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Réalité augmentée pour l’ aide à la navigation / Augmented reality for navigation assistance.Hugues, Olivier 12 December 2011 (has links)
Cette thèse a été réalisée sous convention CIFRE dans la cadre d’un partenariat entre la société MaxSea et le pôle recherche de l’ESTIA. La demande exprimée initialement par la société évoquait la nécessité d’améliorer la sécurité à bord des navires, autant d’un point de vue matériel et environnemental qu’humain. Ces travaux de thèse se situent donc au croisement de plusieurs domaines que sont la Réalité Augmentée, la Réalité Virtuelle, les systèmes d’information géographique, le génie logiciel, le traitement d’image et les sciences humaines et sociales. Le premier axe de ce mémoire concerne les apports relatifs à l’amélioration des connaissances du domaine de la réalité augmentée. Nous présentons dans ce chapitre les fondements de la réalité augmentée. Nous proposons, basés sur nos définitions et sur les travaux en réalité virtuelle, notre modèle d’interaction et d’immersion en réalité augmentée nommé 3i2RA.L’axe suivant permet de préciser la problématique liée à l’utilisation d’un système d’aide à la navigation par un état de l’art spécifique aux systèmes d’information géographique. Le troisième axe présente nos apports méthodologiques concernant la conception d’un outil d’aide à la navigation. L’objectif est de proposer une méthode permettant d’interfacer la modélisation des activités des navigateurs et une méthode agile de développement d’un logiciel. Pour illustrer notre méthode, après une présentation rapide de la méthode “Scrum”, nous présentons un cas pratique de conception d’un système d’information géographique pour l’aide à la navigation pour lequel nous nous sommes rapprochés de la Société Nationale de Sauvetage en Mer (SNSM).Enfin, le dernier axe présente nos apports technologiques mis en œuvre afin de réaliser les fonctionnalités demandées. Nous allons présenter dans ce chapitre l’architecture logicielle basée sur trois composants principaux et l’architecture matérielle de notre Système d’Information Géographique Maritime Augmenté, SIGMA. Nous présentons un cadre d’application de SIGMA pour la surveillance du trafic maritime. / This thesis was carried out under CIFRE partnership between the MaxSea company and the research ESTIA laboratory. The initial request made by the company referred to the need to improve safety on ships. This research thesis are at the crossroads of several areas such as Augmented Reality, Virtual Reality, geographic information systems, software engineering, image processing and social sciences. The first axis concerns the contributions to the improvement of knowledge in the field of augmented reality. In this chapter we present the foundations of augmented reality. We propose, based on our definitions and the work in virtual reality, our model of interaction and immersion in augmented reality, named 3i2RA.The next axis is used to specify the issues related to the use of navigational aids. The third axis presents our methodological contributions in the design of an aid to navigation. The goal is to provide a method for interfacing modeling activities and a method of agile software development. To illustrate our method, we present a practical design of a geographic information system for the navigation aid for which we approached the National Society Rescue Sea (SNSM).The last line shows our technological approach to achieve the required functionality. We will present in this section the software architecture based on three main components and the hardware architecture of our Geographic Information System Enhanced Maritime, SIGMA. We present a use case of SIGMA for traffic monitoring.
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Wayfinding med Augmented Reality i offentliga inomhusmiljöer : Samspelet mellan fysisk och digital vägledningHenriksson, Alicia January 2017 (has links)
Denna studie undersöker hur wayfinding i offentliga inomhusmiljöer kan förenklas med hjälp av Augmented Reality (AR) i kombination med rumsliga och visuella vägledningselement. Detta genom rumsanalys, notationer, litteraturstudier, test av två användbarhetsprototyper samt kvalitativa intervjuer. Platsen för studien är Munktellarenan i Eskilstuna, och målgruppen är förstagångsbesökare. Syftet är att förenkla orienterbarheten i Munktellarenan, samt att undersöka vilka möjligheter AR-teknik kan erbjuda kommuner, när det gäller kombinationen av digital och fysisk wayshowing i liknande offentliga miljöer. Ett gestaltningsförslag presenteras genom skisser och bilder från en 3D-modell. Resultatet av studien och ett förslag till riktlinjer vid wayfinding med AR diskuteras.
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Augmented Reality and an Inside-Object-View Concept : A Usability EvaluationLindqvist, David January 2017 (has links)
This thesis presents a usability evaluation of a non conventional way to visualize virtual objects in Augmented Reality (AR). The virtual objects consists of a window that can be placed on a real surface and then opened to view a virtual room containing some virtual objects. This concept was applied to a smartphone application created and designed to evaluate the usability of the concept. The usability was evaluated with user testing methods designed to gather information about the interaction and the perception of handheld Augmented Reality (HAR) applications. The usefulness of the concept was also evaluated by designing the application to be intended for entertainment and then evaluating the users interest for such an application. Design guidelines and design patterns created for HAR applications was followed when designing the application. The results of this project has shown that the concept is easy to both comprehend and interact with. This applies to users with previous smartphone experience but not much experience with AR. The results has also shown that smartphone users find an interest in using an application of this type. An application designed for entertainment and with the described concept. The purpose of evaluating this concept has been to verify its usefulness to promote its use in AR applications. This would create a variety in the visualization of virtual objects in AR. It would also open up for new opportunities in the use of AR.
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Utiliza??o de Realidade Aumentada no Desenvolvimento de Software Educacional: um exemplo em alguns conceitos na AstronomiaSantos, Maria Ad?lia Ic? dos 12 February 2016 (has links)
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Previous issue date: 2016-02-12 / In current times, the computer has been trying to, every day, make the reality that in a few years ago was considered a fiction. In this way, technicians and researchers have conducted studies in order to make it possible to expand and its cheapening, making them increasingly accessible and, consequently, popular. Today we have computers by submerging the various segments of society; homes and work environments are increasingly invaded by these cyberspace. The technology surprises with new equipment and software that some time ago were used separately. However, with the expansion and the growth that is happening in the world, the technology is moving in the direction of convergence, integration and multifunctional devices. As the computer is adapted to the different sectors of society, is entirely understandable and common accept that the school also make part of the globalized world and digital. Augmented Reality is a technology to introduce virtual objects with the real scenes. In this way, Virtual Reality and Augmented Reality can be considered as two areas directly connected with the new generations of the user interface, facilitating and enhancing the user's interactions with the computational applications. The use of Augmented Reality in the production of educational content contributes, notably, to facilitate learning because it makes an explanation more attractive and dynamic in relation to traditional forms of education. In spite of the Augmented Reality be used widely in various fields and areas of knowledge, mainly as a form of virtual tours that feature three-dimensional objects, has emerged a new generation of interface, to the extent that, using dimensional representations closer to the reality on the user, allows to break the barrier of the screen; in addition to interactions more natural. Astronomy is the science responsible for the study of the Universe, as it is constituted, and also for the formation of stars and their relations. Is the area of science that seeks to worry about the form, the distance, the greatness, in addition to the organization, origin, evolution, and still, composition and movement of all celestial bodies. Your study, particularly on the planets and the constellations, it is challenging for many students, however, it presents difficulties involve the identification and their relative positions that change constantly, throughout the year. Thus, the objective of this work is to develop an application (JMA - Memory Game in Astronomy) using the technology of Augmented Reality, facing the students of the first cycle of the initial series of Basic Education, applying it and analyzing the use of this tool; creating a differentiated situation in relation to process traditional educational and emphasizing the collaborative work. / Nos tempos atuais, a inform?tica vem tentando, a cada dia, tornar realidade o que em alguns anos atr?s era considerada uma fic??o. Dessa forma, t?cnicos e pesquisadores t?m desenvolvido estudos a fim de possibilitar a expans?o e o seu barateamento, tornando-a cada vez mais acess?vel e, consequentemente, popular. Hoje percebemos os computadores submergindo os diversos segmentos da sociedade; lares e ambientes de trabalho s?o cada vez mais invadidos por esses ciberespa?os. A tecnologia surpreende com novos equipamentos e softwares que h? algum tempo eram utilizados de forma separada. Por?m, com a expans?o e o crescimento que vem acontecendo no mundo, ? tecnologia caminha na dire??o da converg?ncia, integra??o e equipamentos multifuncionais. Como a inform?tica se adaptou aos diferentes setores da sociedade, ? totalmente compreens?vel e comum aceitar que a escola tamb?m fa?a parte do mundo globalizado e digital. A Realidade Aumentada ? a tecnologia de introduzir objetos virtuais com as cenas reais. Dessa forma, Realidade Virtual e Realidade Aumentada podem ser consideradas como duas ?reas diretamente ligadas com as novas gera??es de interface do usu?rio, facilitando e potencializando as intera??es do usu?rio com as aplica??es computacionais. A utiliza??o da Realidade Aumentada na produ??o de conte?dos educativos contribui, notadamente, para facilitar a aprendizagem visto que torna uma explica??o mais atrativa e din?mica em rela??o ?s formas tradicionais de ensino. Apesar de a Realidade Aumentada ser utilizada largamente em diversos campos e ?reas do conhecimento, principalmente como forma de passeios virtuais que disp?em de objetos tridimensionais, vem surgindo uma nova gera??o de interface, na medida em que, usando representa??es tridimensionais mais pr?ximas da realidade do usu?rio, permite romper a barreira da tela, al?m de possibilitar intera??es mais naturais. A Astronomia ? a ci?ncia respons?vel pelo estudo do Universo, de como ? constitu?do e tamb?m da forma??o dos astros e suas rela??es. ? a ?rea da ci?ncia que busca se preocupar com a forma, ? dist?ncia, a grandeza, al?m da organiza??o, origem, evolu??o, e ainda, composi??o e movimento de todos os corpos celestes. O seu estudo, particularmente sobre os planetas e as constela??es, ? instigante para muitos discentes, por?m apresenta dificuldades por envolver a identifica??o e suas posi??es relativas, que se alteram constantemente, ao longo do ano. Dessa forma, o objetivo deste trabalho ? desenvolver um aplicativo (JMA ? Jogo de Mem?ria em Astronomia) utilizando a tecnologia da Realidade Aumentada, voltado para os alunos do primeiro ciclo das s?ries iniciais do Ensino Fundamental, aplicando-o e analisando o uso dessa ferramenta; criando uma situa??o diferenciada em rela??o ao processo educacional tradicional e enfatizando o trabalho colaborativo.
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Virtuella artister på scen : Samspelet mellan artister och publiken i livekonsertvideor / Virtual Music Artists on Stage : The interaction of artists and the audience in live concert videosSelle, Hella January 2020 (has links)
Denna studie är en inventering av tre lösningar till hur det digitala kan sättas in i ett livekonsertsammanhang, med hjälp av bland annat AR. Studien undersöker genom en videoanalys, de tre virtuella artisterna Gorillaz, Hatsune Miku och K/DAs liveuppträdanden. Tre konsertvideor från ett särskilt tillfälle med motsvarande musikvideo användes som material för analysen. Utifrån frågeställningen undersöks hur de olika semiotiska fälten samspelar, samt ett avsnitt där sambandet mellan grafisk design och AR diskuteras. Frågorna som studien fokuserat på är hur den digitala aspekten av en virtuell artist återges vid livekonserten, samt hur den virtuella artisten kan interagera med såväl levande musiker som med publiken. Analysen visar att alla tre exempel interagerar med publiken i olika mån. Hur den digitala artisten tolkas och återges vid en livekonsert löses genom olika teknologier och med olika metoder. Trots de tydliga skillnaderna har de en sak gemensamt: trots att artisten är virtuell gör samspelet med publiken konsertupplevelsen verklig.
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Effective User Guidance through Augmented Reality Interfaces: Advances and ApplicationsDaniel S Andersen (8755488) 24 April 2020 (has links)
<div>Computer visualization can effectively deliver instructions to a user whose task requires understanding of a real world scene. Consider the example of surgical telementoring, where a general surgeon performs an emergency surgery under the guidance of a remote mentor. The mentor guidance includes annotations of the operating field, which conventionally are displayed to the surgeon on a nearby monitor. However, this conventional visualization of mentor guidance requires the surgeon to look back and forth between the monitor and the operating field, which can lead to cognitive load, delays, or even medical errors. Another example is 3D acquisition of a real-world scene, where an operator must acquire multiple images of the scene from specific viewpoints to ensure appropriate scene coverage and thus achieve quality 3D reconstruction. The conventional approach is for the operator to plan the acquisition locations using conventional visualization tools, and then to try to execute the plan from memory, or with the help of a static map. Such approaches lead to incomplete coverage during acquisition, resulting in an inaccurate reconstruction of the 3D scene which can only be addressed at the high and sometimes prohibitive cost of repeating acquisition.</div><div><br></div><div>Augmented reality (AR) promises to overcome the limitations of conventional out-of-context visualization of real world scenes by delivering visual guidance directly into the user's field of view, guidance that remains in-context throughout the completion of the task. In this thesis, we propose and validate several AR visual interfaces that provide effective visual guidance for task completion in the context of surgical telementoring and 3D scene acquisition.</div><div><br></div><div>A first AR interface provides a mentee surgeon with visual guidance from a remote mentor using a simulated transparent display. A computer tablet suspended above the patient captures the operating field with its on-board video camera, the live video is sent to the mentor who annotates it, and the annotations are sent back to the mentee where they are displayed on the tablet, integrating the mentor-created annotations directly into the mentee's view of the operating field. We show through user studies that surgical task performance improves when using the AR surgical telementoring interface compared to when using the conventional visualization of the annotated operating field on a nearby monitor. </div><div><br></div><div>A second AR surgical telementoring interface provides the mentee surgeon with visual guidance through an AR head-mounted display (AR HMD). We validate this approach in user studies with medical professionals in the context of practice cricothyrotomy and lower-limb fasciotomy procedures, and show improved performance over conventional surgical guidance. A comparison between our simulated transparent display and our AR HMD surgical telementoring interfaces reveals that the HMD has the advantages of reduced workspace encumbrance and of correct depth perception of annotations, whereas the transparent display has the advantage of reduced surgeon head and neck encumbrance and of annotation visualization quality. </div><div><br></div><div>A third AR interface provides operator guidance for effective image-based modeling and rendering of real-world scenes. During the modeling phase, the AR interface builds and dynamically updates a map of the scene that is displayed to the user through an AR HMD, which leads to the efficient acquisition of a five-degree-of-freedom image-based model of large, complex indoor environments. During rendering, the interface guides the user towards the highest-density parts of the image-based model which result in the highest output image quality. We show through a study that first-time users of our interface can acquire a quality image-based model of a 13m $\times$ 10m indoor environment in 7 minutes.</div><div><br></div><div>A fourth AR interface provides operator guidance for effective capture of a 3D scene in the context of photogrammetric reconstruction. The interface relies on an AR HMD with a tracked hand-held camera rig to construct a sufficient set of six-degrees-of-freedom camera acquisition poses and then to steer the user to align the camera with the prescribed poses quickly and accurately. We show through a study that first-time users of our interface are significantly more likely to achieve complete 3D reconstructions compared to conventional freehand acquisition. We then investigated the design space of AR HMD interfaces for mid-air pose alignment with an added ergonomics concern, which resulted in five candidate interfaces that sample this design space. A user study identified the aspects of the AR interface design that influence the ergonomics during extended use, informing AR HMD interface design for the important task of mid-air pose alignment.</div>
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Exploring the Impact of Augmented Reality on Collaborative Decision-Making in Small TeamsJanuary 2020 (has links)
abstract: While significant qualitative, user study-focused research has been done on augmented reality, relatively few studies have been conducted on multiple, co-located synchronously collaborating users in augmented reality. Recognizing the need for more collaborative user studies in augmented reality and the value such studies present, a user study is conducted of collaborative decision-making in augmented reality to investigate the following research question: “Does presenting data visualizations in augmented reality influence the collaborative decision-making behaviors of a team?” This user study evaluates how viewing data visualizations with augmented reality headsets impacts collaboration in small teams compared to viewing together on a single 2D desktop monitor as a baseline. Teams of two participants performed closed and open-ended evaluation tasks to collaboratively analyze data visualized in both augmented reality and on a desktop monitor. Multiple means of collecting and analyzing data were employed to develop a well-rounded context for results and conclusions, including software logging of participant interactions, qualitative analysis of video recordings of participant sessions, and pre- and post-study participant questionnaires. The results indicate that augmented reality doesn’t significantly change the quantity of team member communication but does impact the means and strategies participants use to collaborate. / Dissertation/Thesis / Masters Thesis Computer Science 2020
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Optimal Skill Levels for Seru Versus Assembly Line with Augmented Reality Training ConsiderationsKnisley, Jenna N. 10 September 2021 (has links)
No description available.
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ARiSE - Augmented Reality in Surgery and EducationMenon, Sadan Suneesh 30 July 2021 (has links)
No description available.
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Ovládání robotického ramene s využitím rozšířené reality a tabletu / Control of Robot Manipulator Using Augmented Reality and TabletPristaš, Martin January 2018 (has links)
The aim of this thesis is to create an experimental application for manipulating virtual objects in the augmented reality using an tablet for controlling the robotic arm. There is created various ways of manipulating virtual objects for their translation, rotation, and scale change. These methods are tested on several users and compared within their usability. The application allows you to send the position of virtual object changes to the PR2 robot arm and simulate manipulation of virtual objects with augmented reality.
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