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NRLDoD Organization DetailsDoD Organization Name: Naval Research Laboratory, Advanced Information Technology Branch URL Address: 3D Virtual and Mixed Environments SectionPostal Address: 4555 Overlook Ave SW, Code 5581, Washington, DC 20375Name of the Point of Contact: Advanced Information Technology Branch Code 5581 Section HeadPhone Number: 202-767-3850Email Address: BARS Project LeaderEmerging Technology ProjectsOverview: Battlefield Augmented Reality SystemRelevant paper: Military Applications of Augmented Reality Motivation and GoalsChanges in military operations in recent years underscore changes in the requirements of military units. One of the largest underlying changes is the transformation from large-scale battles to quick-reaction mobile forces. There is also pressure to reduce the number of warfighters at risk in operations. One resultant need of these two factors is the increased need for situation awareness (SA); another is the use of unmanned vehicles, which increases the difficulty for the dismounted warfighter to maintain SA. An augmented reality (AR) system is a type of synthetic vision system that mixes computer-generated graphics (or annotations) with the real world. Annotations provide information aimed at establishing SA and aiding decision-making. The AR system must decide what annotations to show and how to show them to ensure that the display is intuitive and unambiguous. Our objective is to develop visualization and interaction paradigms that support teams of users collaborating via augmented reality systems and subsequently measure the effectiveness of these visualizations and interactions. The payoff is a quantified scientific understanding of perceptual factors that help ensure usability of wearable, head-up display systems. This will provide a scientific basis for AR system development, specification, and deployment. Research MethodologyRelevant paper: Applying a Testing Methodology to Augmented Reality Interfaces to Simulation Systems Relevant paper: Evaluating System Capabilities and User Performance in the Battlefield Augmented Reality System AR is inherently an interactive system. Thus we employ a systematic approach to determining users' needs known as domain analysis. This process begins with identification of user profiles and a contextual task analysis for who and in what ways we intend to apply our (AR) system. For example, since we worked closely with Marines in our system development, we expect the majority of our users to be young males who are familiar with video games and military color conventions. We focused on urban operations, in which information is often blocked from view, the situation can change rapidly, and collaboration among users is vital. The domain analysis continues with statements of ''usability goals and platform capabilities and constraints''. For example, we expect that stressful operating conditions and the need for the users to occupy their hands with other equipment will argue for simple, hands-free user interfaces. We also want to identify metrics by which we can measure the success of the system, such as the number of errors made in location reports or the time required to make correct decisions about actions to be taken. These steps lead to design principles for the system, such as the use of natural interfaces and the need to customize the amount or type of information shown. Finally, the domain analysis concludes with the development of use cases, which are specific scenarios by which we can evaluate the success of the AR system in our chosen application and for our chosen users. Hardware implementationsAny AR system requires three basic components to function. First is a computing platform with a rendering system. Most modern computers have more than the minimum required rendering performance needed for an AR system; the main computational unit may assist by determining exactly which virtual elements should be shown and how they should be shown, as described below. The second component is a display device that merges the real and virtual imagery. The third component is a tracking system that measures the position and orientation of the user, so that the virtual picture may be drawn properly. In a collaborative AR system, this tracking information also determines how and where one user may appear in another user's virtual cues. We chose not to focus on the development of custom hardware solutions for aspects of the AR system. Thus we deploy mobile systems that are composed of commercial, off-the-shelf products, such as small, mobile computers or laptops with modest graphics processing capabilities, optical see-through or video overlay AR displays, and tracking components such as GPS and inertial systems. (Higher-end products are used for indoor development platforms and demonstrations.) Software Components for Mobile ARRelevant paper: Adaptive User Interfaces in Augmented Reality Information FilterRelevant paper: Information Filtering for Mobile Augmented Reality The shared BARS system database contains much information about the local environment in which an operation is to occur: a 3D model of the terrain, mission plans (objectives, landing and extraction zones, proposed routes), or tactical information such as enemy locations or patterns that might prove useful. This information may have been based on a priori sources such as reconnaissance information or been entered during an operation by a field user or commander. Further, actual routes and current positions are tracked in real time, as described above. Showing all of this information can lead to a cluttered and confusing display. We use an information filter to add objects to or remove objects from the user's display. Our standard filter has two primary components: a spatial filter that removes information that is farther away than a specified threshold and a semantic component that selects certain types of information in categories that the user designates as important to his task. The list of categories also includes elements that are considered a threat, on the logic that these are always critical, regardless of a user's current task. Calibration TechniquesRelevant paper: A General Tracker Calibration Framework for Augmented Reality One critical aspect of any AR system is its ability to align, or register, the graphical elements properly with the real environment. The major hardware contributor to the quality of the registration is the tracking system; the major software contributor is the calibration technique. Calibration determines the AR display's alignment to the user's eyes. It also corrects for errors in the tracking device's measurements. To achieve accurate registration, the transformations which locate the tracking system components with respect to the environment must be known. These transformations relate the base of the tracking system to the virtual world and the tracking system's sensor to the graphics display. We developed a unified, general calibration method for calculating these transformations. The alignment process is extremely easy and intuitive; a user is asked to stand at a known location and align the display with known objects in the environment. The method is capable of calculating the sensor-to-manipulator and world-to-base transformations in the same step. Using this method, the sensor to display and tracker base to world transformations can be determined with as few as three measurements. Representation of Depth LayersRelevant paper: Resolving Multiple Occluded Layers in Augmented Reality One important problem in urban operations is that of troop location, knowing where friendly forces are within the environment. Since the urban environment often breaks line-of-sight contact and maintaining radio silence is often required, it can be difficult to always know where friendly forces are. This prompted us to develop a set of representations of depth information. Drawing inspiration from methods used in technical illustrations, we use graphical parameters, such as stipple effects (dashed or dotted lines or filled shapes) or mixtures of opacity and intensity to vary representations based on the distance to those objects. When such information is presented in AR, this creates a metaphor of X-ray vision to allow users to see spatial information that may be occluded by real or graphical objects. This is an unnatural percept and has proven difficult to provide in an intuitive manner. Which representations work better for users in general is a subject of significant work in human factors evaluations, described below. Data DistributionRelevant paper: An Event-Based Data Distribution Mechanism for Collaborative Mobile Augmented Reality and Virtual Environments The BARS collaboration system shares relevant parts of the database with each networked machine. This key functionality provides multiple mobile users with a common set of information, as one user can see another user's position and current path updated in real time. We use a mixture of reliable and unreliable Internet Protocol (IP) multicast. This enables our system to adjust to network performance by ensuring that a minimally useful amount of data gets through, while offering the possibility of real time updates. Users may customize the information they receive through the notion of a channel, which contains a class of objects and distributes information about those objects to members of the channel. Some channels are based on physical areas, and as the user moves through the environment or modifies parameters of his spatial filter, the system automatically joins or leaves those channels. Other channels are based on semantic information; in this case, the user voluntarily joins the channel containing that information, or a commander can join that user to the channel. Interaction TechniquesRelevant paper: Toward Disambiguating Multiple Selections for Frustum-Based Pointing We expect that a BARS user will want to specify objects in the environment for such purposes as identifying landmarks for other users, retrieving more detailed information, or modifying the database to reflect changes in the environment. While there are many ways to specify objects or locations, pointing is a common and natural method. Pointing may be performed using a range of devices: a hand-held mouse or head orientation tracker indicating the position in the field of view, a 3D tracking device encircling an object, or an eye tracker measuring gaze direction. Selections may also be performed by sketching over or circling an object and then using the object which has the largest intersection as the choice. We assert that all pointing-based selection or drawing operations are susceptible to error, due to human error (including fatigue), equipment error (such as inaccuracy or latency), and scene ambiguity, which mobile AR introduces with the X-ray vision metaphor. We investigated a number of interaction techniques and incorporated them into our AR framework. Techniques we tested include speech input, 2D sketching on a tablet computer, digital ink in two or three dimensions in the AR view, pointing, and hybrids of these technologies. For BARS, we designed a pointing-based probabilistic selection algorithm that alleviates some of the error in user pointing-based selections. We use speech to allow the user to navigate a few system menus (e.g. to enact a calibration routine). Registration Error BoundsRelevant paper: Adaptive Synthetic Vision All AR systems must deal with registration errors. While most AR systems (including ours) attempt to minimize registration errors through careful calibration, registration errors can never be completely eliminated in any realistic system. We implemented a robust and efficient statistical method for estimating registration errors. Our method generates probabilistic error estimates for points in the world, in either 3D world coordinates or 2D screen coordinates. We developed methods to use registration error estimates in AR interfaces and described a method for estimating registration errors of objects based on the expansion and contraction of their 2D (screen-space) convex hulls. Application-driven ResearchAs the military moves toward a net-centric approach, a more mobile infantry needs effective means to obtain and provide information to improve their own situation awareness (SA) and that of their fellow warfighters. Mobile augmented reality (AR) systems provide head-up, hands-free, real-time SA by displaying geospatial information registered to the real world. The same systems can provide synthetic targets and scenarios, creating a flexible training environment that combines the benefits of both virtual and live training. The Battlefield Augmented Reality System — BARS(tm) — is a mobile AR system, consisting of a mobile computer, a tracking system, and a wearable see-through display. The system tracks the position and orientation of the display and superimposes graphics and annotations that are aligned with real objects in the user's field of view. With this approach, complex 3D spatial information can be directly aligned with the environment. BARS may be considered as an attempt to provide a similar set of cues for a head-worn or turret-mounted display as the HUD provides for a pilot. Situation Awareness for Dismounted WarfightersRelevant paper: Situation Awareness for Teams of Dismounted Warfighters and Unmanned Vehicles Military operations in urban terrain (MOUT) present many unique and challenging conditions for the warfighter. The environment is extremely complex and inherently three-dimensional. Above street level, buildings serve varying purposes (such as hospitals or communication stations). They can harbor many risks, such as snipers or mines, which can be located on different floors. Below street level, there can be an elaborate network of sewers and tunnels. The environment can be cluttered and dynamic. Narrow streets restrict line of sight and make it difficult to plan and coordinate group activities. Threats can continuously move and the structure of the environment itself can change. For example, a damaged building can fill a street with rubble, making a once-safe route impassable. We believe a mobile AR system best meets the needs of the dismounted warfighter. Through the ability to present direct information overlays, integrated into the user's environment, AR has the potential to provide significant benefits in many application areas. Many of these benefits arise from the fact that the virtual cues presented by an AR system can go beyond what is physically visible. Visuals include textual annotations, directions, instructions, or ``X-ray vision,'' which shows objects that are physically present, but occluded from view. One advantage of mobile AR over electronic maps is that the integration of the map with the user's egocentric understanding of the environment is automatic and requires no further cognitive effort for the user. The counterpoint to this argument is that the AR paradigm can introduce perceptual ambiguities, such as the X-ray vision metaphor creates. Another advantage of mobile AR is that it does not occupy the user's hands or visual field the way a PDA or other electronic device must be held and take focus away from the user's surroundings. AR for Ground VehiclesMilitary vehicles are also increasingly operated in complex urban environments, forcing vehicle operators to face many of the same SA challenges as dismounted troops. Vehicle commanders are trained to maintain SA by cross-referencing two-dimensional map products, both digital and paper, to the live tactical environment outside the vehicle. Even for experienced operators, this process can be time consuming and error prone in the urban environment. AR systems are designed to merge the relevant aspects of the spatial data in the digital map environment into a view of the live tactical environment. A well-designed AR system will display spatial data intuitively with the live world. In a military vehicle, AR systems can be used to enhance the SA of commander, driver, or gunners. Vehicles are particularly well-suited for AR systems. Typically, the limitations of electrical power, size, and weight that constrain wearable systems are less critical in the vehicle-mounted AR system; prototype hardware systems are shown on our web site. In addition, advanced military vehicles may already provide key components such as high performance GPS and inertial navigation systems, external imaging sensors, digital computers, and video display screens. Forward Observer TrainingRelevant paper: Using Augmented Reality to Enhance Fire Support Team Training We built our first training application using BARS components to embed virtual targets in a real environment used for training forward observer calls for indirect fire. The initial stage of training requires the user to identify a target, make a request for fire with proper use of protocols, and then hear the result from an instructor. The user must then send requests for adjustments until the instructor signals a success. The environment in which the initial real-world training occurs is a static, unrealistic proxy targets. With AR, however, we can provide realistic targets that react, as targets would in an operational scenario. The application can simulate the view binoculars provide (a magnified view including a reticle), to determine target identity and grid coordinates. Augmented reality was inserted into the training plan with no significant changes to the duties and actions of the participants, except that they can now fire on moving targets. The virtual targets for training were well received by the mortar trainees and instructors at Quantico, however, rigorous studies and measurements of effectiveness are yet to be done. The system can also insert virtual terrain and control measures into the display, and both capabilities were preliminarily tested at Quantico. Dismounted Infantry TrainingRelevant paper: Building a Mobile Augmented Reality System for Embedded Training: Lessons Learned Military operations in urban terrain (MOUT) training requires that trainees operate in urban structures and against other live trainees. Often the training uses simulated small-arms munitions and pits instructors against students in several scenarios. Many military bases have simulated towns for training that consist of concrete block buildings with multiple levels and architectural configurations. Augmented reality can enhance this training by providing synthetic OPFOR and non-combatants. Using AR for MOUT training presents many technical challenges. Many of these challenges are the same as those as described earlier when AR is used for operations--wearable form factor, accurate tracking indoors and outdoors, and so on. One unique challenge to using AR for training operations is that the simulated forces need to appear on the user's display to give the illusion that they exist in the real world. There are several inherent problems: model fidelity, lighting to match the real environment, and occlusion by real objects. The last of these is the converse to the X-ray vision condition; for this application, we want to make sure that we do not provide this capability in a realistic scenario. The occlusion problem is solved by using a model of the training environment; this model, its lighting, and the virtual objects combine into what can be a slow process to generate high-fidelity models for the merged environment. In addition to providing synthetic OPFOR, the technology necessary to provide a convincing AR experience can also very effectively track and log the actions of the trainees for after-action review. Human Factors of ARWe have devoted significant efforts to understanding the fundamental human factors issues of AR, which has been an oft-cited necessity throughout the history of AR, but has not been studied extensively until the past several years, primarily due to more pressing needs in hardware capabilities (especially displays and tracking systems) and software assistance for the registration needs. There are many types of human factors measurements one may acquire, ranging from basic perceptual capabilities to evaluations of the military utility of a developed system in a particular application. We have done many studies that, as a whole, cover the range of possibilities. Visual acuity and contrast sensitivityRelevant paper: Quantification of Visual Capabilities using Augmented Reality Displays Perhaps the most fundamental measure of a display device is the effective visual acuity the user has when looking at the display. This is a tricky question in general, as the size an object must to be perceived depends on the contrast from the background. For an AR system, the question becomes even more complicated with the mixture of real and virtual imagery, which do not have the same contrast or (in optical see-through devices) display resolution. We studied four commonly-used commercial AR displays (three optical see-through and one video overlay). Though the displays differ, the basic result was that the users' effective visual acuity and contrast sensitivity was generally lowered by the display device. Some devices made only minor differences, whereas others rendered users severely impaired. In several displays, users would not have achieved a Snellen score (e.g. ``20/20 vision'') that would enable them to pass a driver's license examination, for example. Further, there can be severe loss of acuity for the graphical portion of a display but not for the real portion. Color perceptionRelevant paper: Quantification of Visual Capabilities using Augmented Reality Displays Another fundamental perceptual measure of a display that is notable for a military application is the perception of color through that display. Since the perceived color is highly dependent on the surrounding intensity and hue of light, this is again more complicated in an AR display than for natural human vision. The context in AR could be real, graphical, or — especially for optical see-through displays — a mixture of the two, since commercial optical see-through displays can not, at any graphical pixel, fully occlude the real world with a graphical object. Thus the perceived color depends on the background as well as the surrounding colors (which in turn depend on their respective backgrounds and surrounds, and so on). We measured color perception through a color naming task and found a remarkable shift. For example, dark colors disappear in optical see-through displays (in which black graphical objects become transparent). Light colors were susceptible to having their apparent hue shifted, which can be critical for a display that may be used in bright sunlight. Further, we should study how these issues interact with color-blind users (approximately 10\% of men, who are expected to make up the bulk of our user pool). Stereo presentationRelevant paper: Vertical Vergence Calibration for Augmented Reality Displays Stereo presentation of graphical images has often been considered a requirement for augmented reality (AR) displays. The belief is that in order for the user to perceive graphics as representations of 3D objects existing in the 3D surrounding environment, the graphical images must be presented in stereo. One limiting factor in whether the human visual system is able to fuse the two images is vertical alignment. Forcing two images with notable misalignment to fuse can cause headaches and eye strain. Usually, the visual system settles for diplopia, or double-vision. Again, the combination of real and virtual imagery in AR complicates the matter, as the focal distance in many optical see-through AR displays is not the same for the graphics as it is for the real world. We tested one such display using nonius lines, which consist of two halves of a line segment, each half presented in only one eye. When such segments are fused into a single line across the visual field, then alignment has been achieved. We detected errors ranging from a few hundreths of a degree (well within tolerance) to four tenths of a degree, well above the level that prevents proper stereo fusion. We found that simple corrections, such as rotation or translations applied to one eye, were sufficient to correct this error for short viewing intervals. Longer intervals and more complex scenes may require more detailed correction algorithms, however. Depth perceptionRelevant paper: A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality Relevant paper: Objective Measures for the Effectiveness of Augmented Reality The perceptual community actively researches the perception of depth in 3D graphics. The basic cues that the human visual uses are known, though their relative importance and salience at varying distances is the subject of debate. We set a goal of determining methods that accurately convey depth relationships to BARS users. Again, the AR paradigm presents some unique challenges, notably in the mismatch of perceptual cues between the real and virtual elements in a merged environment. The X-ray vision metaphor also introduces an unnatural percept of depth. We have embarked on a series of experiments to measure the perception that we could convey on multiple layers of occluded objects and a single unoccluded virtual object. Our initial experiment tested users looking outdoors and identifying the relative order of one target graphical object among a set of three graphical objects whose real position was occluded by a real object. We found that drawing objects as filled shapes with wireframe outlines and varying opacity with distance enabled subjects to understand the relative ordering. This was a crucial result because an optical see-through display (used in this experiment) confounds the occlusion cue. However, many subjects were unable to order the graphical objects correctly with respect to the real objects in the scene. Subjects were more accurate with objects sitting on a consistent ground, but no faster; thus we see some indication that subjects were in fact attending to the graphics. A second experiment used a depth-matching task in a narrow indoor hallway. Users placed a graphical object at the distance of an analogous real object. We found that error increased linearly with distance, which is typical of depth perception. Linear perspective from the hallway boundaries was the most powerful cue and introduced the possibility that users were actually solving the task in two dimensions rather than directly trying to assess depth from their location. Still, we found interesting results of a switch in bias from underestimating to overestimating distance at around 23~meters. A similar change in the signed error has been noticed for the binocular disparity cue. When an occluder was present (the ``X-ray vision'' condition), observers had more error than when the occluder was absent, and the difference between the occluded and non-occluded conditions increased with increasing distance. A further experiment showed that users could perform the depth matching between a virtual target and real reference objects approximately as well as they could perform the depth matching between a real target and the real reference objects. Situation awarenessRelevant paper: An Augmented Reality System for Military Operations in Urban Terrain In consultation with our domain experts, we identified a strong need for dismounted military AR users to visualize the spatial layout of personnel, structures, and vehicles occluded by buildings and other urban structures during military operations in urban terrain. While we can provide an overhead map view to view these relationships, using the map requires a context switch. We are designing visualization methods that enable the user to understand these relationships when directly viewing, in a heads-up manner, the augmented world in front of them. This task led directly to our work in depth perception, described above. We created a formal set of user tasks, based on our scenario. We then had five individual subjects perform the set of tasks while we collected both qualitative and quantitative data. Our results showed that users performed approximately 85\% of the tasks correctly and efficiently with less than 10 minutes of training using BARS. Users developed distinct strategies for using BARS, and all users had a very positive, enthusiastic reaction to BARS and its capabilities. While this experiment was quite early in our human factors research, it was on a high-level task. This helped elucidate the low-level factors that would affect performance and guide us to experiments and design improvements that would have the greatest impact on the usability of BARS. This type of test will also compose the final system evaluation of BARS, with the supporting tests helping us to interpret the results or avoid putting users in situations that the hardware can not yet support. Urban skills trainingRelevant paper: An Augmented Reality System for Military Operations in Urban Terrain In an ongoing effort to determine the suitability for mobile AR for urban skills training, we have conducted two evaluations. In each evaluation, the subjects used a wearable augmented reality system that showed animated and responsive three-dimensional computer-generated forces (CGFs). We selected the task of room clearing, in which a team methodically enters a room and engages any threats in that room. Each member of the team enters the room with a certain pattern and has a particular area of responsibility within the room. The novice evaluation emphasized instruction and measuring training transfer since none of the participants had formal training in urban operations. This evaluation included two conditions, training with AR, in which CGFs were placed in the training environment (changing with each training scenario) and without AR, in which training occurred against empty rooms. For the experiment, participants performed six scenarios against real enemy and neutral forces in different positions. Laser-tag weapons recorded counted hits on all subjects, enemies, and neutral forces. Subjects were evaluated using three measures: an objective measure of overall effectiveness based on survival and effectiveness against the enemy, a subjective measure of five aspects of the subjects' effectiveness (as observed by our SME), and room coverage (visual sweep) of subjects (as recorded by the tracking system). We found no significant difference between the performances of subjects using AR and those not using AR. We did see a learning effect during the evaluation (for both teams trained with and without AR). Our SME followed the subjects during each scenario and rated the subjects on skills one should learn through this training. The SME was unaware how the subjects trained. Again, the type of training did not have an effect, and a learning effect was observed. The only significant effect related to room sweep was an interaction with the trial. On trial 1, the AR group had a significantly smaller room sweep compared to the non AR group. However, on the last trial, the AR group's room sweep was significantly larger than that of the non AR group. The AR group's initial performance may be indicative of an initial cost of remapping the skills learned in the AR training to the new testing environment. Once they learned the new interface they were able to outperform the non AR group in the final trial. The expert evaluation, designed using lessons learned from the novice evaluation, looked at skills improvement of experienced warfighters, Marine Corporals and Lance Corporals with combat experience. We simplified this evaluation to allow us to collect more detailed data and to make practical the task of performing the evaluation off-site--subjects were evaluated individually, and the scenarios were set up such that the threat was always in the subject's area of responsibility. This evaluation had three conditions, training with AR (as before), training against a live enemy, and training against static targets. Several hardware improvements were made for more realistic and reliable scenarios. The two primary measures used were average time taken and average shots fired; however, no significant differences were found for improvements in these metrics between pre-test and post-test evaluations, though trends toward greater improvements for subjects who trained with static targets were noticed. Ongoing evaluationsWe are continuing to explore the acuity/contrast sensitivity and color perception through improved procedures, as well as expanding the study to include more AR displays. Work on the depth perception continues as well. We are gearing up towards a final system evaluation on tasks relating to situation awareness.
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