R. Guerra Marroquim
Please Note
24 records found
1
Skill-Adaptive Ghost Instructors
Enhancing Retention and Reducing Over-Reliance in VR Piano Learning
Line art is an illustrative technique with a wide use in education and art. In the context of image abstraction, its potential for increasing memorisation and recognition has been demonstrated, which motivates its use in scientific illustrations. While much work has focused on the conversion of 3D models into a line-art representation, there is a lack of solutions for virtual reality. Applying existing methods for each eye independently turns out to fall short due to cost constraints, distracting artifacts due to inconsistencies, or limitations regarding the input geometry. To address these limitations, we present a contour renderer for virtual reality. It operates in screen space, making it flexible, yet it relies on a local surface approximation combined with a registration error metric for robustness. Inconsistent occluding contours are continuously merged, and lines with no correspondence between both eyes are culled. The method is easy to implement, highly efficient even for high-resolution imagery, and, according to user evaluations, avoids the noticeable artifacts produced by existing work.
Manual Registration in AR-Assisted Surgical Navigation
A Comparative Evaluation
Purpose: This study evaluates two virtual auxiliary tools, degrees of freedom (DOF) Separation and PinNPivot, to address depth perception limitations and high error rates in manual registration for AR-assisted surgical navigation. Methods: DOF Separation decouples translation and rotation using six independent controls, minimizing cumulative errors. PinNPivot constrains object motion around virtual pins to stabilize rotation. Their effectiveness in AR remains underexplored. Using a hybrid evaluation system (Vuforia and NDI optical tracking), these tools were compared to unassisted manual registration on two patient-specific phantoms, assessing accuracy, task completion time, and NASA-TLX workload scores. Results: PinNPivot balanced efficiency and accuracy but was prone to initial pin placement errors. DOF Separation achieved the highest accuracy but required longer task times due to iterative adjustments. NASA-TLX results showed higher cognitive and physical workload for assisted methods. Conclusion: DOF Separation and PinNPivot improved registration accuracy and efficiency over unassisted manual registration. As software-based tools requiring no additional hardware, they hold promise for enhancing AR-assisted surgical navigation. Future work should validate their clinical applicability in diverse scenarios.
Puzzle Playground
Teaching VR Interactions Through a Puzzle Game
Purpose: For tumor resection, surgeons need to localize the tumor. For this purpose, a magnetic seed can be inserted into the tumor by a radiologist and, during surgery, a magnetic detection probe informs the distance to the seed for localization. In this case, the surgeon still needs to mentally reconstruct the position of the tumor from the probe’s information. The purpose of this study is to develop and assess a method for 3D localization and visualization of the seed, facilitating the localization of the tumor. Methods: We propose a method for 3D localization of the magnetic seed by extending the magnetic detection probe with a tracking-based localization. We attach a position sensor (QR-code or optical marker) to the probe in order to track its 3D pose (respectively, using a head-mounted display with a camera or optical tracker). Following an acquisition protocol, the 3D probe tip and seed position are subsequently obtained by solving a system of equations based on the distances and the 3D probe poses. Results: The method was evaluated with an optical tracking system. An experimental setup using QR-code tracking (resp. using an optical marker) achieves an average of 1.6 mm (resp. 0.8 mm) 3D distance between the localized seed and the ground truth. Using a breast phantom setup, the average 3D distance is 4.7 mm with a QR-code and 2.1 mm with an optical marker. Conclusion: Tracking the magnetic detection probe allows 3D localization of a magnetic seed, which opens doors for augmented reality target visualization during surgery. Such an approach should enhance the perception of the localized region of interest during the intervention, especially for breast tumor resection where magnetic seeds can already be used in the protocol.
Wave-optical phenomena, such as diffraction, significantly impact the visual appearance of surfaces. Despite their importance, wave-optical reflection models are rare and computationally expensive. Recently, we presented a real-time model that accounts for diffraction-induced color shifts and speckle. Given that diffraction phenomena are highly dependent on illumination and viewing directions, as well as stereoscopic vision, we developed a VR demo to evaluate the new model. This demo shows the substantial impact of diffraction on the appearance of rough surfaces, particularly in stereoscopic viewing.
Disruptive technology has become an integral part of our lives, and it has brought about a significant transformation in the way we interact, communicate, and share information, also in the field of education. Innovation in technology needs to be based on ethics and values of the intended result. As the use of disruptive technology continues to grow, so does the need to understand and consider ethical and value dimensions. How can disruptive technology be developed and used in an ethical way for learning and teaching? What are the values the development and implementation of disruptive technology for education should take into account? How to measure and evaluate values and ethical dimensions of disruptive technology for educational purposes? Are some of the important questions to address. This workshop paper presents a method for eliciting values and ethical dimensions of learning scenarios with disruptive technologies in vocational and higher education settings and illustrates its implementation in the context of the Horizon Europe e-DIPLOMA project. The workshop method, combining value cards and learning scenarios with disruptive technologies, was implemented in seven different countries. The preliminary results of the workshops are presented. The method has the potential to draw peoples’ attention to prospective value concerns and ethical aspects necessary for understanding and acknowledging the consequence of implementing disruptive technologies in education.
Simulating light–matter interaction is a fundamental problem in computer graphics. A particular challenge is the simulation of light interaction with rough surfaces due to diffraction and multiple scattering phenomena. To properly model these phenomena, wave-optics have to be considered. Nevertheless, the most accurate BRDF models, including wave-optics, are computationally expensive, and the resulting renderings have not been systematically compared to real-world measurements. This work sheds more light on reflectance variations due to surface roughness. More specifically, we look at wavelength shifts that lead to reddish and blueish appearances. These wavelength shifts have been scarcely reported in the literature, and, in this paper, we provide the first thorough analysis from precise measured data. We measured the spectral in-plane BRDF of aluminium samples with varying roughness and further acquired the surface topography with a confocal microscope. The measurements show that the rough samples have, on average, a reddish and blueish appearance in the forward and back-scattering, respectively. Our investigations conclude that this is a diffraction-based effect that dominates the overall appearance of the samples. Simulations using a virtual gonioreflectometer further confirm our claims. We propose a linear model that can closely fit such phenomena, where the slope of the wavelength shifts depends on the incident and reflection direction. Based on these insights, we developed a simple BRDF model based on the Cook–Torrance model that considers such wavelength shifts.
Video-streaming services usually feature post-processing effects to replace the background. However, these often yield inconsistent lighting. Machine-learning-based relighting methods can address this problem, but, at real-time rates, are restricted to a low resolution and can result in an unrealistic skin appearance. Physically-based rendering techniques require complex skin models that can only be acquired using specialised equipment. Our method is lightweight and uses only a standard smartphone. By correcting imperfections during capture, we extract a convincing physically-based skin model. In combination with suitable acceleration techniques, we achieve real-time rates on commodity hardware.
Designing realistic tridimensional facial models is a challenging task, not only due to the effort and artistic abilities required but also because human visual perception is very tuned to the processing of facial features. For this reason, rather than creating face models from scratch, artists usually start from a scanned model of a real person. In this work, we present a novel method for blending human faces in order to create a new one. In a nutshell, our proposal uses Laplacian smoothing to segregate layers of details from one or more faces, which are then integrated into a base face with the help of an interactive and visual editor. In particular, our method supports blending multiple faces and multiple sub-regions in those faces. Since our approach is intuitive and relatively easy to implement, it can be integrated into artistic pipelines aiming at designing human face models from preexisting ones.
ComVis-Sail
Comparative Sailing Performance Visualization for Coaching
During training sessions, sailors rely on feedback provided by the coaches to reinforce their skills and improve their performance. Nowadays, the incorporation of sensors on the boats enables coaches to potentially provide more informed feedback to the sailors. A common exercise during practice sessions, consists of two boats of the same class, sailing side by side in a straight line with different boat handling techniques. Coaches try to understand which techniques are that make one boat go faster than the other. The analysis of the obtained data from the boats is challenging given its multi-dimensional, time-varying and spatial nature. At present, coaches only rely on aggregated statistics reducing the complexity of the data, hereby losing local and temporal information. We describe a new domain characterization and present a visualization design that allows coaches to analyse the data, structuring their analysis and explore the data from different perspectives. A central element of the tool is the glyph design to intuitively represent and aggregate multiple aspects of the sensor data. We have conducted multiple user studies with naive users, sailors and coaches to evaluate the design and potential of the overall tool. (Figure presented.).
We present a method to recover the 3D flying shape of a sail using passive markers. In the navigation and naval architecture domain, retrieving the sail shape may be of immense value to confirm or contest simulation results, and to aid the design of new optimal sails. Our acquisition setup is very simple and low-cost, as it is only necessary to fix a series of printable markers on the sail and register the flying shape in real sailing conditions from a side vessel with a single camera. We reconstruct the average sail shape during an interval where the sailor maintains the sail as stable as possible. The average is further improved by a Bundle Adjustment algorithm. We tested our method in a real sailing scenario and present promising results. Quantitatively, we show the precision in regards to the reconstructed markers area and the reprojected points. Qualitatively, we present feedback from domain experts who evaluated our results and confirmed the usefulness and quality of the reconstructed shape.
Craniotomy is a procedure where neurosurgeons open the patient’s skull to gain direct access to the brain. The craniotomy’s position defines the access path from the skull surface to the tumour and, consequently, the healthy brain tissue to be removed to reach the tumour. This is a complex procedure where a neurosurgeon is required to mentally reconstruct spatial relations of important brain structures to avoid removing them as much as possible. We propose a visualisation method using Augmented Reality to assist in the planning of a craniotomy. The goal of this study is to visualise important brain structures aligned with the physical position of the patient and to allow a better perception of the spatial relations of the structures. Additionally, a heat map was developed that is projected on top of the skull to provide a quick overview of the structures between a chosen location on the skull and the tumour. In the experiments, tracking accuracy was assessed, and colour maps were assessed for use in an AR device. Additionally, we conducted a user study amongst neurosurgeons and surgeons from other fields to evaluate the proposed visualisation using a phantom head. Most participants indeed agree that the visualisation can assist in planning a craniotomy and feedback on future improvements towards the clinical scenario was collected. (see https://www.acm.org/publications/class-2012)