2021
Authors
Lu E.; Miller J.; Pereira N.; Rowe A.;
Publication
Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
Abstract
Public spaces like concert stadiums and sporting arenas are ideal venues for AR content delivery to crowds of mobile phone users. Unfortunately, these environments tend to be some of the most challenging in terms of lighting and dynamic staging for vision-based relocalization. In this paper, we introduce FLASH1, a system for delivering AR content within challenging lighting environments that uses active tags (i.e., blinking) with detectable features from passive tags (quads) for marking regions of interest and determining pose. This combination allows the tags to be detectable from long distances with significantly less computational overhead per frame, making it possible to embed tags in existing video displays like large jumbotrons. To aid in pose acquisition, we implement a gravity-assisted pose solver that removes the ambiguous solutions that are often encountered when trying to localize using standard passive tags. We show that our technique outperforms similarly sized passive tags in terms of range by 20-30% and is fast enough to run at 30 FPS even within a mobile web browser on a smartphone.
2021
Authors
Pereira N.; Rowe A.; Farb M.W.; Liang I.; Lu E.; Riebling E.;
Publication
Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2021
Abstract
We propose supporting hybrid conference experiences using the Augmented Reality Edge Network Architecture (ARENA). ARENA is a platform based on web technologies that simplifies the creation of collaborative mixed reality for standard Web Browsers (Chrome, Firefox) in VR, Headset AR/VR Browsers (Magic Leap, Hololens, Oculus Quest 2), and mobile AR (WebXR Viewer for iOS, Chrome with experimental flags for Android, and our own custom WebXR fork for iOS). We use a 3D scan of the conference venue as the backdrop environment for remote users and a model to stage various AR interactions for in-person users. Remote participants can use VR in a browser or a VR headset to navigate the scene. In-person participants can use AR headsets or mobile AR through WebXR browsers to see and hear remote users. ARENA can scale up to hundreds of users in the same scene and provides audio and video with spatial sound that can more closely capture real-world interactions.
2021
Authors
Pereira, N; Rowe, A; Farb, MW; Liang, I; Lu, E; Riebling, E;
Publication
2021 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2021)
Abstract
Many have predicted the future of the Web to be the integration of Web content with the real-world through technologies such as Augmented Reality (AR). This has led to the rise of Extended Reality (XR) Web Browsers used to shorten the long AR application development and deployment cycle of native applications especially across different platforms. As XR Browsers mature, we face new challenges related to collaborative and multi-user applications that span users, devices, and machines. These collaborative XR applications require: (1) networking support for scaling to many users, (2) mechanisms for content access control and application isolation, and (3) the ability to host application logic near clients or data sources to reduce application latency. In this paper, we present the design and evaluation of the AR Edge Networking Architecture (ARENA) which is a platform that simplifies building and hosting collaborative XR applications on WebXR capable browsers. ARENA provides a number of critical components including: a hierarchical geospatial directory service that connects users to nearby servers and content, a token-based authentication system for controlling user access to content, and an application/service runtime supervisor that can dispatch programs across any network connected device. All of the content within ARENA exists as endpoints in a PubSub scene graph model that is synchronized across all users. We evaluate ARENA in terms of client performance as well as benchmark end-to-end response-time as load on the system scales. We show the ability to horizontally scale the system to Internet-scale with scenes containing hundreds of users and latencies on the order of tens of milliseconds. Finally, we highlight projects built using ARENA and showcase how our approach dramatically simplifies collaborative multi-user XR development compared to monolithic approaches.
2021
Authors
Ferreira, P; Nogueira, L; Pereira, N; Maia, C; Fernandes, M; Andrade, A; Faria, R; Goncalves, C;
Publication
2021 WORLD ENGINEERING EDUCATION FORUM/GLOBAL ENGINEERING DEANS COUNCIL (WEEF/GEDC)
Abstract
Programming courses are needed for an increasing number of students in the Higher Education Institutions of today. Of all the programming languages covered in typical courses, the C and Assembly languages are among the most critical. As they are very low level languages, their knowledge helps the students to understand the inner workings of a computer. At the same time, their differences from other programming languages, demands from the learner a serious adjustment of the mental model. As the programming tools and environments are also different, there is the need of supporting the students in their learning, using a minimum of infrastructure, due to financial restrictions, and to support the maximum number of students, with the existing resources. The use of a Virtual Machine based on a Live Linux distribution, together with an enhanced set of software tests can provide students with an easy to install development platform, providing a good amount feedback, with very limited network usage. The methods described in this paper have been applied with good results, and can be used to support live or online classes.
2022
Authors
Miller J.; Soltanaghai E.; Duvall R.; Chen J.; Bhat V.; Pereira N.; Rowe A.;
Publication
Proceedings - 21st ACM/IEEE International Conference on Information Processing in Sensor Networks, IPSN 2022
Abstract
Current collaborative augmented reality (AR) systems establish a common localization coordinate frame among users by exchanging and comparing maps comprised of feature points. However, relative positioning through map sharing struggles in dynamic or feature-sparse environments. It also requires that users exchange identical regions of the map, which may not be possible if they are separated by walls or facing different directions. In this paper, we present Cappella11Like its musical inspiration, Cappella utilizes collaboration among agents to forgo the need for instrumentation, an infrastructure-free 6-degrees-of-freedom (6DOF) positioning system for multi-user AR applications that uses motion estimates and range measurements between users to establish an accurate relative coordinate system. Cappella uses visual-inertial odometry (VIO) in conjunction with ultra-wideband (UWB) ranging radios to estimate the relative position of each device in an ad hoc manner. The system leverages a collaborative particle filtering formulation that operates on sporadic messages exchanged between nearby users. Unlike visual landmark sharing approaches, this allows for collaborative AR sessions even if users do not share the same field of view, or if the environment is too dynamic for feature matching to be reliable. We show that not only is it possible to perform collaborative positioning without infrastructure or global coordinates, but that our approach provides nearly the same level of accuracy as fixed infrastructure approaches for AR teaming applications. Cappella consists of an open source UWB firmware and reference mobile phone application that can display the location of team members in real time using mobile AR. We evaluate Cappella across mul-tiple buildings under a wide variety of conditions, including a contiguous 30,000 square foot region spanning multiple floors, and find that it achieves median geometric error in 3D of less than 1 meter.
2014
Authors
Plosz, S; Farshad, A; Tauber, M; Lesjak, C; Ruprechter, T; Pereira, N;
Publication
2014 IEEE EMERGING TECHNOLOGY AND FACTORY AUTOMATION (ETFA)
Abstract
Due to its availability and low cost, the use of wireless communication technologies increases in domains beyond the originally intended usage areas, e.g. M2M communication in industrial applications. Such industrial applications often have specific security requirements. Hence, it is important to understand the characteristics of such applications and evaluate the vulnerabilities bearing the highest risk in this context. We present a comprehensive overview of security issues and features in existing WLAN, NFC and ZigBee standards, investigating the usage characteristics of these standards in industrial environments. We apply standard risk assessment methods to identify vulnerabilities with the highest risk across multiple technologies. We present a threat catalogue, conclude in which direction new mitigation methods should progress and how security analysis methods should be extended to meet requirements in the M2M domain.
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