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- \NewDocumentCommand{\newdualentry}{m m m m o o}{%
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- text={#2\glsadd{#1}},%
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- {\newglossaryentry{main-#1}{name={#3},%
- text={#2\glsadd{#1}},%
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- \newacronym{#1}{#2\glsadd{main-#1}}{#3}
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- }
- \newdualentry{conti} % label
- {RVC} % abbreviation
- {Reality-Virtuality Continuum} % long form
- {\glsresetall is a continuous, one dimensional scale with the two extremes \textit{real environment} and \textit{virtual environment}.
- 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
- \newdualentry{vr} % label
- {VR} % abbreviation
- {Virtual Reality} % long form
- {\glsresetall A computer generated reality comprised of, potential three dimensional, images and possibly sound.
- In the context specifically a generated reality experienced using specialized hardware other than simple computer monitors.
- 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}.
- 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.
- Such \glspl{hmd} include the \gls{vive} and \gls{ocu}.
- These modern \glspl{hmd} track the user, enabling them to interact with the environment presented to them.}% description
- [Virtual Realities][VRs]% optional parameter !!! NO LEADING SPACE OR ANYTHING !!!
- \newdualentry{ve} % label
- {VE} % abbreviation
- {Virtual Environment} % long form
- {\glsresetall The environment in which a \gls{vr} experience takes place.
- Usually a level in a computer game or a specialized scene for training or showcasing purposes.
- 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
- \newdualentry{ar} % label
- {AR} % abbreviation
- {Augmented Reality} % long form
- {\glsresetall A computer generated reality overlayed onto the existing reality.
- Comprised of possibly three dimensional audio and visual information.
- \Glspl{ar} usually incorporate the real reality on some way into their representation.
- This can either be using physical surfaces and walls in computer generated scenes to e.g. place a 3D-Model on a table.
- 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.
- Such augmentations are usually achieved using see through displays to visualize data on top of reality.
- The \gls{holo} is one of the most prominent \gls{ar} \glspl{hmd} currently in use.}% description
- [Augmented Realities][AVs]% optional parameter !!! NO LEADING SPACE OR ANYTHING !!!
- \newdualentry{hmd} % label
- {HMD} % abbreviation
- {Head Mounted Display} % long form
- {\glsresetall One or multiple displays being mounted on a users head and positioned in front of their eyes.
- This eliminates the need for multiple or curved displays to be able to offer information in every direction the user looks.
- They rely on tracking of the user's head's rotation and in most cases translation to change the view port displayed accordingly.
- \Glspl{hmd} can either be see through to facilitate \gls{ar} or not which can be used for \gls{ar} or \gls{vr} applications.
- \Gls{ar} applications using non see through \gls{hmd} however need additional cameras to display reality for the user.
- This form of \gls{ar} is also called \gls{av}.
- }% description
- \newdualentry{av} % label
- {AV} % abbreviation
- {Augmented Virtuality} % long form
- {\glsresetall The counter piece to \gls{ar}, augmenting a \gls{vr} experience with information from the real world.
- Real world information captured by cameras is incorporated into the \gls{ve}.
- An example for this is the topic of this thesis, augmenting the \gls{ve} with different representations of passersby.}% description
- [Augmented Virtualities][AVs]% optional parameter !!! NO LEADING SPACE OR ANYTHING !!!
- \newdualentry{svr} % label
- {SVR} % abbreviation
- {SteamVR} % long form
- {\glsresetall \Gls{svr} is a framework developed by Valve, aimed to provide a single API for \gls{vr} applications.
- Also, recently known as OpenVR, this API provides an abstraction from different \glspl{hmd} and input devices.
- Furthermore, it handles device recognition and 3D poser updates for the different tracked devices.
- In addition, it handles data about the physical world, overlaying \gls{chap} boundaries should a user approach the borders of their physical space.
- Fade to gray in case of tracking loss or applying time warping in case of low frame rates
- Time warping in this case is a technique to reduce motion sickness in case insufficient frame rates.
- 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.
- }% description
- \newdualentry{rtlx} % label
- {RTLX} % abbreviation
- {Raw NASA Task Load Index} % long form
- {\glsresetall The NASA Task Load Index is a standardized, multidimensional test, developed to rate perceived workload of a given task.
- The different dimensions are mental demand, physical demand, temporal demand, overall performance, effort and frustration level.
- In its default method evaluation, participants are also tasked pairwise rank the different dimensions according to their perceived importance.
- When this ranking step is left out, the NASA TLX is designated \gls{rtlx}.
- }% description
- \newdualentry{cave}
- {CAVE}
- {Cave Automatic Virtual Environment}
- {\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.
- 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.
- }%
- \newdualentry{vrtk}
- {VRTK}
- {Virtual Reality Toolkit}
- {\glsresetall A \gls{unity} SDK aiming to provide a single API for all \glspl{hmd} on the development side.
- Providing developers with easy to access, abstract interactions compatible with different \gls{hmd} systems.
- Also, implementing routinely needed functionalities such as a system for picking up and throwing items, which \gls{svr} does not provide at this time.}%
- \newglossaryentry{pentile}
- {name={pentile},
- description={\glsresetall A display technology using more green than red and blue sub pixels.
- Blue and red sub pixels in a line always have a green sub pixel to their left and right.
- This gives a display a higher resolution for the color green, which the human eye is more sensible to.
- This increased sensibility means, that humans can differentiate more shades of green than any other color, which this display technology can leverage.}
- }
- \newglossaryentry{kinect}
- {name={Microsoft Kinect V2},
- description={\glsresetall A combined depth and infrared sensor with an RGB-Camera, developed by Microsoft.
- The depth and infrared sensor operates on distances from 0.4m up to 4.5m, with a resolution of 512$\times$424.
- The RGB-Camera works at a resolution of 1920$\times$1080.
- Those three sensor work at 30Hz and have a field of view of 70° horizontal and 60° vertical.
- Furthermore, the \gls{kinect} is equipped with an array of four microphones to accurately locate sound sources.
- 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.
- A complete, tracked skeleton is made up of 26 joints.}
- }
- \newglossaryentry{light}
- {name={Lighthouse},
- description={\glsresetall The \glspl{light} server as external reference points used by trackables in a \gls{space}.
- 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}.
- 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.
- This allows for highly accurate rotational and positional tracking.
- 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.}
- }
- \newglossaryentry{unity}
- {name={Unity3D},
- description={\glsresetall A game engine using C\#, widely used in academic environments.
- Being a game engine, \gls{unity} provides basic functionality needed to creat virtual evironments, may it be for normal \gls{vr} games and applications.
- These funcitonalities include but are not limited to providing a rendering engine, an audio engine or managing different types of input or output devives.}
- }
- \newglossaryentry{immer}
- {name={immersion},
- description={\glsresetall The feeling of being in the scene, forgetting about the real world.}}
- \newglossaryentry{pres}
- {name={presence},
- description={\glsresetall The feeling of actually being in the scene and not only existing in a scene.}}
- \newglossaryentry{chap}
- {name = {chaperone},
- description={\glsresetall The chaperone system uses the borders given in the \gls{svr} room setup to overlay a mesh into \gls{vr}.
- This mesh helps to prevent users from bumping into obstacles in the real world.}
- }
- \newglossaryentry{space}
- {name={tracking space},
- description={\glsresetall Tracking space is the space covered by \glspl{light}.
- 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.}
- }
- \newglossaryentry{tracker}
- {name={VIVE tracker},
- description={\glsresetall Standardized trackables compatible with \gls{svr} tracking. Offering a 1/4'' screw nut, as used for standard camera mounts, for mounting purposes.
- The round trackers have a diameter of $99.65mm$ and a height of $42.27mm$.
- 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.
- The pogo pins can also be used to supply power to the unit.}
- }
- \newglossaryentry{vive}
- {name={HTC VIVE},
- 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.
- It features two 1080$\times$1220 pixel \gls{pentile} OLED displays, one per eye, operating at idealy 90Hz.
- Fresnell lenses are used to compensate for the short distance between the user's eyes, the resulting field of view is 110°.}
- }
- \newglossaryentry{wand}
- {name={VIVE wand},
- description={\glsresetall Motion controllers used by HTC's \gls{vive} \gls{hmd}.
- They feature an analog trigger, a circular touchpad which can diferenciate between press and touch, two small buttons on top and two grip bottons on each side of the handle.
- The trigger is placed so it can be operated using one's index finger and the touchpad is placed so it can be operated with the thumb.
- The two small buttons are placed above and below the touchpad and are used to open \gls{svr}'s dashboard and usually a menu specific to the application currently running.
- The feature a rechargeable battery for wireless operation and can be charged using a standard micro-USB cable.
- They measure about 117$mm \times $219$mm \times$ 83$mm$.}
- }
- \newglossaryentry{worldsense}
- {name={WorldSense},
- description={\glsresetall Google's inside out tracking approach used in Daydream headsets.
- 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.
- }
- }
- \newglossaryentry{ocu}
- {name={Oculus Rift},
- description={\glsresetall A \gls{hmd} system developed by facebook, implementing a tracking approach different to the \gls{vive}'s.
- Spatial tracking is achieved using multiple USB-cameras and computer vision to locate \gls{hmd} and controllers.
- It features the same resolution as the \gls{vive}, 2160$\times$1200, also running at 90Hz and using OLED technology.}
- }
- \newglossaryentry{3D}
- {name={3D-Model},
- description={\glsresetall Condition in which passersby are presented as 3D models.
- 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.
- Users won't have to take of the \gls{hmd} in order to see the passersby}
- }
- \newglossaryentry{base}
- {name={Baseline},
- description={\glsresetall Condition without any passersby overlay.
- Users have to take off the \gls{hmd} in order to see the passersby.}
- }
- \newglossaryentry{point}
- {name={Point Cloud},
- description={\glsresetall Condition in which passersby are presented as a point cloud.
- Users won't have to take off the \gls{hmd} in order to see passersby.}
- }
- \newglossaryentry{ovr}
- {name={Camera Overlay},
- description={\glsresetall Condition in which passersby are presented as a textured rectangle.
- The \gls{vive}'s camera feed is used as texture, showing passersby and part of their surrounding in \gls{vr}.
- Users won't have to take off the \gls{hmd} in order to see passersby.}
- }
- \newglossaryentry{holo}
- {name={Microsoft Hololens},
- description={\glsresetall An \gls{ar} \gls{hmd} developed by Microsoft, currently mostly used in buisiness and academic applications.}
- }
- \makeglossaries
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