Mandibular reconstruction restores facial continuity and oral function after segmental resection. Patient-specific cutting guides transfer a computed tomography (CT)-based plan to the operating room with three-dimensional information, but printed guides add cost and lead time, cannot adapt after fabrication, and may interrupt surgery if sterility is lost. We investigate a markerless augmented reality (AR) alternative that registers a virtual cutting guide to the exposed mandible from surface geometry. The method extends surface-based registration for the transoral setting, where teeth form the most distinctive visible surface. After camera calibration, a HoloLens 2 time-of-flight camera captures a partial intraoperative point cloud. The user supplies a rough head-based alignment only to crop the region of interest. A teeth-weighted global stage computes correspondences and solves a truncated least-squares rigid alignment. An asymmetric point-to-plane iterative closest point (ICP) stage refines the complete CT mandible against the partial depth cloud target. The guide-to-mandible transform places the guide in the HoloLens world frame, while pose updates and interpolation follow target motion. We define a blinded phantom protocol with 30 target registration error (TRE) points under full, intermediate, and teeth-only exposure, plus a motion-to-display latency test. Our median TRE is 4.05, 6.10, and 7.10 mm respectively, and median latency is 0.805 s. These values support the feasibility of using AR to replace physical prints. The workflow removes mounted fiducials and manual landmark selection and provides a testable path toward transoral cutting guidance.
Positive margins in head and neck oncologic surgery require mapping specimen-side pathology findings to the patient resection bed. This is challenging because pathologists identify the positive margin on slices of the resected, deformed specimen, while surgeons must relocate the corresponding site on the resection bed using only verbal descriptions and no visual guidance. We present a marker-free augmented reality (AR) workflow for mapping a margin label from a three-dimensional specimen scan to the resection bed. The method combines contour-constrained deformation, residual alignment to a depth scan, surface-based fusion to a head-mounted display, and target projection onto the reconstructed bed. Bead-suture correspondences estimate specimen deformation, whereas patient-to-display fusion does not require external fiducial markers. Following formative experiments, five residents and surgeons performed cadaveric cheek and scalp re-resection tasks under verbal guidance, verbal guidance with specimen examination, and AR guidance. Deformation target errors were $7.63 \pm 3.74$ mm for the cheek and $3.72 \pm 1.02$ mm for the scalp; residual specimen-to-bed distances were $2.43 \pm 2.15$ mm and $2.19 \pm 1.06$ mm, respectively. Fusion error did not differ significantly between marker-free and marker-based methods on either cadaver; overall marker-free fusion error was $2.15 \pm 0.87$ mm. End-to-end margin localization error decreased from $21.40 \pm 3.84$ mm with verbal guidance and $16.09 \pm 4.30$ mm with specimen examination to $6.19 \pm 1.79$ mm with AR guidance ($p < 0.001$). Online fusion required $5.23 \pm 0.34$ s. These results demonstrate effective marker-free AR guidance for positive-margin localization and support more precise tumor resection.
Mikhail Kiselev, Aleksandr Marukhin, Ivan Snegirev +3cs.HC cs.AI cs.CV
UltraArUco is a lightweight multilingual library and framework for low latency, realtime marker-based tracking in mobile augmented reality. Unlike standard OpenCV-based implementations, UltraArUco introduces an optimized multilingual wrapper that reduces per-frame latency in six times, while maintaining high accuracy. Distributed Wi-Fi architecture provides portability, connects a mobile device (camera input) with a PC-based visual application, enabling responsive interactions. The framework is validated through an interactive piano simulation, where static ArUco markers on keys enable occlusion based note triggering, and hand-mounted markers provide spatial gesture recognition. UltraArUco's system requirements make it highly suitable for resource-constrained mobile AR applications, demonstrating a viable AR music application without specialized equipment.
Anthony Cioppa, Antoine Verdonck, Maxim Henry +2cs.CV
Trading card games are increasingly played and broadcast online, yet live streams remain mostly limited to flat top-down footage of the playing area. Augmenting such streams with virtual models of the played cards would improve the viewing experience, but most existing systems rely on instrumented playing surfaces and embedded chips, which are costly and impractical for casual players and large-scale events. In this work, we present TCG-AR, a novel real-time pipeline that augments trading card games using ordinary RGB cameras alone, without any physical markers or specialized hardware. Our pipeline detects, orients, and identifies the cards on the board, renders virtual content onto each card across all views, and can additionally compose a broadcaststyle view that summarizes the game state for spectators, streaming the augmented feeds to standard broadcasting software such as OBS. To train the detection, orientation, and identification models without manual labeling, we introduce an automatic procedure that generates annotated synthetic training data from a reference set of card images. Then, we evaluate several trained models on a new manually annotated dataset with real images, analyzing performance and runtime throughput that determine real-world usability. Overall, by relying only on commodity cameras and hardware, and by open-sourcing all code, models, and datasets, this work aims to serve as a reference for real-time trading card recognition and to make real-time augmented-reality streaming accessible to the broader community of players and streamers.
Significant advancement of immersive technologies such as Virtual and Augmented Reality (VR/AR) and their integration into diverse aspects of modern life need authentication interfaces that are secure, intuitive, and compatible with embodied interaction. Traditional methods such as passwords, PINs, and device-based logins, break immersion and rely on external hardware. Recent 3D-specific behavioral approaches, such as hand-gesture, eye-tracking, and electroencephalography (EEG)-based methods, offer promising alternatives but often require specialized sensors or constrain natural movement, limiting usability in dynamic environments. We present Sign in the Air to Unlock, an in-air signature interface that enables users to authenticate by signing naturally in 3D space which is a familiar, personal, and reproducible gesture. To realize this interface, we design a point-voxel Cross-Attention Network (PV-Net) that jointly models local motion dynamics and global spatial structure from 3D trajectories. The model is evaluated on two datasets: the public DeepAirSig dataset (1,800 signatures from 40 users) and ImmAirsig, a new dataset collected using Meta Quest 2 in immersive VR (880 samples from 22 users). PV-Net achieves an Equal Error Rate of 2.5% on DeepAirSig and 76% classification accuracy on ImmAirSig. These findings highlight the potential of 3D behavioral interfaces for seamless, user-centric authentication that merges security with natural interaction in immersive environments.
Christian Fronk, Hanting Ye, David Hunt +2cs.RO cs.CV cs.HC
Augmented Reality (AR) can improve collocated human-robot collaboration by making robot state and intent visible and enabling intuitive control, yet large, visually diverse environments like the outdoors challenge both interaction and content legibility, especially at long distances and beyond visual line of sight. We present fARfetch, an AR-HRC system that integrates (i) shared semantic environment mapping across an AR headset and robot that visualizes detected landmarks in AR to support landmark-grounded go-to commands, (ii) a context-aware world-in-miniature representation of the shared environment for fine-grained path authoring, and (iii) vision-language-model driven AR view management that jointly adapts virtual content color, size, and orientation to maintain legibility in large visually diverse environments. We implement fARfetch with a Meta Quest 3 headset and Unitree Go2 quadruped robot, and conduct a within-subjects user study (N=13) on a real-world large-scale (30.5m) outdoor inspection task. fARfetch yielded significantly faster completion times than a non-AR baseline (66%) and significantly lower workload in mental demand (-43%), temporal demand (-34%), and frustration (-66%). A custom legibility survey indicated fARfetch effectively maintained virtual content legibility in the large outdoor environment.
Damian M. Manzone, Mathew Szymanowski, Olga Taran +6cs.CV cs.HC
Mixed reality applications can be designed for hand rehabilitation. Augmented reality (AR) head mounted displays (HMDs) specifically allow for ecologically valid tasks because individuals can see their real environment and interact with real objects while receiving additional cues on the HMD. While these applications rely on accurate hand pose estimation, there is a gap in investigating the influence of hand impairment or occlusion from real-object interactions on pose estimation accuracy. Further, comparisons between AR HMD predictions and state-of-the-art pose estimation methods have not been established. The current study assessed pose estimation accuracy of the HoloLens 2 HMD and state-of-the-art pose estimation algorithms (WiLoR, HaMeR, WildHands, and MediaPipe) while individuals with cervical spinal cord injury (cSCI; n = 13, Neurological Level of Injury: C3-C6; American Spinal Injury Association Impairment Scale: A-D) and 15 uninjured controls interacted with clear and opaque objects. Ground truth estimates of 3D joint positions were generated via triangulation from a multi-camera setup. Pose estimation accuracy did not differ between the cSCI and uninjured control groups suggesting that 3D joint predictions from the HoloLens 2 and pose estimation algorithms can generalize to populations with hand impairment. Further, clear objects provided a small accuracy advantage over opaque objects (0.1 mm) and predictions from both WiLoR and HaMeR were slightly more accurate than the HoloLens 2 (2 mm). Overall, these results suggest that the HoloLens 2 may be viable for hand rehabilitation applications and the dataset generated can be used to refine pose estimation methods for hand-impaired populations.
Lara Vartziotis, Tina Vartziotis, Valentin Keckeisen +4cs.CY cs.AI cs.CL
This paper explores the intersection of memory, place, and identity, examining how new technologies, particularly Apple Vision Pro, can illuminate this nexus. Leveraging digital twins and virtual reality, it investigates how memory is woven into landscapes and urban environments of cultural and historical significance, identifying visual elements that evoke memory and heritage. Applications such as Apple Vision Pro can facilitate image extension to define place identity, informing viewers about cultural and political entities across timelines. Visual storytelling can showcase the evolution of landscapes and the preservation of cultural heritage, while Virtual Reality (VR) enables the recreation of historical landscapes and urban-scapes. This immersive approach invites users to transcend temporal boundaries and experience the past dynamically. Semantic Image Search can support research by uncovering images related to monuments, tradition, or cultural identity. This research introduces a methodology to connect digital twins and virtual environments with urban and non-urban landscapes to illustrate cultural, historical, and environmental sustainability. Central to this approach is defining the resilience of the current state, its future evolution, and the significance of the past. These technologies facilitate a historical and cultural embrace while evoking the feeling of returning to a specific place years later. The methodology outlines the integration of technologies needed to revitalize public urban places through cultural and political memory. Through these applications, this paper contributes to research on digital twins of spaces, urban transformation, and cultural heritage preservation. By offering insights into the relationship between memory, place, and identity in the digital age, it supports a deeper understanding of our collective past and its impact on the present.
The handling and assembly of instruments during surgery imposes high cognitive demands on scrub nurses, particularly when instruments are unfamiliar. We present a supporting guidance system for surgical instrumentation that combines multi-camera 6D pose estimation with augmented reality in-situ visualization on a head-mounted display without the requirement for additional markers. Pose estimation and consecutive camera calibration are achieved through known objects. The 6D pose estimation network is trained purely on synthetic data, aiming for better generalizability and real-world applicability. The AR guidance displays tooltip localization cues and step-wise assembly animations. Via gaze-based selection and a foot pedal, users can switch between assembly steps in intraoperative use. In a technical evaluation, our approach outperforms state-of-art 6D pose estimation. A user study with 29 scrub nurses was conducted in a surgical simulation of knee arthroplasty, comparing the system against a paper manual. AR guidance significantly reduced the perceived workload compared. Objectively, AR guidance reduced task completion time by 21.3\% (4.76 minutes). Specifically, scrub nurses less experienced with the instrument set benefited when using the system. Error frequencies were comparable between conditions. Qualitative feedback highlighted improved process clarity, reduced information overload, and perceived independence. To summarize, our marker-free multi-camera AR guidance approach for surgical instruments can, subjectively and objectively, improve intraoperative instrumentation performance, particularly for untrained scrub nurses.
Visual localization is a core technology for augmented reality and autonomous navigation. Recent methods combine the efficient rendering of 3D Gaussian Splatting (3DGS) with feature-based localization. These methods rely on direct matching between 2D query features and the 3D Gaussian feature field, but this often results in mismatches due to an inherent bias in the learned Gaussian feature. We theoretically analyze the feature learning process in 3DGS, revealing that the widely adopted $α$-blending optimization inherently introduces bias into 3D point features. This bias stems from the entanglement between individual Gaussians and their neighboring Gaussians, making the learned features unsuitable for precise matching tasks. Motivated by these findings, we propose ULF-Loc, an unbiased landmark feature framework that replaces biased feature optimization with geometry-weighted feature fusion. We further introduce keypoint-consensus landmark sampling to select reliable Gaussians and local geometric consistency verification to reject mismatches caused by rendering artifacts. On the Cambridge Landmarks dataset, ULF-Loc reduces the mean median translation error by 17\% compared to the state-of-the-art, while achieving superior efficiency with only 1/10 the training time and 1/6 the GPU memory of STDLoc.