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Real Time Vehicle Diagnostics Using Head Mounted DisplaysEnblom, Gustav, Eskebaek, Hannes January 2015 (has links)
This thesis evaluates how a head mounted display (HMD) can be used to increase usability compared to existing computer programs that are used during maintenance work on vehicles. Problems identified during a case study in a vehicle workshop are first described. As an attempt to solve some of the identified problems a prototype application using a HMD was developed. The prototype application aids the user during troubleshooting of systems on the vehicle by leading the mechanic with textual information and augmented reality (AR). Assessment of the prototype application was done by comparing it to the existing computer program and measuring error rate and time to completion for a predefined task. Usability was also measured using the System Usability Scale. The assessment showed that HMDs can provide higher usability in terms of efficiency and satisfaction. Furthermore, the thesis describes and discusses other possibilities and limitations that usage of HMDs and AR can lead to that were identified both from theory and during implementation.
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Utveckling av utvärderingsmetod för Augmented Reality-gränssnitt inom prehospital vård / Development of evaluation method for Augmented Reality interface in prehospital careDanielsson, Oskar January 2015 (has links)
Sjukvården är ett område som man ständigt försöker förbättra med ny teknik för att kunna ge bättre vård och rädda fler liv. En teknik som på senaste åren hamnat allt mer i fokus inom sjukvården är Augmented Reality. Det här arbetet har utförts med målet att utveckla en heuristisk utvärderingsmetod som ska kunna appliceras på Augmented Reality-teknik inom prehospital vård. För att nå målet så utvecklades en Augmented Reality-prototyp som till plattformen Google Glass. Med hjälp av resultat från användartester av prototypen som genomförts av sjukvårdare så utvecklades en lista bestående av 11 stycken heuristiker. Heuristikerna har använts för att utvärdera prototypen som utvecklades och heuristikerna var effektiva för att hitta designproblem hos prototypen.
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Image Retrieval within Augmented RealityManja, Philip 01 November 2017 (has links) (PDF)
Die vorliegende Arbeit untersucht das Potenzial von Augmented Reality zur Verbesserung von Image Retrieval Prozessen. Herausforderungen in Design und Gebrauchstauglichkeit wurden für beide Forschungsbereiche dargelegt und genutzt, um Designziele für Konzepte zu entwerfen. Eine Taxonomie für Image Retrieval in Augmented Reality wurde basierend auf der Forschungsarbeit entworfen und eingesetzt, um verwandte Arbeiten und generelle Ideen für Interaktionsmöglichkeiten zu strukturieren. Basierend auf der Taxonomie wurden Anwendungsszenarien als weitere Anforderungen für Konzepte formuliert. Mit Hilfe der generellen Ideen und Anforderungen wurden zwei umfassende Konzepte für Image Retrieval in Augmented Reality ausgearbeitet. Eins der Konzepte wurde auf einer Microsoft HoloLens umgesetzt und in einer Nutzerstudie evaluiert. Die Studie zeigt, dass das Konzept grundsätzlich positiv aufgenommen wurde und bietet Erkenntnisse über unterschiedliches Verhalten im Raum und verschiedene Suchstrategien bei der Durchführung von Image Retrieval in der erweiterten Realität. / The present work investigates the potential of augmented reality for improving the image retrieval process. Design and usability challenges were identified for both fields of research in order to formulate design goals for the development of concepts. A taxonomy for image retrieval within augmented reality was elaborated based on research work and used to structure related work and basic ideas for interaction. Based on the taxonomy, application scenarios were formulated as further requirements for concepts. Using the basic interaction ideas and the requirements, two comprehensive concepts for image retrieval within augmented reality were elaborated. One of the concepts was implemented using a Microsoft HoloLens and evaluated in a user study. The study showed that the concept was rated generally positive by the users and provided insight in different spatial behavior and search strategies when practicing image retrieval in augmented reality.
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Enhancing telepresence with mobile virtual proxiesHickey, S. (Seamus) 10 May 2005 (has links)
Abstract
Traditional telepresence systems are comprised of a person remotely controlling a robot in a hostile environment while receiving visual feedback from a camera mounted on the robot. While useful for a number of applications, this model is not particularly useful for everyday work applications. The size of the robot is intrusive, the robot needs to be designed for specific interactions and only one person can use the robot at any one time.
This work seeks to address this problem by replacing the physical proxy with a virtual proxy. The purpose of this virtual proxy is to enhance the system by providing improved support for multiple users, interaction and navigation in the remote environment. This enhanced, or improved, version of telepresence is termed TeleReality as it combines elements of virtual reality with traditional telepresence technologies. To achieve this goal, the basic building blocks, or constructs, of traditional telepresence systems need to be changed. This thesis identifies and evaluates the base constructs needed to build any TeleReality system. These constructs include the need to support navigation of the remote environment and this is achieved by using a network of cameras and image processing software to calculate the various perspective viewpoints of the users. These constructs govern the means in which this collection of cameras are organised and connected. Each user receives a common set of video images from which they calculate their own perspective viewpoints, and consequently supporting a multi-user system. Interaction within the remote environment is promoted using ad-hoc networks and augmented reality technologies. Constructs also cover security and privacy issues that arise from using multiple cameras by adopting both an organisational and technological viewpoint. The focus is on establishing trust within the system by divesting control to the user. An example of these constructs is given by the implementation of a TeleReality model called a 'Visual Cell' system.
The conclusion of this work identifies the constructs that are needed to support a telepresence system using a virtual proxy where the primary interaction framework is informational exchange, although physical interaction can also be supported depending upon the environmental support. This work also identifies the technical issues that require additional research for the implementation of a TeleReality system, from the need for improved image processing, video codec's, broadcast and ad-hoc security protocols, software architecture, registration and the availability of suitable head mounted displays.
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Supporting product development with a tangible platform for simulating user scenariosRuvald, Ryan January 2017 (has links)
Motivation: Today’s sustainability challenges are increasingly being addressed by Product Service Systems to satisfy customers needs while lowering their overall environment impact. These systems are increasingly complex containing diverse artifacts and interactions. To provide a holistic solution centered on the human experience element, design of product-service systems are best driven by data gathered from design thinking methods. Problem: When considering innovation challenges, such as the deployment of autonomous electric machines on future construction sites, data driven design can suffer from a lack of available tangible user feedback upon which to make design decisions. Approach: In the case of this study, the development of a scaled down construction site structured around generally applicable operations was built as a prototype for involving various users in early phase development of a HMI for interacting with prototype machines built by Volvo CE called the HX01. Qualitative data acquisition methods were derived from Design Thinking approaches to needfinding including: a questionnaire, unstructured interviews and observations. Results: The prototype scale site became a 5 meter x 5 meter semi-portable site with 1:11 scale ratio machines including: excavators, wheeled loaders and autonomous haulers. The product tested with the site was an augmented reality interface to provide a communication platform between workers and the autonomous haulers designed at building trust to enable collaboration. Test users and observers provided feedback confirming the effectiveness of the scale site scenario to convey the necessary context of a realistic interaction experience. Beyond HMI testing, the site served as a tangible artifact to instigate conversations across domain boundaries. Conclusions: The tangible experiential scenario platform developed displayed the capability to go beyond one-way concept communication of concepts to customers, by including customers as integral participants in the testing of new products/services. For design teams, the site can facilitate deeper learnings and validation via a shared contextualization of user feedback. The further implications may also include: the ability to increase rationale at design decision gate’s assessment of risk in new products and enable the identification of emergent issues in complex future scenarios.
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Designing projected user interfaces as assistive technology for the elderlyHyry, J. (Jaakko) 08 December 2015 (has links)
Abstract
Old age brings several physical and cognitive challenges for elderly people, which complicates the utilization of modern information and communication technology (ICT) for daily task assistance and for caretakers and family support. One factor hindering the adoption of ICT is that most existing user interfaces (UIs) require prior knowledge of use metaphors that many elderly people cannot learn to master. Research on developing assistive technology exists, such as phones for the elderly, but these often have UIs that require prior knowledge and use experience. Recent research has introduced Ambient Assisted Living (AAL) concepts for users’ homes, for example projecting guidance into the environment. However, only a few empirical studies have attempted to define the type of projection-based UIs that would be intuitive for the elderly, and the system design processes that would help in developing such AAL have not been researched thoroughly.
This work presents three design iterations and their empirical evaluations. From these, a body of knowledge was produced for designing and developing AALs with projected Augmented Reality (AR) UIs. The first iteration had a sentence-building UI implemented for a wearable Projector-Camera (ProCam) system, which had limits in technical suitability for the elderly. The second iteration changed the use metaphor to a simple icon-based menu, and produced a requirement guideline for UIs in AAL. In the final iteration, the wearable was replaced with a fixed ProCam, allowing the elderly to make menu selections effectively. This iteration supported sequential tasks, such as taking medicine, with visual guides. The suitability of the new UI was tested with computer literate young adults and elderly users, many of the latter having memory and motor skill limitations. The comparison showed that the two groups performed similarly; however, the elderly needed a slower and more direct interaction technique adapted to their preferences in the UI. Assistance for the sequential tasks was found feasible.
This work produced a set of UI-related and technical factors that AAL designers should take into account when developing projector-based AR systems for the elderly with memory problems. In addition, this work offers suggestions on how to conduct UI testing sessions with this user group to reduce the amount of work and improve the success of the iterative development process. / Tiivistelmä
Ikääntyminen tuo useita fyysisiä ja kognitiivisia haasteita teknologian käytölle mikä puolestaan mutkistaa modernin informaatioteknologian käyttöä hoivatyöntekijöiden ja omaisten tukemana päivittäisten askareiden tukemisessa. Yksi este käytölle on käyttöliittyminen hallitsemiseen tarvittava osaaminen mitä vanhuksilla on haastavaa oppia. Avustavan teknologian tutkimusta on olemassa laitteille kuten vanhusten käyttöön suunnitellut matkapuhelimet jotka tarvitsevat tietämystä ja aiempia käyttökokemuksia. Uusimmat tutkimukset esittävät tietotekniikka-avusteisen asuminen mahdollisuuksia käyttäjien koteihin esimerkiksi projisoitujen opastuksien muodossa, mutta vain muutamia empiirisiä tutkimuksia on tehty määrittelemään kuinka projektiopohjaiset käyttöliittymät voisivat olla intuitiivisia vanhuksille, ja tutkimuksia kuinka näiden systeemien suunnitteluprosessit voisivat avustaa tietotekniikka-avusteisen asumisen suunnittelijoille ei ole tuotettu tarpeeksi. Tämä työ esittelee kolmen iteroinnin ja empiirisen arvioinnin luoman tietämysperustan kautta ratkaisuja systeemien suunnittelun ja luonnin tarpeisiin projektiopohjaisen lisätyn todellisuuden käyttöliittymien luomiseksi. Ensimmäisen iteroinnin tulos on lauserakenteeseen pohjautuva käyttöliittymä päälle puettavalle projektiojärjestelmälle, jonka todettiin omaavan teknisiä puutteita vanhuskäyttöön. Toinen iterointi esittelee ikonipohjaisen käyttöliittymän ja tuottaa vaatimusmäärittelyohjeistuksia käyttöliittymille. Viimeisessä iteroinnissa korvataan päälle puettava kiinteästi asennetulla järjestelmällä, joka mahdollistaa vanhuksille tehokkaamman valintamenetelmän valikoille, sekä tukee sarjamuotoisten tehtävien suorittamista visuaalisia ohjeistuksia käyttäen esimerkiksi lääkkeen annostelun tukemisessa. Käytön soveltuvuutta vertailtiin tehokäyttäjien ja vanhusten, joilla on usein motoriikan ja kognition ongelmia, kesken, ja vaikka nämä kaksi ryhmää ovat hyvin samankaltaisia on vanhuksille sopivampi menetelmä hitaampi ja perustuu suoraan interaktioon. Myös sarjamuotoisen tehtävän suorituksen tukeminen osoittautui saavutettavaksi. Tämä työ tuotti käyttöliittymien ja teknisten toteutusten suunnitteluun tarkoitettuja ohjeistuksia joita tietotekniikka-avusteisen asumisen suunnittelijoiden tulisi ottaa huomioon projektiopohjaisten lisätyn todellisuuden järjestelmien kehittämisessä muistihäiriöisten vanhusten tarpeisiin. Lisäksi suosituksia käyttäjätestien luomiseen tämän käyttäjäryhmän kesken ehdotetaan jolla voidaan vähentää työmäärää sekä parantaa oikein iteratiivista prosessia.
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Development of a smart-phone based augmented reality view application for driver assistance systemsLotankar, Akshay Naresh 28 September 2017 (has links) (PDF)
The goal of this thesis is to develop a smartphone application for augmented reality view; it is an initial attempt to realize a driver assistance functionality using just a smartphone and an external lens. Initially it depicts a brief analysis about the most feasible development technologies for mobile application development, selecting a proper lens and positioning of the smartphone in the car. Later, it discusses the strategies for real-time object detection using OpenCV; the video frames are processed using the strategies to find patterns in the videos. Different techniques like Hough-line transform, watershed, contour detection, color segmentation, color thresholding and HAAR cascades are implemented and compared in terms of real time detection of the desired objects. Then a unified algorithm is implemented for the given scenario which overcomes the challenges faced during the conceptualization phase. Finally, the results are depicted with the snapshots of the real time detection done from the smartphone and then evaluated against the vision of the application and the achieved tasks. This thesis is concluded by stating the prospects of this mobile application in the future.
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Förstärkt verklighet i byggbranschen : En undersökning av AR som metod för att undvika samordningsbrister och byggfelKjell, Oscar, Silfversparre, Erik January 2017 (has links)
At present, augmented reality (AR) isn’t used to any significant degree in Sweden. However, the technology is considered as the next step in digitizing the constructionprocess. The development of AR has come a long way over the years but has not until recently begun to take shape as a tool to rely on. The purpose of the study has been to investigate today's AR technology and then identify its uses in the construction industry. The focus has been on investigating the possibilities of an application to prevent construction errors and coordination flaws, but also to see if the technology is useful in other ways in the construction process. The method used was based on a summary of technical reports of AR technology in a literature study. Applications and future possibilities with the technology have been described while the tracking systems and devices behind the applications have been studied. Interviews were conducted with staff at different positions at the workplace, working closely with the design and production. Based on these interviews, uses, advantages, shortcomings and development opportunities with AR to reduce construction errors have been established. The report points out that there are sufficiently good positioning systems currently available for AR to be applied to a construction site and that these are constantlybeing developed. However, further development of AR applications is required to enable them to meet the functions needed to overcome construction errors and coordination flaws. Even the devices that are most advantageous for the construction industry need more work to increase performance and eliminate possible health risks such as dizziness and nausea in constant use. At present, AR can be applied for simpler tasks such as illustrating models during meetings or for sale. / I dagsläget används inte förstärkt verklighet (AR) i någon markant utsträckning i Sverige. Teknologin anses dock som nästa steg i digitaliseringen av byggprocessen. Utvecklingen av AR har kommit långt under åren men har inte förrän nyligen börjat ta form som ett verktyg att förlita sig på. Syftet med studien har varit att undersöka dagens AR teknologi för att sedan identifiera dess användningsmöjligheter inom byggbranschen. Fokuset har legat på att undersöka möjligheterna med en applicering för att förhindra att byggfel och samordningsbrister uppstår men även för att se om teknologin är användbar på andra sätt i byggprocessen. Metoden som användes utgick ifrån en samlad information från tekniska rapporter om tekniken bakom AR i en litteraturstudie. Användningsområden och framtida möjligheter med tekniken har beskrivits samtidigt som de spårningssystem och enheter bakom applikationerna har studerats. Intervjuer utfördes med personal på olika positioner på arbetsplatsen som arbetar nära projekteringen och produktionen. Utifrån dessa intervjuer har användningsområden, fördelar, brister och utvecklingsmöjligheter med AR för att minska byggfel fastställts.Rapporten pekar på att det finns tillräckligt bra positioneringssystem i dagsläget för att AR ska kunna tillämpas på en byggarbetsplats och att dessa kontinuerligt utvecklas. Det krävs emellertid ytterligare utveckling av AR-applikationer för att dessa ska kunna uppfylla de funktioner som behövs för att avstyra byggfel och samordningsbrister. Även de enheter som är mest fördelaktiga att använda för byggbranschen behöver mer arbete för att öka prestandan och avstyra eventuella hälsorisker som yrsel och illamående vid ett konstant användande. I dagsläget kan AR appliceras för simplare uppgifter som att illustrera modeller under möten eller för försäljning.
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Environnement de réalité augmentée pour la conception, la gestion et la maintenance d’ouvrages et de mobiliers urbains / Augmented reality for design, management and maintenance of urban networks and facilitiesBaldisser, Emeric 09 March 2016 (has links)
Les travaux de géolocalisation et d’étude des ouvrages urbains font intervenirdes opérateurs de lever qui doivent manipuler des instruments de topographie, descartographies et des notions métiers complexes. Les erreurs de géolocalisation et deconception d’ouvrages sont fréquentes lorsque les méthodologies de travail ne sont pasrespectées. Ces travaux de thèse CIFRE, réalisés au sein de la société SIG-IMAGE,identifient dans un premier temps les sources d’erreurs lors des phases d’étude puisproposent un processus de lever topographique optimisé, pour réduire ces erreurs. Ilsmettent en évidence l’intérêt de la Réalité Augmentée pour diminuer les erreurs d’édition etd’interprétation de cartographie d’ouvrages. Un prototype est proposé, évalué et critiqué. Ilcouple un dispositif tactile de RA monoculaire géoréférencé avec un laser de topographie. Ilpermet de dessiner et de consulter des plans techniques sur une représentation 2D tempsréel du chantier. Les expérimentations démontrent que ce couplage n’est valide, au regardde la réglementation française, que pour la consultation de données SIG, ainsi que demodèles CAO dans un environnement très proche. Une autre approche est proposée, elleconsiste à recaler les nuages de points denses issus de scanners de topographie, avec lareprésentation orthoscopique 2D temps réel du chantier. Une synthèse des techniques derecalage image-nuage de points est proposée, et nos travaux s’orientent vers l’exploitationdu recalage 2D-2D. Les interactions dans l’environnement augmenté du chantier dépendentalors de son nuage de points. Elles sont géolocalisées et suivent les paradigmes du Picking-Outlining-Annotating. / In the public construction field, surveyors have to manipulate sophisticatedinstruments and maps to design CAD and GIS sketches describing geolocated facilities tobuild on worksite. Geolocation and design inaccuracies happen during these steps and leadto false technical maps. This Ph.D. thesis explains our research works made on behalf ofSIG-IMAGE Company. We first identify origins of inaccuracies during survey, then wepropose a new and optimized survey method that improves CAD and GIS accuracy on field.We explain to what extend Augmented Reality is able to improve technical mapsinterpretation and edition. We present, evaluate and criticize a prototype that couples atangible AR environment with a laser range finder. It allows one to draw technical sketcheson a 2D tangible real time view of worksites. Experiments have proven that it does not satisfyFrench regulation in terms of accuracy when editing maps. However it is accurate enough todisplay and edit GIS information, as well as CAD maps in a very close area. We then exploreanother approach consisting of matching the scanner’s dense point cloud with the real time2D view of the worksite. We propose a synthesis of alignment practices between point cloudsand images of a same scene. Finally we have chosen to explore 2D-2D registration so thatinteractions in our AR system would be based on the point cloud pre-processed discreterepresentation of the worksite. These interactions will be geolocated and will follow thePicking-Outlining-Annotating paradigm.
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Marketing and Augmented Reality / Marketing a rozšířená realitaZelený, Martin January 2010 (has links)
The main goal of this diploma thesis is to identify the usage of augmented reality in contemporary marketing practice and the expectations of marketers for the future use. This will be achieved by conducting a quantitative and qualitative research among existing creative and advertising companies. Secondary goal is introducing the concept of augmented reality from the theoretical point of view and also description of potential utilization based on known examples. The tools for the practical part are an online questionnaire and personal interviews.
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