glossary.tex 14 KB

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  1. \NewDocumentCommand{\newdualentry}{m m m m o o}{%
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  9. {\newglossaryentry{main-#1}{name={#3},%
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  15. }
  16. \newdualentry{conti} % label
  17. {RVC} % abbreviation
  18. {Reality-Virtuality Continuum} % long form
  19. {\glsresetall is a continuous, one dimensional scale with the two extremes \textit{real environment} and \textit{virtual environment}.
  20. Every possible combination of real and virtual objects can be placed on this scale with \gls{ar} and \gls{vr} making up the area between its two extremes.}% description
  21. \newdualentry{vr} % label
  22. {VR} % abbreviation
  23. {Virtual Reality} % long form
  24. {\glsresetall A computer generated reality comprised of, potential three dimensional, images and possibly sound.
  25. In the context specifically a generated reality experienced using specialized hardware other than simple computer monitors.
  26. The \gls{vr} replaces the normal reality by either utilizing specialized rooms with walls and ceilings being able to display an alternate reality e.g. \glspl{cave}.
  27. Or by donning a \gls{hmd} which displays the \gls{ve} in front of the user at all times, changing the view port according to the user's movements.
  28. Such \glspl{hmd} include the \gls{vive} and \gls{ocu}.
  29. These modern \glspl{hmd} track the user, enabling them to interact with the environment presented to them.}% description
  30. [Virtual Realities][VRs]% optional parameter !!! NO LEADING SPACE OR ANYTHING !!!
  31. \newdualentry{ve} % label
  32. {VE} % abbreviation
  33. {Virtual Environment} % long form
  34. {\glsresetall The environment in which a \gls{vr} experience takes place.
  35. Usually a level in a computer game or a specialized scene for training or showcasing purposes.
  36. Such a \gls{ve} is defined by its audio-visual design as well as the interaction possibilities and environmental conditions e.g. gravity which can differ from the normal reality we are used to.}% description
  37. \newdualentry{ar} % label
  38. {AR} % abbreviation
  39. {Augmented Reality} % long form
  40. {\glsresetall A computer generated reality overlayed onto the existing reality.
  41. Comprised of possibly three dimensional audio and visual information.
  42. \Glspl{ar} usually incorporate the real reality on some way into their representation.
  43. This can either be using physical surfaces and walls in computer generated scenes to e.g. place a 3D-Model on a table.
  44. Or additional information to what is already apparent in reality, augmenting the users vision e.g. labels denoting the content of containers in an industrial setting.
  45. Such augmentations are usually achieved using see through displays to visualize data on top of reality.
  46. The \gls{holo} is one of the most prominent \gls{ar} \glspl{hmd} currently in use.}% description
  47. [Augmented Realities][AVs]% optional parameter !!! NO LEADING SPACE OR ANYTHING !!!
  48. \newdualentry{hmd} % label
  49. {HMD} % abbreviation
  50. {Head Mounted Display} % long form
  51. {\glsresetall One or multiple displays being mounted on a users head and positioned in front of their eyes.
  52. This eliminates the need for multiple or curved displays to be able to offer information in every direction the user looks.
  53. They rely on tracking of the user's head's rotation and in most cases translation to change the view port displayed accordingly.
  54. \Glspl{hmd} can either be see through to facilitate \gls{ar} or not which can be used for \gls{ar} or \gls{vr} applications.
  55. \Gls{ar} applications using non see through \gls{hmd} however need additional cameras to display reality for the user.
  56. This form of \gls{ar} is also called \gls{av}.
  57. }% description
  58. \newdualentry{av} % label
  59. {AV} % abbreviation
  60. {Augmented Virtuality} % long form
  61. {\glsresetall The counter piece to \gls{ar}, augmenting a \gls{vr} experience with information from the real world.
  62. Real world information captured by cameras is incorporated into the \gls{ve}.
  63. An example for this is the topic of this thesis, augmenting the \gls{ve} with different representations of passersby.}% description
  64. [Augmented Virtualities][AVs]% optional parameter !!! NO LEADING SPACE OR ANYTHING !!!
  65. \newdualentry{svr} % label
  66. {SVR} % abbreviation
  67. {SteamVR} % long form
  68. {\glsresetall \Gls{svr} is a framework developed by Valve, aimed to provide a single API for \gls{vr} applications.
  69. Also, recently known as OpenVR, this API provides an abstraction from different \glspl{hmd} and input devices.
  70. Furthermore, it handles device recognition and 3D poser updates for the different tracked devices.
  71. In addition, it handles data about the physical world, overlaying \gls{chap} boundaries should a user approach the borders of their physical space.
  72. Fade to gray in case of tracking loss or applying time warping in case of low frame rates
  73. Time warping in this case is a technique to reduce motion sickness in case insufficient frame rates.
  74. Old camera images are re-rendered with slightly changed camera positions, allowing for close enough replacement of the missed frame, usually at the expense of black bars at the side of the images.
  75. }% description
  76. \newdualentry{rtlx} % label
  77. {RTLX} % abbreviation
  78. {Raw NASA Task Load Index} % long form
  79. {\glsresetall The NASA Task Load Index is a standardized, multidimensional test, developed to rate perceived workload of a given task.
  80. The different dimensions are mental demand, physical demand, temporal demand, overall performance, effort and frustration level.
  81. In its default method evaluation, participants are also tasked pairwise rank the different dimensions according to their perceived importance.
  82. When this ranking step is left out, the NASA TLX is designated \gls{rtlx}.
  83. }% description
  84. \newdualentry{cave}
  85. {CAVE}
  86. {Cave Automatic Virtual Environment}
  87. {\glsresetall An early approach for \gls{vr}, utilizing displays or rear-projection screens on walls, ceiling and floor to display the \gls{ve} around a user.
  88. Early approaches simply displayed a two dimensional \gls{ve}, later installments utilized 3D glasses and head tracking to correctly adjust the field of view to the user's position.
  89. }%
  90. \newdualentry{vrtk}
  91. {VRTK}
  92. {Virtual Reality Toolkit}
  93. {\glsresetall A \gls{unity} SDK aiming to provide a single API for all \glspl{hmd} on the development side.
  94. Providing developers with easy to access, abstract interactions compatible with different \gls{hmd} systems.
  95. Also, implementing routinely needed functionalities such as a system for picking up and throwing items, which \gls{svr} does not provide at this time.}%
  96. \newglossaryentry{pentile}
  97. {name={pentile},
  98. description={\glsresetall A display technology using more green than red and blue sub pixels.
  99. Blue and red sub pixels in a line always have a green sub pixel to their left and right.
  100. This gives a display a higher resolution for the color green, which the human eye is more sensible to.
  101. This increased sensibility means, that humans can differentiate more shades of green than any other color, which this display technology can leverage.}
  102. }
  103. \newglossaryentry{kinect}
  104. {name={Microsoft Kinect V2},
  105. description={\glsresetall A combined depth and infrared sensor with an RGB-Camera, developed by Microsoft.
  106. The depth and infrared sensor operates on distances from 0.4m up to 4.5m, with a resolution of 512$\times$424.
  107. The RGB-Camera works at a resolution of 1920$\times$1080.
  108. Those three sensor work at 30Hz and have a field of view of 70° horizontal and 60° vertical.
  109. Furthermore, the \gls{kinect} is equipped with an array of four microphones to accurately locate sound sources.
  110. Apart from the color and depth data, the \gls{kinect} also offers skeleton data, computed on the device, for persons inside its field of view.
  111. A complete, tracked skeleton is made up of 26 joints.}
  112. }
  113. \newglossaryentry{light}
  114. {name={Lighthouse},
  115. description={\glsresetall The \glspl{light} server as external reference points used by trackables in a \gls{space}.
  116. They periodically sweep the area in front of them with infrared lasers which can be picked up by \gls{light}-tracking compatible hardware such as the \gls{vive}.
  117. By measuring the time between a sync flash and the incoming sweep, angle and thus position of infrared sensors can be triangulated in 3D space.
  118. This allows for highly accurate rotational and positional tracking.
  119. Furthermore, this tracking method works rather efficiently, since it does not rely on computer vision approaches to extract features from a video feed as \gls{worldsense} style tracking or the \gls{ocu} do.}
  120. }
  121. \newglossaryentry{unity}
  122. {name={Unity3D},
  123. description={\glsresetall A game engine using C\#, widely used in academic environments.
  124. Being a game engine, \gls{unity} provides basic functionality needed to creat virtual evironments, may it be for normal \gls{vr} games and applications.
  125. These funcitonalities include but are not limited to providing a rendering engine, an audio engine or managing different types of input or output devives.}
  126. }
  127. \newglossaryentry{immer}
  128. {name={immersion},
  129. description={\glsresetall The feeling of being in the scene, forgetting about the real world.}}
  130. \newglossaryentry{pres}
  131. {name={presence},
  132. description={\glsresetall The feeling of actually being in the scene and not only existing in a scene.}}
  133. \newglossaryentry{chap}
  134. {name = {chaperone},
  135. description={\glsresetall The chaperone system uses the borders given in the \gls{svr} room setup to overlay a mesh into \gls{vr}.
  136. This mesh helps to prevent users from bumping into obstacles in the real world.}
  137. }
  138. \newglossaryentry{space}
  139. {name={tracking space},
  140. description={\glsresetall Tracking space is the space covered by \glspl{light}.
  141. In this area \gls{svr} trackables, relying on infrared beacons emitted by the \glspl{light}, can accurately determine their position and orientations in 3D space.}
  142. }
  143. \newglossaryentry{tracker}
  144. {name={VIVE tracker},
  145. description={\glsresetall Standardized trackables compatible with \gls{svr} tracking. Offering a 1/4'' screw nut, as used for standard camera mounts, for mounting purposes.
  146. The round trackers have a diameter of $99.65mm$ and a height of $42.27mm$.
  147. They offer similar features to the \glspl{wand} and using the six pogo pins, can even trigger most of the \gls{wand}'s button events.
  148. The pogo pins can also be used to supply power to the unit.}
  149. }
  150. \newglossaryentry{vive}
  151. {name={HTC VIVE},
  152. description={\glsresetall The \gls{vive} is a \gls{vr} \gls{hmd} using two motion controllers called \glspl{wand} de\-ve\-loped by HTC, utilizing Valve's lightouse tracking to aquire positional and rotational data.
  153. It features two 1080$\times$1220 pixel \gls{pentile} OLED displays, one per eye, operating at idealy 90Hz.
  154. Fresnell lenses are used to compensate for the short distance between the user's eyes, the resulting field of view is 110°.}
  155. }
  156. \newglossaryentry{wand}
  157. {name={VIVE wand},
  158. description={\glsresetall Motion controllers used by HTC's \gls{vive} \gls{hmd}.
  159. They feature an analog trigger, a circular touchpad which can diferenciate between press and touch, two small buttons on top and two grip bottons on each side of the handle.
  160. The trigger is placed so it can be operated using one's index finger and the touchpad is placed so it can be operated with the thumb.
  161. The two small buttons are placed above and below the touchpad and are used to open \gls{svr}'s dashboard and usually a menu specific to the application currently running.
  162. The feature a rechargeable battery for wireless operation and can be charged using a standard micro-USB cable.
  163. They measure about 117$mm \times $219$mm \times$ 83$mm$.}
  164. }
  165. \newglossaryentry{worldsense}
  166. {name={WorldSense},
  167. description={\glsresetall Google's inside out tracking approach used in Daydream headsets.
  168. Using relying on to fish eye cameras to detect and track landmarks in the real world, combining the visual cues with data from an inertial measurement unit.
  169. }
  170. }
  171. \newglossaryentry{ocu}
  172. {name={Oculus Rift},
  173. description={\glsresetall A \gls{hmd} system developed by facebook, implementing a tracking approach different to the \gls{vive}'s.
  174. Spatial tracking is achieved using multiple USB-cameras and computer vision to locate \gls{hmd} and controllers.
  175. It features the same resolution as the \gls{vive}, 2160$\times$1200, also running at 90Hz and using OLED technology.}
  176. }
  177. \newglossaryentry{3D}
  178. {name={3D-Model},
  179. description={\glsresetall Condition in which passersby are presented as 3D models.
  180. Passersby's hands, torso and head are presented as 3D models in \gls{vr}, the style is similar to the ball game used as task for the study participants.
  181. Users won't have to take of the \gls{hmd} in order to see the passersby}
  182. }
  183. \newglossaryentry{base}
  184. {name={Baseline},
  185. description={\glsresetall Condition without any passersby overlay.
  186. Users have to take off the \gls{hmd} in order to see the passersby.}
  187. }
  188. \newglossaryentry{point}
  189. {name={Point Cloud},
  190. description={\glsresetall Condition in which passersby are presented as a point cloud.
  191. Users won't have to take off the \gls{hmd} in order to see passersby.}
  192. }
  193. \newglossaryentry{ovr}
  194. {name={Camera Overlay},
  195. description={\glsresetall Condition in which passersby are presented as a textured rectangle.
  196. The \gls{vive}'s camera feed is used as texture, showing passersby and part of their surrounding in \gls{vr}.
  197. Users won't have to take off the \gls{hmd} in order to see passersby.}
  198. }
  199. \newglossaryentry{holo}
  200. {name={Microsoft Hololens},
  201. description={\glsresetall An \gls{ar} \gls{hmd} developed by Microsoft, currently mostly used in buisiness and academic applications.}
  202. }
  203. \makeglossaries
  204. % Use glsunset to set the first-use-flag. This prevents gloassaries-extra to append the short form to the long form on first use.
  205. % Use this i.e. for entries where long and short form are identical.