AVR QB Answers

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1. Elaborate Barcode and its types in detail.

2. Error detection and correction for binary markers.

3. Draw Barcode symbol characteristics

4. Discuss User interfaces in AR.


● Pointing user interfaces
• Pointing is a natural way of communicating. Children in all cultures use pointing
inherently. In a pointing paradigm the user points at a tag to launch a desired action.
• Pointing user interfaces can rely on RFID, NFC (Near Field Communication),
Bluetooth or visual tags to activate an event. RFID, NFC and Bluetooth all share a common
problem;Accuracy and range
• If the pointing paradigm is used together with GPS there is no confusion about the
availability of information. Nonetheless, it is important that the aiming, selection and
processing are fluent.

● Motion user interface


• User interaction based on detecting the motion of the mobile device is suitable for
replacing a mouse or a joystick in applications where they are traditionally used to move
something, e.g. the cursor or a game object.
• The motion detection can rely on mobile device’s camera and use computer vision
to detect camera movements
• Motion detection of a mobile phone enables a very natural interaction for the user.

● Multimodal user interface


• Multimodal interfaces allow the user to interact with a computer using more than
one input and/or output modes. Multiple modalities offer additional flexibility and
make machines readily accessible to non-expert users.
• Augmented assembly is an example of a hand-busy, eye-busy interaction where the
use of tactile input, e.g. a keyboard, to command and control the application is both
unnatural and inefficient
5. Motion user interface
• User interaction based on detecting the motion of the mobile device is suitable for
replacing a mouse or a joystick in applications where they are traditionally used to move
something, e.g. the cursor or a game object.
• The motion detection can rely on mobile device’s camera and use computer vision
to detect camera movements
• Motion detection of a mobile phone enables a very natural interaction for the user.
• Mobile AR game and the PhoneMouse application,are great examples, where a
camera phone works as an optical mouse for a PC. The user can move the cursor on the PC screen
by moving the phone in the air.

6. What is authoring?
• Augmented reality concerns visualising relevant information on site. Application needs to
know what, where and when to augment, and sometimes how to augment it as well. The
process of defining these relations for the application is called authoring. Good authoring
tools are essential for wide use of AR in assembly, maintenance and repair. In addition,
content needs to be easily available for authoring.
• Augmented reality systems for assembly instructions usually have a database with 3D
models of the parts, their interaction (e.g. animation paths), their relative locations, the
assembly order, etc.
• Using authoring tools The user can build AR applications without a deeper knowledge of
theoretical background or programming experience, For example BuildAR

7. Multimodal user interface


• Multimodal interfaces allow the user to interact with a computer using more than one
input and/or output modes. Multiple modalities offer additional flexibility and make
machines readily accessible to non-expert users.
• Augmented assembly is an example of a hand-busy, eye-busy interaction where the use of
tactile input, e.g. a keyboard, to command and control the application is both unnatural
and inefficient

8. Explain Feedback in user interfaces


• Visualising each task with AR is easy, whereas confirming whether a user has performed a
task is challenging. Suppose that the user adds a small sunk screw, which is the same colour
as the part where it belongs. It would require technology beyond the state of the art to be
able to follow when user has completed this kind of task. Therefore, AR systems often need
user interaction to move from one phase to another
• Accordingly , an augmented reality guidance system should clearly indicate when it moves
on to the next step and provide feedback for the user.
• Recently, depth cameras have been used to create dense 3D surfaces. In future, a
combination of depth-cameras and computer vision might be able to detect the actual
progress in assembly, give feedback of performance and automatically move to next phase.

9. Pointing user interfaces


• Pointing is a natural way of communicating. Children in all cultures use pointing
inherently. In a pointing paradigm the user points at a tag to launch a desired action.
• Pointing user interfaces can rely on RFID, NFC (Near Field Communication), Bluetooth
or visual tags to activate an event. RFID, NFC and Bluetooth all share a common
problem;Accuracy and range
• If the pointing paradigm is used together with GPS there is no confusion about the
availability of information. Nonetheless, it is important that the aiming, selection and
processing are fluent.

10. Explain velocities, accelerations, and the movement of rigid bodies in 3D World.
– the motion of a point in a 3D world R3 causes each point (x, y, z) on the 3D model to
move, resulting a function of time for each coordinate of each point: (x(t), y(t), z(t)).
– The velocity v is replaced by (vx, vy, vz) to indicate velocity with respect to the x, y, and z
coordinates, respectively.
– The magnitude of |v| is called the speed:
– Continuing further, the acceleration also expands to
include three components:(ax, ay, az).

11. Numerical on Velocity, accelerations (linear/angular) calculation


General avg velocity and acceleration problems

12. For the virtual world that contains many moving rigid bodies, what do you mean by its
degree of Freedom (DOF)? Explain with suitable examples.

—degrees of freedom (DOFs), which corresponds to the number of independent parameters


needed to uniquely determine its position and orientation.
–a free-floating body has 6 DOFs which implies 6 parameters to place it anywhere.
–DOFs are lost due to constraints.
–For example, a ball that rolls on the ground has only 5 DOFs because it can achieve
any 2D position along the ground and also have any 3D orientation
–For example, the shoulder joint has 3 DOFs because it can yaw, pitch, and roll
with respect to the torso, but an elbow joint has only one DOF.

13. Explain the state of the virtual world.


–Imagine a virtual world that contains many moving rigid bodies. For each body, think
about its degrees of freedom (DOFs), which corresponds to the number of independent
parameters needed to uniquely determine its position and orientation.
–A specification of values for all of these parameters is defined as the state of the virtual
world.
–The job of the physics engine can then be described as calculating the virtual world state
for every time instant or “snapshot” of the virtual world that would
be needed by a rendering system.
14. Explain the term Vection. Give any suitable example for the same.
–Vection was mentioned as an illusion of self motion that is caused by varying visual
stimuli.
–In other words, the brain is tricked into believing that the head is moving based on what is
seen, even though no motion actually occurs.
–For example, the haunted swing illusion, which convinced people that were swinging
upside down; however, the room was moving while they were stationary.

15. List types of Vection. What are different types of vection?


– Yaw vection - viewpoint is rotated counterclockwise about y
– Pitch vection - viewpoint is rotated counterclockwise about x
–roll vection - viewpoint is rotated counterclockwise about z
–lateral vection - viewpoint is translated to right corresponding to +Vx
–vertical vection - viewpoint is translated upwards corresponding to +Vx
–forward/backward vection - viewpoint is translated along optical axis away from scene
+Vx

16. Explain the physiology of each vestibular organ/system.

• The cochlea handles hearing, and the remaining parts belong to the vestibular system.
• The utricle and saccule measure linear acceleration; together they form the otolith system.
• The semicircular canals measure angular acceleration.
• The particular canal names are anterior canal, posterior canal, and lateral canal.

17. How does the vestibular system sense linear and angular acceleration?
• The otolith system senses acceleration.
• Each hair cell has cilia that are embedded in a gelatinous matrix.
• Heavy weights lie on top of the matrix so that when acceleration occurs laterally, the
shifting weight applies a shearing force that causes the cilia to bend.
• In the semicircular canal, the moving fluid applies pressure to the cupula, causing it to
deform and bend the cilia on hair cells inside of it
• For example, when a a liquid-filled tube around the periphery of the merry-go-round is
applied angular acceleration due to friction

18. Write a note on collision detection. How is collision tested in VR?

• Standard laws of motion from physics or engineering usually do not take into account
such interactions. Therefore, specialized algorithms are used to detect when such collisions
occur and respond appropriately.
• Solid or boundary model

• Distance functions – Many collision detection methods benefit from maintaining a


distance function, which keeps track of how far the bodies are from colliding.
• Simple collision tests At the lowest level, collision detection usually requires testing a pair
of model primitives to determine whether they intersect. In the case of models formed from
3D triangles, then we need a method that determines whether two triangles intersect

19. What are the factors that affect sensitivity?


• Percentage of field of view.
• Distance from center view:
• Exposure time:
• Spatial frequency:
• Contrast:
• Other sensory cues:
• Prior knowledge:
• Attention:
• Prior training or adaptation:

20. Explain the term Form and genre. Explain Form and Genre in VR
• Form and genre are two terms often used to evaluate and discuss the content of media.
• The form of an experience is manifested in the style of interface chosen for the
experience; thus, in VR the form is for the most part the interface.
• In VR we typically associate genre with the class of problem being addressed and form
with the method of interaction and presentation.
• One form of interaction is the walkthrough and a common genre that makes use of this()
form is the architectural or site walkthrough, often based on a real-world location
• The choice of genre and form is orthogonal; that is, the selection of a particular genre does
not (necessarily) put limitations on what form may be used

21. What makes an application a good candidate for VR


• Potential new users of virtual reality should consider whether their objective will gain a
suf- ficient advantage via this medium.
• Virtual reality provides a means of presenting information in a three-dimensional space,
with three-dimensional input controls. Therefore, any problem that is inherently 3D can be
made to work well in virtual reality
• model-based applications for which a computer construction can be created with fewer
resources (time and/or money) than a physical mock-up would be likely to succeed as a
virtual reality application.
• Likewise, VR is beneficial when computer models can be generated more accurately than
the corresponding physical models. For example, a building can be modeled to a greater
degree of detail and more lifelike scale in a computer than can be done with a hand-crafted
model.
• application must have good registration between the real world and the augmented data
to work properly.

22. Write down the four classification of “Genres” of VR applications/ Explain Promising
application fields ( Virtual prototyping, Architectural walkthroughs,Visualization,Training,
Entertainment etc.)

A] Virtual prototyping -
A virtual prototype might be used to evaluate a product from a variety of
perspectives: ergonomics, constructability, and aesthetics.
Some product designs are also tested for how easy it will be to construct them, and
for mechanical products how easy to maintain them
B] Architectural walkthroughs -
Models can also be presented using traditional computer animation renderings,
which can be used to show lighting and visual aesthetics of the space. However, by being
immersed, the participant can also evaluate the scale, accessibility, and usability of the
space.
C] Visualization -
Computer simulations and detailed sensor inputs both can provide an
overabundance of data, making it hard for researchers to perform a useful analysis.
This trend previously led to the use of computer animations and then to interactive
tools to aid this process and to the use of virtual reality, researchers can be provided a more
natural way to navigate through the space into which the data has been mapped.
D] Training
Training is also an application genre that is a rather obvious fit for VR. In fact, the
oldest example of virtual reality, flight simulation, is of this genre.
Specifically, the simulation operator has more control over what scenarios can be
presented to the trainee, and can change the scenario in response to performance.
23. Give any four benefits of VR. Explain any 2 uses cases for VR

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