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Hung-Jui Guo

Publications and source records attributed to Hung-Jui Guo.

4 recordsLinked to original sources

Experiences with CAMRE: Single-Device Collaborative Adaptive Mixed Reality Environment

During collaboration in XR (eXtended Reality), users typically share and interact with virtual objects in a common, shared virtual environment. Specifically, collaboration among users in Mixed Reality (MR) requires knowing their position, movement, and understanding of the visual scene surrounding their physical environments. Otherwise, one user could move an important virtual object to a position blocked by the physical environment for others. However, even for a single physical environment, 3D reconstruction takes a long time and the produced 3D data is typically very large in size. Also, these large amounts of 3D data take a long time to be streamed to receivers making real-time updates on the rendered scene challenging. Furthermore, many collaboration systems in MR require multiple devices, which take up space and make setup difficult. To address these challenges, in this paper, we describe a single-device system called Collaborative Adaptive Mixed Reality Environment (CAMRE). We build CAMRE using the scene understanding capabilities of HoloLens 2 devices to create shared MR virtual environments for each connected user and demonstrate using a Leader-Follower(s) paradigm: faster reconstruction and scene update times due to smaller data. Consequently, multiple users can receive shared, synchronized, and close-to-real-time latency virtual scenes from a chosen Leader, based on their physical position and movement. We also illustrate other expanded features of CAMRE MR virtual environment such as navigation using a real-time virtual mini-map and X-ray vision for handling adaptive wall opacity. We share several experimental results that evaluate the performance of CAMRE in terms of the network latency in sharing virtual objects and other capabilities.

cs.HC

Augmented Reality and Mixed Reality Measurement Under Different Environments: A Survey on Head-Mounted Devices

Augmented Reality (AR) and Mixed Reality (MR) have been two of the most explosive research topics in the last few years. Head-Mounted Devices (HMDs) are essential intermediums for using AR and MR technology, playing an important role in the research progress in these two areas. Behavioral research with users is one way of evaluating the technical progress and effectiveness of HMDs. In addition, AR and MR technology is dependent upon virtual interactions with the real environment. Thus, conditions in real environments can be a significant factor for AR and MR measurements with users. In this paper, we survey 87 environmental-related HMD papers with measurements from users, spanning over 32 years. We provide a thorough review of AR- and MR-related user experiments with HMDs under different environmental factors. Then, we summarize trends in this literature over time using a new classification method with four environmental factors, the presence or absence of user feedback in behavioral experiments, and ten main categories to subdivide these papers (e.g., domain and method of user assessment). We also categorize characteristics of the behavioral experiments, showing similarities and differences among papers.

cs.HC

Dynamic X-Ray Vision in Mixed Reality

X-ray vision, a technique that allows users to see through walls and other obstacles, is a popular technique for Augmented Reality (AR) and Mixed Reality (MR). In this paper, we demonstrate a dynamic X-ray vision window that is rendered in real-time based on the user's current position and changes with movement in the physical environment. Moreover, the location and transparency of the window are also dynamically rendered based on the user's eye gaze. We build this X-ray vision window for a current state-of-the-art MR Head-Mounted Device (HMD) -- HoloLens 2 by integrating several different features: scene understanding, eye tracking, and clipping primitive.

cs.HC

HoloLens 2 Technical Evaluation as Mixed Reality Guide

Mixed Reality (MR) is an evolving technology lying in the continuum spanned by related technologies such as Virtual Reality (VR) and Augmented Reality (AR), and creates an exciting way of interacting with people and the environment. This technology is fast becoming a tool used by many people, potentially improving living environments and work efficiency. Microsoft HoloLens has played an important role in the progress of MR, from the first generation to the second generation. In this paper, we systematically evaluate the functions of applicable functions in HoloLens 2. These evaluations can serve as a performance benchmark that can help people who need to use this instrument for research or applications in the future. The detailed tests and the performance evaluation of the different functionalities show the usability and possible limitations of each function. We mainly divide the experiment into the existing functions of the HoloLens 1, the new functions of the HoloLens 2, and the use of research mode. This research results will be useful for MR researchers who want to use HoloLens 2 as a research tool to design their own MR applications.

cs.HC