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Allocation de l'attention visuelle en conduite automobile : l'impact de la réalité augmentée / Allocation of visual attention while driving : the impact of augmented realityEyraud, Robin 23 December 2016 (has links)
L’attention est le processus qui consiste à filtrer les informations utiles à l’activité, de celles qui lui sont inutiles. La réalité augmentée (RA) de surlignage guide ce processus de sélection de l’information, en mettant en valeur certains éléments par rapport à d’autres. Telle qu’envisagée actuellement pour la conduite automobile, la RA de surlignage met en évidence des éléments liés à l’activité générale de conduite (e.g. panneaux en cas de mauvaise visibilité, direction à emprunter), mais indépendamment des manœuvres. Or, la littérature sur l’attention visuelle en activité nous montre que les parcours oculaires sont très spécifiques aux buts et sous-buts immédiats. Une RA qui ne respecte pas cette priorisation « naturelle » du traitement de l’information risque donc de perturber la prise d’informations.Le premier objectif de cette recherche est de déterminer dans quelle mesure l’allocation de l’attention visuelle en conduite automobile se concentre sur les informations liées à la manœuvre. Le second objectif est d’étudier l’impact de la RA sur cette allocation de l’attention.Nous avons mis en place trois expérimentations dans lesquelles les participants visualisaient des scènes statiques et dynamique de conduite automobile, et devaient décider s’ils pouvaient réaliser une manœuvre. Nous avons analysé les variations d’allocation de l’attention visuelle selon les manœuvres notifiées et les conditions de RA à l’aide d’enregistrements oculométriques. Nos résultats montrent que l’attention visuelle est fortement allouée aux indices permettant la prise de décision, mais qu’elle ne néglige pas les indices permettant la compréhension générale de la scène. La RA optimise l’attention visuelle lorsqu’elle met en évidence des indices liés à la manœuvre, mais elle perturbe l’attention visuelle dans les autres conditions. Ces résultats permettent d’identifier et de caractériser différents risques inhérents à la RA de surlignage, et de discuter des pistes de conception pour les prendre en compte. / Attention involves distinguishing information which is useful for an activity from that which is not. Augmented reality (AR) highlighting guides this process of information selection by increasing the salience of high-value elements. In such systems, “value” is typically seen as linked to the overall activity of driving (e.g. traffic signs in case of poor visibility, or indications of direction). However, several studies have shown that during an activity eye movements are specific to the immediate goal. AR which does not respect this “natural” prioritizing of information thus risks interfering with information-processing.The first objective of this study is to determine to what extent the allocation of visual attention in automobile driving is focused on information related to a maneuver. The second objective is to study the impact of AR on this allocation of attention.We set up three experiments in which participants viewed static and dynamic driving situations and had to decide whether they could perform a maneuver. We analyzed the variations in allocation of visual attention in relation to the maneuvers in question and the AR conditions using eye movements recording. Our results show that visual attention is strongly linked to cues which permit decision-making, but that it does not overlook cues allowing a general comprehension of the situation. AR optimizes visual attention when it highlights cues related to the maneuver, but it disturbs visual attention in other cases. These findings make it possible to identify and categorize various risks inherent in AR highlighting, and to discuss possible approaches to dealing with them through more effective design.
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Utilização de dispositivos móveis e recursos de Realidade Aumentada nas aulas de matemática para elucidação dos sólidos de Platão /Silva, Fernando Oliveira da. January 2017 (has links)
Orientador: Ronaldo Celso Messias Correia / Banca: Suetônio De Almeida Meira / Banca: André Luís Olivete / Resumo: As Tecnologias de Informação de Comunicação (TIC's) estão presentes no cotidiano da humanidade e cada vez mais acessíveis no contexto escolar. O uso dessas tecnologias pode viabilizar uma educação matemática de qualidade propiciando a formação de cidadãos críticos e detentores de conhecimento matemático. Entretanto a educação promovida, principalmente pelas escolas públicas, não tem acompanhado os desenvolvimentos tecnológicos, fazendo que o ensino de matemática aconteça de forma dissociada do cotidiano vivenciado pelos alunos e ocasionando lacunas no aprendizado. O presente trabalho tem como objetivo analisar os aspectos relevantes do uso de Tecnologias de Informação e Comunicação no Ensino de Matemática, em especial o desenvolvimento e uso de aplicativos educacionais da área de matemática baseados em dispositivos móveis com a utilização de recursos de Realidade Aumentada. Com um do mapeamento sistemático foram identificados os principais trabalhos de pesquisa, tecnologias e aplicativos utilizados na área, e os resultados obtidos serviram como requisitos para o desenvolvimento do aplicativo ARSolids, que aborda conteúdos de Geometria, através dos sólidos de Platão e suas particularidades, utilizando recursos de Realidade Aumentada. Um experimento foi elaborado com o propósito de identificar e analisar a pré-disposição de docentes em utilizar TIC's nas aulas de matemática, como também a interação e satisfação do uso do aplicativo ARSolids por alunos e docentes. Com a análise... / Abstract: Communication Information Technologies (ICTs) are present in the daily lives of humanity and increasingly accessible in the school context. The use of these technologies can enable a quality mathematical education by providing training for critical citizens and holders of mathematical knowledge. However, the education promoted, mainly by the public schools, has not accompanied the technological developments, making the teaching of mathematics happen in a way dissociated from the daily life experienced by the students and causing learning gaps. The present work has the objective of analyzing the relevant aspects of the use of Information and Communication Technologies in Mathematics Teaching, especially the development and use of educational applications in the field of mathematics based on mobile devices with the use of Augmented Reality resources. With one of the systematic mapping, the main research works, technologies and applications used in the area were identified, and the results obtained served as requirements for the development of the ARSolids application, which deals with Geometry contents, through Plato's solids and their particularities, using Augmented Reality features. An experiment was developed with the purpose of identifying and analyzing the pre-disposition of teachers in using ICTs in mathematics classes, as well as the interaction and satisfaction of the use of the ARSolids application by students and teachers. With the analysis of the results, it was found that the students obtained a satisfactory result using the application, with a mean of 82%. It was emphasized that there was greater complexity of the objects presented in the tests using ARSolids. Most of the interviewees consider the use of this type of technology in the classroom to approach mathematics content relevant to the traditional teaching method / Mestre
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Augmented Construction : Developing a framework for implementing Building Information Modeling through Augmented Reality at construction sitesCarlsén, Adam, Elfstrand, Oscar January 2018 (has links)
Construction projects struggle to meet their budgeted cost, time, and quality requirements due to problems with cross-functional communication, which are made worse due to usage of mediums that are unable to handle the increasingly complex information required in the projects. Visualizing Building Information Models (BIM) through Augmented Reality (AR) on construction sites is believed to have the potential to solve many of the construction industry’s current communication problems. However, although academic efforts have been made regarding BIM through AR, contemporary research is limited to clinical trials and concludes that there is a need for studies conducted in real construction environments; even though practical testing has been conducted within the industry. To address this, the purpose of this report was to compile the academic knowledge and retrieve the experience available in the industry, and provide a situation assessment that updates the field of AR and BIM. Two research questions were formed: ‘What are the opportunities of using BIM through AR at construction sites?’ and ‘Which barriers are affecting the adoption of BIM and AR at construction sites, and what concrete measures can be taken?’. To answer the research questions, an exploratory study with abductive approach was used. The knowledge of industry practitioners with experience of BIM through AR testing, the usability of BIM, or the functionality of AR, was collected through 20 semi-structured interviews. These were analyzed using thematic methodology and the findings tested through a workshop at a major Swedish construction firm. The result confirmed that BIM through AR can solve some of the current communication problems within construction, and several barriers affecting the adoption of AR and BIM were found. These could be categorized into the dimensions: Process, User, or Technology. To each barrier a corresponding measure was identified, for instance; anchor the use of AR and BIM strategically, have an active role in AR development, and create organic dispersion of the technology. The results are also visualized in a roadmap depicting the different steps towards fully implemented AR and BIM. The findings contribute to the academia by extending the field of AR and BIM to include the perspectives of industry actors, and moving the focus of AR and BIM research past initial testing to actual implementation and usage of the technology. The main contribution towards managers is a roadmap which provides a sense of direction by being both a tool for assessing their company’s position along the path of AR and BIM implementation, but also provides insight regarding how to progress to the next step towards achieving fully implemented AR and BIM.
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Characterizing Motor Learning of a Novel Reaching Task in a Virtual Environment Using Kinematic EvaluationJanuary 2010 (has links)
abstract: Virtual environments are used for many physical rehabilitation and therapy purposes with varying degrees of success. An important feature for a therapy environment is the real-time monitoring of a participants' movement performance. Such monitoring can be used to evaluate the environment in addition to the participant's learning. Methods for monitoring and evaluation include tracking kinematic performance as well as monitoring muscle and brain activities through EMG and EEG technology. This study aims to observe trends in individual participants' motor learning based on changes in kinematic parameters and use those parameters to characterize different types of learners. This information can then guide EEG/EMG data analysis in the future. The evaluation of motor learning using kinematic parameters of performance typically compares averages of pre- and post-data to identify patterns of changes of various parameters. A key issue with using pre- and post-data is that individual participants perform differently and have different time-courses of learning. Furthermore, different parameters can evolve at independent rates. Finally, there is great variability in the movements at early stages of learning a task. To address these issues, a combined approach is proposed using robust regression, piece-wise regression and correlation to categorize different participant's motor learning. Using the mixed reality rehabilitation system developed at Arizona State University, it was possible to engage participants in motor learning, as revealed by improvements in kinematic parameters. A combination of robust regression, piecewise regression and correlation were used to reveal trends and characterize participants based on motor learning of three kinematic parameters: trajectory error, supination error and the number of phases in the velocity profile. / Dissertation/Thesis / M.S. Bioengineering 2010
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Estimation continue de la pose d'un équipement tenu en main par fusion des données visio-inertielles pour les applications de navigation piétonne en milieux urbains / Continuous pose estimation of handheld device by fusion of visio-inertial data for pedestrian navigation applications in urban environmentsAntigny, Nicolas 18 October 2018 (has links)
Pour assister la navigation piétonne dans les espaces urbains et intérieurs, une estimation précise de la pose (i.e. la position 3D et l'orientation3D) d'un équipement tenu en main constitue un point essentiel dans le développement d'outils d'aide à la mobilité (e.g. applications de réalité augmentée). Dans l'hypothèse où le piéton n'est équipé que d'appareils grand public, l'estimation de la pose est limitée à l'utilisation de capteurs à faible coût intégrés dans ces derniers (i.e. un récepteur GNSS, une unité de mesure inertielle et magnétique et une caméra monoculaire). De plus, les espaces urbains et intérieurs, comprenant des bâtiments proches et des éléments ferromagnétiques, constituent des zones difficiles pour la localisation et l'estimation de la pose lors de grands déplacements piétons.Cependant, le développement récent et la mise à disposition d'informations contenues dans des Systèmes d'Information Géographiques 3D constituent une nouvelle source de données exploitable pour la localisation et l'estimation de la pose. Pour relever ces défis, cette thèse propose différentes solutions pour améliorer la localisation et l'estimation de la pose des équipements tenus en main par le piéton lors de ses déplacements en espaces urbains et intérieurs. Les solutions proposées intègrent l'estimation de l'attitude basée inertielle et magnétique, l'odométrie visuelle monoculaire mise à l'échelle grâce à l'estimation des déplacements du piéton, l'estimation absolue de la pose basée sur la reconnaissance d'objets SIG 3D parfaitement connus et la mise à jour en position de la navigation à l'estime du piéton.Toutes ces solutions s'intègrent dans un processus de fusion permettant d'améliorer la précision de la localisation et d'estimer en continu une pose qualifiée de l'appareil tenu en main.Cette qualification est nécessaire à la mise en place d'un affichage en réalité augmentée sur site. Pour évaluer les solutions proposées, des données expérimentales ont été recueillies au cours de déplacements piétons dans un espace urbain avec des objets de référence et des passages intérieurs. / To support pedestrian navigation in urban and indoor spaces, an accurate pose estimate (i.e. 3Dposition and 3D orientation) of an equipment held inhand constitutes an essential point in the development of mobility assistance tools (e.g.Augmented Reality applications). On the assumption that the pedestrian is only equipped with general public devices, the pose estimation is restricted to the use of low-cost sensors embedded in the latter (i.e. an Inertial and Magnetic Measurement Unit and a monocular camera). In addition, urban and indoor spaces, comprising closely-spaced buildings and ferromagnetic elements,constitute challenging areas for localization and sensor pose estimation during large pedestrian displacements.However, the recent development and provision of data contained in 3D Geographical Information System constitutes a new wealth of data usable for localization and pose estimation.To address these challenges, this thesis proposes solutions to improve pedestrian localization and hand-held device pose estimation in urban and indoor spaces. The proposed solutions integrate inertial and magnetic-based attitude estimation, monocular Visual Odometry with pedestrian motion estimation for scale estimation, 3D GIS known object recognition-based absolute pose estimation and Pedestrian Dead-Reckoning updates. All these solutions are fused to improve accuracy and to continuously estimate a qualified pose of the handheld device. This qualification is required tovalidate an on-site augmented reality display. To assess the proposed solutions, experimental data has been collected during pedestrian walks in an urban space with sparse known objects and indoors passages.
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Evaluation péropératoire de la perfusion viscérale à l'aide de la fluorescence couplée à la réalité augmentée / Real-time fluorescence-based enhanced reality for visceral perfusion evaluationDiana, Michele 24 May 2016 (has links)
La perfusion intestinale est un facteur clé dans la guérison des anastomoses digestives. L'évaluation clinique de la perfusion demeure subjective et s’avère insuffisante pour prédire les complications anastomotiques, quelle que soit l'expérience du chirurgien. La vidéographie par fluorescence peut fournir une évaluation en temps réel de la perfusion intestinale. Suite à l'administration systémique d'une substance fluorescente, il est possible d’évaluer les unités de fluorescence, lorsque la zone d'intérêt est illuminée par une source de lumière spécifique. La présence de fluorescence est un marqueur de perfusion tissulaire mais cela reste une donnée subjective. Pour obtenir des données quantitatives, nous avons mis au point une solution d'analyse assistée par ordinateur permettant l'évaluation intraopératoire du site optimal de résection. Le logiciel peut générer une cartographie virtuelle de perfusion et celle-ci peut être superposée aux images laparoscopiques en pour obtenir l'effet de réalité augmentée. Cette thèse décrit le développement progressif de ce concept. / Pre-anastomotic bowel perfusion is a key factor for a successful healing process. Clinical evaluation of bowel perfusion is subjective and not accurate at predicting anastomotic complications, irrespective of the surgeon’s experience. Fluorescence videography analysis can provide real-time evaluation of bowel perfusion. Following the systemic administration of a fluorescent substance, fluorescence videography can compute the units of fluorescence, when the area of interest is illuminated by a specific light source. Fluorescence intensity is a marker of blood supply to the tissue. However, fluorescence intensity alone remains a subjective approach. We have developed a software solution enabling quantitative estimation of bowel perfusion, for intra-operative evaluation of the optimal resection site. The software can generate a “virtual perfusion cartography”, which can be overlapped onto real-time laparoscopic images to obtain the Enhanced Reality effect. This thesis describes the stepwise development of such concept.
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Augmented Remote Guidance in Final Assembly of Military AircraftSäll, Jakob January 2018 (has links)
With today’s smartphones and smart glasses, and the progression of augmented reality, the possibilities to interact over distance has made it feasible to guide one another in an intuitive and effective way. This combination of technology and software principles allows a local operator to record a scenario from his or her point of view and show this to a remotely located expert. An expert can, in turn, help the operator by interacting through that video feed by highlighting aspects and overlaying information for the operator to see. The aim of this study was to investigate how such a system should be configured if it were to be implemented in the context of final assembly of military aircraft. An understanding of the context and situations where external help might be needed was established through an ethnographical study. User tests were conducted with an existing system in comparable cases, inspired by results from the first study. This in order to evaluate the configuration of the hardware and interactivity. Results indicate that it is useful to implement a remote guidance system which allows augmented overlays in the context of final assembly. A greater need for such a system was found in situations in which a subject matter expert must investigate and assess issues and errors that has occurred. These scenarios are often characterized by differentiating environment, from cases where there is a good overview to situations in which the mirrors must be used to see from the right angle beyond one’s field of view. A remote guidance system should be able to support both cases and must, therefore, be modular in a way so that an external camera can be used to reach in while the screen can be seen simultaneously. Regarding the need for interaction between interactors in such situations are limited. The user studies indicate that simple referential gestures on frozen images of a video feed might be enough. / Global Assembly Instruction Strategies (GAIS) 2
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Augmented Reality och krisberedskapsövningar – något för räddningstjänsterna i Värmland? : Utvärdering av diskussioner kring ett videobaserat demonstrationsmaterial / Augmented Reality – Something for the rescue services in Värmland, Sweden? : Evaluation of discussions based on video-based demonstration materialHansson, Robin January 2018 (has links)
Krisberedskapsövningar är övningar i att samverka. Personer i olika organisationer eller i olika delar av en organisation behöver speciellt arrangerade workshops för att få möjlighet att träna förmågan till samverkan. En viktig aspekt är då samverkan under förhållanden där ordinarie resurser kan ha strypts samtidigt som beslut måste fattas snabbt för att tillgängliga resurser ska kunna sättas in där de bäst behövs. Räddningstjänster och forskare i Hedmarks fylke och Värmlands län har identifierat IT-baserade övningar på distans som ett sätt att öka antalet krisberedskapsövningar. EON Reality arbetar idag med kunskapsöverföring genom virtuella tekniker som Augmented Reality (AR) och har utvecklat en IT-baserad produkt som heter DSS Lyngvik med stöd för AR som är tänkt att fungera som ett verktyg vid krisberedskapsövningar. Syftet med denna uppsats är att utvärdera intresset för tekniken AR och utförandet i DSS Lyngvik bland räddningstjänster i Värmlands län. Detta sker genom en presentation, fokusgrupp och enkätundersökning med inbjudna testpersoner. Presentationen är baserad på en observation av en övning som har utförts i DSS Lyngvik. Resultat från insamlingsmetoderna visar på ett tydligt intresse för utförandet i DSS Lyngvik där bland annat den nedkortade tiden det tar att utföra en övning och det geografiska oberoendet ses som stora fördelar jämfört med dagens övningssätt.
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[en] A FRAMEWORK FOR TV GAME SHOWS WITH SECOND SCREEN / [pt] UM FRAMEWORK PARA GAME SHOWS INTERATIVOS DE TV COM REALIDADE AUMENTADA E SEGUNDA TELAANTONIO NASCIMENTO LUTFI 29 February 2016 (has links)
[pt] Esta dissertação apresenta um framework para a criação de jogos de
auditório em TV (game shows interativos) usando Realidade Aumentada
em estúdios, que permitam a participação dos telespectadores através de
tablets e smartphones como segunda tela. Este trabalho de pesquisa também
investiga novos paradigmas de convergência entre TV e videogames. / [en] This dissertation presents a framework for the development of
interactive TV game shows using augmented reality in TV studios, which
allows the participation of viewers using tablets and smartphones as the
second screen. This research also investigates new convergence paradigms
between TV and video games.
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Pose Estimation in an Outdoors Augmented Reality Mobile ApplicationNordlander, Rickard January 2018 (has links)
This thesis proposes a solution to the pose estimation problem for mobile devices in an outdoors environment. The proposed solution is intended for usage within an augmented reality application to visualize large objects such as buildings. As such, the system needs to provide both accurate and stable pose estimations with real-time requirements. The proposed solution combines inertial navigation for orientation estimation with a vision-based support component to reduce noise from the inertial orientation estimation. A GNSS-based component provides the system with an absolute reference of position. The orientation and position estimation were tested in two separate experiments. The orientation estimate was tested with the camera in a static position and orientation and was able to attain an estimate that is accurate and stable down to a few fractions of a degree. The position estimation was able to achieve centimeter-level stability during optimal conditions. Once the position had converged to a location, it was stable down to a couple of centimeters, which is sufficient for outdoors augmented reality applications.
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