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Video See-Through Augmented Reality Application on a Mobile Computing Platform Using Position Based Visual POSE EstimationFischer, Daniel 22 August 2013 (has links)
A technique for real time object tracking in a mobile computing environment and its application to video see-through Augmented Reality (AR) has been designed, verified through simulation, and implemented and validated on a mobile computing device. Using position based visual position and orientation (POSE) methods and the Extended Kalman Filter (EKF), it is shown how this technique lends itself to be flexible to tracking multiple objects and multiple object models using a single monocular camera on different mobile computing devices. Using the monocular camera of the mobile computing device, feature points of the object(s) are located through image processing on the display. The relative position and orientation between the device and the object(s) is determined recursively by an EKF process. Once the relative position and orientation is determined for each object, three dimensional AR image(s) are rendered onto the display as if the device is looking at the virtual object(s) in the real world. This application and the framework presented could be used in the future to overlay additional informational onto displays in mobile computing devices. Example applications include robotic aided surgery where animations could be overlaid to assist the surgeon, in training applications that could aid in operation of equipment or in search and rescue operations where critical information such as floor plans and directions could be virtually placed onto the display.
Current approaches in the field of real time object tracking are discussed along with the methods used for video see-through AR applications on mobile computing devices. The mathematical framework for the real time object tracking and video see-through AR rendering is discussed in detail along with some consideration to extension to the handling of multiple AR objects. A physical implementation for a mobile computing device is proposed detailing the algorithmic approach along with design decisions.
The real time object tracking and video see-through AR system proposed is verified through simulation and details around the accuracy, robustness, constraints, and an extension to multiple object tracking are presented. The system is then validated using a ground truth measurement system and the accuracy, robustness, and its limitations are reviewed. A detailed validation analysis is also presented showing the feasibility of extending this approach to multiple objects. Finally conclusions from this research are presented based on the findings of this work and further areas of study are proposed.
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Video See-Through Augmented Reality Application on a Mobile Computing Platform Using Position Based Visual POSE EstimationFischer, Daniel 22 August 2013 (has links)
A technique for real time object tracking in a mobile computing environment and its application to video see-through Augmented Reality (AR) has been designed, verified through simulation, and implemented and validated on a mobile computing device. Using position based visual position and orientation (POSE) methods and the Extended Kalman Filter (EKF), it is shown how this technique lends itself to be flexible to tracking multiple objects and multiple object models using a single monocular camera on different mobile computing devices. Using the monocular camera of the mobile computing device, feature points of the object(s) are located through image processing on the display. The relative position and orientation between the device and the object(s) is determined recursively by an EKF process. Once the relative position and orientation is determined for each object, three dimensional AR image(s) are rendered onto the display as if the device is looking at the virtual object(s) in the real world. This application and the framework presented could be used in the future to overlay additional informational onto displays in mobile computing devices. Example applications include robotic aided surgery where animations could be overlaid to assist the surgeon, in training applications that could aid in operation of equipment or in search and rescue operations where critical information such as floor plans and directions could be virtually placed onto the display.
Current approaches in the field of real time object tracking are discussed along with the methods used for video see-through AR applications on mobile computing devices. The mathematical framework for the real time object tracking and video see-through AR rendering is discussed in detail along with some consideration to extension to the handling of multiple AR objects. A physical implementation for a mobile computing device is proposed detailing the algorithmic approach along with design decisions.
The real time object tracking and video see-through AR system proposed is verified through simulation and details around the accuracy, robustness, constraints, and an extension to multiple object tracking are presented. The system is then validated using a ground truth measurement system and the accuracy, robustness, and its limitations are reviewed. A detailed validation analysis is also presented showing the feasibility of extending this approach to multiple objects. Finally conclusions from this research are presented based on the findings of this work and further areas of study are proposed.
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Analyse von 3D-Visualisierungen durch die Kombination von interaktiven Oberflächen mit Augmented Reality Head-Mounted Displays / Analysis of 3D-Visualizations by combining interactive surfaces with Augmented Reality Head-Mounted DisplaysGräf, Maximilian 06 June 2018 (has links) (PDF)
Dreidimensionale Informationsvisualisierungen fördern durch den geringen Grad an Abstraktion die Bildung eines präzisen mentalen Modells und können daher multidimensionale räumliche Beziehungen greifbar kommunizieren. Gleichzeitig eröffnet die aktuelle Generation von Augmented Reality Head-Mounted Displays (AR-HMDs) neuartige Möglichkeiten zur Exploration von 3D-InfoVis und ist befähigt virtuelle Objekte glaubwürdig und immersiv in die physische Umgebung eines Nutzers zu integrieren. Dennoch unterliegt die Interaktion in AR-Umgebungen einer Vielzahl von Herausforderungen, da die signifikante Mehrheit der Applikationen lediglich Blick-, Freihandgesten- oder Sprachsteuerung als Eingabemodalität in Betracht ziehen. Durch Kombination von interaktiven Oberflächen wie Tabletops mit AR-HMDs können diese Nachteile effizient adressiert werden, indem direkte und natürliche Manipulation in Form von Multi-Touch, Tangible- oder Stift-Eingabe ermöglicht wird.
Im Rahmen dieser Thesis wird untersucht, wie die Analyse von 3D-InfoVis bei Kombination interaktiver Oberflächen mit AR-HMDs unterstützt werden kann. Hierfür wird der aktuelle Stand der Forschung in themennahen Domänen erfasst und folgend Konzepte zur Unterstützung analytischer Prozesse in zuvor erläuterter Systemkonstellation entwickelt. Die resultierenden Konzepte adressieren dabei Limitationen, die bei Darstellung und Interaktion von und mit 3D-InfoVis in konventionellen Systemen bestehen und im Rahmen der Kombination interaktiver Oberflächen mit AR-HMDs gelöst oder wesentlich angereichert werden können. Ausgewählte Features wurden in einer prototypischen Implementierung realisiert und getestet. / Three-dimensional information visualizations aid precise mental models and are able to communicate multidimensional-spatial relations due too their low level of abstraction. Simultaneously the current generation of Augmented Reality head-mounted displays (AR-HMDs) are offering novel chances for the exploration of 3D-InfoVis and are capable of immersively integrating virtual object into the physical environment of a user. Nevertheless, interaction in AR-environments is still posing a major challenge due to most applications only considering gaze, freehand gesture or speech as input modalities. By combining AR-HMDs with interactive surfaces these limitations can be addressed and direct and natural interaction in the form of multi-touch-, tangible- or pen-input can be enabled.
In the scope of this thesis it will be examined how the analysis of 3D-InfoVis can be supported in the context of combining interactive surfaces with AR-HMDs. Therefor the current state of research in associated domains is being summarized and based on that concepts for supporting analytical processes in aforementioned system constellation are being developed. The resulting concepts help addressing limitations, that exist in the representation and interaction of and with 3D-InfoVis in conventional systems in the scope of combining interactive surfaces with AR-HMDs in order to overcome them or reduce their effects. Selected features were implemented and tested in a prototype.
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Virtual- och augmented reality inom turism : En studie om tillämpning av teknikerna innan och under en resaNovakovic, Daniella, Sjögren, Malin, Carstens, Josefine January 2018 (has links)
VR (Virtual Reality) är en datorsimulerad virtuell verklighet där användaren omsluts med ljud och bild och naturlagarna sätts ur spel. Användaren kan själv anpassa verkligheten efter egna behov och önskemål. Till skillnad från VR betraktas AR som ett visuellt system som förstärker vår verklighet med information och grafik. Teknologins snabba framväxt skapar möjligheter för destinationer att skapa innovativa och nyskapande tjänster som kan locka turister. Informationstekniken förändrar och formar nya konsumentbeteenden hos resenärer, speciellt tydligt syns det inom resebranschen. Det är fundamentalt för turistföretagens överlevnad att hänga med i den digitala utvecklingen och för att lyckas attrahera generationer som är födda in i den digitala eran där teknik genomsyrar vardagen. Efterforskningar av tidigare studier påvisar dock en saknad av kvalitativa initiativ som avser att redogöra för implementering av tekniker som VR och AR, samt en undersökning där aktörer tas i beaktning. Studien avser söka svar på huruvida VR kan nyttjas innan en resa och AR under resan. Syftet med uppsatsen är att undersöka VR och AR i ett turistiskt sammanhang, specifikt hur researrangörer och museum, kan implementera teknikerna innan respektive under resan. Datainsamling har skett genom elva genomförda intervjuer. Respondenterna har delats in i tre kategorier, vilka representerar turistföretag (researrangörer och museum), VR- och AR- företag samt andra aktörer verksamma inom turism och digitala tekniker. En observation har genomförts där skribenterna fysiskt har testat teknikerna. Implementering av VR för en researrangör kan bidra som informations- och marknadsföringsverktyg, att uppleva platser utan att fysiskt resa till platsen och ett virtuellt bevarande av platser. Implementering av AR för ett museum kan bidra med vägbeskrivningar, information och historia om platser samt digital tillgänglighet. Fördelarna med implementering av teknikerna har visat sig vara marknadsföringsmässiga. Det är ett sätt att bevara, återanvända och visa upp samt sprida kunskap om våra historiska kulturarv. Teknikerna skapar mervärde för kunden då det erbjuds en extra service genom förenklad informationsspridning samt en förhöjd upplevelse av verkligheten. VR och AR hjälper till att levandegöra turismen och kan därmed sätta olika platser samt attraktioner på kartan på ett spännande och lättillgängligt sätt. Lågsäsongsturismen har goda förutsättningar att öka alternativt spridas ut mer jämnt under året genom att med VR visa upp för potentiella turister vad som kan förväntas av olika platser. / Virtual reality is a computer simulated reality, where the user is immersed with sound and image and natural of physics cease to exist. The user can customize the reality according to his or her own needs and desires. Unlike VR, AR is regarded as a visual system that reinforces our reality with information and graphics. The emergence of technology creates opportunities for travel destinations to create innovative value-added services that make them more appealing to the consumer. Information technology shapes new consumer behavior, especially in the travel industry. It is important that tourism companies are involved in the adoption of digital technologies in order to succeed in attracting younger generations born into the digital era where new technology permeates everyday life. The search for previous studies on the subject showed a lack of qualitative studies aimed at explaining the implementation of technologies, such as VR and AR. This study intends to determine whether VR can be implemented and add value used prior to a trip, and AR during the course of a trip. The purpose of the paper is to explore the virtual and augmented reality in the context of tourism by examining how tour operators and museums can implement VR prior to the trip, and AR during the trip. Data collection has been conducted through eleven interviews. Respondents have been divided into three categories, which represent: tourism companies (tour operators and museums), VR and AR companies and other market players invested in tourism and digital technologies. Both the VR and AR technologies have also been personally tested and experienced. Implementation of VR for a tour operator can contribute as information and marketing tools, detection of locations without physical travel to any given site as well as virtual site conservation. Implementation of AR for a museum can contribute positively in terms improved directions, increased accessibility to information and history of locations as well as digital accessibility. For a tourism company that specializes in customizing trips, advantages of the implementation of these technologies can be marketing and information tools. They can be an aid in terms of allowing for people visit foreign locations without physically traveling to them. The implementation of AR can help museum with direction, general information and history as well as digital accessibility. VR and AR can both be of benefit in terms of creating increased accessibility of locations and attractions. Low season tourism has solid potential to see an increase, or become more evenly distributed throughout the year, by leveraging AR to showcase its allure to potential new tourists.
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Aplicação do projeto sandbox de realidade aumentada como uma atração interativa tecnológica para museus utilizando conceitos de user experience / Application of the augmented reality sandbox project as an interactive technological attraction for museums using user experience conceptsBainy, Matheus Gonçalves 06 March 2018 (has links)
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Previous issue date: 2018-03-06 / Based on the modernization process of museums, this work aims to evaluate the Sandbox as an interactive technological attraction in museums and science institutes in order to adapt to these new museum concepts. A study was carried out regarding the types of education, the functioning of technological museums and the rules regarding interactive technological attractions. Resulting in the definition of three pillars for analysis: complexity, effectiveness and fun. These items were evaluated through an observational field survey conducted at the Science Station and the Itaipu Tourist Complex, both in Foz do Iguaçu, where participants interacted with the Sandbox. At the end, the conclusions were positive and the Sandbox was effective in meeting the three evaluated items. / Seguindo o processo de modernização em museus este trabalho tem como objetivo avaliar a
ferramenta Sandbox como atração interativa tecnológica em museus e institutos de ciência
visando se adequar a esses novos conceitos de museu. Dessa forma, foi realizado um estudo
referente aos tipos de educação, o funcionamento de museus tecnológicos e as normas
referentes a atrações tecnológicas interativas. Resultando na definição de três pilares para análise: complexidade, efetividade e diversão. Esses itens foram avaliados através de uma pesquisa de campo observacional realizadas no Estação Ciência e no Complexo Turístico de Itaipu, ambos em Foz do Iguaçu, onde os participantes interagiram com o Sandbox. Ao fim, as conclusões foram positivas e o Sandbox foi eficaz em atender os três itens avaliados.
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ARt Gallery – Onlineportfolio med webbutik och app : Hur en webbutik med tillhörande app kan sälja in konst med hjälp av Augmented Reality / ARt Gallery – Web Portfolio with Web Shop and App : How to Promote Art Through a Web Shop and App Using Augmented RealityBotani, Rania January 2015 (has links)
Denna studie berör hur man skapar en användbar och säker webbutik och onlineportfolio för en konstnär eller fotograf. Tanken är att sälja in deras konstverk med en app som använder Augmented Reality genom att visa hur tavlan ser ut på väggen med en smartphonekamera. Studiens fokus ligger på användbarhet och design i webbutiker för att öka kundförtroendet, interaktion med tilltalande användarupplevelse samt för att sälja in tavlorna. Efter att ha studerat användbarhet, kundcentrerad webbdesign och designteorier för framtagandet av interaktiva system, togs skisser av både webbutik och prototyp till app fram. Prototypen testades i samband med semi-strukturerade intervjuer. När alla svar sammanställts analyserades data från intervjuerna. Utifrån analysen drogs slutsatsen i hur appen bör utformas för att uppnå användbarhet och skapa en tilltalande användarupplevelse och genom interaktionen inspirera och sälja in tavlorna som finns i webbutiken. / This study concerns how to create a useful and reliable web shop and web portfolio for an artist or photographer. The idea is to promote their artworks with an app using Augmented Reality by showing how it looks on the wall by using a smartphone camera. The study's focus is on usability and design for webshops with high security to boost customer confidence and interaction, with an appealing user experience as well as to promote the art. After studying usability, customer centered web design, design theories for development of interactive systems, sketches for the webshop and a prototype for the app was developed. The prototype was usability tested during semi-structured interviews. Once the answers from the interview were collected, the data was analyzed. Based on the analysis the conclusion was drawn in how the app should be designed to achieve usability and appealing user experience, through interaction, inspire and promote the artworks found in the web shop.
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I jakten på gatukonst : Att utnyttja rummetEriksson, Tobias, Lindström, Jeanette January 2017 (has links)
I jakten på gatukonst har vi i detta kandidatarbete undersökt hur gatukonst kan utvecklas genom nya tekniker och hur plats och gatukonst samspelar och påverkar varandra i ett berättande. För att ta del av hur gatukonst ser ut och används i olika kulturer och miljöer valde vi att resa genom Europas städer och dokumentera gatukonst för att få ett bredare perspektiv. Genom att flyga och tågluffa har vandring och etnografi varit vår metod då vi har rest och vandrat för att kunna skapa denna undersökning. I våran gestaltning vill vi utmana gatukonst och dess gränser och har valt att göra det med augmented reality som verktyg för att skapa platsbaserad gatukonst som kan upplevas ur ett digitalt format i verkligheten. Genom augmented reality kan städer och områden ha gatukonst placerade på byggnaderna trots att det inte finns fysiskt. Det möjliggör ett alternativt sätt att utforska gatukonst genom en digital värld. / In the search for street art we’ve in this project explored how street art can be developed through new techniques and how space and street art interact and influence each other in a narrative way. To find out what street art looks like and how it’s used in different cultures and environments we chose to travel through Europe's cities to document the street art from a broad perspective. By flying, traveling and hiking we have been using walking and ethnography as our methods to create this study. In our design process we want to challenge street art and it’s boundaries and have chosen to do so with augmented reality as a tool for creating site-based street art that can be experienced from a digital format in reality. Through augmented reality, cities and areas can have street art placed on the buildings even though it does not exist physically. It enables alternative ways to explore street art through a digital world.
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Ein Klassifizierungssystem für Industrielle Augmented Reality AnwendungenSiewert, Jan Luca, Neges, Matthias, Gerhard, Detlef 06 September 2021 (has links)
Mit dem Fortschreiten der Digitalisierung in der Industrie findet sich Augmented Reality (AR) in immer mehr Einsatzbereichen. Dennoch bleibt die industrielle Verbreitung trotz sich stetig entwickelnder Technik hinter den Prognosen zurück. Es existieren bereits Arbeiten, die sich mit der Klassifizierung von AR jedoch mit Fokus auf die tatsächliche Implementierung bzw. Umsetzung der Anwendung beschäftigen. Um Anwendungsgebiete und damit die eigentliche Problemstellung, in denen AR einen Mehrwert bieten kann, besser vergleichen und Anforderungen für industrielle Bereiche ableiten zu können, stellt dieser Beitrag ein Klassifizierungssystem für diese Einsatzgebiete vor. Auf vorhergehenden Arbeiten aufbauend wird gezeigt, dass eine Klassifizierung der Einsatzszenarien auf Basis der drei Dimensionen zu unterstützende Aktion, Lebenszyklusphase und Grad der Hilfestellung erfolgen kann. Dazu wird eine systematische Literaturrecherche von industriellen AR Anwendungen und Studien der Jahre 2016 bis 2020 durchgeführt und nach dem vorgeschlagenen Schema klassifiziert. Neben den daraus gewonnen Erkenntnissen werden in den Beiträgen verwendete Technologien, wie die Darstellungstechnik, der Detailierungsgrad, der Reifegrad der Anwendung und die Art der Inhaltserstellung analysiert. Außerdem werden Probleme bei der Umsetzung sowie künftige Forschungsthemen und -schwerpunkte herausgearbeitet.
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Augmented Reality als intuitive Benutzungsschnittstelle für das RoboterprogrammierenHorn, Carolin, Schreiber, Christoph-Philipp 06 September 2021 (has links)
Das Programmieren der Bewegungsbahnen von Robotern erfordert Fachwissen und ist ein zeitintensiver und aufwendiger Prozess. Dieser Beitrag beschäftigt sich mit dem Einsatz von Augmented Reality (AR) in Form eines AR Head Mounted Display (HMD) als intuitives Schnittstelle (engl. Interface) für die Roboterprogrammierung. Zunächst wird ein Überblick über aktuelle und relevante Forschung im Bereich AR Anwendungen in der Robotik gegeben. Aktuelle Forschungsarbeit auf dem Gebiet widmet sich vorrangig der technischen Umsetzung einzelner Funktionalitäten. In diesem Beitrag aus der Praxis sollen die technischen Möglichkeiten den Problematiken potenzieller Anwender:innen angepasst werden. Der Fokus liegt damit auf dem Mehrwert für spezifische Nutzergruppen und der einfachen und intuitiven Bedienung des AR Interfaces selbst. Zunächst wird, einem nutzerzentrierten Entwicklungsprozess folgend, erhoben, welchen Herausforderungen Expert:innen und Laien bei der Roboterprogrammierung begegnen. Auf dieser Basis werden Anforderungen abgeleitet und ein erlebbarer Prototyp entwickelt und gestaltet, der eine weitere Untersuchungen ermöglicht. Ein geplantes Untersuchungskonzept hinsichtlich Aspekten der User Experience (UX) wird im Ausblick beleuchtet.
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Reimagining Arts Engagement Through Gamification And Digital Placemaking: The Intersection of Meaning at Hybrid Spaces.Barton, Jennifer 22 April 2022 (has links)
No description available.
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