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Uso de técnicas de realidade aumentada no processo de ensino–aprendizagem de eletromagnetismoMacedo, Suzana da Hora January 2011 (has links)
Este estudo tem como objetivo melhorar o processo de ensino-aprendizagem dos conceitos de Eletromagnetismo usando Realidade Aumentada (RA). Eletromagnetismo é a base científica para a compreensão do princípio de funcionamento das máquinas elétricas rotativas. No entanto, verificou-se através de um estudo preliminar que existem dificuldades no processo de ensino-aprendizagem de Eletromagnetismo e que estas dificuldades estão concentradas basicamente em dois fatores: tanto na visualização da representação correta do campo magnético quanto na base matemática para trabalhar com esses conceitos, os quais permitiriam a aquisição de novos conceitos na área de Eletromagnetismo. O estudo preliminar foi realizado através de questionários aplicados aos alunos e aos professores da disciplina Eletricidade, que aborda os referidos conceitos. O resultado do estudo revelou que 85% dos professores percebem as dificuldades dos alunos em aprender e, confirmada esta percepção pelos próprios alunos, dos quais apenas 39,5% demonstraram ter aprendido estes conceitos. Este trabalho foi baseado na teoria da Aprendizagem Significativa, que, de acordo com Ausubel, ocorre quando um conceito está relacionado de forma significativa e não arbitrária, com conceitos preexistentes na estrutura cognitiva do indivíduo. Na busca de nivelar os alunos para que todos tivessem os subsunçores necessários que permitissem melhorar o processo de ensino-aprendizagem de novos conceitos, os subsunçores de outros conceitos foram definidos e desenvolvidos três Objetos de Aprendizagem. A descoberta dos subsunçores e a ordem do uso dos Objetos de Aprendizagem permitiram melhorar o processo de ensino-aprendizagem de novos conceitos com o objetivo de atingir o conceito principal de campo girante fundamental no processo de ensinoaprendizagem de Máquinas Elétricas. Neste trabalho, foram utilizados três Objetos de Aprendizagem como ferramentas no processo de ensino-aprendizagem de conceitos de Eletromagnetismo para se superar o obstáculo da visualização dos campos magnéticos. Estes Objetos de Aprendizagem foram testados com os alunos dos cursos técnicos do IFF – campus Itaperuna, onde o aluno pode visualizar e interagir com os mesmos. A partir dos resultados obtidos com a interação dos alunos com os Objetos de Aprendizagem foi possível fazer análises e avaliações que permitiram concluir o presente trabalho. / This study aims to improve teaching-learning process of the concepts of Electromagnetism using Augmented Reality (AR). Electromagnetism is the scientific bases for understanding the operating principle of rotating electrical machines. However, it was found through a preliminary study, that there are difficulties in the teaching-learning process of Electromagnetism and these difficulties are concentrated primarily on two factors: the correct view of the representation of the magnetic field and in the mathematical basis to work with these concepts, concepts that allow the acquisition of new concepts in Electromagnetism area. The preliminary study was realized through questionnaires to students and professors of Electricity that addresses these concepts. The study results revealed that 85% of teachers perceive students’ difficulties in learning and confirming this perception by the students, where only 39,5% of these demonstrate to have learned these concepts. This work was based on the Meaningful Learning theory, which, according to Ausubel, occurs when a concept is related significantly and not arbitrary, with pre-existing concepts in cognitive structure of the individual. Aiming to put all students at the same level, there was necessary subsumers for improving the teaching-learning of new concepts, another subsumers about other concepts were defined and were developed three Learning Objects. The discovery of subsumers and the order the use of the Learning Objects allowed to improve the teaching-learning process of new concepts in order to achieve the main concept of the rotating fields, key in the teaching-learning process of Electrical Machines. In this study, there were employed three Learning Objects as tools in the teaching-learning process of Electromagnetism concepts to overcome the obstacle of the visualization of the magnetic fields. These Learning Objects have been tested with students of technical courses of IFF – campus Itaperuna, where students could view and interact with them. From the results, analysis and evaluations were made to complete the work.
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An authoring tool of photo-realistic virtual objects for augmented realityde Sousa Moura, Guilherme 31 January 2010 (has links)
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Previous issue date: 2010 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / Esta dissertação de mestrado apresenta uma ferramenta de autoria para
auxiliar a criação de aplicações de Realidade Aumentada que fazem uso de
renderização fotorrealística. A ferramenta, denominada RPR-SORS Editor, utiliza uma
API de fotorrealismo (RPR-SORS) e tem como foco a criação e edição de objetos
virtuais. A ferramenta desenvolvida é capaz de manipular de forma interativa os
parâmetros de materiais do RPR-SORS e do motor de renderização utilizado (OGRE),
com a opção de visualizar os objetos fotorrealistícos em Realidade Aumentada. O
resultado final da edição pode ser exportado para uma outra aplicação que utilize
a API de fotorrealismo e o motor de renderização citados. Um estudo de caso
referente a uma aplicação de Realidade Aumentada para arquitetura foi realizado
de forma a avaliar a ferramenta desenvolvida
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Markerless Augmented Reality for Visualization of 3D Objects in the Real World / Markörlös Augmented Reality för visualisering av 3D-objekt i verkliga världenKallin Clarke, Semone January 2014 (has links)
This report documents the research and experiments on evaluating the possibilities of using OpenCV for developing a markerless augmented reality applications using the structure from motion algorithm. It gives a background on what augmented reality is and how it can be used and also theory about camera calibration and the structure from motion algorithm is presented. Based on the theory the algorithm was implemented using OpenCV and evaluated regarding its performance and possibilities when creating markerless augmented reality applications.
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Electronic assembly instructions and documentation for complex wire bundle assembly to aircrafts using Augmented Reality / Elektroniska monteringsanvisningar och dokumentation för komplex montering av kablage till flygplan i Augmented RealityKaiser, Anton January 2017 (has links)
Monteringsinstruktioner och dokumentation i förstärkt verklighet är en potentiell revolution för industriellt monteringsarbete. Att montören kan få virtuella instruktioner i en verklig kontext, samtidigt som montörens händer hålls fria för montering, skulle bland annat kunna bidra till kortare monteringstider, mer effektiv upplärning, bättre dokumentation och säkrare arbetsplatser. Syftet med examensarbetet som beskrivs i den här rapporten var att studera om och hur Combitech bör använda förstärkt verklighet, för kommunikation av monteringsinstruktioner och dokumentation för komplex montering av kablage till flygplan, samt vilka möjligheter och risker detta medför. I examensarbetet som beskrivs i den här rapporten genomfördes först en litteraturstudie som syftade till att identifiera hur företaget Combitech bör arbeta med förstärkt verklighet vid kabelmontering och dokumentation, vad som har gjorts tidigare inom området samt vilka möjligheter och utmaningar som finns inom området. Efter genomförd litteraturstudie tillämpades resultaten av litteraturstudien på ett verkligt fall. Fallstudien bestod av att implementera och utvärdera prototyper, för monteringsinstruktioner och dokumentation, för komplex montering av kablage till flygplan. Tre olika prototyper skapades och utvärderades i fallstudien, varav en skulle motsvara traditionella monteringsinstruktioner och de två andra skapades för förstärkt verklighet. Den första av två prototyper som skapades för förstärkt verklighet implementerades för Microsoft Hololens och den andra för projicerade monteringsinstruktioner. Utvärderingen genomfördes med sex stycken testpersoner med olika monteringserfarenhet. Resultaten från utvärderingen visade att monteringsinstruktionerna för Microsoft Hololens gav flest antal fel och längst monteringstid samt att de projicerade monteringsinstruktionerna gav minst antal fel och kortast monteringstid. En jämförelse mellan de tre prototyperna som utvärderades visar att de projicerade monteringsinstruktionerna i förstärkt verklighet gav minst antal fel och kortast monteringstid, hade bäst ergonomi, var roligast samt enklast att använda. Valet av metod för monteringsinstruktioner i förstärkt verklighet visade sig vara helt avgörande när resultaten från utvärderingen i fallstudien studerades. I jämförelsen mellan monteringsinstruktionerna i Microsoft Hololens och projicerade monteringsinstruktioner blir rekommendationen enkel, baserat på resultaten från utvärderingen av prototyperna. Väljer Combitech att ta steget till förstärkt verklighet bör de använda sig av projicerade monteringsinstruktioner, för komplex montering av kablage till flygplan i förstärkt verklighet.
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The Vuforia SDK and Unity3D Game Engine : Evaluating Performance on Android DevicesGrahn, Ivar January 2017 (has links)
This paper evaluates major features of PTC’s augmented reality SDK Vuforia, available for Android, iOS and the Unity3D game engine. The performance of these features are evaluated in terms of frame rate and power consumption and the testing prototypes are developed using Unity3D. Augmented reality is a rapidly growing medium and the Vuforia SDK is very popular with over 325 000 registered developers and thousands of published applications. Despite being used to such extents, there are surprisingly few works evaluating different aspects of its performance. This paper provides an introduction to augmented reality and describes the technology used by the Vuforia SDK to deliver said features. This paper shows that Vuforia is capable of maintaining sufficient performance with interactive frame rates over 20 Hz in most cases. The power consumption of these features reduces the battery lifetime to acceptable levels, suitable for hand-held devices. In some cases, however, the performance in terms of frame rate reaches levels lower than recommended. These cases should be considered by developers looking to use Vuforia.
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Visualizing Realtime Depth Camera Configuration using Augmented RealityJansson, Isabell January 2017 (has links)
A Time-of-Flight camera from SICK IVP AB is used to monitor a region of interest which implies that the camera has to be configured, it has to be mounted correctly and be aware of the region of interest. Performing the configuration process currently induce the user to manage the captured 3-Dimensional data in a 2-Dimensional environment which obstructs the process and possibly causes configuration errors due to misinterpretations of the captured data. The aim of the thesis is to investigate the concept of using Augmented Reality as a tool for facilitating the configuration process of a Time-of-Flight camera and evaluate if Augmented Reality enhances the understanding for the process. In order to evaluate the concept, a prototype application is developed. The thesis report discusses the motivation and background of the work, the implementation as well as the results.
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Augmented Reality On Radio Base Station MaintenanceHao, Zhong January 2012 (has links)
Radio base station(RBS) is the key infrastructure in wireless network and the main product of Ericsson. To improve the efficiency and success rate of RBS maintenance is therefore necessary and beneficial to Ericsson. Augmented reality is a promising solution by annotating computer generated guiding information on real world to enhance the information received during the maintenance. This thesis developed a workable AR application for RBS to evaluate the feasibility and difficulty of applying AR on RBS. Based on Android platform, the application used Vuforia from Qualcomm and Unity as tracking and rendering package respectively. Tracked result was imported to Unity and processed by low pass filters to remove noise. Filtered data was then used to build a distributed world coordinate frame array to cover the entire RBS panel. On this distributed world coordinate frame array, digital contents such as audio, animation were placed and controlled by a task state machine. Drove by the user control in user interface layer, the task state machine provide a flexible task scheduling scheme for task navigation. At last, digital contents and real time video captured by phone camera were synthesized and rendered on the cellphone screen. The result presented a practicable AR solution for RBS maintenance and reveals the advantages and disadvantages of deploying AR technology for RBS. Certain suggestions were also described based on the development.
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Evaluating game experience when using augment reality : In real time strategy gamesGustav, During January 2015 (has links)
Context. Augmented reality (AR) is a technology that uses the camera to display what is seen on the screen and adds digital informationover the picture. This study analyses how augmented reality mightaect game experience when applied to real time strategy games. Objectives. Evaluate the available development tools, to implementthe game prototype and the AR interaction. Then develop interactive methods for AR and traditional version. Create a basic articialintelligence, design the experiment to evaluate game experience, completion time and score. Methods. The experiment were executed after implementation of thegame, in this the participant played both the traditional and augmented reality version of the same game. Before starting to play participant lled out a pre inquiry about their previous experience withgames, tablets and computers. After playing they answered a postinquiry with questions about the game. The comparing experimentwas conducted with several participants in a controlled environment. Results. The results show that most participants thought that theAR version had an interesting mechanic and that the game experiencehad been enhanced when compared to the PC version. However theparticipants thought the controls where better on the PC. Conclusions. The results indicated that the game experience basedon player performance, decreased in the AR version and that the controls were better on the PC. The participants thought that the PCversion was a little easier to play. However about 71% of the participants thought the game experience on the AR version was interestingbecause they could move around while playing. The most enjoyableversion of the game varied a lot between participants, having a slightpreference for the PC version of the game. However, participantsmanifested an interest in playing a sequel of the game in the AR version.
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AUGMENTED REALITY SOM KVALITETSSÄKRINGSVERKTYG FÖR BYGGELEMENT INOM INDUSTRIELL TRÄHUSPRODUKTION / AUGMENTED REALITY AS A QUALITY ASSURANCE TOOL FOR MODULES WITHIN THE TIMBERFRAMED HOUSE PRODUCTION INDUSTRYValtersson, Magnus, Gustavsson, Anton January 2021 (has links)
Purpose: The timber-framed house production industry is still at large depending on manual craftsmanship, in contrary to other sections within the industry, which has evolved further in the use of automation and machine labour. This also extends to quality controls, where the Swedish industry is far behind regarding the implementation of Total Quality Management, LEAN production, Just-In-Time and other high-tech tools. Augmented Reality technology is one of the innovations in the transition to “Industry 4.0” that is expected to have potential to be used as a quality inspection tool for prefabricated modules. The goal of the study was hence to investigate the application of Augmented Reality (AR) as a quality inspection tool for prefabricated modules within the timber-framed house production industry. This is investigated from a quality assurance perspective as well as a goal to discover and correct more faults in the process from production until the final inspection of the modules. Method: Design science research (DSR) was the method of choice to be able to investigate the applicability of AR- technology for quality inspections within the timber-framed house production industry. Through investigating the latest research within the subject and the case company production environment through preparatory interviews, the quasi- experiment could be developed with the associated evaluation in the form of interviews. Findings: The study showed that AR- technology has the potential to be used for quality work within the timber-framed house production industry, as a complement to the production line self-inspection. This is shown by the result of the quasi- experiment which demonstrates that AR- technology could contribute to the discovery of deviations and that the number of faults probably would decrease over time. Implications: The outcome of the study demonstrates that AR- technology can be used within quality assurance work for prefabricated modules through the discovery of deviations. Furthermore, the AR- technology is well used to visualize the module in 3D, which is easier to interpret than an ordinary paper drawing. The factory environment where the AR- technology is meant to be used has high safety requirements, consequently it is recommended to use complementary safety equipment for the Microsoft Hololens 2, as well as having a charging station available by short proximity. Limitations: The study was meant to address whether AR- technology could be used for quality inspections within the production of prefabricated timber-framed modules. Hence, no regard was taken to quality assurance work within the design stage, at the construction site nor other stages within the factory production. Furthermore, factors such as time, economy, efficiency and sustainability were also disregarded. There was only one DSR cycle completed in the study, additional cycles could have been completed to get a more accurate result.
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Conception d'une interface avec réalité augmentée pour la conduite automobile autonome / Design of an interface with augmented reality for autonomous drivingPokam Meguia, Raïssa 31 August 2018 (has links)
Cette thèse a été réalisée dans le cadre d’un projet intitulé Localisation et Réalité Augmentée (LRA). Mettant en relation plusieurs structures industrielles et universitaires, ce projet était appliqué à la fois au domaine ferroviaire et aux voitures autonomes. Elle aborde trois questions principales relatives à la conception des interfaces Humain-Machine dans les voitures autonomes : quelles informations faut-il présenter au conducteur ? Sous quelle forme ? À quel moment ou dans quel contexte ? Elle vise, au travers des réponses apportées à ces questions, à rendre le système « transparent », de façon à susciter une calibration de la confiance appropriée du conducteur en la voiture autonome mais aussi à susciter une expérience utilisateur satisfaisante. Nous nous sommes focalisés en particulier sur la tâche de changement de voie réalisée entièrement réalisée par la voiture autonome. Pour atteindre cet objectif, nous avons déployé une méthodologie comportant cinq étapes. Sur la base du modèle de LYONS (2013), des principes généraux de transparence ont été définis, et ont ensuite été opérationnalisées grâce à la démarche Cognitive Work Analysis. La forme des informations utiles ou potentiellement utiles au conducteur a été définie lors de de séances de créativité et en utilisant la Réalité Augmentée qui est au cœur du projet LRA. Ces informations ont été catégorisées selon les différentes fonctions dont elles résultent (prise d’information, analyse de l’information, prise de décision, implémentation de l’action). Cinq interfaces ont été conçues ; elles présentent des informations relevant de tout ou partie de ces 4 catégories. Elles représentent donc des niveaux de transparence plus ou moins élevés. La validité des principes de transparence a été éprouvée grâce à une expérimentation menée sur simulateur, auprès d’un échantillon de 45 personnes, durant laquelle différents indicateurs des activités cognitives et de l’Expérience Utilisateur ont été mesurés. L’analyse de ces données conduit à mettre en évidence des différences entre les cinq interfaces. L’interface présentant les informations issues des fonctions « prise d’information » et « implémentation de l’action » facilite les activités cognitives du conducteur/ Superviseur. Du point de vue de l’Expérience Utilisateur, c’est l’interface présentant toutes les catégories d’informations qui s’est distinguée des autres. / This doctoral thesis was conducted under the canopy of the Localization and Augmented Reality (LAR) project. The research project was focused on railway yard and autonomous vehicles. The thesis provides answers to three main questions about the Human-Machine interface design in autonomous vehicles: Which information should be conveyed to the human agent? In which form? And when? Answers will enable an appropriate trust calibration of the human agent in the autonomous vehicle and improve driver’s experience by making automation “transparent”. We focus especially on the lane changing task entirely realized by the autonomous vehicle. The aim and the objectives were achieved by a five-steps methodology. Some general principles of transparency have been redefined on the LYONS (2013) model. These principles have been then operationalized by means of Cognitive Work Analysis. Graphical representation of useful information or potentially useful information was defined during creative sessions, by using Augmented Reality that lies at the heart of the LAR project. This information was categorized according to the functions from which it results: information acquisition, information analysis, decision making and action execution. Five interfaces were designed. Each of these interfaces presents information from some of these functions. Therefore, these interfaces corresponded to different transparency configurations more or less high. The validity of transparency principles was tested through an experiment on driving simulator with a sample of 45 participants. In this experiment, some indicators of cognitive activities and User Experience were measured. Data analysis has led to some differences between 5 interfaces. Indeed, the interface with related information to “information acquisition” and “action execution” functions improves the cognitive activities of the human agent. Considering the User Experience, it is the interface with the information related from the 4 functions which provides the best User Experience.
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