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  1. Virtual content instability caused by device pose tracking error remains a prevalent issue in markerless augmented reality (AR), especially on smartphones and tablets. However, when examining environments which will host AR experiences, it is challenging to determine where those instability artifacts will occur; we rarely have access to ground truth pose to measure pose error, and even if pose error is available, traditional visualizations do not connect that data with the real environment, limiting their usefulness. To address these issues we present SiTAR (Situated Trajectory Analysis for Augmented Reality), the first situated trajectory analysis system for AR that incorporates estimates of pose tracking error. We start by developing the first uncertainty-based pose error estimation method for visual-inertial simultaneous localization and mapping (VI-SLAM), which allows us to obtain pose error estimates without ground truth; we achieve an average accuracy of up to 96.1% and an average FI score of up to 0.77 in our evaluations on four VI-SLAM datasets. Next, we present our SiTAR system, implemented for ARCore devices, combining a backend that supplies uncertainty-based pose error estimates with a frontend that generates situated trajectory visualizations. Finally, we evaluate the efficacy of SiTAR in realistic conditions by testing three visualization techniques in an in-the-wild study with 15 users and 13 diverse environments; this study reveals the impact both environment scale and the properties of surfaces present can have on user experience and task performance. 
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    Free, publicly-accessible full text available October 16, 2024
  2. Mobile augmented reality (AR) has a wide range of promising applications, but its efficacy is subject to the impact of environment texture on both machine and human perception. Performance of the machine perception algorithm underlying accurate positioning of virtual content, visual-inertial SLAM (VI-SLAM), is known to degrade in low-texture conditions, but there is a lack of data in realistic scenarios. We address this through extensive experiments using a game engine-based emulator, with 112 textures and over 5000 trials. Conversely, human task performance and response times in AR have been shown to increase in environments perceived as textured. We investigate and provide encouraging evidence for invisible textures, which result in good VI-SLAM performance with minimal impact on human perception of virtual content. This arises from fundamental differences between VI-SLAM-based machine perception, and human perception as described by the contrast sensitivity function. Our insights open up exciting possibilities for deploying ambient IoT devices that display invisible textures, as part of systems which automatically optimize AR environments. 
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    Free, publicly-accessible full text available October 6, 2024
  3. Edge computing is increasingly proposed as a solution for reducing resource consumption of mobile devices running simultaneous localization and mapping (SLAM) algorithms, with most edge-assisted SLAM systems assuming the communication resources between the mobile device and the edge server to be unlimited, or relying on heuristics to choose the information to be transmitted to the edge. This paper presents AdaptSLAM, an edge-assisted visual (V) and visual-inertial (VI) SLAM system that adapts to the available communication and computation resources, based on a theoretically grounded method we developed to select the subset of keyframes (the representative frames) for constructing the best local and global maps in the mobile device and the edge server under resource constraints. We implemented AdaptSLAM to work with the state-of-the-art open-source V-and VI-SLAM ORB-SLAM3 framework, and demonstrated that, under constrained network bandwidth, AdaptSLAM reduces the tracking error by 62% compared to the best baseline method. 
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    Free, publicly-accessible full text available May 17, 2024
  4. External ventricular drain (EVD) is a common, yet challenging neurosurgical procedure of placing a catheter into the brain ventricular system that requires prolonged training for surgeons to improve the catheter placement accuracy. In this paper, we introduce NeuroLens, an Augmented Reality (AR) system that provides neurosurgeons with guidance that aides them in completing an EVD catheter placement. NeuroLens builds on prior work in AR-assisted EVD to present a registered hologram of a patient’s ventricles to the surgeons, and uniquely incorporates guidance on the EVD catheter’s trajectory, angle of insertion, and distance to the target. The guidance is enabled by tracking the EVD catheter. We evaluate NeuroLens via a study with 33 medical students, in which we analyzed students’ EVD catheter insertion accuracy and completion time, eye gaze patterns, and qualitative responses. Our study, in which NeuroLens was used to aid students in inserting an EVD catheter into a realistic phantom model of a human head, demonstrated the potential of NeuroLens as a tool that will aid and educate novice neurosurgeons. On average, the use of NeuroLens improved the EVD placement accuracy of year 1 students by 39.4% and of the year 2−4 students by 45.7%. Furthermore, students who focused more on NeuroLens-provided contextual guidance achieved better results. 
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  5. Demand is growing for markerless augmented reality (AR) experiences, but designers of the real-world spaces that host them still have to rely on inexact, qualitative guidelines on the visual environment to try and facilitate accurate pose tracking. Furthermore, the need for visual texture to support markerless AR is often at odds with human aesthetic preferences, and understanding how to balance these competing requirements is challenging due to the siloed nature of the relevant research areas. To address this, we present an integrated design methodology for AR spaces, that incorporates both tracking and human factors into the design process. On the tracking side, we develop the first VI-SLAM evaluation technique that combines the flexibility and control of virtual environments with real inertial data. We use it to perform systematic, quantitative experiments on the effect of visual texture on pose estimation accuracy; through 2000 trials in 20 environments, we reveal the impact of both texture complexity and edge strength. On the human side, we show how virtual reality (VR) can be used to evaluate user satisfaction with environments, and highlight how this can be tailored to AR research and use cases. Finally, we demonstrate our integrated design methodology with a case study on AR museum design, in which we conduct both VI-SLAM evaluations and a VR-based user study of four different museum environments. 
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  6. Mobile augmented reality (AR) has the potential to enable immersive, natural interactions between humans and cyber-physical systems. In particular markerless AR, by not relying on fiducial markers or predefined images, provides great convenience and flexibility for users. However, unwanted virtual object movement frequently occurs in markerless smartphone AR due to inaccurate scene understanding, and resulting errors in device pose tracking. We examine the factors which may affect virtual object stability, design experiments to measure it, and conduct systematic quantitative characterizations across six different user actions and five different smartphone configurations. Our study demonstrates noticeable instances of spatial instability in virtual objects in all but the simplest settings (with position errors of greater than 10cm even on the best-performing smartphones), and underscores the need for further enhancements to pose tracking algorithms for smartphone-based markerless AR. 
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  7. Mobile augmented reality (AR) has the potential to enable immersive, natural interactions between humans and cyber-physical systems. In particular markerless AR, by not relying on fiducial markers or predefined images, provides great convenience and flexibility for users. However, unwanted virtual object movement frequently occurs in markerless smartphone AR due to inaccurate scene understanding, and resulting errors in device pose tracking. We examine the factors which may affect virtual object stability, design experiments to measure it, and conduct systematic quantitative characterizations across six different user actions and five different smartphone configurations. Our study demonstrates noticeable instances of spatial instability in virtual objects in all but the simplest settings (with position errors of greater than 10cm even on the best-performing smartphones), and underscores the need for further enhancements to pose tracking algorithms for smartphone-based markerless AR. 
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  8. Recent advances in eye tracking have given birth to a new genre of gaze-based context sensing applications, ranging from cognitive load estimation to emotion recognition. To achieve state-of-the-art recognition accuracy, a large-scale, labeled eye movement dataset is needed to train deep learning-based classifiers. However, due to the heterogeneity in human visual behavior, as well as the labor-intensive and privacy-compromising data collection process, datasets for gaze-based activity recognition are scarce and hard to collect. To alleviate the sparse gaze data problem, we present EyeSyn, a novel suite of psychology-inspired generative models that leverages only publicly available images and videos to synthesize a realistic and arbitrarily large eye movement dataset. Taking gaze-based museum activity recognition as a case study, our evaluation demonstrates that EyeSyn can not only replicate the distinct pat-terns in the actual gaze signals that are captured by an eye tracking device, but also simulate the signal diversity that results from different measurement setups and subject heterogeneity. Moreover, in the few-shot learning scenario, EyeSyn can be readily incorporated with either transfer learning or meta-learning to achieve 90% accuracy, without the need for a large-scale dataset for training. 
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  9. Robust pervasive context-aware augmented reality (AR) has the potential to enable a range of applications that support users in reaching their personal and professional goals. In such applications, AR can be used to deliver richer, more immersive, and more timely just in time adaptive interventions (JITAI) than conventional mobile solutions, leading to more effective support of the user. This position paper defines a research agenda centered on improving AR applications' environmental, user, and social context awareness. Specifically, we argue for two key architectural approaches that will allow pushing AR context awareness to the next level: use of wearable and Internet of Things (IoT) devices as additional data streams that complement the data captured by the AR devices, and the development of edge computing-based mechanisms for enriching existing scene understanding and simultaneous localization and mapping (SLAM) algorithms. The paper outlines a collection of specific research directions in the development of such architectures and in the design of next-generation environmental, user, and social context awareness algorithms. 
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  10. Augmented Reality (AR) is increasingly used in medical applications for visualizing medical information. In this paper, we present an AR-assisted surgical guidance system that aims to improve the accuracy of catheter placement in ventriculostomy, a common neurosurgical procedure. We build upon previous work on neurosurgical AR, which has focused on enabling the surgeon to visualize a patient’s ventricular anatomy, to additionally integrate surgical tool tracking and contextual guidance. Specifically, using accurate tracking of optical markers via an external multi-camera OptiTrack system, we enable Microsoft HoloLens 2-based visualizations of ventricular anatomy, catheter placement, and the information on how far the catheter tip is from its target. We describe the system we developed, present initial hologram registration results, and comment on the next steps that will prepare our system for clinical evaluations. 
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