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Dive into the research topics where Abraham G. Campbell is active.

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Featured researches published by Abraham G. Campbell.


human-robot interaction | 2012

Immersive human-robot interaction

Anara Sandygulova; Abraham G. Campbell; Mauro Dragone; Gregory M. P. O'Hare

Networked robotic applications enable robots to operate in distant, hazardous, or otherwise inaccessible environments, such as search and rescue, surveillance, and exploration applications. The most difficult challenge which persists for such systems is that of supporting effective human-robot interaction, as this usually demands managing dynamic views, changeable interaction modalities, and adaptive levels of robotic autonomy. In contrast of sophisticated screen-based graphical user interfaces (GUIs), the solution proposed herein is to enable more natural human-robot interaction modalities through a networked immersive user interface. This paper describes the creation of one such shared space where to test such an approach, with both simulated and real robots.


Virtual Reality | 2014

Why, when and how to use augmented reality agents (AuRAs)

Abraham G. Campbell; John W. Stafford; Thomas Holz; Gregory M. P. O'Hare

Over the last number of years, multiple research projects have begun to create augmented reality (AR) applications that use augmented reality agents, or AuRAs, as their principle interaction and development paradigm. This paper aims to address this new and distinct field of AuRAs by asking three questions: why should AuRAs be researched, when are they a useful paradigm, and how can they be developed? The first question explores the motivation behind applying AuRAs to AR. Specifically, it investigates whether AuRAs are purely an interaction paradigm, or whether they can also serve as a development paradigm, by outlining in which circumstances it is appropriate for a project to use AuRAs and where their addition would only add unnecessary complexity. A navigational experiment, performed in simulated AR, explores the second question of when AuRAs can be a useful concept in AR applications. Results from this experiment suggest that an embodied virtual character allows for faster navigation along a shorter route than directional arrows or marking the target with an AR “bubble”. An exploration of the limitations of the simulated AR environment illuminates how faithfully the experiment recreated the environmental challenges that AuRAs can help to address. Finally, the question of how to develop such applications is addressed through the introduction of the agent factory augmented reality toolkit that allows the rapid prototyping of such applications. Results from a usability study on the toolkit are also presented.


ambient intelligence | 2013

Enabling a Mobile, Dynamic and Heterogeneous Discovery Service in a Sensor Web by Using AndroSIXTH

Levent Görgü; Barnard Kroon; Abraham G. Campbell; Gregory M. P. O'Hare

Achieving the vision of Ambient Intelligence, a world where devices adapt and anticipation our needs without intervention, requires a device to connect to multiple sensors to achieve this goal. One solution to this goal is to create a sensor web between sensors. This proves to be challenging due to the range of devices, different application requirements and is compounded by the fact that devices with their corresponding sensors can be mobile. Therefore a sensor web also requires the ability of heterogenous sensors to be discovered dynamically. This paper seeks to address the challenge of discovery by demonstrating how this can be achieved using a lightweight discovery service developed for this paper. AndroSIXTH aims to improve network middleware SIXTH with discovery services and extend its abilities to mobile networks. To illustrate the functionality of AndroSIXTH discovery service and its importance to the creation of Ambient Intelligent applications, a case study will be examined that demonstrates how through a seamless discovery service, an Augmented Reality environment can be created and used for maintenance and deployment of sensors for an Ambient Intelligent environment.


Mobile Information Systems | 2012

Freegaming: Mobile, collaborative, adaptive and augmented exergaming

Levent Görgü; Abraham G. Campbell; Kealan McCusker; Mauro Dragone; Michael J. O'Grady; Noel E. O'Connor; Gregory M. P. O'Hare

Addressing the obesity epidemic that plagues many societies remains an outstanding public health issue. One innovative approach to addressing this problem is Exergaming. A combination of Exercise and Gaming, the objective is to motivate people participate in exercise regimes, usually in their home environment. In this article a more holistic interpretation of this exercise paradigm is proposed. Freegaming augments Exergaming in a number of key dimensions but especially through the promotion of games in outdoor mobile contexts and within a social environment. The design and implementation of a platform for Freegaming is described and illustrated through the description of a sample game.


Presence: Teleoperators & Virtual Environments | 2009

The lair: Lightweight affordable immersion room

Barry Denby; Abraham G. Campbell; Hamish A. Carr; Gregory M. P. O'Hare

This paper proposes a virtual environment system called a lightweight affordable immersion room (LAIR) that we propose for use in space and financially constrained situations. The LAIR consists of four walls arranged in a square providing a 360 degree view. By using front projection and two projectors per wall, the LAIR provides a compact environment which gives users some freedom of movement. The LAIR may be considered in terms of performance and cost as somewhere between a power wall and a CAVEmore immersive than a power wall, but less than a CAVEand similarly moderate in terms of use of space and cost.


active media technology | 2005

NeXuS: delivering behavioural realism through intentional agents

Gregory M. P. O'Hare; Abraham G. Campbell; John W. Stafford

This paper explores the challenge of delivering behavioural realism to embedded avatars. An agent based approach is adopted and demonstrated within a mixed reality (MR) environment. The realism of an avatar is driven by the state of the intentional agent that underpins its behaviour. The traditional disconnect often found with avatars that exhibit shallow levels of behavioural realism is no longer evident.


international symposium on mixed and augmented reality | 2013

Giving mobile devices a SIXTH sense: Introducing the SIXTH middleware for Augmented Reality applications

Abraham G. Campbell; Levent Görgü; Barnard Kroon; David Lillis; Dominic Carr; Gregory M. P. O'Hare

With the increasing availability of sensors within smartphones and within the world at large, a question arises about how this sensor data can be leveraged by Augmented Reality (AR) devices. AR devices have traditionally been limited by the capability of a given devices unique set of sensors. Connecting sensors from multiple devices using a Sensor Web could address this problem. Through leveraging this SensorWeb existing AR environments could be improved and new scenarios made possible, with devices that previously could not have being used as part of an AR environment. This paper proposes the use of SIXTH: a middleware designed to generate a Sensor Web, which allows a device to leverage heterogeneous external sensors within its environment to help facilitate the creation of richer AR experiences. This paper will present a worst case scenario, in which the device chosen will be a see-through, Android-based Head Mounted Display that has no access to sensors. This device is transformed into an AR device through the creation of a Sensor Web allowing it to sense its environment facilitated through the use of SIXTH.


future technologies conference | 2016

Future mixed reality educational spaces

Abraham G. Campbell; Kevin Santiago; Dominic Hoo; Eleni Mangina

This paper outlines a Tele-presence framework to facilitate teaching in future mixed reality spaces. In a world where the increasing use of Massive Open Online Courses (MOOC) are beginning to compete with traditional university education, due in part to the rapid increase in student fees across the world, is there a middle ground where the advantages of MOOCs can be balanced with advantages of traditional teaching spaces? This future mixed reality space diverges from other Multi-User Virtual Learning Environments (MUVLE) by aiming to create mixed reality spaces in which the lecturer and students can not only be virtually present anywhere in the world, but also be physically present. The work presented here is to discuss the current state of technologies and explore the multiple issues, both social and technical, of providing such a resource to students in the future. The first step in order to create this space was to model a real world location that could also be used as a Mixed Reality Campus; this was carried out using 3D modelling tools and runs a simulation using a game engine that supports the Oculus VR HMD / VIVE HMD. Users would able to explore this space utilising different interfaces, from a desktop interface to a full 3D immersive interface, using the HTC VIVE. Webcams, 360 panorama video and 2D holograms create a shared space that will allow 2D holographic lecturers to be a virtual entity in the real world lecture room. This was achieved using inexpensive reflective films allowing for projection onto glass. This paper proposes a future Mixed Reality Space that combines these technologies and will allow both lecturers and students to maintain a joint space supporting the constructivist teaching and the traditional approaches.


simulation tools and techniques for communications, networks and system | 2017

Oculus Rift Application for Training Drone Pilots

Evan O'Keeffe; Abraham G. Campbell; David Swords; Debra F. Laefer; Eleni Mangina

The research described in this paper, focuses on a virtual reality headset system that integrates the Oculus Rift VR headset with a low cost Unmanned Aerial Vehicle (UAV) to allow for drone teleoperation and telepresence using the Robot Operating System (ROS). We developed a system that allows the pilot to fly an AR Drone through natural head movements translated to a set of flight commands. The system is designed to be easy to use for the purposes of training drone pilots. The user simply has to move their head and these movements are translated to the quadrotor which then turns in that direction. Altitude control is implemented using a Wii Nunchuck joystick for altitude adjustment. The users use the Oculus Rift headset a 2D video stream from the AR Drone, which is then turned into a 3D image stream and presented to them on the headset.


simulation tools and techniques for communications, networks and system | 2017

3D modeling for augmented reality systems in novel vascular models

Eleni Mangina; Asma Almaksy; Abraham G. Campbell

Endovascular surgery is a continually developing branch of vascular surgery where the therapeutic intervention is performed from within the lumen of the vessel, usually under X-ray guidance. When the major artery of the body (aorta) becomes swollen (aneurysm), there is a danger of rupture, leading to catastrophic blood loss and death. An essential part of the procedure is preoperative planning, taking accurate measurements of both the diameter and the length of the area to be excluded. There is no freely available, reliable, realistic simulator on which either the trainee can practice index cases or where trained surgeons can simulate more complex cases before they are performed on the patient. VR is developing and becoming more and more accessible. To be able to make the most of these tools we will explore the feasibility of using them for creating a 3D model of the aorta on which training can be carried out.

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Eleni Mangina

University College Dublin

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Levent Görgü

University College Dublin

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Mauro Dragone

University College Dublin

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Barnard Kroon

University College Dublin

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David Lillis

University College Dublin

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Dominic Carr

University College Dublin

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