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Developing an Augmented Reality Solution for Mapping Underground InfrastructureJanuary 2020 (has links)
abstract: Underground infrastructure is a critical part of the essential utility services provided to society and the backbone of modern civilization. However, now more than ever before, the disastrous events of a striking underground utilities cost billions of dollars each year in societal damages. Advanced technology and sophisticated visualization techniques such as augmented reality (AR) now play a significant role in mitigating such devastating consequences. Therefore, it is vitally important to coordinate resources, share information, and ensure efficient communication between construction personnel and utility owners. Besides, geographic information systems (GIS) provide a solution for interoperability in the construction industry. Applying such technologies in the field of underground construction requires accurate and up-to-date information. However, there is currently limited research that has integrated AR and GIS and evaluated the effectiveness and usability of the combination in this domain. The main objective of this research was to develop an integrated AR-GIS for mapping and capturing underground utilities using a mobile device. To achieve these objectives, a design research approach utilized to develop and evaluate a mobile extended-reality (XR-GIS) application. This research has produced an efficient solution for data collection and sharing among stakeholders in the underground construction industry. The main challenge in creating a reliable and adaptive outdoor AR system is the accurate registration of virtual objects in the real world. Due to the limited accuracy of smartphones, this study used an external Global Positioning System (GPS) devices to reduce positional error. The primary motivation behind this research is to make the construction industry more aware of the benefits of leveraging AR to prevent utility strikes and enhance public safety.
This dissertation fills the gap in the knowledge regarding applying Augmented Reality (AR) in the underground infrastructure mapping. This study’s three research objectives are:
(1) Identify the challenges and barriers facing the underground construction industry when applying AR.
(2) Develop an integrated AR-GIS for mapping and capturing underground utilities using a mobile device.
(3) Evaluate the horizontal accuracy of the captured data used by the AR phone application XR-GIS that has been developed by the author. / Dissertation/Thesis / Doctoral Dissertation Civil, Environmental and Sustainable Engineering 2020
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Lightweight and Sufficient Two Viewpoint Connections for Augmented RealityChengyuan Lin (8793044) 05 May 2020 (has links)
<p></p><p>Augmented Reality (AR) is a powerful computer to human visual interface
that displays data overlaid onto the user's view of the real world. Compared to
conventional visualization on a computer display, AR has the advantage of
saving the user the cognitive effort of mapping the visualization to the real
world. For example, a user wearing AR glasses can find a destination in an
urban setting by following a virtual green line drawn by the AR system on the
sidewalk, which is easier to do than having to rely on navigational directions
displayed on a phone. Similarly, a surgeon looking at an operating field
through an AR display can see graphical annotations authored by a remote mentor
as if the mentor actually drew on the patient's body.</p>
<p> </p>
<p>However, several challenges remain to be addressed before AR can reach
its full potential. This research contributes solutions to four such
challenges. A first challenge is achieving visualization continuity for AR
displays. Since truly transparent displays are not feasible, AR relies on
simulating transparency by showing a live video on a conventional display. For
correct transparency, the display should show exactly what the user would see
if the display were not there. Since the video is not captured from the user
viewpoint, simply displaying each frame as acquired results in visualization
discontinuity and redundancy. A second challenge is providing the remote mentor
with an effective visualization of the mentee's workspace in AR telementoring.
Acquiring the workspace with a camera built into the mentee's AR headset is
appealing since it captures the workspace from the mentee's viewpoint, and
since it does not require external hardware. However, the workspace
visualization is unstable as it changes frequently, abruptly, and substantially
with each mentee head motion. A third challenge is occluder removal in
diminished reality. Whereas in conventional AR the user's visualization of a
real world scene is augmented with graphical annotations, diminished reality
aims to aid the user's understanding of complex real world scenes by removing
objects from the visualization. The challenge is to paint over occluder pixels
using auxiliary videos acquired from different viewpoints, in real time, and
with good visual quality. A fourth challenge is to acquire scene geometry from
the user viewpoint, as needed in AR, for example, to integrate virtual
annotations seamlessly into the real world scene through accurate depth
compositing, and shadow and reflection casting and receiving.</p>
<p> </p>
<p>Our solutions are based on the thesis that images acquired from
different viewpoints should not always be connected by computing a dense,
per-pixel set of correspondences, but rather by devising custom, lightweight,
yet sufficient connections between them, for each unique context. We have
developed a self-contained phone-based AR display that aligns the phone camera
and the user by views, reducing visualization discontinuity to less than 5% for
scene distances beyond 5m. We have developed and validated in user studies an
effective workspace visualization method by stabilizing the mentee first-person
video feed through reprojection on a planar proxy of the workspace. We have
developed a real-time occluder in-painting method for diminished reality based
on a two-stage coarse-then-fine mapping between the user and the auxiliary
view. The mapping is established in time linear with occluder contour length,
and it achieves good continuity across the occluder boundary. We have developed
a method for 3D scene acquisition from the user viewpoint based on single-image
triangulation of correspondences between left and right eye corneal
reflections. The method relies on a subpixel accurate calibration of the
catadioptric imaging system defined by two corneas and a camera, which enables
the extension of conventional epipolar geometry for a fast connection between
corneal reflections.</p><p></p>
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Mobile phone technology as an aid to contemporary transport questions in walkability, in the context of developing countriesChege, Wilberforce Wanjau 28 February 2020 (has links)
The emerging global middle class, which is expected to double by 2050 desires more walkable, liveable neighbourhoods, and as distances between work and other amenities increases, cities are becoming less monocentric and becoming more polycentric. African cities could be described as walking cities, based on the number of people that walk to their destinations as opposed to other means of mobility but are often not walkable. Walking is by far the most popular form of transportation in Africa’s rapidly urbanising cities, although it is not often by choice rather a necessity. Facilitating this primary mode, while curbing the growth of less sustainable mobility uses requires special attention for the safety and convenience of walking in view of a Global South context. In this regard, to further promote walking as a sustainable mobility option, there is a need to assess the current state of its supporting infrastructure and begin giving it higher priority, focus and emphasis. Mobile phones have emerged as a useful alternative tool to collect this data and audit the state of walkability in cities. They eliminate the inaccuracies and inefficiencies of human memories because smartphone sensors such as GPS provides information with accuracies within 5m, providing superior accuracy and precision compared to other traditional methods. The data is also spatial in nature, allowing for a range of possible applications and use cases. Traditional inventory approaches in walkability often only revealed the perceived walkability and accessibility for only a subset of journeys. Crowdsourcing the perceived walkability and accessibility of points of interest in African cities could address this, albeit aspects such as ease-of-use and road safety should also be considered. A tool that crowdsources individual pedestrian experiences; availability and state of pedestrian infrastructure and amenities, using state-of-the-art smartphone technology, would over time also result in complete surveys of the walking environment provided such a tool is popular and safe. This research will illustrate how mobile phone applications currently in the market can be improved to offer more functionality that factors in multiple sensory modalities for enhanced visual appeal, ease of use, and aesthetics. The overarching aim of this research is, therefore, to develop the framework for and test a pilot-version mobile phone-based data collection tool that incorporates emerging technologies in collecting data on walkability. This research project will assess the effectiveness of the mobile application and test the technical capabilities of the system to experience how it operates within an existing infrastructure. It will continue to investigate the use of mobile phone technology in the collection of user perceptions of walkability, and the limitations of current transportation-based mobile applications, with the aim of developing an application that is an improvement to current offerings in the market. The prototype application will be tested and later piloted in different locations around the globe. Past studies are primarily focused on the development of transport-based mobile phone applications with basic features and limited functionality. Although limited progress has been made in integrating emerging advanced technologies such as Augmented Reality (AR), Machine Learning (ML), Big Data analytics, amongst others into mobile phone applications; what is missing from these past examples is a comprehensive and structured application in the transportation sphere. In turn, the full research will offer a broader understanding of the iii information gathered from these smart devices, and how that large volume of varied data can be better and more quickly interpreted to discover trends, patterns, and aid in decision making and planning. This research project attempts to fill this gap and also bring new insights, thus promote the research field of transportation data collection audits, with particular emphasis on walkability audits. In this regard, this research seeks to provide insights into how such a tool could be applied in assessing and promoting walkability as a sustainable and equitable mobility option. In order to get policy-makers, analysts, and practitioners in urban transport planning and provision in cities to pay closer attention to making better, more walkable places, appealing to them from an efficiency and business perspective is vital. This crowdsourced data is of great interest to industry practitioners, local governments and research communities as Big Data, and to urban communities and civil society as an input in their advocacy activities. The general findings from the results of this research show clear evidence that transport-based mobile phone applications currently available in the market are increasingly getting outdated and are not keeping up with new and emerging technologies and innovations. It is also evident from the results that mobile smartphones have revolutionised the collection of transport-related information hence the need for new initiatives to help take advantage of this emerging opportunity. The implications of these findings are that more attention needs to be paid to this niche going forward. This research project recommends that more studies, particularly on what technologies and functionalities can realistically be incorporated into mobile phone applications in the near future be done as well as on improving the hardware specifications of mobile phone devices to facilitate and support these emerging technologies whilst keeping the cost of mobile devices as low as possible.
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Exploring Novel Human Smart-thing Interaction through Augment Reality Framework DesignYuanzhi Cao (9399209) 16 December 2020 (has links)
<div>We have never felt so connected with the surrounding social and physical environment, thanks to the increasingly populating mobile computing devices and rapidly developing high-speed network. These technologies transform the everyday objects into smart-things and make us accessible to a large amount of digital information and intelligence relating closely to the physical reality. To bridge the gap between the digital interface and physical smart-thing, Augmented Reality (AR) has become a promising media that allows users to visually link the digital content to its physical target, with spatial and contextual awareness. Thanks to the vast improvement to the personal computing devices, AR technologies are emerging to popular realistic scenarios empowered by commercially available software development kits (SDKs) and hardware platforms, which makes it easier for human users to interact with the surrounding smart-things. </div><div><br></div><div>Due to the scope of this thesis, we are interested in exploring for the smart-things that have physical interaction capabilities with the reality world, such as Machines, Robots, and IoTs. Our overarching goal is to create better experience for users to interact with these smart-things, that is visual, spatial, contextual, and embodied, and we try to achieve this goal through novel augmented reality system workflow/framework design. </div><div><br></div><div>This thesis is based on our four published conference papers (Ani-Bot, V.Ra, GhostAR, Avatutar-study), which are described in chapters 3-6 respectively. On a broader level, our works in this thesis focus on exploring spatially situated visual programming techniques for human smart-thing interaction. In particular, we leverage contextual awareness in the AR environment with the interactivity of physical smart-things. We explore (1) spatial and visual input techniques and modalities for users to intuitively interact with the physical smart-things through interaction and interface design, and (2) the ecology of human smart-thing through system workflow design corresponding to the contextual awareness powered by the AR interface. In this thesis, we mainly study the following spatial aware AR interactions with our completed work: (i) Ani-Bot demonstrates Mixed-Reality (MR) interaction for tangible modular robotics through a Head-Mounted Device (HMD) with mid-air gestures, (ii) V.Ra describes spatially situated visual programming for Robot-IoT task planning, (iii) GhostAR has presented a time-space editor for Human-Robot Collaborative (HRC) task authoring. (iv) while AvaTutAR-study has presented an exploratory study that provided valuable design guidance for future AR avatar-based tutoring systems. </div><div><br></div><div>We further develop the enabling techniques including a modular robotics kit with assembly awareness and the corresponding MR features for the major phases of its lifecycle; a lightweight and coherent ecosystem design that enables spatial and visual programming as well as IoT interactive and navigatory task execution with a single AR-SLAM mobile device; and a novel HRC task authoring workflow using robot programming by human demonstration method within AR scene with avatar reference and motion mapping with dynamic time warping (DTW). Primarily, we design system workflows and develop applications for increasing the flexibility of AR content manipulation, creation, authoring, and intuitively interacting with the smart environment visually and pervasively. </div><div><br></div><div>Based on our completed projects, we conclude this thesis by summarizing the overall contributions of my Ph.D. works, and briefly providing my humble vision for the future of AR. </div>
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En skattjakt i camping- och hotellbranschen : En kvalitativ marknadsundersökning av AR-Gamification i camping- och hotellverksamheterFredriksson, Anna, Sandberg, Rebecka January 2020 (has links)
Användandet av tekniska verktyg förutspås vara en viktig del av hur camping- och hotellverksamheter utvecklar sina kundrelationer. Existerande forskning fokuserar mestadels på Augmented Reality och gamification som separata koncept. Tidigare forskning visar att Augmented Reality såväl som Gamification kan nyttjas av serviceverksamheter för att skapa värde för sina kunder i form av stärkt kundengagemang, sociala fördelar och en stärkt marknadsposition för företaget. Det blir allt vanligare för företag att använda digitala marknadsföringsverktyg för att styra sina kunders beteende och skapa kundlojalitet. En avsaknad av att tillämpa tekniken som ett förenat koncept, AR-Gamification, inom camping- och hotellverksamheter har noterats. Denna studie ämnar öka förståelsen för vilket intresse och acceptans det finns för AR-Gamification inom camping- och hotellverksamheter. För att undersöka detta har en marknadsundersöknings gjorts. Som verktyg för undersökningen har TAM använts. I tidigare forskning används denna modell för att studera hur ny teknik tas emot och accepteras, vilket ligger i linje med denna studies syfte. Påverkande faktorer i hur teknik tas emot och accepteras identifieras i TAM i variabler kring externa faktorer, uppfattad användbarhet samt uppfattad användarvänlighet. Start up-företaget JIVVIS produkt, en AR-Gamifierad Skattjakt har använts för att konkretisera tekniken som studeras. Utifrån det har slutsatser dragits gällande AR-Gamification i stort för hela camping- och hotellbranschen. Marknadsundersökningen resulterar i en modifierad TAM för studiens kontext. Denna slutgiltiga TAM genereras utifrån tidigare forskning och modifierats utifrån resultatet som presenteras utifrån studiens insamlade empiri. Studiens empiri bekräftar vissa aspekter av tidigare forskning men har även resulterat i oanade teman vilket ses som studiens teoretiska bidrag. Av de externa faktorer som identifierats i tidigare forskning kunde variabeln målgrupp bekräftas vara en påverkande faktor utifrån studiens insamlade data. Utöver detta uppkom oanade teman i användbarhet såväl som användarvänlighet av AR-Gamification inom camping- och hotellkontext. Användbarhet av AR-Gamification inom verksamheterna sågs inte bara i den AR-Gamifierade Skattjakt som presenteras utan även som verktyg för att effektivisera och underlätta gästernas hotellvistelse i form av en AR-Gamifierad Karta. Respondenterna i studien betonade, precis som tidigare forskning, den tekniska komplexitetens inverkan på acceptansen med tillskottet att den bör beaktas både ur slutanvändarperspektiv samt verksamhetsperspektiv. Studiens resultat kan stå till grund för om och hur JIVVI såväl som andra bolag med ARGamificationrelaterade tjänster/produkter ska närma sig camping- och hotellbranschen. Studien ger även ökad förståelse för intresset och acceptansen för AR-Gamification och kan därigenom ge företag insikter om hur de bör anpassa sin produkt/tjänst utifrån branschens önskemål.
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Instructional Design Guidelines for Procedural Instruction Delivered via Augmented RealityWasko, Christopher Warren 04 June 2013 (has links)
Augmented reality, defined as a real-time direct or indirect view of a physical real-world environment that has been enhanced by adding digital computer generated information to it, is rapidly developing in terms of associated hardware (wearable displays, wireless mobile devices) and software (development platforms). AR enhanced instruction has been shown to provide cognitive and psychomotor support during procedural learning and has been shown to use both words and pictures when delivering instructional content. A set of message design guidelines, created using a design and development research approach, can be used by novice designers to effectively manage the use of words and pictures while developing instructional applications for AR. / Ph. D.
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A Model-Based Approach to Hands Overlay for Augmented RealityAdolfsson, Fredrik January 2021 (has links)
Augmented Reality is a technology where the user sees the environment mixed with a virtual reality containing things such as text, animations, pictures, and videos. Remote guidance is a sub-field of Augmented Reality where guidance is given remotely to identify and solve problems without being there in person. Using hands overlay, the guide can use his or her hand to point and show gestures in real-time. To do this one needs to track the hands and create a video stream that represents them. The video stream of the hands is then overlaid on top of the video from the individual getting help. A solution currently used in the industry is to use image segmentation, which is done by segmenting an image to foreground and background to decide what to include. This requires distinct differences between the pixels that should be included and the ones that should be discarded to work correctly. This thesis instead investigates a model-based approach to hand tracking, where one tracks points of interest on the hands to build a 3D model of them. A model-based solution is based on sensor data, meaning that it would not have the limitations that image segmentation has. A prototype is developed and integrated into the existing solution. The hand modeling is done in a Unity application and then transferred into the existing application. The results show that there is a clear but not too significant overhead, so it can run on a normal computer. The prototype works as a proof of concept and shows the potential of a model-based approach.
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New Modalities and Techniques of Augmented Reality in STEM EducationAna Maria Villanueva Perez (12449052) 26 April 2022 (has links)
<p>Emerging technologies in the classroom are paving the way towards high-quality, hands-on distance learning. Augmented Reality (AR), which overlays virtual information into the physical world, provides a promising solution for the development and delivery of collaborative educational content. Frameworks such as ARkit, ARCore, have enabled AR experiences to become available to a wider audience. However, there are still several challenges to implementing an AR-based curriculum in classrooms, such as difficulty to create AR content, lack of an architecture capable of supporting collaboration between users, and questions about the user experience. This thesis introduces the MetaAR project, a series of solutions to enable instructors and designers to prototype AR experiences in collaborative and distant classrooms. We designed and tested interactive systems, each targeted towards solving a different problem: (1) MetaAR, an augmented reality authoring platform for instructors and students; (2) RobotAR, a robotics toolkit to create augmented reality-based makerspaces; (3) ColabAR, a toolkit for quick-prototyping of Tangible Augmented Reality (TAR) laboratories; (4) Grove-Blockly, a website with a STEAM curriculum involving IoTs, crafting and coding aimed at middle-schoolers; (5) Towards Modeling of Human Skilling for Electrical</p>
<p>Circuitry using Augmented Reality Applications, which provides a model to cluster microskills found in AR (perceptual, cognitive, motor) and aligns them to educational content design for AR. Our preliminary results, obtained from user studies involving more than 120 participants, provide evidence of the sustainability and the positive reception of our prototypes in learning environments. We demonstrated an improvement in several of students’ key competencies and in the overall user experience for both instructors and students. Our hope is that this thesis provides a pathway towards more natural interactions and advances in our understanding of distance learning technology, which is becoming increasingly important in today's society.</p>
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Virtual Reality in Architecture : Technical limitations, solutions and future useAl-Falahi, Ahmad January 2022 (has links)
VR is a relatively new technology that has been shown to have potential to increase productivity andfacilitate better decision making, both within the architecture role and in the broader building industry. However, there are many difficulties that stand in the way of this new technology. In this study, the researcher uses semi-structured interviews to interview six working architects from threecities in Sweden. This is an attempt to investigate what architects think are the technical difficultiesthat stand in the way of VR use within the architect role. Both software and hardware limitations are investigated. I additionally investigate what architects think are potential solutions to those problems, and how architects think VR can be used in the future in a way that would be useful and facilitate better communication. This study found that, according to the architects interviewed, the technical limitations are mainly the lack of portability, isolation from the outside world, the need for powerful hardware, motion sickness, movement restrictions and the setup process being generally inconvenient. The future use of VR that would be useful according to the architects interviewed are the ability to have virtual meetings, VR being used in conjunction with AR, the ability to design and sketch in VR and using VR as a communication tool to convey design ideas to the public.
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A Randomized Controlled Study of Online Medical Training: Traditional Lecture Compared to Case-Based Augmented Reality Followed by Coaching DebriefsMansour, Lauren A. January 2021 (has links)
No description available.
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