25 AR 3 Property of three-dimensional perception in the wearable AR environment
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1 25 AR 3 Property of three-dimensional perception in the wearable AR environment
2 AR 3 AR.. AR,. AR. 2, [2]., [3]., AR. AR. 3D 3D,,., 3D..,,,,. AR,, HMD,, 3 i
3 Abstract Property of three-dimensional perception in the wearable AR environment Yuhei Miki Recently many AR related applications are used along with the popularization of smart phones. Also, opportunity to hear the development of wearable devices is increasing. The AR technology and the wearable device can be combined and this kind of combined device should spread in future. While such devices have not been popular now, basic researches are conducted so far. Previous research reported that as users feel unnatural when an AR environment is presented through 2D display on the head mounted display (HMD) which is one kind of wearable devices, the way of visualizing depth information by annotations in AR environments is evaluated [2]. Another study investigated effects of depth perception by dynamic depth cues for monocular headup display with AR [3]. However, perception of depth position of objects from AR with real objects is uncertain. Thus, in this research, the relation of the perceived depth position of AR with objects existing in the real world was investigated. In the experiment, participants judged the depth position of virtual 3D objects with or without the set of real blocks. Effects of manipulating the size depth cue of virtual objects and the existence of real objects were analyzed. As a result, perceived depth position of 3D objects without real objects showed a significant effect of manipulating size depth cue while 3D objects with real objects did not. The performance of depth judgment of virtual object with no real object was promoted or inhibited by manipulating size ii
4 depth cue. However, with real objects, the inconsistency of the property of size depth cue change with depth position of real object with that of virtual object may have cancelled the promotive effect of the depth judgment. key words AR, Augmented Reality, HMD, depth, 3D perception iii
5 AR ARToolkit MR(Mixed Reality) ( ) ( ) ( ) ( ) , iv
6 v
7 1.1 AR MR Apple ipad mini SONY HMZ-T Logicool HD Webcam C NT-6U ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( -1 ) vi
8 3.3 2( ) ( ) ( -1 ) ( ), 2( ) vii
9 3.1 1( ) ( ) ( ) (%) ( ) ( -1 ) ( ) ( ) ( ) ( ) (%) ( ) ( -1 ) ( ) viii
10 1 1.1,.. HMD.., %, % [1]... AR. AR. AR,. AR,.,,. AR. 1
11 1.2 HMD AR,,., AR. 1.2 (2004) AR [2]. 2,.,.,., (2012) [3]..,, 120m.,. 1.3 AR AR(Augmented Reality),., 2
12 1.4 ARToolkit 界を重畳することである. 具体的な例を挙げると, 道案内で目的地の方向や距離, さらには建 物の情報なども現実の世界に重ねて表示するといった例がある. また, HMD にカメラを装 着することで, 体の動きに対応した AR 環境を体感することも可能である. このように AR はゲーム, ナビゲーション, 広告, 仕事の効率化といった多くの分野で利用されている. 本実 験ではマーカーと呼ばれる目印を読み取り, あらかじめマーカーに対応させておいた 3D オ ブジェクトの提示を行う AR を使用する. 本実験で用いた ARToolkit を使用した AR の例 を図 1.1 に示す. 図 1.1 AR の一例 1.4 ARToolkit 本研究で用いた ARToolkit とは奈良先端科学技術大学の加藤博一教授によって開発され た AR アプリケーション開発用のフリーの C 言語ライブラリである [9]. ARToolkit では マーカーを使用し, カメラでマーカーを読み取ることで 3D オブジェクトを現実世界に重畳 させることができる. カメラとマーカーの位置は関係なく, マーカーの動きに対応して 3D 3
13 1.5 MR(Mixed Reality) 1.2 MR MR(Mixed Reality) AR AR MR(Mixed Reality), VR(Virtual Reality). VR CG(Computer Graphics),. MR 1.2 VR AR,. 4
14 2 2.1 Microsoft Visual Studio ARToolkit ipad mini (Apple 16GB). AR Web (Logicool HD Webcam C310) (SONY HMZ-T1), ( NT-6U).. AR 2.5.,. OS : Windows7 32bit CPU : Intel Core i7 2.80GHz : 4GB 5
15 2.1 実験装置 図 2.2 SONY 製 HMZ-T1 図 2.1 Apple 製 ipad mini 図 2.3 Logicool 製 HD Webcam C310 図 サンワサプライ製 NT-6U
16
17 ipad mini,. ipad mini, Web, 3D.,., ipad mini 75 cm, 95 cm. 2.3 ( ) 12.,,.,,,,.,. 2.4 Metasequoia (3D ) cm, 12 cm, 4, 8
18 ( ) 2.8., , 120%, 110%, 100%, 90%. 1( ) , 90%, 100%, 110%, 120%. 1( ) 2.10., 4, 24. 9
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20 cm 12 cm 8 cm 8 cm , , ipad mini. 1. 2,
21 2.4 刺激 図 2.8 実験 1(実物体無し) のサイズ整合条件の刺激 図 2.9 実験 1(実物体無し) のサイズ強調条件の刺激 図 2.10 実験 1(実物体無し) のサイズ不整合条件の刺激 12
22 2.4 刺激 図 2.11 実験 2(実物体有り) のサイズ整合条件の刺激 図 2.12 実験 2(実物体有り) のサイズ強調条件の刺激 図 2.13 実験 2(実物体有り) のサイズ不整合条件の刺激 13
23 2.4 4 cm, 8 cm,., 4.5 cm, 12 cm,.,
24
25 , 10.,,,, ( ) cm,, , 4., , 3.,, ( ) ,, 1, 2.,. 16
26
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28 ( ) , , 3.2.,,, (F (2, 11), p = 0.182), (F (2, 11) = 3.447, p < 0.05).,,., 3.1, , 19
29 3.1 1( ) 3.1 1( ) (F (2, 11) = 5.357, p < 0.05)., 1,., 3.1.1,. 20
30 3.1 1( ) 3.1 1( ) ( ) ( ) A B C D E F G H I J K L
31 3.1 1( ) 3.2 1( ) (%) (%) A B C D E F G H I J K L
32 3.1 1( ) 3.2 1( ) ( -1 ) 23
33 3.1 1( ) 3.3 1( ) ( -1 ) ( ) ( ) A B C D E F G H I J K L
34 3.2 2( ) 3.3 2( ) 3.2 2( ) ,.. 1 4, 3.3, 3.4., 3.5., (F (2, 11), p = ; F (2, 11), p = 0.442).,, 1. 25
35 3.2 2( ) 3.4 2( ) ( -1 ) , (F (2, 11), p = 0.371). 3.4., 3.6., 3.2.1,, 1. 26
36 3.2 2( ) 3.4 2( ) ( ) ( ) A B C D E F G H I J K L
37 3.2 2( ) 3.5 2( ) (%) (%) A B C D E F G H I J K L
38 3.2 2( ) 3.6 2( ) ( -1 ) ( ) ( ) A B C D E F G H I J K L
39 3.3 1, ( ), 2( ) 3.3 1, 2 1, 2.. 1, , 1, 2, 1 2 (F (2, 11), p = 0.324).,., ,. 30
40 4, AR,..,,,., [4]., 3.1.,.. 1,. 2 AR,.,,.,. 2,,,.,, 31
41 .,,.,.,,,.,,,.,,. 1 2, ,.,,.,,.,,.,.. 3.2, % 90% ,. 10, 32
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43 5, AR,.,.,. (HMD) AR,.,,.,,.,,,.,., 4,,.,. 34
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45 [1],, H24, [2],,,, AR, 28(6), 47-52, 2004 [3],,, Vol.66 No. 10 pp. J , [4],, [5],,,,. PRMU, 102(554), 73-78, [6],,,,,, 18(1), 81-91, [7],,,, 2002, 366, [8] Ronald T. Azuma, A Survey of Augmented Reality, Presence: Teleoperators and Virtual Environments 6, 4, pp [9], ARToolkit, [10], AR -, [11] ARToolKit -, 36
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