Research Project: MIRAGE: Augmented Reality Wearable Platform and Screen: Proof of Concept and Commercialization
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Contributors
Funders
ID
EC.00096
Authors
Ürey, Hakan
Faculty Member
Publications
Dual focal plane augmented reality interactive display with gaze-tracker
(Optical Society of America (OSA), 2019) Başak, Uğur Yekta; Kazempourradi, Seyedmahdi; Ulusoy, Erdem; Ürey, Hakan; Yılmaz, Cemalettin; Department of Electrical and Electronics Engineering; Graduate School of Sciences and Engineering; Yes; College of Engineering; GRADUATE SCHOOL OF SCIENCES AND ENGINEERING
Stereoscopic augmented reality (AR) displays have a fixed focus plane and they suffer from visual discomfort due to vergence-accommodation conflict (VAC). In this study, we demonstrated a biocular (i.e. common optics for two eyes and same images are shown to both eyes) two focal-plane based AR system with real-time gaze tracker, which provides a novel interactive experience. To mitigate VAC, we propose a see-through near-eye display mechanism that generates two separate virtual image planes at arm's length depth levels (i.e. 25 cm and 50 cm). Our optical system generates virtual images by relaying two liquid crystal displays (LCDs) through a beam splitter and a Fresnel lens. While the system is limited to two depths and discontinuity occurs in the virtual scene, it provides correct focus cues and natural blur effect at the corresponding depths. This allows the user to distinguish virtual information through the accommodative response of the eye, even when the virtual objects overlap and partially occlude in the axial direction. The system also provides correct motion parallax cues within the movement range of the user without any need for sophisticated head trackers. A road scene simulation is realized as a convenient use-case of the proposed display so that a large monitor is used to create a background scene and the rendered content in the LCDs is augmented into the background. Field-of-view (FOV) is 60 x 36 degrees and the eye-box is larger than 100 mm, which is comfortable enough for two-eye viewing. The system includes a single camera-based pupil and gaze tracker, which is able to select the correct depth plane based on the shift in the interpupillary distance with user's convergence angle. The rendered content can be distributed to both depth planes and the background scene simultaneously. Thus, the user can select and interact with the content at the correct depth in a natural and comfortable way. The prototype system can be used in tasks that demand wide FOV and multiple focal planes and as an AR and vision research tool.
Integrated 3D display and imaging using dual purpose passive screen and head-mounted projectors and camera
(Optical Society of America (OSA), 2018) Soomro, Shoaib Rehman; Ürey, Hakan; Department of Electrical and Electronics Engineering; Graduate School of Sciences and Engineering; Yes; College of Engineering; GRADUATE SCHOOL OF SCIENCES AND ENGINEERING
We propose an integrated 3D display and imaging system using a head-mounted device and a special dual-purpose passive screen that can simultaneously facilitate 3D display and imaging. The screen is mainly composed of two optical layers, the first layer is a projection surface, which are the finely patterned retro-reflective microspheres that provide high optical gain when illuminated with head-mounted projectors. The second layer is an imaging surface made up of an array of curved mirrors, which form the perspective views of the scene captured by a head-mounted camera. The display and imaging operation are separated by performing polarization multiplexing. The demonstrated prototype system consists of a head-worn unit having a pair of 15 lumen pico-projectors and a 24MP camera, and an in-house designed and fabricated 30cm x 24cm screen. The screen provides bright display using 25% filled retro-reflective microspheres and 20 different perspective views of the user/scene using 5 x 4 array of convex mirrors. The real-time implementation is demonstrated by displaying stereo-3D content providing high brightness (up to 240 cd/m(2)) and low crosstalk (< 4%), while 3D image capture is demonstrated by performing the computational reconstruction of the discrete free-viewpoint stereo pair displayed on a desktop or virtual reality display. Furthermore, the capture quality is determined by measuring the imaging MTF of the captured views and the capture light efficiency is calculated by considering the loss in transmitted light at each interface. Further developments in microfabrication and computational optics can present the proposed system as a unique mobile platform for immersive human-computer interaction of the future.
Exploring projection based mixed reality with tangibles for nonsymbolic preschool math education
(Association for Computing Machinery, 2019) Beşevli, Ceylan; Göksun, Tilbe; Özcan, Oğuzhan; Salman, Elif; Ürey, Hakan; Department of Electrical and Electronics Engineering; Department of Media and Visual Arts; Department of Psychology; Graduate School of Sciences and Engineering; Graduate School of Social Sciences and Humanities; Optical Microsystems Laboratory (MEMS); KUAR (KU Arçelik Research Center for Creative Industries); Yes; College of Engineering; College of Social Sciences and Humanities; GRADUATE SCHOOL OF SCIENCES AND ENGINEERING; GRADUATE SCHOOL OF SOCIAL SCIENCES AND HUMANITIES; Research Center; Laboratory
A child's early math development can stem from interactions with the physical world. Accordingly, current tangible interaction studies focus on preschool children's formal (symbolic) mathematics, i.e. number knowledge. However, recent developmental studies stress the importance of nonsymbolic number representation in math learning, i.e. understanding quantity relations without counting(more/less). To our knowledge, there are no tangible systems based on this math concept. We developed an initial tangible based mixed-reality(MR) setup with a small tabletop projector and depth camera. Our goal was observing children's interaction with the setup to guide our further design process towards developing nonsymbolic math trainings. In this paper we present our observations from sessions with four 3-to-5 year old children and discuss their meaning for future work. Initial clues show that our MR setup leads to exploratory and mindful interactions, which might be generalizable to other tangible MR systems for child education and could inspire interaction design studies.
MaR-T: designing a projection-based mixed reality system for nonsymbolic math development of preschoolers: guided by theories of cognition and learning
(Association for Computing Machinery (ACM), 2019) Beşevli, Ceylan; Göksun, Tilbe; Özcan, Oğuzhan; Salman, Elif; Ürey, Hakan; Department of Electrical and Electronics Engineering; Department of Psychology; Graduate School of Sciences and Engineering; KUAR (KU Arçelik Research Center for Creative Industries); Yes; College of Engineering; College of Social Sciences and Humanities; GRADUATE SCHOOL OF SCIENCES AND ENGINEERING; Research Center
Recent developmental studies state that nonsymbolic number representation (i.e., more-less comparisons) is important for math development, and children's judgment about such non-numerical magnitudes can be affected by sensory properties (i.e., volume, space). Yet, to our knowledge, there are no tangible based systems for training this math concept. Building on theories of cognition and learning, we developed MaR-T, a projector-camera setup. This paper is a step towards investigating the effects of projection-based mixed-reality (MR) system with tangibles on nonsymbolic number representation of 3-to 5-year-old children. We present our user studies with a total of 14 participants, conducted to observe their interaction with the setup and the possible effects of our design on learning. The results indicate that MaR-T can provide active, engaging, and social learning, and our insights can inspire other interaction design and education studies.
