumetric shape completion tasks. In particular, the conventional patch-based training is applied to images of high resolution and proves to be effective in tasks such as segmentation. However, we demonstrate the limitations of conventional patch-based training for shape completion tasks, where the overall shape distribution of the target has to be learnt, since it cannot be captured efficiently by a sub-volume cropped from the target. Additionally, the standard dense implementation of a convolutional neural network tends to perform poorly on sparse data, such as the skull, which has a low voxel occupancy rate. Our proposed training scheme encourages a convolutional neural network to learn from the high-resolution and spatially sparse data. In our study, we show that our deep learning models, trained on healthy skulls with synthetic defects, can be transferred directly to craniotomy skulls with real defects of greater irregularity, and the results show promise for clinical use. Project page: https://github.com/Jianningli/MIA.